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Postby JoshuaDunlow » Mon Feb 16, 2009 11:00 am

Ecalsneerg wrote:Isn't Alhandra the name of the example Paladin in D&D 3.x? Or did you take the name from elsewhere? :P


Ys i stole it :p It works don't it?! :lol:
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Post 533

Postby JoshuaDunlow » Mon Feb 16, 2009 11:05 am

The Raven (Medieval)
Power Level: 12; Power Points Spent: 186/186

STR: +2 (15), DEX: +6 (18/22), CON: +3 (16), INT: +7 (20/24), WIS: +5 (17/20), CHA: +6 (18/22)

Tough: +3/+8, Fort: +6, Ref: +10, Will: +9

Skills: Acrobatics 8 (+14), Bluff 8 (+14), Climb 5 (+7), Disable Device 6 (+13), Disguise 6 (+12), Escape Artist 8 (+14), Gather Information 8 (+14), Investigate 16 (+23), Language 5 (+5), Notice 8 (+13), Ride 4 (+10), Search 8 (+15), Sense Motive 8 (+13), Sleight of Hand 6 (+12), Stealth 8 (+14)

Feats: Equipment 7, Benefit - Social Class (+10 ep's) 2, Acrobatic Bluff, Assessment, Defensive Attack, Defensive Roll 3, Dodge Focus 4, Evasion 2, Fearsome Presence 5, Improved Initiative 1, Improved Trip, Instant Up, Jack-Of-All-Trades, Move-By Action, Power Attack, Seize Initiative, Skill Mastery - Acrobatics, Disable Devices, Escape Artist, Stealth 1, Sneak Attack 1, Startle, Takedown Attack 1, Uncanny Dodge - Hearing 1

Powers:
Cowl of the Raven (Device 3) [Lose] (Powers: Enhanced Ability 4, Enhanced Ability 4, Enhanced Ability 4, Enhanced Ability 3)
- Enhanced Ability 4 (+4 DEX; Ability: Dexterity)
- Enhanced Ability 4 (+4 INT; Ability: Intelligence)
- Enhanced Ability 4 (+4 CHA; Ability: Charisma)
- Enhanced Ability 3 (+3 WIS; Ability: Wisdom)
Protection 2 (+2 Toughness)
Super-Movement 1 (Swinging)
Wizard Sparks (Dazzle 5) (DC 15, Affects: Two Sense Types (2/r) - visual & auditory, Alternate Powers: Boomerangs (Blast 2) [Alt], Wizard Smoke (Obscure 5) [Alt], Sleep Darts (Stun 3) [Alt], Thieves Tacks (Trip 5) [Alt])
- Boomerangs (Blast 2) [Alt] (DC 17)
- Wizard Smoke (Obscure 5) [Alt] (Radius: 100 ft.; Affects: One Sense Type (1/r) - Visual, Extras: Duration 1 (continuous))
- Sleep Darts (Stun 3) [Alt] (DC 13, Extras: Range 1 (ranged))
- Thieves Tacks (Trip 5) [Alt] (Extras: Area, Shapeable (10 cu. ft. - General) [2 ranks only])


Equipment: Reinforced Leather Armor [Protection 2, +2 Toughness]; Rope & Grappling Hook [Super-Movement 1, Swinging]; Utility Belt [Wizard Sparks (Dazzle 5), DC 15, Affects: Two Sense Types (2/r) - visual & auditory, Alternate Powers: Boomerangs (Blast 2) [Alt], Wizard Smoke (Obscure 5) [Alt], Sleep Darts (Stun 3) [Alt], Thieves Tacks (Trip 5) [Alt]]; 10 more Ep's worth of equipment; Club; Brass Knuckles; Crossbow

Attack Bonus: +16 (Ranged: +16, Melee: +16, Grapple: +18)

Attacks: Unarmed Attack, +16 (DC 17), Wizard Sparks (Dazzle 5), +16 (DC Fort/Ref 15), Boomerangs (Blast 2) [Alt], +16 (DC 17), Sleep Darts (Stun 3) [Alt], +16 (DC Fort/Staged 13), Thieves Tacks (Trip 5) [Alt], +16 (DC 15), Club, +16 (DC 19), Brass Knuckles, +16 (DC 18), Crossbow, +16 (DC 20)

Defense: +16 (Flat-footed: +6), Knockback: -4

Initiative: +10

Languages: Native Language, Other Language, Other Language, Other Language, Other Language, Other Language

Totals: Abilities 44 + Skills 28 (112 ranks) + Feats 38 + Powers 9 + Combat 56 + Saves 11 + Drawbacks 0 = 186


Builder's Notes
Kallie Ravensworth, a Notorious thief who took after her father. But she didn't rebel against the common people, she rebelled against the system. Good natured at heart, she does try to help the common people. But generally she has her own way of thinking about things. The Cowl of the Raven, is a hood that has been handed down for generations through out her family history.

