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Postby kerianvalentine » Thu Apr 12, 2007 10:56 am

The screen flickers on once more. It's an episode of "The Green Lantern: Alan Scott Years."

Image

Alan Scott
PL 10/PP 150
Attributes: STR 16, DEX 14, CON -, INT 18, WIS 18, CHA 16

Skills:
Acrobatics 8+2 = 10
Bluff 4+3 = 7
Concentration 8+4 = 12
Craft (Railroad Work) 8+4 = 12
Diplomacy 8+3 = 11
Escape Artist 4+2 = 6
Gather Information 8+4 = 12
Investigate 8+4 = 12
Knowledge (Engineering) 8+4 = 12
Notice 8+4 = 12
Profession (Engineer) 4+4 = 8
Search 4+4 = 8
Sense Motive 4+4 = 8
Stealth 4+2 = 6

Feats:
Accurate Attack, Acrobatic Bluff, All-out Attack, Attack Specialization (Starheart's Power) 2, Defensive Attack, Defensive Roll 5, Dodge Focus 10, Elusive Target, Fearless, Move-By Action, Power Attack, Redirect

Powers:
Starheart's Form 30 (Immunity: FORT Saves)
Starheart's Power 10 (Dynamic Cone Blast, Limited: Does Not Work On Wood, D.A.P.: Ranged Corrosion, D.A.P.: Flight, D.A.P.: Ranged Paralyze, D.A.P.: Dazzle [Sight], D.A.P: Intangible, D.A.P.: Moveable Create Objects, D.A.P.: Detect Lies, D.A.P.: Area Detect 'Dangerous Objects')
Jade's Eye 1 (Track Astral Energy)

Initiative/Defense: +2/20
Saves: FORT (Immune), REF +2, WILL +12, TOUGH +5 [+7/+10]
Attack/Damage: +3 [Starheart's Power +7]/+3

DVD Commentary:
This is the original Green Lantern, Alan Scott. His body is entirely composed of the power of the Starheart - this essentially makes him a Construct immune to FORT saves. In addition, Alan Scott has a 30-point Dynamic Array in the Starheart's Power, which he uses at the base as a large Cone Blast. He has a number of other powers in that array, notably his Dazzle, Paralyze, Intangibility, and 'Detect Dangerous Objects'.
The last of these is the only one that may need some explanation. By using the power of the Starheart, Alan can cause Dangerous Objects to glow. It is 2 PP/rank without the Area modifier - however, Alan's ring causes objects to glow for -everyone-, so -everyone- can see the Dangerous Objects. This essentially means anything that is set up to harm Alan or another person - rigged disguised bombs, radioactive waste, et cetera. He still has to have points in that to use it.

The screen clicks to the ending credits, and now the Master is standing in Alan Scott's place, holding in his hands a silver fire, coat swirling around him in the wind in an imitation of the cape. What does it mean?

The rerun seems to have been altered somehow, and Alan now seems like an amalgamation of all his forms rather than just the Starheart's construct...including his Kingdom Come Armor, apparently.

The rerun's been changed again. Alan's armor's been peeled away, it looks like, and he's been returned to the original form. The Master is still nowhere in sight...
Last edited by kerianvalentine on Thu May 17, 2007 8:50 am, edited 2 times in total.
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Postby kerianvalentine » Thu Apr 12, 2007 11:26 am

The Master just stands there, holding the silver flame. A moment later, the flame contorts, twisting around his hand and shooting outwards in the form of a silver dragon of fire, wrapping around his body once, twice, and finally resting at his side. He leans back, coiled in its grasp.

