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Postby kerianvalentine » Sat Mar 24, 2007 10:27 am

Yes, it would work very well, but the downside is that the Mind Flayer would then need to actually have a decent strength score, I think. This way, he just Telekinetically grapples you, walks up, and sucks your brain out.

Blue Devil and Nightshade coming up, Nightmaster if I figure out how I wanna work him.
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Postby kerianvalentine » Sat Mar 24, 2007 10:54 am

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This guy was the mascot for one of my old schools. No joke.

Blue Devil
PL 10/PP 150
Attributes: STR 25, DEX 24, CON 22, INT 16, WIS 16, CHA 15

Skills:
Acrobatics 12+7 = 19
Bluff 8+2 = 10
Escape Artist 12+7 = 19
Intimidate 12+2 = 14
Notice 8+3 = 11
Search 8+3 = 11
Sense Motive 12+3 = 15
Sleight of Hand 8+7 = 15
Stealth 8+7 = 15

Feats:
Accurate Attack, Acrobatic Bluf, All-Out Attack, Assessment, Blind-Fight, Dodge Focus 7, Elusive Target, Evasion 2, Fearless, Fearsome Presence 3, Instant Up, Move-By Action, Power Attack, Redirect, Startle

Powers:
Super-Strength 5
Regeneration 18 (Bruised 3, Unconscious 3, Injured 6, Staggered 6)
Trident of Lucifer 1 (Hard-To-Lose Device)

Trident of Lucifer
Extended 2 Demonic Awareness 1
Mighty Strike 1

Init/Defense: +7/17
Saves: FORT +6, REF +7, WILL +3, TOUGH +6
Attack/Damage: +7/+7 (+8 Strike)



Notes:

Here's the Blue Devil, in all his mighty nigh-indestructible glory, circa Shadowpact (so he's an actual devil). Instead of giving him high protection, I gave him an insane regeneration, allowing him to get up almost instantaneously when harmed. He has to be fully disabled to actually be wounded for any real length of time.

The Trident is also actually fairly cheap for what it does (find Demons and let the Blue Devil banish them). Demonic powers going off will be found if they're close to the Devil, and then he goes and stabs them with his trident. Note that even without the Trident the Blue Devil is an incredibly formidable foe - as a trained Martial Artist and Acrobat, he's got the ability to run circles around his foes and pound them with his amazingly high strength score. He needs the rest of Shadowpact to help boost his own powers - Ragman and Enchantress provide backup and ballistics, respectively, while Detective Chimp handles the brainy work. Nightshade does teleport and calvalry service, and Nightmaster...chops things up.

They're a decent team, if only because of concept (and not because of Leadership and Inspire like the Slingers).
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Postby catsi563 » Sat Mar 24, 2007 2:22 pm

kerianvalentine wrote:Image
"Second date, no tongue!"

Hellboy
PL 10/PP 150
Attributes: STR 30, DEX 20, CON 20, INT 18, WIS 12, CHA 10

Skills:
Acrobatics 8+5 = 13
Bluff 4+0 = 4
Climb 8+10 = 18
Craft (Arcane) 12+4 = 16
Escape Artist 8+5 = 13
Gather Information 12+0 = 12
Intimidate 12+10 = 22
Knowledge (Arcana) 12+4 = 16
Notice 8+1 = 9
Search 4+4 = 8
Stealth 4+5 = 9
Survival 12+1 = 13

Feats:
Acrobatic Bluff, All-Out Attack, Artificer, Benefit (Uses STR Modifier for Intimidate), Connected, Contacts, Dodge Focus 6, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Fearsome Presence 5, Interpose, Move-By Action, Power Attack, Redirect, Ritualist, Track

Powers:
Partial Immunity (Aging, Poison)
Immunity (Fire)
Super-Strength 4
Comprehend (Understand Languages) 2
Regeneration 10 (Bruised 3, Injured 6, Bonus +1)
Mind Shield 2
Protection 5

Init/Defense: +5/16
Saves: FORT +5, REF +5, WILL +3, TOUGH +10
Attack/Damage: +5/+10


Notes:

