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Postby Sand Fox » Tue Jan 27, 2009 4:48 pm

These Calvin Hobbes builds pretty much made my day, JoshuaDunlow. :lol: The only quibbles I have are that I think Hobbes should have a higher stealth the Calvin and that Space Man Spiff’s ship should only be the size of a car. It is described to be a small red craft. But great work, none the less. :wink:

Sincerely, Sand Fox
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Postby JoshuaDunlow » Tue Jan 27, 2009 5:16 pm

Sand Fox wrote:These Calvin Hobbes builds pretty much made my day, JoshuaDunlow. :lol: The only quibbles I have are that I think Hobbes should have a higher stealth the Calvin and that Space Man Spiff’s ship should only be the size of a car. It is described to be a small red craft. But great work, none the less. :wink:

Sincerely, Sand Fox


Thanks for the catch, i'll correct that information.
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Postby Sand Fox » Tue Jan 27, 2009 7:45 pm

JoshuaDunlow wrote:
Sand Fox wrote:These Calvin Hobbes builds pretty much made my day, JoshuaDunlow. :lol: The only quibbles I have are that I think Hobbes should have a higher stealth the Calvin and that Space Man Spiff’s ship should only be the size of a car. It is described to be a small red craft. But great work, none the less. :wink:

Sincerely, Sand Fox


Thanks for the catch, i'll correct that information.


That’s considerate of you to go to the trouble. Thank you.

Sincerely, Sand Fox
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For the wrath of man worketh not the righteousness of God.
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Postby JoshuaDunlow » Tue Jan 27, 2009 10:08 pm

SCI-FI WEAPONS
This listing will not cover the mundane weapons available out the main book.

Mono Blade
The Mono Blade is a long edged weapon, with an exceedingly sharp molecular edge. In a more Imperial Sci-fi setting, this is considered a civilized weapon. Because of how deadly these weapons really are, strength has little to do with their ability to slice through things or cause damage.

Corrosion 5 = 15 ep



Vibro Blade
The Vibro Blade is made of a durable metal alloy, many times tougher than steel. Inside the blade are microscopic machines that vibrate the metal, increasing its cutting power. The user is protected by the Vibations, through the plastic handle.

Strike 3 [Power Feats: Mighty, Improved Critical 2; Extra: Penetrating, Penetrating Strength 2] = 11 ep



Stun Baton
The stun baton is a common weapon used among police and security forces these days, not only can it be used as a bludgeoning weapon. All one has to do is touch someone with the tip, to send an electrical current rushing through their body. Stun Batons are commonly keyed to the user, so no one else can use the stunning charge.

[Link] Strike 2 [PF: Mighty] + [Link (+1)] Stun 5 = 18 ep



Blaster Weapon
Better known as a Plasma Weapon, coming in a wide variety. They shoot compressed super heated gasses held inside special power packs. Plasma weapons are usually very popular especially on board ships, because they do less damage against the metallic hulls of ships. Against armored foes, this weapon is not as good.

Blaster Pistol (Blast 5 [Energy]; Limited (Metallic Armor or Objects, 2 ranks less)) = 8 ep
Blaster Rifle (Blast 7 [Energy]; Limited (Metallic Armor or Objects, 3 ranks less)) = 11 ep



Laser Weapons
Come in many shapes and sizes, from pistols to rifles and other long arms. And are usually the most popular weapon, and often shoot in two different modes. Short , self contained beams, or solid streams.

Laser Pistol (Blast 4 (Energy)) = 9 ep
- AP: Long Burst (Strike 4 (energy, Extra: Line)
Laser Rifle (Blast 6 (Energy, Extra: Autofire)) = 19 ep
- Ap: Long Burst (Strike 6 (Extra: Line))
Laser Sniper Rifle (Blast 6 (Energy, PF: Improved Ranged)) = 13 ep



Pulse Rifle
A pulse rifle is a full automatic laser assault rifle, capable of firing a rapid barrage of laser energy. And is standard issue for most heavy assault soldiers like Astral.

Blast 7 [Energy, Extra: Autofire] = 21 ep



Tangler Gun
A unique non-lethal weapon eagerly adopted by Law Enforcement agencies. The Tangler fires an incredibly sticky that can render a target immobile in just a few seconds. The Tangler fires and inert compound that, when broken, expand into a gelatinous substance that covers a large portions of the target. Unfortunately for the target it becomes more problematic as it hardens.

Snare 7
Last edited by JoshuaDunlow on Mon Oct 12, 2009 11:35 am, edited 2 times in total.
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Postby dwellerofthedeep » Wed Jan 28, 2009 4:24 am

Nifty neat weapons Joshua. :D
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Postby Tattooedman » Wed Jan 28, 2009 12:09 pm

Very nice selction of weapons JD, very nice indeed.