Image

Ascendant Master
PL 10/PP 150
Attributes: STR 16, DEX 20, CON -, INT 20, WIS 20, CHA 20

Skills:
Acrobatics 8+5 = 13
Computers 8+5 = 13
Disable Device 8+5 = 13
Gather Information 8+5 = 13
Intimidate 8+5 = 13
Notice 8+5 = 13
Search 8+5 = 13
Sense Motive 8+5 = 13

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attractive, Elusive Target, Fearless, Instant Up, Move-By Action, Power Attack, Redirect

Powers:
Infinity Seal 30 (Immunity: FORT Saves)
Silver Fire 10 (Progression Dynamic Damaging Visual Phantasm Illusions, D.A.P.: Shield, D.A.P.: Force Field, D.A.P.: Create Moveable Objects, D.A.P.: Mighty Damage)

Initiative/Defense: +5/10
Saves: FORT (IMMUNE), REF +5, WILL +5, TOUGH +0
Attack/Damage: +6/+3

DVD Commentary:
The Ascendant Master is the lord of the Silver Fire, an illusory effect dealing damage striking at the mind to harm his foes. He is capable of, through an act of pure will, bending the fire into true forms, such as a force field, a shield, or normal objects. He can also form blazing weapons or simply coat his hands in the fire.
He is also, like Alan Scott, a construct of the power he wields. The Ascendant Master is effectively an illusory object that cannot be disbelieved and can actually affect real-world objects.

The Ascendant Master's dragons wrap around him again, and the puppet of you dances at his feet. The cloak wraps around him, and then it's gone.
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Postby Psistrike » Thu Apr 12, 2007 11:39 am

Two scary PL 10 characters with a lot of power to wield. At first when I read Alan Scott I thought it would be the original version of him, with the power lose to wood drawback for his ring powers.
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Postby kerianvalentine » Thu Apr 12, 2007 11:52 am

kerianvalentine wrote:The screen flickers on once more. It's an episode of "The Green Lantern: Alan Scott Years."

Image

Alan Scott
PL 10/PP 150
Attributes: STR 16, DEX 14, CON -, INT 18, WIS 18, CHA 16

Skills:
Acrobatics 8+2 = 10
Bluff 4+3 = 7
Concentration 8+4 = 12
Craft (Railroad Work) 8+4 = 12
Diplomacy 8+3 = 11
Escape Artist 4+2 = 6
Gather Information 8+4 = 12
Investigate 8+4 = 12
Knowledge (Engineering) 8+4 = 12
Notice 8+4 = 12
Profession (Engineer) 4+4 = 8
Search 4+4 = 8
Sense Motive 4+4 = 8
Stealth 4+2 = 6

Feats:
Accurate Attack, Acrobatic Bluff, All-out Attack, Attack Specialization (Starheart's Power) 5, Defensive Attack, Defensive Roll 5, Dodge Focus 10, Elusive Target, Fearless, Move-By Action, Power Attack, Redirect

Powers:
Starheart's Form 30 (Immunity: FORT Saves)
Starheart's Power 10 (Dynamic Cone Blast, Limited: Does Not Work On Wood, D.A.P.: Ranged Corrosion, D.A.P.: Flight, D.A.P.: Ranged Paralyze, D.A.P.: Dazzle [Sight], D.A.P: Intangible, D.A.P.: Moveable Create Objects, D.A.P.: Detect Lies, D.A.P.: Area Detect 'Dangerous Objects')
Jade's Eye 1 (Track Astral Energy)
Kingdom Come's Armor 2 (Hard-To-Lose Device, Limited: Green Lanterns)

Kingdom Come's Armor
The Lance 1 (Hard-To-Lose Device)
The Shield 1 (Hard-To-Lose Device)
The Armor 2 (Attack Specialization: The Lance)

The Lance
Mighty Penetrating Strike 3 (Limited: Doesn't Affect Wood)

The Shield
Noticeable Impervious Protection 3 (Limited: Doesn't Affect Wood)
Mind Shield 5

Initiative/Defense: +2/20
Saves: FORT (Immune), REF +2, WILL +4 [+9], TOUGH +5 [+7/+10]
Attack/Damage: +0 [The Lance +4/Starheart's Power +10]/+3 [+6 Lance]

