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Postby Izziz al Azziz » Wed Jul 16, 2008 9:12 pm

no rush, i'm just giddy with anticipation. the best space combat system i have seen was in the first edition d20 star wars game from wizards. i'm sure it was probably taken from something else (maybe the original star wars game), but it was all about relative position between vessels, and using skill checks to alter your position compared to a ship, or to stay even with them when they try to alter theirs.

unfortunately, they revised it out in the second edition and went with something that was more 3rd edition intuitive, but also less ingenuitive, and i'd say, overcomplicated. i have no idea what's in the saga edition rules, but i would encourage checking these 'original' ones out if you ever gm vehicle combat in space.
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Postby Secret Turchin Man » Wed Jul 16, 2008 9:14 pm

Both the Skrull and Nova Corps in one day!?!? Man I knew you would come through for me but...SHAZAM!!KA-BLAM!!GODDAMN!! I was not expecting it so quickly! :shock:

You are truly a Template GOD.
You eat the dog!!

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Postby JoshuaDunlow » Wed Jul 16, 2008 9:21 pm

Izziz al Azziz wrote:no rush, i'm just giddy with anticipation. the best space combat system i have seen was in the first edition d20 star wars game from wizards. i'm sure it was probably taken from something else (maybe the original star wars game), but it was all about relative position between vessels, and using skill checks to alter your position compared to a ship, or to stay even with them when they try to alter theirs.

unfortunately, they revised it out in the second edition and went with something that was more 3rd edition intuitive, but also less ingenuitive, and i'd say, overcomplicated. i have no idea what's in the saga edition rules, but i would encourage checking these 'original' ones out if you ever gm vehicle combat in space.


Actually Babylon 5 had a run under a different game system called "Babylon Project" by Chameleon Eclectic Entertainment, Inc. I wish i could find it too. Cause honestly, i don't like using d20 all that much, i like diversity. Well M&M is one of the few exceptions i'd make to that. :lol: Though i have to admit i have found some rather awesome source websites for this New Babylon 5 rpg 2nd edition.
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Postby JoshuaDunlow » Wed Jul 16, 2008 9:56 pm

NARN
The Narn used to have an Agrarian Society, before the Centauri attacked them. And the influence of the shadows on their planet, which wiped out all those Narns which had any psychic potential what so ever.
Abilities [2pp]: +2 Constitution, -2 Charisma
Combat [2pp]: +1 to Base Combat Bonus
Saves [4pp]: +2 Willpower, +2 Fortitude
Skills [1pp]: Languages 1 [Narn, English], Knowledge: Theology/Philosophy 2, Knowledge: Tactics 1
Feats [1pp]: Favored Opponent [Centauri]
Powers [7pp]:
· Super Senses 1 [Low light vision]
· Super Strength 1
· Feature: Toughness [+1 toughness save]
· Immunity 3 [Hot & Cold Temperatures, Dehydration]
Complications: Hated/Distrust of Centauri
Total Cost: 17pp

The Blood Oath [Special Feat]
Narn do not forget those who slight them. And can initiate a Blood Oath against a specific person. Granting them access to the Rage feat, against the ire of the hatred.
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Postby JoshuaDunlow » Wed Jul 16, 2008 10:43 pm

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"No one here is exactly what he appears..."

G’Kar, Narn Ambassador, PL 6 (106pp)
Name: G`Kar, Race: Narn, Profession: Ambassador, Marital Status: Single, Affiliations: Kha`Ri, Army of Light, Interstellar Alliance, Eyes: Red

