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Postby kerianvalentine » Sat Mar 10, 2007 10:28 am

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Boo-freakin'-yah, Cyborg! Boo-freakin'-yah!

War Machine (James Rhodes)
PL 10/PP 150
Attributes: STR 16, DEX 18, CON 18, INT 16, WIS 16, CHA 14

Skills:
Acrobatics 8+4 = 12
Computers 8+3 = 11
Concentration 4+3 = 7
Craft (Technology) 8+3 = 11
Disable Device 12+3 = 15
Escape Artist 4+4 = 8
Intimidate 12+2 = 14
Knowledge (Technology) 8+3 = 11
Notice 8+3 = 11
Pilot 12+4 = 16
Search 4+3 = 7
Sense Motive 8+3 = 11
Sleight of Hand 4+4 = 8
Stealth 4+4 = 8

Feats:
All-Out Attack, Assessment, Benefit (Security Clearance), Connected, Diehard, Eidetic Memory, Fearless, Improved Aim, Instant Up, Interpose, Inventor, Move-By Action, Power Attack, Precise Shot 1, Redirect, Startle

Powers:
War Machine Armor 14

War Machine Armor
Super-Strength 6
Flight 6
Shield 10
Protection 6
Weapons Systems 5 (Variable Power, 4/Rank, Ballistic or Energy Powers Only, Duration [Concentration])
Immunity 5 (Cold, Heat, High-Pressure, Suffocation)
Concealment (Visual, Limited: Blending Only) 1
Enhanced Saves (FORT 2, REF 2)

Init/Defense: +4/10 [20]
Saves: FORT [+4/+6], REF [+4/+6], WILL +3, TOUGH [+4/+10]
Attack: +6/+3 (Varies)

Notes:

Per request, here's James Rhodes, a.k.a. War Machine, in his original armor. The War Machine armor grants a variety of awesome abilities, not the least of which is his Super-Strength and Flight.

Taking a page from Taliesin's write-up of the mech belonging to our 47th President, the War Machine's massive array of weapons and powers is mostly rolled up in the 15-point Variable Power.

Instead of a mass of unwieldy weapons and blasts, Rhodey has 25 points to play around with at a time. Any one power can be generated at a time, as long as it's either a ballistics weapon or an energy weapon. In addition, the armor has an inset Immunity to suffocation and environmental conditions, as well as a powerful shield and extremely durable armor. Servos in the War Machine's arms and legs allow the machine to lift as if it had a 30 Strength descriptor - when Rhodey's piloting, it's as if it had a 46!

If one wants to use the Eidolon Armor instead, use the following template:

Eidolon Armor 14
Summon Minions 8 [5 80-point drones]
Enhanced Feats (Quick Change 1)
Life Support 8 (No Aging Protection)
Mighty Strike 5
Blast 10
Super-Strength 6


The drones each have a shield [Limited: Armor's Wearer], a Force Field [Limited: Eidolon Armor-Wearer], numerous Super-Senses [Variable Power, Limited: Super-Senses Only], and basic intelligence.


Edited Notes:

Miscalculation in Rhodey's armor caused the price to skyrocket, so instead, the armor is only effective as long as Rhodey is concentrating on the armor's weaponry. If he's distracted, it gets shifted back to the default 25 points floating in space.
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Postby kerianvalentine » Sat Mar 10, 2007 11:20 am

Iron Man's Sorcerer Supreme Armor Template:

Sorcerer Armor MK I

Devices 21 (Hard-To-Lose)

Automagical [Variable Powers, 6/rank, Powers of a Mystic Descriptor, Reactive]
Shield 10
Protection 10
Immunity (Dormammu's Realm)
Super-Senses (Rapid x2 Analytical Sight)





Notes:

Somebody out there is going WTF right about now. Those people need to check out http://www.ironmanarmory.com/sorcererarmor.html and read about this wonderously ridiculous device.