What are the chances that other weapons will be high power ballistic types?
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Postby JoshuaDunlow » Wed Jan 28, 2009 12:28 pm

Tattooedman wrote:Very nice selction of weapons JD, very nice indeed.

What are the chances that other weapons will be high power ballistic types?


Ballistic Weapons are still quite common, even in most sci-fi settings. I'm just not sure how much further we can take Ballistic Technology, without resorting to more massive vehiclular weapons.

Some ideas include magnetically propelled rounds, and a miniature rail gun. So i will include these here now.

Mag Light
The Mag light special is a heavy pistol, that shoots rounds through magnetic expulsion rather than chemical based ignition. This allows the use to come up with a wide variety of ammo, the most common are freeze rounds of course. That immediately lower the ambient temperature of the object in an attempt to shatter it. Such ammo has a surprisingly long range, and is still able to keep its firepower. The drawback is there is no way of lowering the intensity. Making these weapons extremely lethal, unlike most energy weapons which can vary their fire power.

Blast 4 [Ballistic; PF: Extended Range, Improved Critical; Extra: Penetrating; Drawback: Full Power] = 14ep
Ap: [Link] Freeze Rounds [Corrosion 1] + [Link] Blast 5 (Extended Range)


The Rail Rifle
This is the ultimate in hand held weaponry, though its kickback makes it slow to use again. It takes the Mag Light's powers, and uses it to propel metallic rods at great speeds. At his autofire capabilities, and this weapon can tear up the hulls of most large vehicles.

Blast 7 [Ballistic; Extra: Autofire, Penetrating; Flaw: Action (full round)] = 21ep
Last edited by JoshuaDunlow on Thu Jan 29, 2009 3:55 pm, edited 4 times in total.
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Postby Tattooedman » Wed Jan 28, 2009 12:43 pm

JoshuaDunlow wrote:
Tattooedman wrote:Very nice selction of weapons JD, very nice indeed.

What are the chances that other weapons will be high power ballistic types?


Ballistic Weapons are still quite common, even in most sci-fi settings. I'm just not sure how much further we can take Ballistic Technology, without resorting to more massive vehiclular weapons.

Some ideas include magnetically propelled rounds, and a miniature rail gun. So i will include these here now.


Those were pretty much what I was thinking of, thanks. :D
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Postby luketheduke86 » Wed Jan 28, 2009 1:08 pm

Fantastic Calvin and Hobbes' builds JD!!! Though i wonder if maybe Stupendous man should have Power Loss: Babysitter...lol
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Postby JoshuaDunlow » Wed Jan 28, 2009 3:32 pm

luketheduke86 wrote:Fantastic Calvin and Hobbes' builds JD!!! Though i wonder if maybe Stupendous man should have Power Loss: Babysitter...lol


He does!
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Postby Thorpacolypse » Wed Jan 28, 2009 5:53 pm

Love the weapons, love the Calvin and Hobbes stuff, JD. Great stuff.

One has to wonder why there is no serious equipment guide for MnM yet (unless I've missed it). I'm thinking of compiling my own from the core book, your list, Batgirl's list, the Agents of Freedom book, etc. just to get something more comprehensive for my FTF group when we start up again later this year.
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Postby JoshuaDunlow » Wed Jan 28, 2009 7:02 pm

Thorpacolypse wrote:Love the weapons, love the Calvin and Hobbes stuff, JD. Great stuff.

One has to wonder why there is no serious equipment guide for MnM yet (unless I've missed it). I'm thinking of compiling my own from the core book, your list, Batgirl's list, the Agents of Freedom book, etc. just to get something more comprehensive for my FTF group when we start up again later this year.


Yeah, it be pretty good to have an Equipments guide for M&M. We should nag someone about it :p

Anyways thanks for saying something about the builds, i had pondered stocking calvin & hobbes over at J-Mart.
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Postby luketheduke86 » Thu Jan 29, 2009 7:45 am

JoshuaDunlow wrote:
luketheduke86 wrote:Fantastic Calvin and Hobbes' builds JD!!! Though i wonder if maybe Stupendous man should have Power Loss: Babysitter...lol


He does!


D'oh! :oops: Should of figured i was just over looking it lol. Also very nice Equipment guides there. I'm glad there's people like JD and Batgirl doing equipment guides to buff up the measely couple of charts the M&M has...nice job!
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Postby JoshuaDunlow » Thu Jan 29, 2009 4:12 pm

Personal Force fields
In most sci-fi the ultimate in protection is the Personal Force field, which varies in size and application. All such technology is at the whim of the Game Master, and depends entirely on the tech level you wish to implement in your own sci-fi campaigns. The GM is well within his rights, to treat such equipment as this as a Device for the purposes of costs. I suggest it as well.