Abilities [28pp]: Strength 18 (+4), Dexterity 12 (+1), Constitution 16 (+3), Intelligence 13 (+1), Wisdom 15 (+2), Charisma 14 (+2)
Saves [13pp]: Toughness +4, Fortitude 5 (+8), Reflexes 2 (+3), Willpower 6 (+8)
Combat [16pp]: Base Attack +4 (+6 Melee), Base Defense +4 (+2 flatfooted), Initiative +1, Grapple +11, Knock back -2, Hero Points 1
Damage (dc): Unarmed +4, Knife +1
Skills [26pp]: Acrobatics 4 (+5), Bluff 6 (+6), Computers 3 (+4), Concentration 8 (+10), Craft: Writing 9 (+10), Diplomacy 8, Drive 3, Gather Information 8 (+10), Intimidate 5 (+7), Investigate 3 (+4), Knowledge: Alien Races 2 (+3), Knowledge: Civics 4 (+5), Knowledge: Theology 7 (+8), Knowledge: Tactics 7 (+8), Languages 1 [Narn, English], Medical 2 (+4), Notice 5 (+7), Perform: Oratory 4 (+6), Pilot 4 (+5), Profession (Ambassador) 7 (+9), Stealth 4 (+5)
Feats [16pp]: Attack Focus (Melee) 2, Benefit (Diplomatic Immunity), Contacts, Defensive Attack, Equipment 1, Endurance, Favored Opponent (Centuari), Improved Block, Improved Critical (unarmed), Improved Grab, Inspire, Leadership, Power Attack, Startle, Take down Attack,
Powers [7pp]:
Narn Physiology
· Super Senses 1 [Low light vision]
· Super Strength 1
· Feature: Toughness [+1 toughness save]
· Immunity 3 [Hot & Cold Temperatures, Dehydration]
Equipment [4ep]: Diplomatic Attire, Knife [+1 strike (mighty, improved critical)]
Last edited by JoshuaDunlow on Thu Jul 17, 2008 7:58 pm, edited 3 times in total.
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Postby JoshuaDunlow » Wed Jul 16, 2008 10:55 pm

Sheridan updated for Season 4!

John Sheridan (Season 3-4; PL 7/91pp )
Race: Human, Profession: Commander of Babylon 5, Age: 44

Abilities [27pp]: Strength 13 (+1), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 16 (+3), Wisdom 17 (+3), Charisma 18 (+4)
Saves [12pp]: Toughness +1, Fortitude 4 (+6), Reflexes +3 (+4), Willpower 5 (+8)
Combat [14pp]: Base Attack +4 (+6 in ranged), Base Defense +3 (+1 flatfooted), Initiative +1, Grapple +4, Knock back 0, Hero points 2
Attack (dc): Unarmed +1, PPG (+5 energy)
Skills [18pp]: Bluff 6 (+10), Computers 3 (+5), Diplomacy 5 (+9), Gather Information 4 (+8), Knowledge: Civics 4 (+7), Knowledge: History 4 (+7), Knowledge: Secret Organizations 4 (+7), Knowledge: Tactics 10 (+13), Notice 6 (+9), Perform: Oratory 6 (+10), Pilot 7 (+8), Profession: Military Commander 9 (+12), Sense Motive 4 (+7)
Feats [20pp]: Accurate Attack, Attack Focus (Ranged) 3, Benefit 7 (Rank: Commander), Equipment 3, Improved Block, Inspire, Leadership, Luck 1, Well Informed, Zero G Training
Equipment [11ep]: PPG Pistol [+5 Blast (Flaws: +3 vs. non-organic or armored foes)], Earth Force Uniform, Com link,
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Postby baixiwei » Thu Jul 17, 2008 9:30 am

Nice G'Kar!

The latter-day prophet of the Narn G'Kar might deserve higher Wisdom and Charisma, although on the other hand, it might just be that he was in the right place at the right time.

G'Kar is portrayed as being a skilled writer ... I wonder which skill that falls under?
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Postby JoshuaDunlow » Thu Jul 17, 2008 9:32 am

baixiwei wrote:Nice G'Kar!

The latter-day prophet of the Narn G'Kar might deserve higher Wisdom and Charisma, although on the other hand, it might just be that he was in the right place at the right time.

G'Kar is portrayed as being a skilled writer ... I wonder which skill that falls under?


That would fall under craft. so i will add that in, thanks for the catch.
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Postby tm80401 » Thu Jul 17, 2008 10:34 am

JoshuaDunlow wrote:Okay here's a basic Eternal Template, this template has been brought down to its minimal effects.