DVD Commentary:
This is the original Green Lantern, Alan Scott. His body is entirely composed of the power of the Starheart - this essentially makes him a Construct immune to FORT saves. In addition, Alan Scott has a 30-point Dynamic Array in the Starheart's Power, which he uses at the base as a large Cone Blast. He has a number of other powers in that array, notably his Dazzle, Paralyze, Intangibility, and 'Detect Dangerous Objects'.
The last of these is the only one that may need some explanation. By using the power of the Starheart, Alan can cause Dangerous Objects to glow. It is 2 PP/rank without the Area modifier - however, Alan's ring causes objects to glow for -everyone-, so -everyone- can see the Dangerous Objects. This essentially means anything that is set up to harm Alan or another person - rigged disguised bombs, radioactive waste, et cetera. He still has to have points in that to use it.

The screen clicks to the ending credits, and now the Master is standing in Alan Scott's place, holding in his hands a silver fire, coat swirling around him in the wind in an imitation of the cape. What does it mean?

The rerun seems to have been altered somehow, and Alan now seems like an amalgamation of all his forms rather than just the Starheart's construct...including his Kingdom Come Armor, apparently.


It's a rerun of Green Lantern: The Alan Scott Years. Still, seems different somehow. Could The Master be able to adjust the programs...?
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Postby The Stray » Thu Apr 12, 2007 12:23 pm

I was wondering...you have the Batman, and the Joker...But I'd love to see an episode on Harley Quinn!
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Postby kerianvalentine » Thu Apr 12, 2007 12:34 pm

kerianvalentine wrote:Image
Nanananananananana BATMAN! BATMAN!
Batman (Bruce Wayne)
PL 10/PP 150
Attributes: STR 16, DEX 20, CON 16, INT 26, WIS 20, CHA 14

Skills:
Acrobatics 12+5 = 17
Bluff 4+2 = 6
Climb 8+4 = 12
Computers 12+8 = 20
Diplomacy 4+2 = 6
Disable Device 12+8 = 20
Drive 4+5 = 9
Escape Artist 12+5 = 17
Gather Information 12+2 = 14
Intimidate 12+2 = 14
Investigate 12+8 = 20
Medicine 4+5 = 9
Notice 12+5 = 17
Pilot 4+5 = 9
Search 12+8 = 20
Sense Motive 12+5 = 17
Sleight of Hand 12+5 = 17
Stealth 12+5 = 17
Survival 12+5 = 17

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attractive, Blindfight, Chokehold, Connected, Contacts, Defensive Attack, Defensive Roll 2, Distract (Intimidate), Dodge Focus 7, Eidetic Memory, Elusive Target, Equipment 7, Evasion 2, Fearless, Hide-In-Plain-Sight, Improved Disarm, Improved Grab, Move-By Action, Power Attack, Ranged Pin, Redirect

Equipment:
Utility Belt 2 [4/Rank Variable Power]
Costume [Undercover Vest, Gas Mask]
Batmobile [Speed 6, Strength 30, Toughness 10, Size: Huge, Alarm, Oil Slick, Remote Control, Navigation System]
-A.P.: Batplane [Speed 6, Strength 20, Toughness 10, Size: Huge, Flight, Blast 4, Alarm, Nav System]
-A.P.: Batcycle [Speed 7, STR 15, TOUGHNESS 5, Size: Medium, Defense: 20, Nav System, Remote Control, Alarm]

Init/Defense: +5/17
Saves: FORT +3, REF +5, WILL +5, TOUGH +5 [+8 Costume]
Attack: +6/+3

DVD:
Totally revamped, Batman now works perfectly well on his own and has the Batmobile included. In addition, he has his other vehicles and his costume attached - Alfred no longer needs to pay for anything.

You notice the rerun is somehow very different...


It's a rerun of a very old episode.
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Postby kerianvalentine » Thu Apr 12, 2007 12:48 pm

Batman: The Animated Series is on. It's a Joker episode...meaning there's Harley Quinn.