Hellboy's a weird little monkey, ain't he? He's got a couple useful abilities that really help him kick Elder God Butt. First, his physical attributes are great - his Strength is high (his super-strength is also high), he's immune to fire, and he regenerates really quick. Second, he's a very intelligent Big Red Monkey, and can craft some cool stuff (like special bullets for his gun, the Samaritan, which isn't listed here because it's assumed to be on loan from the BPRD), as well as cast rituals and understand any language (*cough* Animating dead russians *cough*). His weak point is his common sense, which is true in the movie - he's very easily misled and jumps to the wrong conclusions often. He's not stupid, but he needs Abe there, both because Abe is super-intelligent and because Abe understands humans and common sense better than the Big Red Monkey.

Abe may/not be next. Liz I probably won't make, but if I do, she'll be nearby.


where he big red tail? =O_o=
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Postby kerianvalentine » Sat Mar 24, 2007 2:42 pm

It's not prehensile and he doesn't use it often enough for me to give it to him. My memory isn't great but I can't recall him using it for much in the movie besides the scene with the bridge.

"Big Red Monkey" is just an appellation they give him because he's huge and has a big jaw.

I might be wrong, though.
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Postby catsi563 » Sat Mar 24, 2007 3:07 pm

theirs a scene in the movie where he steals a 6 pack of beer with it to go see liz. prolly 1 pt of extra limb with ambidexterity but thats just me. Im not certian if its used as such in the comics ill grant you.
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Postby kerianvalentine » Sat Mar 24, 2007 3:09 pm

Image
Goth is good.

Nightshade
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 16, INT 18, WIS 16, CHA 20

Skills:
Acrobatics 8+3 = 11
Bluff 4+5 = 9
Concentration 8+3 = 11
Diplomacy 8+5 = 13
Escape Artist 8+3 = 11
Gather Information 8+5 = 13
Intimidate 4+5 = 9
Investigate 8+4 = 12
Knowledge (Arcana) 8+4 = 12
Notice 12+3 = 15
Search 4+4 = 8
Sense Motive 8+3 = 11
Sleight of Hand 8+3 = 11
Stealth 12+3 = 15

Feats:
Acrobatic Bluff, All-Out Attack, Attractive 1, Benefit 1 (Status: Royalty of Land of Shadows), Blind-Fight, Connected, Contacts, Defensive Attack, Defensive Attack 4, Distract (Bluff), Dodge Focus 3, Eidetic Memory, Elusive Target, Evasion 2, Fascinate (Diplomacy), Fearless, Hide-In-Plain-Sight, Move-By Action, Power Attack, Redirect, Ritualist

Powers:
Darkness Control 15 (Dynamic Alternate Power: Summon Fanatic Horde Minion, Dynamic Alternate Power: Blast, Dynamic Alternate Power: Snare, Dynamic Alternate Power: Strike, Dynamic Alternate Power: Shield, Dynamic Alternate Power: Protection, Dynamic Alternate Power: Create Precise Objects, Dynamic Alternate Power: Shadowform [Insubstantial 1, Total Visual Concealment], Dynamic Alternate Power: Area Transmit [Shadows, Selective])
Darkvision

Init/Defense: +3/13
Saves: FORT +3, REF +3, WILL +3, TOUGH +3
Attack/Damage: +4/+2

Notes:
Nightshade looks like a build that could be very, very enjoyable. Her basic premise is, well, obviously, controlling shadows - to that end, she has an enormous fully dynamic array of shadow-based abilities, including an alternate form she can invest 5 points (roughly 2 ranks with 1 point left for somewhere else) in and gain total concealment and insubstantial for as long as she wants. She can transmit people (her team) through the shadows or protect herself to an incredible degree (14 points - 7 ranks - covers her caps entirely), and even animate "shadow-homonculi" using two ranks if she so desires (4 points for 1 rank of Shadow-Summoning).

She's a very versatile girl, this Nightshade. Not as versatile as The Enchantress, but unlike miss Enchantress, she doesn't have to sacrifice her meager protection to use her best powers. All in all, I like her build.
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Postby kerianvalentine » Sat Mar 24, 2007 3:12 pm

kerianvalentine wrote:Image
"Second date, no tongue!"