Eternal Template
Eternal Physiology 11 [Container; PF: Innate] = 56pp
- Immunity 8 [Aging, Suffocation, Disease, Poison, Cold, Heat, Starvation & Thirst, Radiation]
- Super Strength 4
- Enhanced Strength +10
- Enhanced Constitution +10
- Impervious Toughness Save 5
- Regeneration 15 [Bruised 3, Injured 3, Staggered 3, Disabled 3, Resurrection 3 (every hour); Power Feats: Persistent, Regrowth]
Cosmic Manipulation 15 [Array; Dynamic] =41
- Base: Blast 10 [Cosmic Energy; Extra: Penetrating ]
- DAP: Mind Blast 7
- DAP: Flight 10 [Extras: Affects Others (+1)]
- DAP: Mind Reading 15 [Extra: Sensory Link]
- DAP: Illusions 7 [All Senses]
- DAP: Transmutation 6 [Extra: Continuous, Flaws: Tiring]
Complications: Compulsion [Must attack/neutralize any threat against a Celestial], Cannot attack any Celestial
Total Cost: 97pp


Suggestion: Drop the Affects Others extra from flight and add in a DAP for Telekinesis. Eternals have been regularly shown 'levitating' objects. That gives them the ability to carry people with them and float a beer down from the fridge.

Even with the nit-pick this is an AWESOME Eternals template. Beats the Ultima template in Freedom City hands down.
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Postby JoshuaDunlow » Thu Jul 17, 2008 10:44 am

That's probably a good idea.
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Postby Secret Turchin Man » Thu Jul 17, 2008 2:03 pm

That IS a good Idea. :idea: :!: :D
You eat the dog!!

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Postby JoshuaDunlow » Thu Jul 17, 2008 3:22 pm

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KREE, Pure Blood (Male)
Abilities [7pp]: Strength +5, Constitution +2
Powers [2pp]: Super Strength 1
Total: 9 pp
Complications: Requires a Life Support in Nitrogen low atmospheres.

KREE, Pure Blood (Female)
Abilities [4pp]: Strength +2, Constitution +2
Powers [17pp]:
Female Kree can develop the following psychic abilities:
· Life Drain [Blast 4 (Extra: Vampiric, Will Save; Power Feats: 1 AP)]
· AP: Mind Control 7 [Power Feats: Subtle; Extra: Conscious; Flaw: Limited to Men]
Total: 4/21 with powers
Complications: Requires a Life Support in Nitrogen low atmospheres.

KREE, Mixed Blood (Male)
Abilities [10pp]: Strength +5, Constitution +5
Powers [2pp]: Super Strength 1
Total: 12pp
Complications: Requires a Life Support in Nitrogen low atmospheres.

KREE, Mixed Blood (Female)
Abilities [7pp]: Strength +2, Constitution +5
Powers [17pp]:
Female Kree can develop the following psychic abilities:
· Life Drain [Blast 4 (Extra: Vampiric, Will Save; Power Feats: 1 AP)]
· AP: Mind Control 7 [Power Feats: Subtle; Extra: Conscious; Flaw: Limited to Men]
Total: 7/24pp
Complications: Requires a Life Support in Nitrogen low atmospheres.


KREE, Ruul
Abilities [10pp]: Strength +5, Constitution +5
Powers [58/+17pp if Female]:
· Adaption 4 (24pp)
· Shape Shifting 4 (32pp)
Female Kree can develop the following psychic abilities:
· Life Drain [Blast 4 (Extra: Vampiric, Will Save; Power Feats: 1 AP)]
· AP: Mind Control 7 [Power Feats: Subtle; Extra: Conscious; Flaw: Limited to Men]
Total: 68 for men; 68/85 if female


Pure Bloods are Blue, Mixed Bloods are Pink, and Ruul have gray skin, and shoulder length tentacles from their head.
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Postby Secret Turchin Man » Fri Jul 18, 2008 11:07 am

Awesome template, man. I mean really awesome.
You eat the dog!!

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Postby JoshuaDunlow » Fri Jul 18, 2008 11:53 am

Psylocke gets an update, and is now a playable PL 10!

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Psylocke (PL 10/ 150pp)
Real Identity: Elizabeth "Betsy" Bradock, Identity: Secret, Occupation: Adventurer, Ex Government Agent, Ex Model, Citizenship: United Kingdom, Place of Birth: Braddock Manor, England, Known Relatives: James Braddock Sr. (Father, deceased), Elizabeth Braddock (mother, deceased), James "Jamie" Hr. (brother), Brian Braddock (Captain Britain, brother), Group Affiliations: Strike, X-Men, Height: 5'10", Weight: 155 lbs, Eyes: Blue, Hair: Blonde, died purple; Trade Off: - 5 Attack, +5 DC