In this revision, she is actually only 186 pp's, compared to her original 197pp.
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Postby JoshuaDunlow » Mon Feb 16, 2009 11:14 am

It's time to celebrate, my thread has reached 200 pages! A new milestone for me. And i have everyone on the ATT to thank for that.
:D
:)
:lol:
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Postby Arthur Eld » Mon Feb 16, 2009 11:24 am

Congrats, JD!

Here's to two hundred more!
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Post 534

Postby JoshuaDunlow » Mon Feb 16, 2009 11:44 am

Siren (Medieval)
Power Level: 11; Power Points Spent: 204/204

STR: +6 (22), DEX: +3 (16), CON: +4 (18), INT: +2 (14), WIS: +3 (16), CHA: +6 (23)

Tough: +10, Fort: +9, Ref: +8, Will: +8

Skills: Diplomacy 8 (+14), Drive 3 (+6), Intimidate 8 (+14), Language 2 (+2), Ride 6 (+9), Swim 5 (+11), Knowledge: Arcane Lore 8 (+10), Knowledge: Life Sciences 3 (+5), Knowledge: Theology & Philsophy 8 (+10), Perform: Singing 4 (+10)

Feats: Equipment 2, Environmental Adaptation - Aquatic 1, Favored Environment - Aquatic 1, Quick Change 1, Ritualist, Fascinate (Perform), Improved Critical - Strike 1

Powers:
Alter Self (Morph 1) (+5 Disguise; Morph: Single Appearance (1/r) - Human Form, Power Feats: Metamorph 1)
Super-Strength 4 (+20 STR carrying capacity; +4 STR to some checks; Power Feats: Super-Breath (+6, Cone: 60 ft., DC 16))
Swimming 8 (500 mph, 4400 ft./rnd)
Immunity 3 (Suffocation: Drowning, Aging, Disease)
Flight 4 (Speed: 100 mph, 880 ft./rnd)
Protection 6 (+6 Toughness)
Water Witch (Water Control 10) (Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Alternate Powers: Blast 10 [Alt], Dazzle 10 [Alt], Suffocate 10 [Alt], Weather Control 5 [Alt])
- Blast 10 [Alt] (DC 25)
- Dazzle 10 [Alt] (DC 20, Affects: One Sense Type (1/r) - Visual)
- Suffocate 10 [Alt] (DC 20)
- Weather Control 5 [Alt] (Radius: 100 ft.; DC 15, Distraction (DC10), Hamper Move (25%))
Silver Net (Device 5) [Lose] (Powers: Snare 11)
- Snare 11 (DC 21, Power Feats: Tether (1100 ft.), Affects Insubstantial 1 (half ranks))
Trident (Strike 3) (DC 24, Feats: Improved Critical - Strike 1, Power Feats: Mighty, Thrown 1 (Range: 50 ft., incr 10 ft.))


Equipment: Trident [Trident (Strike 3), DC 24, Feats: Improved Critical - Strike 1, Power Feats: Mighty, Thrown 1 (Range: 50 ft., incr 10 ft.)]

Attack Bonus: +11 (Ranged: +11, Melee: +11, Grapple: +17/+21)

Attacks: Unarmed Attack, +11 (DC 21), Blast 10 [Alt], +11 (DC 25), Dazzle 10 [Alt], +11 (DC Fort/Ref 20), Suffocate 10 [Alt], +11 (DC Fort 20), Snare 11, +11 (DC Ref/Staged 21), Trident (Strike 3), +11 (DC 24)

Defense: +11 (Flat-footed: +6), Knockback: -5

Initiative: +3

Languages: Native Language, Other Language, Other Language

Totals: Abilities 49 + Skills 14 (55 ranks) + Feats 7 + Powers 75 + Combat 44 + Saves 15 + Drawbacks 0 = 204

Builder's Notes
I decided to go a different route with Siren, and make her a mermaid character. She uses the morph power to switch between human and mermaid form. Though the only big difference of this change is her in ability to walk on land. Which plays out mostly as a complication in-game. Cosmetically speaking, not much changes save hair and skin color.

Now her powers are slightly better than your average mermaid, so i played that up to Siren being the embodiment of the Ocean God, Korr. I altered her strength and charisma scores to fit her medieval concept better. I altered her super strength and gave her an incredible lung capacity so she now has super breath. I wanted to stress her name , and give her some ability to represent it. So i added Perform (singing) and fascinate onto that.

