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, M&M Line Developer, The Justice League

Postby Bubble Boy » Sun Jun 28, 2009 4:37 pm

Dude,

He like totally called you Snowman.

:lol:
User avatar
Bubble Boy
Zealot
Zealot
 
Posts: 1067
Joined: Tue Dec 20, 2005 11:50 am
Location: Bubblelonia, Capital of Bubbleland

Postby MDSnowman » Sun Jun 28, 2009 5:36 pm

Ain't nothing wrong with being a Snowman. *Sage Nod*
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby JoshuaDunlow » Sun Jun 28, 2009 10:08 pm

MDSnowman wrote:Ain't nothing wrong with being a Snowman. *Sage Nod*


Those are some pretty big shoes to fill, to be considered as a good as a Snowman. :wink:
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7072
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby MorningKnight » Sun Jun 28, 2009 10:41 pm

Pardon me. I haz teh dumb tonite.

*face-keyboard*
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby catsi563 » Mon Jun 29, 2009 10:56 am

IKs suggestions are spot on. Background is developed like all stories from the history and setting as much as anything in a story.

by establishuing a back story and history for your world you will easilly be able to place your characters within it.

And inr egards to the one Ring. it was actually if your read the trillogy closely more of a protagonist then the dark lord himself. Sauron was merely a shadow mentioned only in passing through much of the trillogy. The ring and its quest to get back to its master was a much more insidious nemesis for the fellowship.

In many ways the ring playe don the greed of the men and beings in the fellowship and others it met along the way in order to fulfill its goal.

it was only thwarted in the end by the very obsession it helped foster in gollum who at the end fell victim to the threat frodo levied on him when Frodo said "If you tocuh me ever again you shall be cast yourself into the fires of doom."

and so he was he fell into the lava while celebrating his repossession of this precious.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
User avatar
catsi563
Overlord
Overlord
 
Posts: 4882
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon

Postby JoshuaDunlow » Mon Jun 29, 2009 11:02 am

catsi563 wrote:IKs suggestions are spot on. Background is developed like all stories from the history and setting as much as anything in a story.

by establishuing a back story and history for your world you will easilly be able to place your characters within it.

And inr egards to the one Ring. it was actually if your read the trillogy closely more of a protagonist then the dark lord himself. Sauron was merely a shadow mentioned only in passing through much of the trillogy. The ring and its quest to get back to its master was a much more insidious nemesis for the fellowship.

In many ways the ring playe don the greed of the men and beings in the fellowship and others it met along the way in order to fulfill its goal.

it was only thwarted in the end by the very obsession it helped foster in gollum who at the end fell victim to the threat frodo levied on him when Frodo said "If you tocuh me ever again you shall be cast yourself into the fires of doom."

and so he was he fell into the lava while celebrating his repossession of this precious.


The ring is most definetly a antagonizing force, with its own will. Sure i copped out doing perhaps the Ring, as its own character. It works better as an X-Trait device with its own malignant personality. Just how far to take that, i don't know. So i left it vague with a few game mechanics.

I still slowly work on my world, and i thought if i sat down and described the main locations that my "campaign" deals with it would develope on its own. Filling out details as my brain comes up with it. It seemed more logical to do it this way. Defining unique points of interest. The main kingdoms, special locals, creatures located in each region. Its a slow crawling process thus far.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7072
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby MisterO » Mon Jun 29, 2009 8:48 pm

Say JD how do I get one of those nifty wikia pages? I'd certainly like to be able to upload pictures and so forth without having to muck about with Photobucket.
User avatar
MisterO
Firebrand
Firebrand
 
Posts: 890
Joined: Thu Dec 14, 2006 9:21 am

Postby JoshuaDunlow » Tue Jun 30, 2009 10:13 am

MisterO wrote:Say JD how do I get one of those nifty wikia pages? I'd certainly like to be able to upload pictures and so forth without having to muck about with Photobucket.