For 84 points, Tony Stark's Sorcerer Supreme armor can be yours, Reactive Counterspelling, protection, shielding, and analytical powers included! The armor automatically adjusts your postures into the counterspell's gestures, taking the concentration off the somatic components (hand-waving) and allowing you to focus on the magic itself. In addition, it includes the Eye of Agamatto and a variety of mystic beams and blasts, PLUS protection from the realm of Dread Dormammu -and- the ability to analyze any enemy with a glance!

That's right! Only 84 points for the Sorcerer Armor MK I!



The Reactive Variable Power is essentially Nemesis on speed and in control of the player. The GM suggests a counterspell and the armor automatically performs it without taking the time to use the Nemesis ability. In addition, the armor can cast spells normally - loading the spell-file is a reactive action as well, so once the Enemy is Dispatched, Tony can shift to flight mode or Agammato's Amulet, so on, so forth...

Scary piece of weaponry.
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Postby Psistrike » Sat Mar 10, 2007 5:00 pm

Strange teams in Marvel comics now. :lol: Great job on all of the characters stated so far. Although Hornet's Toughness is off, with his Defensive Roll he should have a +3 Toughness out of the armor and +11 [3 Impervious] while wearing it. Thus his Defense is too high for the PL.
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Postby kerianvalentine » Sat Mar 10, 2007 5:00 pm

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Boo.

Azrael (Jean-Paul Valley)
PL 10/PP 150
Attributes: STR 24, DEX 26, CON 26, INT 16, WIS 18, CHA 14

Skills:
Acrobatics 12+8 = 20
Climb 8+7 = 15
Computers 4+3 = 7
Disable Device 8+3 = 11
Escape Artist 12+8 = 20
Gather Information 8+2 = 10
Intimidate 12+7 = 19
Investigate 4+3 = 7
Notice 8+4 = 12
Search 8+3 = 11
Sense Motive 12+4 = 16
Stealth 12+8 = 20


Feats:
Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attack Specialization (Strike) 5, Benefits (Uses STR for Intimidate), Blind-Fight, Connected, Contacts, Diehard, Distract (Intimidate), Elusive Target, Evasion 2, Fearless, Fearsome Presence 3, Instant Up, Jack-Of-All-Trades, Move-By Action, Power Attack, Redirect, Sneak Attack 4

Powers:
Azrael's Armor 7

Azreal's Armor
Mighty Autofire 2 Strike 3 (Alternate Power: Thrown Strike 9)
Shield 10
Impervious Protection 2
Enhanced Feats (Rage 5)
Mind Shield 5

Init/Defense: +8/10 (20)
Saves: FORT +8, REF +8, WILL +9, TOUGH +8 (+10, 2 Impervious)
Attack/Damage: +10/+7 (+10 Autofire Strike/+9 Thrown Strike)

Notes:
Azrael is fun to make. His armor is only a 28-point setup, but it gives him 35 points to spend and makes him incredibly powerful - his damage peaks up to +10 Autofire 2 (That can be up to a +20 Damage Bonus, people!) or +9 if he fires those flaming strikes at people. He's got the ability to do some crazy stuff in or out of his suit, but really, Azrael shines in his suit, ESPECIALLY when he rages.

His saves are mediocre, but otherwise, Azrael is a monster in or out of his suit.

A good Batman substitute, I'd say, if the real detective is out sick. Although you miiight wanna hold him back.
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Postby DigSen » Sat Mar 10, 2007 5:05 pm

Woo! Go, Azrael!
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Postby kerianvalentine » Sat Mar 10, 2007 5:11 pm

It seems like the only major DC character I really love is Hal Jordan - all my other favorites are obscure guys. Azrael, Captain Marvel (granted, not TOO obscure, but he's not a major name, as I hadn't heard of him until I saw him in JLU), Terry McGinnis (also not too obscure but he's not the normal Batman, so I count him as a not-mainstreamer)...Martian Manhunter and Superman I only statted up because I wanted to see if I could, and John Stewart is practically Hal Jordan already.

But Azrael is awesome, if only because of that hot costume.
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Postby kerianvalentine » Sat Mar 10, 2007 5:36 pm

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Kenshin who? Kenshin who?