Hellboy
PL 10/PP 150
Attributes: STR 30, DEX 20, CON 20, INT 18, WIS 12, CHA 10

Skills:
Acrobatics 8+5 = 13
Bluff 4+0 = 4
Climb 8+10 = 18
Craft (Arcane) 12+4 = 16
Escape Artist 8+5 = 13
Gather Information 12+0 = 12
Intimidate 12+10 = 22
Knowledge (Arcana) 12+4 = 16
Notice 8+1 = 9
Search 4+4 = 8
Stealth 4+5 = 9
Survival 12+1 = 13

Feats:
Acrobatic Bluff, Additional Limb (Tail), All-Out Attack, Artificer, Benefit (Uses STR Modifier for Intimidate), Connected, Contacts, Dodge Focus 5, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Fearsome Presence 5, Interpose, Move-By Action, Power Attack, Redirect, Ritualist, Track

Powers:
Partial Immunity (Aging, Poison)
Immunity (Fire)
Super-Strength 4
Comprehend (Understand Languages) 2
Regeneration 10 (Bruised 3, Injured 6, Bonus +1)
Mind Shield 2
Protection 5

Init/Defense: +5/15
Saves: FORT +5, REF +5, WILL +3, TOUGH +10
Attack/Damage: +5/+10


Notes:

Hellboy's a weird little monkey, ain't he? He's got a couple useful abilities that really help him kick Elder God Butt. First, his physical attributes are great - his Strength is high (his super-strength is also high), he's immune to fire, and he regenerates really quick. Second, he's a very intelligent Big Red Monkey, and can craft some cool stuff (like special bullets for his gun, the Samaritan, which isn't listed here because it's assumed to be on loan from the BPRD), as well as cast rituals and understand any language (*cough* Animating dead russians *cough*). His weak point is his common sense, which is true in the movie - he's very easily misled and jumps to the wrong conclusions often. He's not stupid, but he needs Abe there, both because Abe is super-intelligent and because Abe understands humans and common sense better than the Big Red Monkey.

Abe may/not be next. Liz I probably won't make, but if I do, she'll be nearby.

3/24/07: Hellboy's been given his tail as an Additional Limb feat.



The big red monkey has been duly edited.
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Postby catsi563 » Sat Mar 24, 2007 3:15 pm

WOOT!! =^_^= Bring on the pyro!!
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Postby kerianvalentine » Sat Mar 24, 2007 3:17 pm

Liz was done a few builds back, right after Abe and right before the Enchantress and the quote of Shara Hattori. I'm very happy with Liz's powers, especially her Concentration Duration area effects.



EDIT:

Okay, I'm going to need to disappoint some people, but there simply is not enough accessible information on Nightmaster for me to make him. The capabilities of his sword are fairly easy, but I don't know anything else about him and his Wiki is very poorly established. If someone gave me the information, I could write him pretty quickly, but until then, consider Nightmaster on a very extended hold. Sorry if this is upsetting to anyone waiting to see me round out Shadowpact.
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Postby kerianvalentine » Sat Mar 24, 2007 3:42 pm

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Cosmic Rod isn't funny. Don't laugh!

Starman (Jack Knight)
PL 10/PP 150
Attributes: STR 16, DEX 18, CON 18, INT 16, WIS 16, CHA 14

Skills:
Acrobatics 8+4 = 12
Bluff 4+2 = 6
Computers 4+3 = 7
Craft (Art) 12+3 = 15
Diplomacy 4+2 = 6
Escape Artist 8+4 = 12
Gather Information 4+2 = 6
Intimidate 8+2 = 10
Knowledge (Arts) 12+3 = 15
Notice 8+3 = 11
Ride 12+4 = 16
Search 4+3 = 7
Sense Motive 8+3 = 11
Sleight of Hand 8+4 = 12
Stealth 8+4 = 12

Feats:
Acrobatic Bluff, All-Out Attack, Connected, Contacts, Defensive Roll 1, Dodge Focus 5, Eidetic Memory, Elusive Target, Fearless, Luck 5, Power Attack

Powers:
Cosmic Rod 15 (Hard-To-Lose Restrictedx2: Owner Device)