Go to http://www.wikispaces.com and sign up; i love wikispaces. And their webpage design is pretty easy and intuitive to use.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7072
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby JoshuaDunlow » Sat Jul 04, 2009 1:22 am

Image

Gandalf the Grey (PL 9/180pp)
Real Name: Olorin, Race: Maiar, Profession: Lore Master/Wizard
Trade Off: -2 Attack/+2 DC

Abilities [38pp]: Strength 12 (+1), Dexterity 13 (+1), Constitution 15 (+2), Intelligence 20 (+5), Wisdom 23 (+6), Charisma 15/20 (+2/+5 with good people)
Saves [13pp]: Toughness +4, Fortitude 4 (+7), Reflexes 3 (+4), Willpower 4 (+10/+16 with mind shield)
Combat [12pp]: Base Attack +3 (+4 Melee, +6 Glamdring, +7 Magic) , Base Defense +5 (+7 with staff, +1 flat), Initiative +5, Grapple +4, Knock back -1, Hero Points 3
Attacks (DC): Unarmed (dc 16), Wizards Staff (dc 18; Penetrating), Glamdring (dc 21; Penetrating against supernatural; 18-20 critical), Wizards Magic (see below)
Skills [25pp]: Bluff 5 (+7), Concentration 12 (+18), Craft: Fireworks 10 (+16), Diplomacy 8 (+9), Gather Information 6 (+8), Intimidate 6 (+8), Knowledge: Arcane 13 (+18), Knowledge: History 10 (+15), Languages 5 [Common, Elf, Dwarf, Black Speech, Ent, Eagle], Notice 8 (+13), Ride 6 (+7), Search 8 (+13), Sense Motive 5 (+11)
Feats [37pp]: Artificer, Attack Focus (Melee) 1, Attack Focus (Magic) 4, Benefit (Status-Wizard), Dedication (All that is good), Dodge Focus 2, Equipment 6, Fearless, Improved Initiative, Jack of All Trades, Luck 2, Sidekick 15 [Shadow fax], Ritualist, Skill Mastery [Concentration, Knowledge-Arcane, Diplomacy], Well Informed
Powers [34pp]:
Maiar Physiology Power Suite
- Enhanced Charisma 5 [Limited (only with good people)]
- Immunity 4 [Aging, Disease, Cold, Heat; Innate]
- Mind Shield 4
Super Senses 3 [Magic Awareness (Acute, Extended)]
Magic of the Maiar 11 [Power Feats: Affects Insubstantial; Flaws: Distract; Drawbacks: Powerless (Must speak and gesture; 2pp)]
-Base: Valiant Defense 5 [Forcefield; Power Feats: Selective, Extra: Impervious, Affects Others, Ranged]
-- Alt: Light of the Valar 11 [Emotion Control (Extra: Area (Cone); Flaws: Limited [Fear], Limited [Only with servants of the shadow], Ranged Range) + ]
-- Alt: Ball of Fire 8 [Extra: Secondary Effect 4, Area Explosion (targeted) 1]
-- Alt: Summoning 5 [Extra: All Beasts (+2)]
-- Alt: Dazzling Fireworks Display [Environment Control (Distract; Duration [Instant]) 5+ Environmental Control (light; Duration [Instant]) 5]
-- Alt: Dazzling Fireworks Display 5 [Dazzle (Visual; Extra: Area (explosion, targeted), Selective Attack)]
-- Alt: Valar's Burning Light 11 [Blast (Extra: Penetrating; Flaws: Limited (only with servants of the shadow)]
-- Alt: Fearful Presence [Enhanced Feat: Fearsome Presence 8]
-- Alt: Prophecy [Super Senses 4 (Precognition, Limited [misleading results])]
-- Alt: Lightning 10 [PF: Indirect]
-- Alt: Sunder [Disintegrate 5 (Flaws: Limited [Objects Only])]
-- Alt: Healing 7[PF: Stabilize; Extra: Restoration, Total; Flaw: Tiring]
Devices [20pp]:
Narya "The Ring of Fire" 5 [Hard to Remove]
- Immunity 6 [Aging, Fire; Flaw: Limited (Half effect)]
- Emotion Control 5 [Flaws: Limited (to Hope), Roll required (diplomacy)]
-- Alt: Enhanced Feat: Inspire 2
- Boost 4 [Fire Based Magic; Extra: Total Fade] 16
Special Equipment [26ep]:
Wizard's Staff (12ep)
- Strike +2 [Power Feats: Mighty, Affects Insubstantial; Extra: Penetrating 2]
-- Alt: Environmental Control 3 [Sunlight] (7pp)
-- Alt: Defense [Shield 2] + Deflect 2 (slow projectiles)] (6pp)
-- Alt: Beacon of Hope [Enhanced Feat: Inspire + Fearful Presence 3]
-- Alt: Scribe Sign [Environmental Control 1 (Power Feat: Can only be seen by friends; Flaw: Phantasm); Extra: Duration (continuous)]
-- Alt: Wizard’s Strike [Strike 5 (Affects Insubstantial)
- Endurance [Bonus Hero Points 2 (Flaws: Limited [to remove fatigue])]
Glamdring "The Foe Hammer" (12ep)
- Super Senses 3 [Detect Orcs (Radius, Extended); Drawback: Noticeable]
- Strike 5 [Power Feats: Accurate, Mighty, Affects Insubstantial, Improved Critical 2; Extra: Penetrating; Flaws: Limited (Penetrating only against supernatural foes)]
Grey Wizard Robes
- Protection 2
Normal Equipment: Cloak, Pipe, Pipe Tobacco


