Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

JD's 2E Archives

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby JoshuaDunlow » Thu Aug 21, 2008 1:46 pm

Image

WARLOCK (PL 8/150pp)
Abilities [28pp]: Strength 17 (+3), Dexterity 14 (+2), Constitution 22 (+6), Intelligence 20 (+5), Wisdom 10 (+0), Charisma 10 (+0)
Saves [11pp]: Toughness +6, Fortitude 4 (+11), Reflexes 3 (+5), Willpower 4 (+4)
Combat [16pp]: Attack Bonus +4 (+6 melee), Defense Bonus +6 (+2 flat), Initiative +2, Grapple +11, Knock Back -3, Hero Points 1
Attack (dc): Unarmed (+3), Techno Organic Conversion (dc 16)
Skills [7pp]: Computers 10 (+15), Concentration 6 (+6), Notice 6 (+6), Search 6 (+11)
Feats [5pp]: Attack Focus (Melee) 2, Dodge Focus 2, Improved Grapple
Powers [86pp]:
Techno-Organic Life Form
- Super Strength 2
- Shape Change 6
- Immunity 8 [Life Support (minus starvation)]
- Warlock can simulate any organic or technological adaptations, as well as organic forms and mechanical vehicles.
Bio Organic Conversion
- Transform 6 [anything into techno-organic construct); Extras: Continuous; Flaw: Limited (organic)]
- Strike 8 [Extra: Vampiric, Alternate Save (fort), Flaws: Limited (Techno Organic Beings)]

Drawbacks [3pp]: Weakness [If attacked by a Rank 6 intensity attack or higher, he needs to make a Fortitude Effect vs. DC 15 Or become splattered (same thing as the stunned condition) for one full round.]

1. So much for a Character staying within Costs! Warlock cannot be done. He becomes the most costly character of the bunch.
2. He can transform up to 50 lbs worth of matter, which allows him to convert most lesser creatures. With Extra effort he could transmute an entire person.
3. I wasn't sure if i should use a Healing, or a vampiric touch attack to simulate his Healing. But i chose a Cost effect Vampiric Strike.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby Thorpacolypse » Thu Aug 21, 2008 7:54 pm

Lovin' the New Mutant builds, JD!
Shop J-Mart!

Service with a smilie! :)
User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
 
Posts: 7168
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Postby JoshuaDunlow » Thu Aug 21, 2008 8:00 pm

Thorpacolypse wrote:Lovin' the New Mutant builds, JD!


Thanks Boss, i think i have all the original Crew built. So now i can post them over at J-Mart :wink:
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby JoshuaDunlow » Thu Aug 21, 2008 9:39 pm

Image

KARMA (PL 10/150pp)
Abilities [22pp]: Strength 12 (+1), Dexterity 12 (+1), Constitution 15 (+2), Intelligence 13 (+1), Wisdom 17 (+3), Charisma 15 (+2)
Saves [12pp]: Toughness +4, Fortitude 3 (+5), Reflexes 3 (+4), Willpower 6 (+9/+15 vs. Mental)
Combat [28pp]: Base Attack +8, Base Defense +8 (+3 flatfooted), Initiative +5, Grapple +8, Knock Back -2, Hero Points 1
Attack (dc): Unarmed +1, Possession (dc20), Mass Possession (dc 15)
Skills [13pp]: Acrobatics 5 (+6), Computers 2 (+3), Concentration 5 (+8), Bluff 4 (+6), Diplomacy 4 (+6), Intimidate 6 (+7), Knowledge: Business 4 (+5), Languages 2 [Vietnamese; French, English], Notice 4 (+7), Medicine 3 (+6), Survival 7 (+10), Stealth 10 (+11)
Feats [16pp]: Accurate Attack, Defensive Attack, Dodge Focus 2, Equipment 1, Improved Block, Improved Critical (Unarmed) 1, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Instant Up, Leadership, Power Attack, Startle, Taunt
Powers [58pp]:
· Psionic Disruption Field
- Mind Shield 6
· Possession 15 [Array: Power Feats: 1 Alternate Power]
- BASE: Possession 10 [Extra: Perception (+2), Flaws: Split Personality (possessed longer than the first duration expiration), Prone Body]
- AP: Mass Possession 5 [Power Feats: Selective, Extra: Perception, Area; Flaws: Split Personality (possessed longer than the first duration expiration), Prone Body]
· Mental Transformation 10 [Memories; Extra: Perception, Flaws: Limitations (target must be possessed)]
- AP: Telepathy 6 [Extra: Telelocation 6]
Equipment [5ep]: X-Men Costume [+2 Toughness, Quick Change, Immunity (Cold & Hot extremes; Flaw: Limited [½ save]), Com Link]
Complications: Mutant, Secret Identity

The only real tactical change was adding selective to Mass Possession, and upping her main powers to rank 10. Then Ap'ing Telepathy off of Mental Transformation. She gets a boost in her combat, defensive capabilities as well as Ability Scores. I could have added alot more to her, like Defensive Roll for example. Drop her base Will save slightly, if you want to add this in.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby LeopoldKain » Fri Aug 22, 2008 12:56 am

Nevermine that topic that I left in J-Mart...
Please look at this stuff:
Red and Wolf ; Kain's Builds
User avatar
LeopoldKain
Sidekick
Sidekick
 
Posts: 371
Joined: Tue Jul 29, 2008 11:03 am

Postby JoshuaDunlow » Fri Aug 22, 2008 1:08 am

LeopoldKain wrote:Nevermine that topic that I left in J-Mart...


