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JD's 2E Archives

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

Postby Arthur Eld » Tue Jul 07, 2009 6:26 pm

Nice Crimson Dynamo build, JD! One minor thing, though, I'm pretty sure Flight, due to its Duration, is already Noticeable.
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Re: JD's Place (Crimson Dynamo IM:AA show)

Postby JoshuaDunlow » Tue Jul 07, 2009 7:48 pm

That's for sure!
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Re: JD's Place (Crimson Dynamo IM:AA show)

Postby JoshuaDunlow » Tue Jul 07, 2009 7:51 pm

Arthur Eld wrote:Nice Crimson Dynamo build, JD! One minor thing, though, I'm pretty sure Flight, due to its Duration, is already Noticeable.


That's true in most cases , however in my game by default almost all powers are subtle in nature. Unless they are permanent.
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Re: Post 576

Postby SCKnight » Tue Jul 07, 2009 9:25 pm

JoshuaDunlow wrote: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.


Excellent work. You have to admit that episode was combat-heavy, especially when the Crimson Dynamo picks up that fuel truck, bats Iron Man with it, hurls the truck at Iron Man, and then lights the fuel from the leaking truck!

BTW, you mind doing three more Iron Man Armored Adventures conversions for me?

Iron Man (his armor is strangely different from the comics; I never saw Iron Man use a force field) [Just about every episode that's aired so far] http://en.wikipedia.org/wiki/Iron_Man's ... Adventures

Whiplash (he's a lot more creepy and quicker than he was in the comics)
http://nicktoonsnetwork.nick.com/shows/ ... lash.jhtml

Blizzard (he's no longer a pushover in the cartoon, which is a good thing) http://nicktoonsnetwork.nick.com/shows/ ... -war.jhtml

Also, the new Think Tank layout looks good.
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Re: JD's Place (Crimson Dynamo IM:AA show)

Postby Mike5000us » Mon Jul 13, 2009 6:26 pm

JD I am utterly impressed with the builds you have created so far. Especially with your Weapons of Mass Destruction rules. Keep up the good work!!!
"Ah man, I guess I'm just going to have to kill you now!"
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Re: JD's Place (Crimson Dynamo IM:AA show)

Postby JoshuaDunlow » Mon Jul 13, 2009 7:15 pm

Mike5000us wrote:JD I am utterly impressed with the builds you have created so far. Especially with your Weapons of Mass Destruction rules. Keep up the good work!!!
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Re: JD's Place (Crimson Dynamo IM:AA show)

Postby JoshuaDunlow » Mon Jul 13, 2009 7:17 pm

JoshuaDunlow wrote:
Mike5000us wrote:JD I am utterly impressed with the builds you have created so far. Especially with your Weapons of Mass Destruction rules. Keep up the good work!!!


Thanks alot Mike! Glad to see you like my work, and good to see you once again around the forums.
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Re: JD's Place (Crimson Dynamo IM:AA show)

Postby MisterO » Tue Jul 14, 2009 7:57 pm

I like the powers that "Crimson" Dynamo has. I imagine that you could Stunt further Super-Senses if need be.

I haven't seen this show yet (I work weekend mornings) how is it?
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Re: JD's Place (Crimson Dynamo IM:AA show)

Postby SCKnight » Fri Jul 17, 2009 12:13 am

MisterO wrote:I like the powers that "Crimson" Dynamo has. I imagine that you could Stunt further Super-Senses if need be.

I haven't seen this show yet (I work weekend mornings) how is it?


It's actually quite good. The show features teenager versions of Tony, Rhodey, Pepper, Mandarian (yes, the Mandarian), and Hogan. A lot of Iron Man's rogue gallery (except for Killer Shrike who was an enemy of the Hulk and SPider-Man) are given revisions, which makes them look a whole better than their comic book counterparts. For example, Blizzard and Whiplash are a lot tougher and stronger than their comic book versions. Stane, however, looks like Lex Luthor!
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Post 577

Postby JoshuaDunlow » Mon Jul 27, 2009 8:25 pm

Image
"On the misty field of Yilen, i said one final good bye to her. We fought the forces of the Vengyr, and won the day for the kingdom of Phan. However there was a price to pay for Victory, and my one true love died upon the field. Yes, i still dream of my love.. So yes, i can dream. And yes, i even have Nightmares. "


Jamedhar Islaen
Power Level: 10; Power Points Spent: 200/200

STR: +1 (12), DEX: +2 (14), CON: +2 (15), INT: +4 (19), WIS: +6 (23), CHA: +3 (17)

Tough: +2/+7, Fort: +5/+7, Ref: +5/+7, Will: +11/+13

Skills: Bluff 12 (+15), Concentration 12 (+18), Diplomacy 11 (+14), Gather Information 9 (+12), Investigate 9 (+13), Language 3 (+3), Medicine 3 (+9), Notice 8 (+14), Ride 7 (+9), Search 9 (+13), Sense Motive 7 (+13), Stealth 8 (+10), Survival 3 (+9), Swim 3 (+4), Knowledge (arcane Lore) 11 (+15), Knowledge (history) 8 (+12), Perform (stringed instruments) 4 (+7), Perform (singing) 4 (+7)

Feats: Equipment 5, Improved Critical (Device), Attractive 2, Artificer, Ritualist, Quick Change, Benefit (Status: Lord of Dreams and Illusion), Inspire, Well-Informed, Luck, Improved Initiative, Attack Specialization (Damage) 3, Skill Mastery (Knowledge: Arcane, Bluff, Craft: Artistic, Concentration)