Shadow Fax [Sidekick 15/Minion 6]

Abilities [26pp]: Strength 17(+3), Dexterity 13(+1), Constitution 20(+5), Intelligence 10 (+0), Wisdom 16(+3), Charisma 10 (+0)
Saves [11pp]: Toughness +5, Fortitude +5, Reflexes +5, Willpower+10
Combat [24pp]: Attack +5 (includes penalty for growth), Defense +5 (includes penalty for growth), Initiative +5
Skills [2pp]: Notice 8 (+11)
Feats [3pp]: Fearless, Improved Initiative, Move by Attack
Powers [15pp]: Growth 4 [PF: Innate; Flaws: Permanent], Protection 2, Speed 2, Super Senses 2 (extended vision, Lowlight Vision)
Drawbacks [-8]: Mute, No Hands


Builders Notes:
Here is the new version of Gandalf converted to W&W, it really helped put him into perspective. However, not much changed, I dropped a few things from my original build. In addition, modified Gandalf’s Intelligence and Wisdom Score to fit more appropriately. With his magic, I dropped the arcane skill roll required. Even though he goes through the motions, he has guaranteed success unless his concentration is broken.

Only the Ring that he possesses is spent as a Device, while the rest is moved into regular equipment. Another choice was to make Gandalf’s Fireworks, apart of his magic. It seemed more logical, and cost efficient that way. As far as the boost goes, it applies to his fire works and his Ball of Fire Spell.

I had decided that considering what Gandalf was, he was worth building him at 20 pp/power level. As usual, I use my version of fearless, and use Attack Focus for an array of attack powers instead of attack specialization.

The Wizard’s staff is where the build really shines. I used quite a number of unique abilities, to fit the setting that is middle earth. I will more than likely handle gandalf's ascension to the white wizard, as a single PL increase. I almost gave gandalf magical mastery, but i really try and stay away from that if i can help it. And it would severely limit gandalf's potential since im trying to stay in point costs.
Last edited by JoshuaDunlow on Sat Jul 04, 2009 8:45 am, edited 1 time in total.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7072
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby The Ilethryl Knight » Sat Jul 04, 2009 6:32 am

Hey, looks like we both had Gandalf on the mind. :)

Interesting set of powers you gave him. The only one that really stumps me is Teleportation. All the other powers you gave him I can see a logical case for, but not so for Teleport. There are plenty of instances throughout the books/movies where Gandalf must get somewhere distant in a hurry, and Teleport is never used. In fact, I really don't think Teleport appropriate at all for the Middle-Earth setting. Even in the Silmarillion, the angel/god-like Maiar and Valar travel by more mundane methods such as by foot or flight. Just my 2 cents there.

Don't get me wrong - I definitely like the build. The inclusions of craft(fireworks) and the Dedication feat were a nice touch; I'll probably borrow those for my own build, seeing as I like them very much.