Image

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

Skills:
Acrobatics 12+5 = 17
Bluff 4+3 = 7
Climb 8+5 = 13
Disable Device 8+4 = 12
Escape Artist 12+5 = 17
Gather Information 4+3 = 7
Handle Animal 8+3 = 11
Intimidate 8+4 = 12
Knowledge (Psychology) 8+4 = 12
Notice 8+2 = 10
Search 8+4 = 12
Sleight of Hand 12+5 = 17
Stealth 8+5 = 13

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Animal Empathy, Defensive Attack, Defensive Roll 3, Dodge Focus 10, Elusive Target, Evasion 2, Grappling Finesse, Improved Grab, Improved Grapple, Inspire 5, Instant Up, Luck 5, Move-By Action, Precise Shot 2, Redirect, Set-Up, Uncanny Dodge (Sight)

Powers:
Immunity (Toxins) 1
Harley's Gizmos (Hard-To-Lose Gadgets 2, Restricted: Harley)

Initiative/Defense: +5/20
Saves: FORT +4, REF +5, WILL +2, TOUGH +7
Attack/Damage: +8/+5

DVD Commentary:
Harley Quinn is the best moll the Joker could ever ask for. She has super-strength and dexterity (from Ivy's treatmens), immunity to Poisons (Wow!), her own set of gizmos useable only by her, a lot of Luck, a great Inspire, a huge Acrobatic Bluff and Set-Up combination for Mister J...
...just one problem. She's a sucker for Bluffs.
That's right - Harley does not have the Training feat. Batman can bluff circles around Miss Quinzel, leaving her just as open as she tries to leave him. This proves to be problematic because Batman will knock Harley out first (and thus remove Joker's bluff benefits, forcing Joker to make the rolls himself) with a well-placed bluff and flat-footed attack, and then move onto the Joker.
Her Hyenas are represented through her Animal Empathy feat - they're unlisted due to the fact that if one wanted to use her as a PC, it would be extremely unwieldy. If one wanted to use those hyenas, add them as Rank 2 minions or Rank 4 sidekicks using Wolf statistics.

The episode ends, with the Ascendant Master once more playing with a puppet of the viewer.
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Postby Psistrike » Thu Apr 12, 2007 1:34 pm

Now if only Harley just had better taste in men, she could be a perfect sidekick for a superhero.
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Postby kerianvalentine » Thu Apr 12, 2007 1:35 pm

The episode of Birds of Prey starts up...seems to be featuring Lady Blackhawk.

Image

Lady Blackhawk

PL 10/PP 150
Attributes: STR 16, DEX 24, CON 16, INT 20, WIS 16, CHA 18

Skills:
Acrobatics 4+7 = 11
Climb 8+3 = 11
Disable Device 4+5 = 9
Escape Artist 4+7 = 11
Investigate 4+5 = 9
Notice 8+3 = 11
Pilot 12+7 = 19
Search 4+5 = 9
Sense Motive 8+3 = 11
Sleight of Hand 4+7 = 11
Stealth 4+7 = 11

Feats:
Accurate Attack, Acrobatic Bluff, , All-Out Attack, Ambidexterity, Assessment, Attractive 2, Beginner's Luck, Challenge (Hide Tampering, One Hand On The Wheel, Slip Between Cover), Connected, Contacts, Defensive Roll 3, Dodge Focus 13, Elusive Target, Equipment 7, Evasion 2, Fearless, Improved Strike, Inspire 5, Instant Up, Luck 5, Move-By Action, Power Attack, Precise Shot 2, Redirect, Second Chance (Crash), Skill Mastery (Acrobatics, Escape Artist, Pilot, Stealth), Ultimate Pilot, Ultimate Reflex, Ultimate Stealth