Bushido
PL 10/PP 150
Attributes: STR 20, DEX 18, CON 18, INT 16, WIS 18, CHA 16

Skills:
Acrobatics 12+4 = 16
Climb 4+5 = 9
Diplomacy 12+3 = 15
Escape Artist 8+4 = 12
Intimidate 12+3 = 15
Notice 12+4 = 16
Sense Motive 12+4 = 16
Stealth 8+4 = 12

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attack Specialization (Katana) 4, Blind-Fight, Defensive Attack, Defensive Roll 3, Distract (Intimidate), Dodge Focus 5, Elusive Target, Evasion 2, Fearless, Hide-In-Plain-Sight, Improved Block 1, Improved Critical (Katana) 10, Improved Disarm, Improved Initiative, Improved Sunder, Improved Throw, Improved Trip, Instant Up, Interpose, Jack-Of-All-Trades, Move-By Action, Power Attack, Redirect, Startle, Stunning Attack, Takedown Attack 2, Uncanny Dodge (Sight)

Powers:
Bushido Blades 7 (Hard-To-Lose Devices, Limited: Bushido)
Protection 2

Bushido Blades
Mimic 7 (5/rank, Channeling)
Mighty Autofire 2 (Decreased Interval) Strike 1
Deflect (Arrows) 2

Init/Defense: +4/15
Saves: FORT +4, REF +4, WILL +4, TOUGH +9
Attack/Damage: +0 (+8 Katanas)/+6 (Katanas)

Notes:
Bushido is -cool-. Cool like Kenshin, cool like a cucumber. He's a master swordsman, but more than that, he has that Mimic.

The Mimic allows Bushido's ancestors hiding in the sword to take control of Bushido and guide him along. Bushido's dual swords also add Autofire 2 to his attacks, making his strikes quick and damaging. He's strong, he's fast, and he can take advantage of the whole battlefield, filling his caps with almost any combat feat in the book and at the same time being able to block strikes with those blades or his bare hands.

He's pretty cool. I wonder if he could take Kenshin...or maybe Aoshi...
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Postby Psistrike » Sat Mar 10, 2007 5:46 pm

Ah, only saw Bushido on Teen Titans but what I saw was great. And test him against Kenshin, make the fight happen because of some misunderstanding. :D
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Postby kerianvalentine » Sat Mar 10, 2007 5:51 pm

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Omen (Lillith Clay)
PL 10/PP 150
Attributes: STR 12, DEX 14, CON 14, INT 20, WIS 20, CHA 20

Skills:
Bluff 8+5 = 13
Diplomacy 8+5 = 13
Gather Information 8+5 = 13
Intimidate 4+5 = 9
Investigate 8+5 = 13
Notice 4+5 = 9
Search 12+5 = 17
Sense Motive 12+5 = 17

Feats:
Accurate Attack, Assessment, Attack Specialization (Telekinetics) 3, Attractive 1, Connected, Contacts, Distract (Bluff), Eidetic Memory, Fearsome Presence 10, Inspire 5, Jack-Of-All-Trade, Leadership, Master Plan, Move-By Action, Redirect, Ritualist, Set-Up, Taunt, Trance

Powers:
Super-Senses (Precognition)
Telelocation 5
Telepathy 4
Damaging Telekinesis 6
Force Field 4
Shield 9

Init/Defense: +2/19
Saves: FORT +2, REF +2, WILL +5, TOUGH +6
Attack/Damage: +0 (+6 Telekinesis)/+1 (+6 Telekinesis)

Notes:
I'll be honest, I have no idea who Lilith Clay is. I looked her up on Wikipedia and followed her to the Titans Tower, where I got a fairly good idea of her powers.