Abilities [32pp]: Strength 12 (+1), Dexterity 12 (+1), Constitution 16 (+3), Intelligence 16 (+3), Wisdom 22 (+6), Charisma 14 (+2)
Saves [15pp]: Toughness +6, Fortitude 3 (+5), Reflexes 4 (+5), Willpower 8 (+14)
Combat [26pp]: Base Attack +5, Base Defense +10 (+4 flatfooted), Initiative +6, Grapple +6, Knock Back -3
Attack (dc): Unarmed +1, Psycho Blast +15 (dc25), Mental Blast +7 , Illusion (dc 25), Mind Control (dc19), Stun (dc 17)
Skills [12pp]: Acrobatics 3 (+4), Bluff 5 (+7/+11 with attractive), Computers 2 (+5), Diplomacy 3 (+5/+9 with Diplomacy), Drive 3 (+4), Gather Information 4 (+6), Investigation 6 (+9), Knowledge: Arcane 2 (+5), Knowledge: Behavior Science 2 (+5), Knowledge: Civics 2 (+5), Knowledge: Current Events 2 (+5), Knowledge: History 2 (+5), Knowledge: Streetwise 2 (+5), Notice 4 (+7), Pilot 4 (+5), Profession: Model 5 (+8), Search 5 (+8)
Feats [11pp]: Attractive 1, Benefit (Use wisdom for Initiative), Contacts, Dodge Focus 2, Elusive Target, Improved Pin, Improved Trip, Redirect, Stunning Attack, Teamwork 1
Powers [52pp]:
· Super Senses 5 [Precognition (Acute; Flaws: Uncontrolled)] (3pp)
· Telepathy 15 [Power Feats: 8 Dynamic AP’s, Dynamic, Linked: Comprehend (languages) 1] = 49pp
Psylocke is supposed to be a Premiere Telepath, and is more powerful than Professor X in terms of raw power (not necessarily skill; the prof. has her beat here). Mostly this is because of her incredibly powerful Psycho Blast.
-DAP: Psycho Blast 15 [Descriptors: Psychic, Bludgeon]
-DAP: Mental Blast 7
-DAP: Illusion 15 [All Senses; Power Feats: Progression 2 (25'), Selective; Flaws: Limited (one subject), Phantasm]
-DAP: Mind Control 9 [Power Feats: Subtle; Extra: Conscious]
-DAP: Stun 7 [Extra: Perception, Ranged]
-DAP: Telelocation 15
-DAP: Astral Projection 5 [PF: Dimensional (Astral)]
-DAP: Clairvoyance 15
Devices [4pp]:
Lightweight Armor 1 [Hard to Remove]
-Protection 3
-Immunity 2 [Cold and Heat Temperatures]
Drawback [1pp]: Telelocation, Clairvoyance are noticeable by her Butterfly aura.
Complications: Secret Identity, Eyes are Bionic (and transmit to mojo world; without them she is blind), Worthy to take the mantle as Captain Britain
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Postby JoshuaDunlow » Fri Jul 18, 2008 4:19 pm

Another Requiest, a Template for the Super Soldier Serum. Type II, is a perfected serum. Type III are the ones from MUA the videogame.

Super Soldier Serum Template (type I)
· Enhanced Strength +10
· Enhanced Dexterity +10
· Enhanced Constitution +10
· Immunity 2 [Aging, Disease; Flaws: Limited (one half save)]
· Regeneration 6 [Bruised 1, Unconscious 1, Injured 1, Staggered 1, Disabled 2]
· Speed 1
· Super Senses 1 [Extended Sight]
Total Cost: 39pp


Super Soldier Serum Template (type II)
· Enhanced Strength +5
· Enhanced Dexterity +5
· Enhanced Constitution +5
· Enhanced Intelligence +5
· Enhanced Wisdom +5
· Enhanced Charisma +5
· Immunity 2 [Aging, Disease; Flaws: Limited (one half save)]
· Quickness 1
· Regeneration 6 [Bruised 1, Unconscious 1, Injured 1, Staggered 1, Disabled 2]
· Speed 1
· Super Senses 2 [Extended Sight, Extended Hearing]
Total Cost: 41 pp


Super Soldier Serum Template (type III)
· Enhanced Strength +10
· Super Strength 5
· Enhanced Constitution +10
· Growth 4 [Flaws: Permanent]
· Impervious Toughness 2
Total Cost: 39pp
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