Cosmic Rod
Flight 10 (Platform)
Cosmic Energy Control 6
Force Field 5
Shield 5
Immunity 3 (Suffocation, Environmental Damage)
Dazzle 8
Disintegration 3
Enhanced Attack 4
Mighty Penetrating Strike 1

Init/Defense: +4/15 (20)
Saves: FORT +4, REF +4, WILL +4, TOUGH +4 (+10)
Attack/Damage: +1 (+5)/+3 (+4 Staff/+6 Blast)


Notes:
I really like Starman. He's cool in the one comic I have with him (his team-up with Hellboy, hence his inclusion so soon after the BPRD) and he's got some really fun powers. All of them, of course, rely on his broomsti...I mean, Cosmic Rod, which ISN'T MAGIC LOLZOMG, it's a Star Rod! Yeah, it still sounds dirty.

He also doesn't have it as a wide Dynamic Array because the Rod seems capable of granting all these powers at once. As a side-note, only the owner of the Rod can use it at the moment (that being Stargirl) and thus it's a doubly-restricted device, coming out to 62 points.

Jack is unfortunately all too human on or off the Rod (still dirty...), but at least while he's riding the star-powered device he gets a good deal of protection and can even keep himself from being burned by flying into the atmosphere (though the Cosmic Rod doesn't seem to grant Space Flight). His saves are pretty bad, though - again, he's all too human. Without the Star Rod he doesn't meet any caps, but with it, he's defensively empowered to the max.
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Postby Psistrike » Sat Mar 24, 2007 4:07 pm

You have no idea how many jokes an artist called Tebra has made about the Cosmic Rod in his transgender artwork of Starman. :lol: And I never knew he teamed up with Hellboy, I'm really out of touch with comics.
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Postby kerianvalentine » Sat Mar 24, 2007 4:12 pm

Batman, Hellboy, and Starman have a single-comic crossover, with that same crossover moving into Hellboy and Starman (Batman being out of the picture). Mignola's Joker is just weird-looking, but the basic premise is that some Nazis called the Knights of October kidnap Jack's dad for an unknown purpose. I won't spoil it, but it's pretty cool.
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Postby kerianvalentine » Sat Mar 24, 2007 7:07 pm

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It really speaks for itself.

N'Kantu The Living Mummy
PL 10/PP 150
Attributes: STR 30, DEX 14, CON N/A, INT 14, WIS 20, CHA 10

Skills:
Climb 4+10 = 14
Concentration 8+5 = 13
Intimidate 12+0 = 12
Knowledge (Arcana 12, History 4)+2
Notice 12+5 = 17
Search 12+2 = 14
Sense Motive 12+5 = 17
Stealth 4+2 = 6

Feats:
All-Out Attack, Assessment, Attack Focus (Melee) 8, Blind-Fight, Chokehold, Diehard, Eidetic Memory, Fearless, Fearsome Presence 8, Improved Grab, Improved Grapple, Improved Pin, Improved Throw, Move-By Action, Power Attack, Startle

Powers:
Immunity (FORT Saves)
Super-Strength 10
Impervious Protection 10
Extended Magic Awareness
Extended Detect (Nephrus Descendant)
Mind Shield 2

Init/Defense: +2/10
Saves: FORT (IMMUNE), REF +2, WILL +7, TOUGH +10 (Impervious)
Attack/Damage: +0 (+8 Melee)/+10

Drawbacks:
Vulnerable (Fire, Major, +4)

Notes:
The Living Mummy N'Kantu is a strange Marvel comics character. He is apparently, well, a Mummy, but a living one. Whether he's actually immortal or able to go forever without eating I don't know, but it's lumped under his immunity to FORT Saves. He's also able to lift at an Effective Strength of 80, detect descendants of the Egyptian priest that killed his tribe, sense Magic, and eat damage like a champion. However, Fire is his biggest weakness - his wrappings ignite and probably put him through considerable pain. Since a stiff mummy probably isn't too nimble, and lots of Fire effects end up being Area-Effects, his Reflex save is considerably lower than it could be. Also, his Will save is only average.