Now that we've seen Gandalf the Grey, any chance of seeing Gandalf the White?
User avatar
The Ilethryl Knight
Superhero
Superhero
 
Posts: 1821
Joined: Thu Sep 27, 2007 9:08 am

Postby JoshuaDunlow » Sat Jul 04, 2009 8:37 am

The Ilethryl Knight wrote:Hey, looks like we both had Gandalf on the mind. :)

Interesting set of powers you gave him. The only one that really stumps me is Teleportation. All the other powers you gave him I can see a logical case for, but not so for Teleport. There are plenty of instances throughout the books/movies where Gandalf must get somewhere distant in a hurry, and Teleport is never used. In fact, I really don't think Teleport appropriate at all for the Middle-Earth setting. Even in the Silmarillion, the angel/god-like Maiar and Valar travel by more mundane methods such as by foot or flight. Just my 2 cents there.

Don't get me wrong - I definitely like the build. The inclusions of craft(fireworks) and the Dedication feat were a nice touch; I'll probably borrow those for my own build, seeing as I like them very much.

Now that we've seen Gandalf the Grey, any chance of seeing Gandalf the White?


Well your build, inspired me to do a re-write of my own. And your right there is not much reference for this except during the hobbit. When bilbo makes a statement to Bombir i think, "How did gandalf get a head of us so quickly?" and Bombir replied. "He comes and goes at will, he is a wizard ya know. " and then when gandalf comes to save the dwarves from the Trolls, he had been several miles away. So yes it was an iffy choice to include this, and i countered it with a tiring flaw so it would not see alot of use. However you are more than welcome to drop it, or change it for a super speed power. But i may drop this and exchange it with a nother spell, perhaps something more offensive or miscellaneous.

But it is obvious that Gandalf can get somewhere really quick, when the need is dire. And Yes i will do a gandalf the white build, actually it will more than likely be just a package of traits to add onto Gandalf the grey. He'll only go up 1 power level though.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7072
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Post 575

Postby JoshuaDunlow » Sat Jul 04, 2009 3:09 pm

Image

Gandalf the White (PL 10/194pp)
Real Name: Olorin, Race: Maiar, Profession: Lore Master/Wizard
Trade Off: -2 Attack/+2 DC