Personal Shield
The Personal Shield creates a magnetic field about the user which helps keeps ballistic from finding its mark. It mostly comes in a vary small and portable device, usually a belt or some kind of bracer worn about the wrist.

Shield 3 or 4 (Rank 1 device)
Many Shields have a limited flaw so they only work against specific forms of attacks (only physical or energy -1, only against metallic weapons -2, only against ballistic -3). Only a TRUE personal shield, works without any hinderances against all attacks. This is about as good as it gets for most science fiction settings.




Flicker Field (Rank 3 device)
The Flicker Field is an upgrade from the personal shield, and is actually able to create a barrier of vibrational energy about the user. Its not totally fool proof, because the field flickers on and off constantly. If the field was activated constantly, it would cause serious damage to anything near the user. And if someone can gain the frequency of the Flicker Field, they can bypass the defense entirely.

Deflect 4 [All Ranged; Extra: Automatic; Flaw: Action (Free +2), Personal range(-1), Drawback: Power loss (weapons that match the frequency of the field)] = 15 pp



True Force Field (rank 1-2 device)
The True Force field may be out of the reach of humanity, though it might exist as high technology among some of the alien races they come across. The device is able to create a barrier, most like out of kinetic energy that actually stops and prevents objects from passing through. A weak version of a real force field, may only act like armor when used. While a true Miniature force field is more than likely able to resist the force behind most small firearms.

Weak Force Field Generator [Force Field 4]= 4 pp
Miniature Force field Generator [Force field 4 [Extra: Impervious]] = 8 pp



Omega Generator
This is the kind of Forcefield people dream about, and if something like this exists its really hush-hush. There is speculation that these devices exist out on the black market, or in secret government facilities. The Ultimate in personal defense. The Type 1, combines the personal Shield with the Miniature Forcefield. Not as powerful as either, but when combined together its benefits cannot be overlooked. The Type 2, provides the benefits of the personal shield, flicker field, and the miniature forcefield.


Omega Type 1 Generator (rank 2 device) = 8 pp
[link] Shield 2
[Link] Forcefield 3 (Extra: Impervious)

Omega Type 2 Generator (rank 4 device) = 16 pp
[link] Shield 2
[Link] Forcefield 3 (Extra: Impervious)
[Link] Deflect 3 [All Ranged; Extra: Automatic; Flaw: Action (Move +1), Personal range(-1), Drawback: Power loss (weapons that match the frequency of the field)]
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Postby JoshuaDunlow » Thu Jan 29, 2009 10:40 pm

Image

Clark Kent- Season 8
Power Level: 10; Power Points Spent: 150/150

STR: +10 (15/30), DEX: +2 (14), CON: +10 (15/30), INT: +2 (14), WIS: +2 (15), CHA: +3 (16)

Tough: +10, Fort: +13, Ref: +6, Will: +6 (+8 vs Mental)

Skills: Acrobatics 5 (+7), Bluff 5 (+8), Computers 3 (+5), Diplomacy 5 (+8), Gather Information 2 (+5), Investigate 3 (+5), Language 1 (+1), Notice 5 (+7), Search 8 (+10), Swim 2 (+12), Knowledge: Current Events 2 (+4), Knowledge: Physical Sciences 2 (+4), Prof: Farmer 4 (+6)

Feats: Attractive 1, Dodge Focus 2, Attack Focus (Melee) 4, Move-By Action, Power Attack, Interpose, Teamwork 1, Leadership