She's a powerful psion, and hopefully I managed to capture that. She also started a Titans West group, which means she's quite the leader as well - the lady's good at support, but absolutely -awful- front-lines. Keep Lilith in the back, Inspiring, Leading, and Telekinetically hurling things around or punching people in the face. She's not a glass-jaw, but she's pretty physically weak - that's probably less than accurate, but that's my build. If only I knew who she was, it'd probably be a little better. Sorry if this looks bad to anyone...I did try.
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Postby Psistrike » Sat Mar 10, 2007 5:58 pm

You did a great job of stating her up considering what you know about her. I don't know anything about her myself. :?
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Postby kerianvalentine » Sat Mar 10, 2007 6:08 pm

Research, research, research. Comics are one of the most completely entered categories on Wikipedia - I don't know 90% of the comics characters I'm statting (or didn't, originally, anyway), and after a lot of research from Wiki, the build comes out pretty quick.

I do know all the Kenshin characters and a lot of the others, though. Archie comics, Miscellaneous Characters, and so on, I know from memory.
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Postby kerianvalentine » Sat Mar 10, 2007 6:08 pm

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BANZAI!
Agumon
PL 10/PP 150
Attributes: STR 10, DEX 12, CON 16, INT 12, WIS 12, CHA 14

Skills:
Acrobatics 4+1 = 5
Bluff 8+2 = 10
Climb 8+0 = 8
Diplomacy 4+2 = 6
Notice 8+1 = 9
Sense Motive 8+1 = 9

Feats:
Attack Focus (Ranged) 4, Beginner's Luck, Defensive Roll 3, Dodge Focus 5, Elusive Target, Interpose, Move-By Attack, Power Attack, Taunt

Powers:
Blast 5
Greymon Digivolution 20 (Alternate Form)
Morph (Metamorph) 1 (Limited: Requires Crest)

Greymon Digivolution
Innate Permanent Growth 8
Blast 10 (Alternate Power: Autofire 1 Blast 5)
Impervious Protection 5
Shield 5
Enhanced Feats (Attack Focus: Ranged 5, Attack Focus: Melee 10)
Mighty Strike 1
Leaping 1
Metalgreymon Digivolution 5 (Limited: Requires Crest)

Metalgreymon Digivolution
Accurate Homing Area [Explosion] Blast 4
Innate Permanent Growth 4


Init/Defense: +1/15
Saves: FORT +3, REF +1, WILL +1, TOUGH +6
Attack/Damage: +0 (+4 Ranged)/+0 (+5 Blast)


Notes:

Agumon is only good with his Digivolutions. When he changes into Greymon, he gains uber attacks. When he goes into Metalgreymon, he gets even MORE powerful...

His Wargreymon form is actually a limited (Requires Crest) Morph (Metamorph). I'm still statting that one out in my head.

He's pretty awesome if you can stand to play somebody who's pointless without a double-Alternate Form.
Last edited by kerianvalentine on Sun Mar 11, 2007 5:17 pm, edited 1 time in total.
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Postby kerianvalentine » Sat Mar 10, 2007 6:34 pm

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TERRA FORCE!
Wargreymon
PL 10/PP 150
Attributes: STR 25, DEX 20, CON 30 (Impervious), INT 16, WIS 18, CHA 12

Skills:
Acrobatics 12+5 = 17
Intimidate 12+7 = 19
Sense Motive 12+4 = 16

Feats:
Acrobatic Bluff, Benefit (Uses STR bonus for Intimidate)

Powers:
Terra Force 10 (Area [Explosion] Blast)
Dramon Destroyer 5 (Penetrating Strike)
Flight 2

Init/Defense: +5/10
Saves: FORT +10, REF +5, WILL +4, TOUGH +10 (Impervious)
Attack: +7/+7 (+10 Terra Force, +5 Dramon Destroyer)

Notes:

Wargreymon is -scary-. Quite literally a combat god, this metamorphed form of Agumon requires a Crest for a very, very good reason - just -LOOK- at those stats!

If you fight him, his Dramon Destroyer will pierce your hide and weaken your toughness, and then he'll send a Terra Force Bomb your way and rip the place apart. 100-foot radius with Terra Force.