He's not bad, but where he's best is grappling - that +20 from his Strength and Super-Strength are -really- nice for wrestling people to the ground. He can pound things effectively, and the tough guys can be brought to heel and then stomped on after being made ineffective and impotent.
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Postby kerianvalentine » Sat Mar 24, 2007 7:31 pm

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It's the Great Pumpkin, Charlie Brown!

Lord Pumpkin
PL 10/PP 150
Attributes: STR 12, DEX 30, CON 10, INT 25, WIS 20, CHA 12

Skills:
Acrobatics 4+10 = 14
Bluff 4+1 = 5
Concentration 8+5 = 13
Craft (Arcana) 12+7 = 19
Escape Artist 4+10 = 14
Intimidate 12+1 = 13
Knowledge (Arcana) 12+7 = 19
Notice 8+5 = 13
Search 4+7 = 11
Sense Motive 8+5 = 13
Sleight of Hand 12+10 = 22
Stealth 4+10 = 14

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Artificer, Assessment, Connected, Contacts, Defensive Roll 1, Dodge Focus 10, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Fearsome Presence 8, Jack-Of-All-Trades, Master Plan, Move-By Action, Precise Shot 2, Redirect, Ritualist, Startle

Powers:
Spellcraft 4 (6/rank Variable Power)
Blast 1
Regeneration 8 (Resurrection 4, Recovery Check 4)
Immunity 4 (Aging, Sustenance, Suffocation)

Init/Defense: +10/20
Saves: FORT +0, REF +10, WILL +5, TOUGH +1
Attack/Damage: +3/+1

Drawbacks:
Vulnerable (Fire, Common, Major, 4 points)
Weak Spot (Pumpkin-Head)


Notes:
The sorcerous villain Lord Pumpkin is powerful enemy from the Malibu Comics' Ultraverse capable of strong magic and dangerous attacks. However, he is (being composed of straw and a pumpkin head) very weak physically. His Toughness save is only existant by virtue of his Defensive Roll - he's fragile and if he gets hit, he's toast.

Fortunately, the Pumpkin-dude has ressurection - he can die, but seeds from his pumpkin-head will be spread and eventually regrow him. He doesn't have Reincarnation because he doesn't really reincarnate, he just regrows the way he was.

His magic is very powerful, and lacks the "distracting" flaw. In addition, he has a low-key blast meant solely for keeping people away from his body - it's a fire blast projected from his mouth. He's not very accurate, but then, his magic will generally be wide-spread and area-effect based.

Speaking of which, he's super-flexible by virtue of his build, and is practiced at dodging all forms of attack - Evasion 2 and Elusive Target are understatements. His Fearsome Presence reflects, well, that he's a scary pumpkin-headed wizard.
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Postby kerianvalentine » Sat Mar 24, 2007 11:23 pm

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Susan Storm (Invisible Woman)
PL 10/PP 150
Attributes: STR 12, DEX 12, CON 14, INT 16, WIS 18, CHA 16

Skills:
Bluff 8+3 = 11
Diplomacy 12+3 = 15
Escape Artist 12+1 = 13
Notice 12+4 = 16
Perform (Acting) 12+3 = 15
Search 8+3 = 11
Sense Motive 12+4 = 16
Stealth 8+1 = 9

Feats:
Accurate Attack, All-Out Attack, Attack Specialization (Telekinetics) 4, Attractive 1, Fearless, Move-By Action, Power Attack

Powers:
Damaging Precise Telekinesis 15 (Dynamic Alternate Power: Create Innate Subtle Tethered Objects, Dynamic Alternate Power: Total Visual Concealment, Dynamic Alternate Power: Blast, Dynamic Alternate Power: Selective Area Total Visual Concealment)
Shield 10

Init/Defense: +1/20
Saves: FORT +10, REF +4, WILL +5, TOUGH +2
Attack/Damage: +0 [+8 Telekinetics]/+10

Notes:
Susan Storm draws heavily from my Sioux Storm, because they're the same person (practically). Susan, however, has a stronger telekinesis at the sacrifice of having her Force Field independant from her array. She also has more tricks than Sioux, but she can still create those objects (her massive fields of protection for her boys) and use other tricks. She also has a direct-damage blast in addition to being able to toss people around like ragdolls.

Oh, and she has a personality. More than Sioux can say!
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