Powers:
Kryptonian Physiology (Container, Passive 16) (Powers: Solar Fueled Strength (Linked), Solar Fueled Toughness (Linked), Heat Vision (Blast 8), Immunity 10, Immunity 9, Enhanced Trait 2, Mind Shield 2)
- Solar Fueled Strength (Linked) (Powers: Enhanced Ability 15 [Link], (Strength Bonus) Strike 10 [Link], Super-Strength 10 [Link] [Dyn: 1/r+11, max 18PP])
---Enhanced Ability 15 [Link] (+15 STR; Ability: Strength, Flaws: Limited 1 (In Darkness) [4 ranks only])
---(Strength Bonus) Strike 10 [Link] (DC 25, Extras: Penetrating, Flaws: Limited 1 (In Darkness) [4 ranks only])
---Super-Strength 10 [Link] [Dyn: 1/r+11, max 18PP] (+50 STR carrying capacity; +10 STR to some checks; Alternate Powers: Air Control 17 [Alt] [Dyn: 1/r+1, max 18PP], Cold Breath (Cold Control 6) [Alt] [Dyn: 3/r, max 18PP], Super Speed (Linked) [Alt] [Dyn: 1/2r, max 18PP], [Swimming 7 [Alt] [Dyn: 1/r, max 18PP], Leaping 11 [Alt] [Dyn: 1/r, max 18PP]], Power Feats: Bracing, Super-Breath (+10, Cone: 100 ft., DC 20), Flaws: Limited 1 (In the Darkness) [4 ranks only])
-----Air Control 17 [Alt] [Dyn: 1/r+1, max 18PP] (Strength: 85, Carry: 544.8 tons / 1.1k tons / 1.6k tons / 3.3k tons; Power Feats: Wind-Blown Effects, Flaws: Limited Direction)
-----Cold Breath (Cold Control 6) [Alt] [Dyn: 3/r, max 18PP] (Radius: 250 ft.; DC 16, Extras: Area, Cone (60 ft. cone - General))
-----Super Speed (Linked) [Alt] [Dyn: 1/2r, max 18PP] (Powers: Speed 10 [Link], Quickness 4 [Link], Enhanced Trait 4 [Link], Concealment 2 [Link])
-------Speed 10 [Link] (Speed: 10000 mph, 88000 ft./rnd)
-------Quickness 4 [Link] (Perform routine tasks at 25x speed; Flaws: One Type (Physical))
-------Enhanced Trait 4 [Link] (Feats: Improved Initiative 4)
-------Concealment 2 [Link] (Sense - Sight, Flaws: Partial, Limited 1 (Only While Running))
-----Swimming 7 [Alt] [Dyn: 1/r, max 18PP] (250 mph, 2200 ft./rnd)
-----Leaping 11 [Alt] [Dyn: 1/r, max 18PP] (Jumping distance: x5000)

- Solar Fueled Toughness (Linked) (Powers: (Saving Throw) Protection 10 [Link], Enhanced Ability 15 [Link])
---(Saving Throw) Protection 10 [Link] (Saving Throw: Toughness, Extras: Impervious, Flaws: Limited 1 (Limited in Darkness) [4 ranks only])
---Enhanced Ability 15 [Link] (+15 CON; Ability: Constitution, Flaws: Limited 1 (Limited in Darkness) [4 ranks only])
- Heat Vision (Blast 8) (DC 23, Alternate Powers: Regeneration 17 [Alt], Environmental Control 9 [Alt], Power Feats: Subtle 2 (unnoticable), Precise)
--- Regeneration 17 [Alt] (DC 27, Ability Damage 3 (recover 1 / 20 mins), Recovery Rate (Bruised) 3 (recover 1 / round without rest), Recovery Rate (Disabled) 3 (recover 1 / 20 mins), Recovery Rate (Injured) 3 (recover 1 / minute), Recovery Rate (Staggered) 3 (recover 1 / minute), Recovery Rate (Unconscious) 1 (recover 1 / round), Resurrection 1 (1 week), Power Feats: Diehard, Persistent, Flaws: Limited 1 (Limited in Sunlight) [4 ranks only])
--- Environmental Control 9 [Alt] (Radius: 2500 ft.; Heat (Extreme))
- Immunity 10 (Common Descriptor: Meteor Induced Powers, Flaws: Limited - Half Effect)
- Immunity 9 (Life Support)
- Enhanced Trait 2 (Traits: Attack Focus (Melee) 4 +2 (+4))
- Mind Shield 2 (Impervious +2 to Will saves vs. Mental effects)

Attack Bonus: +5 (Ranged: +5, Melee: +7/+9, Grapple: +17/+29)

Attacks: Unarmed Attack, +9 (DC 25), Heat Vision (Blast 8), +5 (DC 23)

Defense: +7 (Flat-footed: +3), Knockback: -10

Initiative: +2

Drawbacks: Weakness - Uncommon - Major + 3 - Green Kryptonite (bruised damage every round), Weakness - Uncommon - Minor + 3 - Green Kryptonite (Nauseate every round), Vulnerable - Uncommon - Moderate - Magic

Languages: English, Kryptonian

Totals: Abilities 29 + Skills 12 (47 ranks) + Feats 10 + Powers 80 + Combat 20 + Saves 11 - Drawbacks 12 = 150

Builder's Notes:
Okay i decided to skip season 7, sorta lost my steam. Instead i decided to go for a season 8 Clark Kent. Here i decided to aim for a PL 10 character. And it worked! He's even a playable 150 pp's. I amazed myself by re-doing my clark build. I had to tailor make my own super speed power, so i dropped the array effect out of the power make up. And just came up with my own speed, quickness, and improved initiative ranks. The Leaping and Swimming are multiple powers within on Alternate Power.
Last edited by JoshuaDunlow on Fri Jan 30, 2009 10:05 am, edited 1 time in total.
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