Powers:
Phantasmal Glaive (Device 4) (easy to lose, only you can use)
-- Phantasmal Glaive (Damage 5) (DC 21, Feats: Improved Critical (Device); Alternate Save (Will), Penetrating; Affects Insubstantial 2 (full power), Mighty (+1 to hit), Extended Reach (5 ft.))
Phantasmal Aura(Linked)
-- Force Field 5 (Linked; +5 Toughness; Impervious; Affects Insubstantial 2 (full power))
-- Shield 5 (Linked; +5 dodge bonus)
Lord of Dreams & Illusion Power Suite
- Dream Travel 6 (DC 16)
- Dream Control 7 (DC 17; Damaging)
--- Alt: Illusion 5 (Alternate; affects: all sense types, DC 15; Damaging; Progression, Area 4 (100 ft. area))

Equipment: Weaver's Armor [Protection 3, +3 Toughness, Feats: Quick Change], Ring of Resistance [Enhanced Trait 6, Traits: Fortitude +2 ({b}+7{/b}), Reflex +2 ({b}+7{/b}), Will +2 ({b}+13{/b})], HQ: Tower of Dreams

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +5)

Attacks: Unarmed Attack, +4 (DC 16), Phantasmal Glaive (Damage 5), +10 (DC Staged/Will 21), Dreams & Illusions (Dream Control 7), +4 (DC Will 17), Illusion 5, +4 (DC Will 15)

Defense: +10 (Flat-footed: +3), Knockback: -6

Initiative: +6

Languages: Human, Elvish, Arcane, Draconic

Totals: Abilities 40 + Skills 33 (131 ranks) + Feats 18 + Powers 80 + Combat 18 + Saves 11 + Drawbacks 0 = 200

Builder Notes:
Jamedhar is the God of Dreams and Illusion. A new character i have been working on for some time now. As the lord of Dreams, he can travel and influence the dream world and do damage to those he can manipulate. His power over dreams is so powerful, he can even influence the real world with the power of illusion.

HQ: Tower of Dreams
Power Level: 8; Equipment Points Spent: 11
Toughness: +15
Features: Concealed 2 (illusion), Laboratory, Library, Living Space, Security System 1, Workshop, Isolated (Valley of Mist)
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 8 + Powers 0 + Combat 1 + Saves 2 + Drawbacks 0 = 11
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Re: JD's Place (Jamedhar Islaen)

Postby Alexander » Tue Jul 28, 2009 5:44 am

I found this to be a really interesting build, mixing martial aptitude with some more supernatural powers. It's the sort of character I'd like to read about in a novel or something. :D
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Re: JD's Place (Jamedhar Islaen)

Postby JoshuaDunlow » Tue Jul 28, 2009 1:33 pm

Alexander wrote:I found this to be a really interesting build, mixing martial aptitude with some more supernatural powers. It's the sort of character I'd like to read about in a novel or something. :D


Thanks Alexander, he's a really cool character concept. I wanted to go pretty crazy with the build, and then i turned it around and tried to stay within my High Fantasy guidelines. Which is basically 20 pp/Level. I want to expand on his story and stuff, but that will have to be during a second update. He's pretty much bare boned and lacks the detail i would have liked to put into him. I suppose the character concept i came up with, was far beyond the scopes of normal character creation. I'm already pondering a rebuild, so i can give him some extra stuff by docking his Dream Control/Illusion powers.
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Re: JD's Place (Jamedhar Islaen)

Postby The Ilethryl Knight » Tue Jul 28, 2009 1:40 pm

Alexander wrote:I found this to be a really interesting build, mixing martial aptitude with some more supernatural powers. It's the sort of character I'd like to read about in a novel or something. :D


I agree. Very cool character concept. I also like the name a lot. Its always fun to come up with names for fantasy characters. :) (Of course, sometimes your mind can come up blank tyring to think of names. That can be a drag. :( )
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Re: JD's Place (Crimson Dynamo IM:AA show)

Postby catsi563 » Tue Jul 28, 2009 2:18 pm

JoshuaDunlow wrote:
Arthur Eld wrote:Nice Crimson Dynamo build, JD! One minor thing, though, I'm pretty sure Flight, due to its Duration, is already Noticeable.


That's true in most cases , however in my game by default almost all powers are subtle in nature. Unless they are permanent.


Also to add into it. There is some validation for a flyer such as Superman who flys quiet as a whisper (via antigrav etc) and someone like the Dynamo or other armored types who sue rocket thruster boots or jet packs ((which make loud roaring noises, give off high heat signatures etc))

the distiction usualy comes into play with battle suit style characters due to the nature of their flight powers
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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

Postby JoshuaDunlow » Tue Jul 28, 2009 7:40 pm

catsi563 wrote:
JoshuaDunlow wrote:
Arthur Eld wrote:Nice Crimson Dynamo build, JD! One minor thing, though, I'm pretty sure Flight, due to its Duration, is already Noticeable.


That's true in most cases , however in my game by default almost all powers are subtle in nature. Unless they are permanent.


Also to add into it. There is some validation for a flyer such as Superman who flys quiet as a whisper (via antigrav etc) and someone like the Dynamo or other armored types who sue rocket thruster boots or jet packs ((which make loud roaring noises, give off high heat signatures etc))

the distiction usualy comes into play with battle suit style characters due to the nature of their flight powers


Yeah, this is a very old debate when i first got into the rules as they were written in the 1st printing of the 2nd Edition. And my option is a valid option to the rules. The point was, if certain powers could be chosen as either noticeable or obvious by choice, it would make the Noticeable drawback rather pointless.
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