Abilities [44pp]: Strength 12 (+1), Dexterity 14 (+2), Constitution 15 (+2), Intelligence 20 (+5), Wisdom 25 (+7), Charisma 18/23 (+4/+6 with good people)
Saves [13pp]: Toughness +6, Fortitude 5 (+9), Reflexes 4 (+5), Willpower 4 (+11/+15 with mind shield)
Combat [18pp]: Base Attack +4 (+5 Melee, +7 Glamdring, +8 Magic) , Base Defense +8 (+10 with staff, +2 flat), Initiative +5, Grapple +4, Knock back -2, Hero Points 3
Attacks (DC): Unarmed (dc 16), Wizards Staff (dc 18; Penetrating), Glamdring (dc 21; Penetrating against supernatural; 18-20 critical), Wizards Magic (see below)
Skills [26pp]: Bluff 5 (+9), Concentration 14 (+21), Craft: Fireworks 10 (+16), Diplomacy 8 (+12), Gather Information 6 (+10), Intimidate 6 (+8), Knowledge: Arcane 15 (+20), Knowledge: History 10 (+15), Languages 5 [Common, Elf, Dwarf, Black Speech, Ent, Eagle], Notice 8 (+15), Ride 6 (+7), Search 8 (+13), Sense Motive 5 (+12)
Feats [37pp]: Artificer, Attack Focus (Melee) 1, Attack Focus (Magic) 4, Benefit (Status-Wizard), Dedication (All that is good), Dodge Focus 2, Equipment 6, Fearless, Improved Initiative, Jack of All Trades, Luck 2, Sidekick 15 [Shadow fax], Ritualist, Skill Mastery [Concentration, Knowledge-Arcane, Diplomacy], Well Informed
Powers [36pp]:
Maiar Physiology Power Suite
- Enhanced Charisma 5 [Limited (only with good people)]
- Immunity 4 [Aging, Disease, Cold, Heat; Innate]
- Mind Shield 4
- Grace of the Maiar [Shield 2; Noticeable]
Super Senses 3 [Magic Awareness (Acute, Extended)]
Magic of the Maiar 12 [Power Feats: Affects Insubstantial; Flaws: Distract; Drawbacks: Powerless (Must speak and gesture; 2pp)]
-Base: Valiant Defense 5 [Forcefield; Power Feats: Selective, Extra: Impervious, Affects Others, Ranged]
-- Alt: Light of the Valar 12 [Emotion Control (Extra: Area (Cone); Flaws: Limited [Fear], Limited [Only with servants of the shadow], Ranged Range) + ]
-- Alt: Ball of Fire 9 [Extra: Secondary Effect 4, Area Explosion (targeted) 1]
-- Alt: Summoning 6 [Extra: All Beasts (+2)]
-- Alt: Dazzling Fireworks Display [Environment Control (Distract; Duration [Instant]) 5+ Environmental Control (light; Duration [Instant]) 5]
-- Alt: Dazzling Fireworks Display 5 [Dazzle (Visual; Extra: Area (explosion, targeted), Selective Attack)]
-- Alt: Valar's Burning Light 12 [Blast (Extra: Penetrating; Flaws: Limited (only with servants of the shadow)]
-- Alt: Fearful Presence [Enhanced Feat: Fearsome Presence 8]
-- Alt: Prophecy [Super Senses 4 (Precognition, Limited [misleading results])]
-- Alt: Lightning 11 [Pf: Indirect]
-- Alt: Sunder [Disintegrate 6 (Flaws: Limited [Objects Only])]
-- Alt: Healing 7 [PF: Stabilize; Extra: Restoration, Total; Flaw: Tiring]
Devices [20pp]:
Narya "The Ring of Fire" 5 [Hard to Remove]
- Immunity 6 [Aging, Fire; Flaw: Limited (Half effect)]
- Emotion Control 5 [Flaws: Limited (to Hope), Roll required (diplomacy)]
-- Alt: Enhanced Feat: Inspire 2
- Boost 4 [Fire Based Magic; Extra: Total Fade] 16
Special Equipment [26ep]:
Wizard's Staff (12ep)
- Strike +2 [Power Feats: Mighty, Affects Insubstantial; Extra: Penetrating 2]
-- Alt: Environmental Control 3 [Sunlight] (7pp)
-- Alt: Defense [Shield 2] + Deflect 2 (slow projectiles)] (6pp)
-- Alt: Beacon of Hope [Enhanced Feat: Inspire + Fearful Presence 3]
-- Alt: Scribe Sign [Environmental Control 1 (Power Feat: Can only be seen by friends; Flaw: Phantasm); Extra: Duration (continuous)]
-- Alt: Wizard’s Strike [Strike 5 (Affects Insubstantial)
- Endurance [Bonus Hero Points 2 (Flaws: Limited [to remove fatigue])]
Glamdring "The Foe Hammer" (12ep)
- Super Senses 3 [Detect Orcs (Radius, Extended); Drawback: Noticeable]
- Strike 5 [Power Feats: Accurate, Mighty, Affects Insubstantial, Improved Critical 2; Extra: Penetrating; Flaws: Limited (Penetrating only against supernatural foes)]
Grey Wizard Robes
- Protection 3
Normal Equipment: Cloak, Pipe, Pipe Tobacco



Shadow Fax [Sidekick 15/Minion 6]
Abilities [26pp]: Strength 17(+3), Dexterity 13(+1), Constitution 20(+5), Intelligence 10 (+0), Wisdom 16(+3), Charisma 10 (+0)
Saves [11pp]: Toughness +5, Fortitude +5, Reflexes +5, Willpower+10
Combat [24pp]: Attack +5 (includes penalty for growth), Defense +5 (includes penalty for growth), Initiative +5
Skills [2pp]: Notice 8 (+11)
Feats [3pp]: Fearless, Improved Initiative, Move by Attack
Powers [15pp]: Growth 4 [PF: Innate; Flaws: Permanent], Protection 2, Speed 2, Super Senses 2 (extended vision, Lowlight Vision)
Drawbacks [-8]: Mute, No Hands



Builders Notes:
Not much changes, some of his ability scores go up as does his saving throws. Attack and Defense get boosted accordingly. Some of his skills go up too, mostly his concentration and arcane knowledge. I also gave him a shield effect, which appears as bright glowing white. As we see in the movie. His magic goes up one rank to accommodate this new power level caps. But otherwise there is nothing I can do to change this much more. So there is only a 14 pt change.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7072
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby SCKnight » Sat Jul 04, 2009 6:08 pm

Wow, excellent work on Gandalf and Tony Stark.