It's alright, you can reply where ever you wish :wink:
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby LeopoldKain » Fri Aug 22, 2008 1:12 am

I did not relize you had you own build page until I looked around and since your links where set up right... I just used your link...
But you have to teach me that trick so I can post my people in the HFH story.

*EDIT


Never mind I figured it out.
Thanks for the time :)
Please look at this stuff:
Red and Wolf ; Kain's Builds
User avatar
LeopoldKain
Sidekick
Sidekick
 
Posts: 371
Joined: Tue Jul 29, 2008 11:03 am

Postby JoshuaDunlow » Fri Aug 22, 2008 1:17 am

LeopoldKain wrote:I did not relize you had you own build page until I looked around and since your links where set up right... I just used your link...
But you have to teach me that trick so I can post my people in the HFH story.



That's easy. Here's the BBC code, just get rid of the spaces.
[ url = html source ] Name for link [ /url ]

And to get a link for your post. There are two ways.
1. after posting a reply. Check up in your browser bar, C&P the address. or..
2. You will notice a page icon (with the right corner bent in), on your reply post. Should say (symbol) Posted: Fri Aug 22, 2008 1: 12 am Post Subject: etc.. Right click on that, and copy short cut / copy link.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby JoshuaDunlow » Sat Aug 23, 2008 1:30 pm

My point singularity weapon gets an update, after i saw an Andromeda episode of just one of those being able to destroy a planet.

Point Singularity Weapons
A point singularity projector fires mini-black holes at its target, the Magog generally use these weapons on their Swarm ships and the World ship. These weapons inflict heavy damage and can destroy a ship very quickly. With the Improved Range, this gives the weapon a range of 1,000,000,000 feet. That equates to a weapon range of 189,400 miles per range increment. The distance from the earth to the moon is roughly 238,714 miles (roughly 2 range increments).

Energy Blast 30 [Power Feats: Improved Range 24; Extra: Penetrating, Drawback: Action 1 (1 minute) ]
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby JoshuaDunlow » Sat Aug 23, 2008 3:13 pm

I've created a new Immunity power, called Space Worthy. After going back and reworking my Nova Corp's Templates.

Immunity 7 [Space Worthy (Vacuum, Hot & Cold Extremes, Suffocation, Pressure, and Radiation)] = 7pp
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby SCKnight » Sat Aug 23, 2008 6:36 pm

Hello, JD. I was wondering if you could do a crazy request for me. By crazy, I mean, well, it's crazy.

The Greatest American Hero

Here's the link to help you out:

http://en.wikipedia.org/wiki/The_Greatest_American_Hero

Be warned, you will certainly laugh out loud.
User avatar
SCKnight
Daredevil
Daredevil
 
Posts: 795
Joined: Fri Oct 13, 2006 4:30 am
Location: Barnwell, South Carolina

Postby JoshuaDunlow » Sat Aug 23, 2008 9:04 pm

SCKnight wrote:Hello, JD. I was wondering if you could do a crazy request for me. By crazy, I mean, well, it's crazy.

The Greatest American Hero

Here's the link to help you out:

http://en.wikipedia.org/wiki/The_Greatest_American_Hero

Be warned, you will certainly laugh out loud.


DUDE! I loved that show, i will definetly do that build.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby JoshuaDunlow » Sat Aug 23, 2008 10:05 pm

Super Senses (Psychometry-4 ranks)
You can sense and read the psychic “fingerprints” left on objects by the emotions of those who owned, held, or were around them. The stronger the emotions of the person or events, the easier it is to read what has been imprinted. The time since the event occurred will also be a factor, being easier the more recent the occurrence. To understand what the imprint is telling you, make an Investigate or Wisdom check (whichever you prefer or if the GameMaster restricts you to one or the other, depending on the circumstances.) The base DC for this check is 15, as modified by the following conditions. (The DC cannot be reduced below 5.)

Condition:
Time since event being read (special*)
Emotional Strength of Event
- Insignificant (typical everyday happening) +10 DC
- Noteworthy (devoted effort, but very little)+5 DC
- Minor (ordinary emotional release) +0 DC
- Moderate (definite emotional investment) -5 DC
- Major (something of great emotional significance)-10 DC
- Extreme (something incredibly emotionally turbulent)-15 DC

* There is no time modifier if the event being read occurred within a time value on the Time and Value Progression Table equal to or less than your Wisdom bonus, with a minimum value of 1 (1 action.) For each step down on the Time and Progression Table beyond your Wisdom bonus since the event occurred, the DC is increased by a +1 modifier. For example, if your Wisdom is 18 you have a +4 bonus. This means you suffer no DC modifier for reading events that occurred within 5 minutes. If the event you’re trying to read happened a year ago, that would be 8 steps down the table, increasing the DC by +8. Game Masters are encouraged to add their own modifiers if they feel the circumstances warrant it.