Equipment:
Light Pistol
Leather Jacket
Blackhawk Plane [Speed 4, Strength 40, Defense 6, Gargantuan Size, Autofire 1 Blast 3]

Initiative/Defense: +7/23
Saves: FORT +6, REF +10, WILL +7, TOUGH +7 [+8 Jacket]
Attack/Damage: +7/+3

DVD Commentary:
To give Ace McRex and Sky Captain a little bit of competition, Lady Blackhawk here is one fine-lookin' lady, not to mention an incredible pilot and a great infiltrator. She has tons of Hero Points to blow on her various skills, very rarely crashes, and is just an all-around good character. Fantastic for an Agents game, if somebody wanted to run a sexy pilot/secret agent.

The credits play, but the Master is nowhere in sight...perhaps he's hiding somewhere.
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Postby kerianvalentine » Thu Apr 12, 2007 2:14 pm

The Starman series is on. A limited run, apparently, as the title screen shows, and it looks fairly old - this episode features Shade, the title placard proudly proclaims.

Image

Shade
PL 10/PP 150
Attributes: STR 14, DEX 26, CON 10, INT 20, WIS 18, CHA 14

Skills:
Acrobatics 8+8 = 16
Bluff 8+2 = 10
Concentration 8+4 = 12
Diplomacy 8+2 = 10
Escape Artist 8+8 = 16
Gather Information 4+2 = 6
Intimidate 12+2 = 14
Investigate 8+5 = 13
Knowledge [Arcana 8, History 8]+5
Notice 8+4 = 12
Search 8+5 = 13
Sense Motive 12+4 = 16
Sleight of Hand 8+8 = 16
Stealth 12+8 = 20

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Defensive Roll 8, Dodge Focus 13, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Hide In Plain Sight, Master Plan, Move-By Action, Power Attack, Redirect, Vanishing [Feint]*

Powers:
Shadow Manipulation 10 (Dynamic Darkness Control, D.A.P.: Transfer [Shadows], D.A.P.: Create Objects, D.A.P.: Ranged Damage)
Immunity 4 (Aging, Suffocation, Starvation)
Blindsight (Mental)
Resurrection 3 [True Resurrection]

Initiative/Defense: +8/23
Saves: FORT +0, REF +8, WILL +4, TOUGH +8
Attack/Damage: +5/+2

*Vanishing:
The character may substitute his Stealth ranks to Feint or Demoralize, hiding suddenly and emerging to strike from an unknown angle or appearing suddenly and without warning. Taking this feat a second time allows for both uses.

DVD Commentary:
Another amalgamation of various 'versions' of the character, Shade is closer to his Starman interpretation than his "shadowstick" version. He's a capable and powerful trained melee fighter, and his shadow manipulation gives him an incredible edge when it comes to melee strikes - not to mention his Stealth ranks, which are even higher than Batman's - mostly because he's an actual creature of shadow.
Shade is immortal, and will not die at all. He must be thrown into an area that continually harms him to be kept dead.

The episode closes, and still no Master in sight...what could he be gearing up for?
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Postby kerianvalentine » Thu Apr 12, 2007 2:50 pm

Wildstorm is on. This episode seems focused on the Wildcats...particularly on

Image

Agent Orange
PL 10/PP 150
Attributes: STR 26, DEX 24, CON 30, INT 18, WIS 20, CHA 10

Skills:
Acrobatics 8+7 = 15
Climb 8+8 = 16
Disable Device 8+4 = 12
Escape Artist 8+7 = 15
Investigate 8+4 = 12
Notice 8+5 = 13
Search 8+4 = 12
Sleight of Hand 8+7 = 15
Stealth 8+7 = 15

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Benefit (Security Clearance), Dodge Focus 10, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Improved Aim, Instant Up, Move-By Action, Power Attack, Precise Shot 2, Redirect, Training, Uncanny Dodge (Sight)

Powers:
The Guns 4 (Hard-To-Lose Device, Limited: STR 20+)
Speed 3
Toxic Blood 1 [Corrosion, Limited: When Bleeding Only]