In the End though she ends up costing 6 more power points over her Modern predecessor.
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Postby The Ilethryl Knight » Mon Feb 16, 2009 12:17 pm

200 Pages - Nice going, JD. Congrats!

Hey, I've got a character building question for you (or anyone else who might be reading this). There's a character I want to build, a super-powered villain, who has a high-tech prison installed in his headquarters. In this prison, he keeps other super-powered individuals imprisoned, and the prison itself siphons off the powers of these individuals in order to boost the powers of the villain that holds them imprisoned. the more super-powered prisoners he keeps in the prison, the more powerful the villain becomes. (In the end, this villain is defeated when the prisoners are let loose and he looses the boost in powers he was getting from them.) Do you have any idea how I would model this using the rules?
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Postby Arthur Eld » Mon Feb 16, 2009 12:27 pm

That's pretty much just Transfer, isn't it? That's what Drain+Boost=, at least the way I understand it. There might be a bit of tweaking to be done what with the the extras of prisoners and the fact that the machine transfers the powers from itself to the villian, but that's the gist of it, I think.
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Postby The Ilethryl Knight » Mon Feb 16, 2009 12:44 pm

Transfer - I forgot about that power! Thanks for the tip. I should be able to find a way to work with that. :)
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Postby JoshuaDunlow » Mon Feb 16, 2009 12:45 pm

Arthur Eld wrote:That's pretty much just Transfer, isn't it? That's what Drain+Boost=, at least the way I understand it. There might be a bit of tweaking to be done what with the the extras of prisoners and the fact that the machine transfers the powers from itself to the villian, but that's the gist of it, I think.


Yeah pretty much its the Transfer Power, but lets try and break it down so we know how much it costs.

Transfer 10
Basic Traits: Drain (all powers, 4), Boost (All powers, 4)
Feats: Transfer Link*
Extras:
* Area-Shapeable (3 ranks only) (This allows you to affect any number of hero's in the confinment, the number of ranks here could determine the maximum size of the cell. I have this at 3 ranks for a cell that is 20' x 20'),
* Ranged (2; Perception) (This allows the device to transfer those powers to the villain that is so far away from the containment unit)
* Duration (Continuous, +3; The effect must be continuous so the villain need not concentrate on keeping it; So the hero's remain powerless and the villain remains powers; This bypasses the need for the boost and drain to fade away unless the device is somehow disabled)
Total Cost: 16 pp/rank

[*] The Transfer link allows the perception ranged power to reach the villain no matter where ever he is, without this feat the villain would have to be within visual range of his own headquarters otherwise. This essentially works like the super senses (communication link)

The over all affect at the PL 10 variety, you can drain 50 pp's worth of powers from every person within the area of effect. Then transfer those 50 pp's per person to you.
Last edited by JoshuaDunlow on Mon Feb 16, 2009 12:51 pm, edited 1 time in total.
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Postby The Ilethryl Knight » Mon Feb 16, 2009 12:49 pm

Yeah, that looks really good. I can definitley use that. I'll probably modify it a little to fit this particular character, but I think you captured the gist of what I was looking for. Thanks!
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Postby JoshuaDunlow » Mon Feb 16, 2009 12:52 pm

However if you want a more cost effective variation (and perhaps more reliable) , consider Nullify and Boost instead of drain and boost. With the drain, your only draining 50 pp's worth of powers. And in the end a hero might still have some powers to use. If you used Nullify, this would more effectively null his powers.
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Postby The Ilethryl Knight » Mon Feb 16, 2009 1:07 pm

Yeah, Nullify sounds better. It fits more with what I had in mind.
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Postby Thorpacolypse » Mon Feb 16, 2009 7:31 pm

Congrats on 200 pages JD! Your 200 Page Club phez and plaque are in the mail. 8)

And I think your Transfer best fits the bill for IK's vision, but as usual, it's a judgment call.

And I think you should run a Millenium City campaign on the Game Room. 8)
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Postby JoshuaDunlow » Mon Feb 16, 2009 7:35 pm

Thorpacolypse wrote:And I think you should run a Millenium City campaign on the Game Room. 8)


Maybe i will?! Whose all interested in doing something like that?
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Postby Tattooedman » Mon Feb 16, 2009 7:52 pm

JoshuaDunlow wrote:
Thorpacolypse wrote:And I think you should run a Millenium City campaign on the Game Room. 8)


Maybe i will?! Whose all interested in doing something like that?


I'm always willing to take a turn as a player! :D

I don't get too many chances to actually play instead of run a game.

Oh yeah, congrats on 200 pgs too!
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