Wow. And if you manage to -hit- him, his "Chrome Digisoid" (I can't believe I remember that) armor will deflect it. Quite literally, Wargreymon is the epitome of the first two seasons of Digimon. (The third season, with the Dark Masters, blows him out of the water with Piedmon, who is my absolute favorite digimon EVER and may get statted up soon.)
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Postby kerianvalentine » Sat Mar 10, 2007 6:55 pm

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You ever see 'It'? I'm worse.
Piedmon
PL 10/PP 150
Attributes: STR 14, DEX 29, CON 20, INT 20, WIS 20, CHA 16

Skills:
Acrobatics 12+9 = 21
Bluff 8+3 = 11
Disguise 8+3 = 11
Escape Artist 12+9 = 21
Intimidate 8+3 = 11
Sense Motive 12+5 = 17

Feats:
Acrobatic Bluff, Dodge Focus 15, Master Plan


Powers:
Trump Sword (Blast 10)
Clown Trick (Morph 3)
Final Spell (Area [Cone] Blast 7)
Teleport 1 (Turnabout)

Init/Defense: +10/25
Saves: FORT +5, REF +10, WILL +5, TOUGH +5
Attack/Damage: +6/+2 (+10 Blasts/+8 Final Spell)


Notes:
MAN that's a scary clown. He does huge damage with every attack, he can feint like a GOD...and he's a passable Mastermind, too, with his Master Plan.

But really, he's just an extremely scary clown with an extremely glassy jaw. If you manage to hit him, he's...well, probably going down.
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Postby kerianvalentine » Sat Mar 10, 2007 7:30 pm

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Dracula? You've confused me for someone else, my dear Mister Helsing.

Myotismon
PL 10/PP 150
Attributes: STR 16, DEX 18, CON N/A, INT 30, WIS 30, CHA 20

Skills:
Acrobatics 4+4 = 8
Bluff 8+5 = 13
Diplomacy 8+5 = 13
Intimidate 8+5 = 13
Sense Motive 8+10 = 18

Feats:
Attractive 2, Connected, Fascinate (Diplomacy), Minions 10, Leadership, Master Plan, Ritualist, Well-Informed

Powers:
Night Raid (Summon Fanatic Minion Horde 1, Progression 10)
Bloody Stream (Extended Reach 4 Precise Strike 10, A.P.: Reversible Improved Range 2 Tether Snare 5)
Death Scream (Ranged Paralyze 5)
Mist-Lord (Partial Visual Obscure 10, Progression 3)
Shield 9
Blood-Boost (Personal [Concentration] Boost [Toughness Save] 10, Limited: Requires Blood, Slow Fade, Triggered [Mental Command], Subtle)
Flight 2

Init/Defense: +4/20
Saves: FORT N/A, REF +4, WILL +10, TOUGH +0
Attack/Damage: +6/+3 (+10 Bloody Stream)

Drawbacks:
Power Loss (Sunlight, 2 points)
Weakness (Sunlight, Major, +3 Points)


Notes:
I've outdone myself with this build, if I can be allowed to toot my own horn. Myotismon's attacks all use the Japanese names ("Grisly Wing, Crimson Lightning, Nightmare Claw" in order).

Myotismon requires blood to not only survive but to make himself a true threat. Normally he's a glass-jawed vampire - however, his Triggered Boost -basically- gives him a huge bonus if he's fed earlier. Myotismon can also cover approximately a 10-mile radius with his Mist-Lord ability.

His Night Raid allows him to release those 15-point bats he loves so much.

Night Raid Bats
PL 10/PP 15
Attributes: STR 10, DEX 10, CON N/A, INT N/A, WIS N/A, CHA N/A

Skills:
N/A

Feats:
Attack Focus (Melee) 8

Powers:
Immunity (Fortitude Saves)
Strike 2
Permanent Innate Shrinking 8
Drain (Constitution) 7
Flight 2

Init/Defense: +0/14
Saves: FORT (Immune), REF +0, WILL +0, TOUGH +0
Attack/Damage: +10 Melee/+0 (+2 Strike/+7 Drain)


The bats have one purpose: weakning enemies for Myotismon to whup/whip.

Note: The bats have no Wisdom score, and thus gain +10 more points, making them effectively +40-point constructs. 55 points because they have no saves (immunity to FORT does go a long way, though).
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