The Guns
Autofire 2 Ranged Damage 4 (A.P.: Extended Range Area [Burst] Autofire 1 Damage 5, A.P.: Cone Damage 8, A.P.: Knockback Autofire 1 Cone Damage 5, A.P.: Knockback Autofire 1 Ranged Damage 5)

Initiative/Defense: +11/20
Saves: FORT +10, REF +7, WILL +5, TOUGH +10
Attack/Damage: +10/+8 [+4 Autofire Guns/+5 Burst/+8 Cone/+5]

Drawbacks:
Shut-Down Signal [Weakness 7-Point Drawback]

DVD Commentary:
Agent Orange of Wildstorm is an extremely dangerous secret agent whose only weakness is his Shut-Down Signal [which renders him totally powerless as a -4 drain/round to all his powers]. His heavy guns are essentially built for 'Gun-Fu' techniques - he has a small single blast with many, many 'secondary blasts' attached, each 'secondary blast' being an alternate power of the original blast.
Oh, and he's also extremely strong, fast, and accurate to a robotic level. He has toxic blood, but it's a secondary effect at best - a corrosion that occurs when he bleeds.

The credits play. Where in the world could the Master be? What could he be working on?
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Postby Psistrike » Thu Apr 12, 2007 3:22 pm

Dang, didn't know that about Shade and his being immortal. Although the cane version on JL and JLU was fun to watch as well.
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Postby kerianvalentine » Thu Apr 12, 2007 3:39 pm

The Batman Movie "Mask Of The Phantasm" is on.

Image

The Phantasm
PL 10/PP 150
Attributes: STR 20, DEX 22, CON 18, INT 18, WIS 16, CHA 16

Skills:
Acrobatics 8+6 = 14
Climb 8+5 = 13
Disable Device 8+4 = 12
Escape Artist 8+6 = 14
Gather Information 8+3 = 11
Intimidate 12+3 = 14
Investigate 8+4 = 12
Notice 8+3 = 11
Search 8+4 = 12
Sense Motive 8+3 = 11
Sleight of Hand 8+3 = 11
Stealth 8+6 = 14

Feats:
All-Out Attack, Ambidexterity, Assessment, Attractive, Blind-Fight, Defensive Roll 4, Dodge Focus 10, Elusive Target, Evasion 2, Fearless, Improved Critical (Scythe) 5, Move-By Action, Redirect, Startle, Vanishing [Demoralize]*

Powers:
Phantasm Costume 7 (Hard-To-Lose Device)

Phantasm Costume
The Scythe 3 (Hard-To-Lose Device)
Protection 2
Obscure Sight 6
Enhanced Feats [Ultimate Stealth, Fearsome Presence 8]

Scythe
Mighty Penetrating Damage 5 (A.P.: Mighty Burst Damage 5, A.P.: Mighty Autofire Damage 5)
Enhanced Feat [Fearsome Presence 2]

Initiative/Defense: +6/20
Saves: FORT +4, REF +6, WILL +5, TOUGH +8 [+10]
Attack/Damage: +6/+5 [+10 Scythe]

*Vanishing:
The character may substitute his Stealth ranks to Feint or Demoralize, hiding suddenly and emerging to strike from an unknown angle or appearing suddenly and without warning. Taking this feat a second time allows for both uses.

DVD Commentary:
The Phantasm, alias Andrea Beaumont, is the former love interest of Bruce Wayne and a professional assassin. Other than that, the build is a traditional semi-Battlesuit/semi-Costumed Adventurer, including a weird Obscure gizmo and a powerful weapon.
Her Scythe's Alternate Powers are based on other techniques, besides just swinging it around. For example, her Burst damage allows her to swing the scythe around and deal a lot of damage to everyone in the area. Her Autofire strike is slashing multiple times in quick succession. The Scythe also enhances her fearsome presence - because, damn, you see that mask coming out of the smoke with a scythe and you tell me he's not a freaky bugger.
She also has a fair critical hit radius - an attack roll of 15 is a good critical, and bypasses her cap to reach +15 damage.