BTW, do you mind doing another Iron Man conversion for me? It's the Crimson Dynamo, but it's the Crimson Dynamo from the Iron Man Armored Adventures cartoon. Here's a link that will give you some info on the villain:

http://nicktoonsnetwork.nick.com/shows/ ... namo.jhtml

I'm looking forward to see what you come up with! :D
User avatar
SCKnight
Daredevil
Daredevil
 
Posts: 795
Joined: Fri Oct 13, 2006 4:30 am
Location: Barnwell, South Carolina

Post 576

Postby JoshuaDunlow » Tue Jul 07, 2009 12:28 pm

Image

Crimson Dynamo (PL 10/146pp)
Trade Off: -2 Defense/+2 Toughness, -2 Attack/+2 DC

Abilities [10pp]: Strength 10/35 (+12), Dexterity 10 (+0), Constitution 10/18 (+0/+4), Intelligence 15 (+2), Wisdom 15 (+2), Charisma 10 (+0)
Saves [8pp]: Toughness +12 (impervious), Fortitude 2 (+5), Reflexes 4 (+4), Willpower 2 (+4)
Combat [26pp]: Base Attack +4 (+8 in melee, flame throwers)*, Base Defense +5 (+2 flat)*, Initiative +0, Grapple +26*, Knock Back -24
* size included in modifiers
Attacks (dc): Unarmed +8 (dc 27), Propulsion Backlash +4 (dc 25), Bowl Over +8 (dc 15 trip), Flame Throwers +8 (dc 27)/ +8 (dc 24)
Skills [2pp]: Intimidate 0 (+4), Knowledge: Physical Sciences 8 (+10), Stealth 0 (-8)
Feats [8pp]: All out Attack, Attack Focus (Melee) 4, Attack Specialist (Flame Throwers) 2, Power Attack
Powers & Devices [92pp]:
Crimson Dynamo Armor 23 [Hard to Remove]
- Growth 8 ranks [(+16 strength, +8 constitution, -2 att, -8 stealth, +4 intimidate, super strength 2); Extras: Continuous, Flaws: Permanent]
- Immovable 4
- Protection 8 [Extras: Impervious 8, Impervious Toughness 4]
- Enhanced Strength 9
- Super Strength 4
- Immunity 10 (heat & fire damage)
- Immunity 11 [life support; need to eat & drink]
- Flight 6 [drawback: Noticeable] = 13
--- alt: Strike “propulsion backlash” 10 [Extra: Targeted Line 1]
--- Alt: Speed 6 [Flaw: Limited (one direction)] + Trip 5 [Range: touch, Extra: Line ]
- Strike “Flame Throwers” 12 [Strike, Extra: Targeted Line 2]
--- alt: Flame Throwers 9 [Strike; Extra: Targeted Line 1, Targeted Explosion 4]
- Super Senses 1 (Radio)

Builder’s Notes:
Here he is , Crimson dynamo, from the iron man: armored adventures cartoon show. In a nut shell he is most combat worthy. He’s missing a lot of skills , and probably some super sense powers too. So he’s naturally under costs for his PL, since there’s a lot of background missing from this build. But there he is. I took the character based on that show, and assumed from being in space for 2 years he has naturally learned to use the armor. Otherwise i would have given him +0 on his attack and defense.

I went for PL 10, with a trade off to make him slightly harder to deal with. You might want to take his toughness up a little bit, with a larger trade off. But this I really wouldn’t suggest it. The Crimson dynamo is a combat monster when being used upfront and personal, he has a lot of the Area (line) attacks on most of his manuevers. So fight this guy at a range, or with attacks that have extended reach. Or just be really quick to avoid him.

Over all though, I know they are trying to appeal to a younger crowd. But from just that one episode I watched, I really didn’t like the kid angle. On the plus side, im liking the new ATT forum look.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7072
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: JD's Place (Crimson Dynamo IM:AA show)

Postby Thorpacolypse » Tue Jul 07, 2009 5:45 pm

Nice Dynamo. I'm actually starting to like the new Iron Man.

And I am kinda digging the new look of the Tank, but it's going to take a little getting used to. But still, home is home! 8)
Shop J-Mart!

Service with a smilie! :)
User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
 
Posts: 7221
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 10 guests