What is Learned?
How much is learned of what happened is determined on the following random table (hey, reading emotions isn’t exactly a science, no matter how powerful one’s will to do so is!) Roll twice, once to indicate the subject of what has been read and again to indicate the degree of information. Two columns are presented for the subject: one is used if you are purposely seeking specific information (e.g., “who killed the woman who owned this comb?”) and another for probing the object blind in the search for any information at all without specifics in mind (e.g., “who has owned this comb I just found on the ground?”) Add the amount your Investigate or Wisdom check to use this power defeated the DC by to both rolls as a modifier. So, if your Investigate check to use Psychometry was against a DC of 20 and you rolled a 23 you gain a +3 bonus on these two rolls.

Subject (Purposeful)
01-10 Learned something entirely unrelated to subject
11-18 Learn something peripherally related to subject
19+ Learn of intended subject

Subject (random)
01-10 Learn about event in most distant Past
11-14 Learn about event in recent past
15-18 Learn about event in immediate past
19+ Learn of most recent, most powerful possible subject

Information (learned)
01-05 Brief, unclear flash of insight
06-10 Brief moment in caught in time (minor clue)
11-14 Small clip of scene of an emotional movie (helpful clue)
15-18 Entire scene plays out in jumpy, choppy flashes that may leave out important details (incredibly helpful clue)
19+ Entire scene plays out clearly, emotions and all (good as being there)





Credit for this post, comes from the GodSend RPG.
Last edited by JoshuaDunlow on Tue Sep 09, 2008 3:55 pm, edited 2 times in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby JoshuaDunlow » Sat Aug 23, 2008 10:18 pm

Image


Greatest American Hero (PL 5/75pp)
Real Name: Ralph Hanley, Identity: Secret, Profession: School Teacher, Family: Pam Davidson (wife)
Trade Off: -1 Defense, +1 Toughness,-1 Attack, +1 DC
Abilities [8pp]: Strength 10/22 (+6), Dexterity 10 (+0), Constitution 10 (+0), Intelligence 14 (+2), Wisdom 12 (+1), Charisma 12 (+1)
Saves [2pp]: Toughness +6, Fortitude +0, Reflexes +0, Willpower 2 (+3)
Combat [0pp]: Base Attack +0/+4, Base Defense +0/+5 (+2 flat), Initiative +0, Grapple +0/+16, Knock Back +0/-3, Hero Points 1
Skills [4pp]: Bluff 2 (+3), Concentration 4 (+5), Drive 2 (+2), Profession: School Teacher 4 (+4), Notice 4 (+5)
Feats []: None
Devices [60pp]:
Alien Power Suit 15 [Hard to Remove; Power Feats: Restricted (only the worthy)]
- Enhanced Feat: Attack Focus (melee) 5
- Enhanced Base Defense +5
- Enhanced Strength +12
- Enhanced Feats: Power Attack
- Flight 3 [Drawback: Poor Maneuverability]
- Protection 6 [Extra: Impervious]
- Psychic Array 2 [Power Feats: 4 Alternate Powers]
- Base: Invisibility [Normal Sight]
- Ap: Super Senses: Precognition
- AP: Telekinesis 2
- AP: ESP 4 [Visual]
- AP: Super Senses: Psychometry
- Super Strength 5 [Effective Strength 40]
- Super Speed 2
Drawback [1pp]: Action [Suit Takes 1 minute to put on]
Complications: Responsibility (Work), Responsibility (Pam Davidson), Responsibility (students- Tony Vilicana, Rhonda Blake)
Last edited by JoshuaDunlow on Sun Aug 24, 2008 10:29 am, edited 1 time in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby JoshuaDunlow » Sun Aug 24, 2008 2:05 am

Extra: Addictive (+2)
This Extra when added to a certain kinds of attack or mental based powers, creates an addictive need for the source of the effect. When a target is first affected by a power with this extra, she must make a willpower save. If the save fails, the targets gains the Addictive Complication and a minor/uncommon weakness, if they cannot satisfy their addiction for the power in question (suffering a -1 penalty to all checks, every hour). Most people will usually do anything to sate this need, and requires the expenditure of a hero point to forestall for a limited duration. Otherwise they will seek out the hero/villain who used the addictive power on them in the first place.

The Will Save DC is 10 + the Power rank of the power it was attached to. So a Rank 5 power, has a will save DC of 15. The damage itself, would cancel out the dependancy. However this power cannot be attached to a damaging attack. This extra is meant to duplicate effects that produce some kind of dependancy. This maybe based on an Illusion, a Stun, a Fatigue, or Nauseating effect. Etc..

This kind of Extra, may not be appropriate for most campaigns. And the GM is more than welcome not to introduce this, its darker tone and nature. Makes it a great extra for a villain however.
Last edited by JoshuaDunlow on Sun Aug 24, 2008 11:28 am, edited 3 times in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7023
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 7 guests