The movie credits roll, and this time, the background of the credits shows Batman in a life-or-death martial arts struggle with...a shadow?
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Postby kerianvalentine » Thu Apr 12, 2007 4:18 pm

Another rare series, The Sandman Mystery Theatre is on. It's an old series, but the production values are quite good, and the black and white noir grit lens on the art is what makes all the difference.

Image

The Sandman (Wesley Dodds)

PL 10/PP 150
Attributes: STR 14, DEX 16, CON 14, INT 24, WIS 20, CHA 14

Skills:
Acrobatics 4+3 = 7
Bluff 8+2 = 10
Climb 8+2 = 10
Concentration 8+5 = 13
Craft (Chemistry) 8+7 = 15
Diplomacy 4+2 = 6
Disable Device 8+7 = 15
Escape Artist 8+3 = 11
Gather Information 8+2 = 10
Intimidate 12+2 = 14
Knowledge (Chemistry) 8+7 = 15
Medicine 4+5 = 9
Notice 8+5 = 13
Search 8+7 = 15
Sense Motive 8+5 = 13
Sleight of Hand 8+3 = 11
Stealth 12+3 = 15
Survival 12+5 = 17

Feats:
All-Out Attack, Ambidexterity, Assessment, Attack Specialization (Gas Gun) 2, Blind-Fight, Defensive Roll 5, Dodge Focus 8, Eidetic Memory, Elusive Target, Equiment 1, Evasion 2, Fearless, Hide In Plain Sight, Instant Up, Inventor, Master Plan, Move-By Action, Power Attack, Precise Shot 2, Redirect, Startle

Powers:
Uncontrolled Precognition
Gas-Gun 6

Gas-Gun
Sleep 8 [A.P.: Cloud Sleep 6]
Selective Area Detect Lies
Partial Visual Area Concealment

Equipment:
Gas-Mask
Undercover Vest

Initiative/Defense: +3/18
Saves: FORT +2, REF +3, WILL +5, TOUGH +7 [+10]
Attack/Damage: +5/+2

DVD Commentary:
The original Sandman is Wesley Dodds. His gas-gun allows him to put people to sleep, force them to tell the truth (his Selective Area Detect Lies, similar to Alan Scott's green ring), or hide in his own gas screen. Wesley's a decent martial artist, and has prophetic dreams...other than that he's more or less a totally normal human.
His Sleep effect can be done either to a group or a single person, putting them out like lights for the duration. Because Wesley's enemies are normally not going to be too powerful, that DC 18 Will Save is a real threat, as is the DC 16 area effect one.

Sandman Mystery Theatre's credits start playing, indicating that the episode is done. You think you saw the Master lurking in the show itself, but who can tell with the black and white graininess of the episode...?
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Postby kerianvalentine » Thu Apr 12, 2007 5:32 pm

Swat Kats is on! What a great show. This episode seems to be Swat Kats Unplugged, where Hard-Drive takes center stage.

Image

Hard-Drive
PL 10/PP 150
Attributes: STR 12, DEX 18, CON 14, INT 24, WIS 18, CHA 16

Skills:
Bluff 8+3 = 11
Computers 12+7 = 19
Concentration 8+5 = 13
Disable Device 12+7 = 19
Gather Information 8+3 = 11
Investigate 12+7 = 19
Notice 8+4 = 12
Pilot 8+4 = 12
Search 12+7 = 19
Sense Motive 8+4 = 12
Sleight of Hand 8+4 = 12

Feats:
Assessment, Connected, Contacts, Defensive Roll 5, Dodge Focus 10, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Instant Up, Move-By Action, Redirect, Taunt, Well-Informed

Powers:
Surge Coat 11 [Hard-To-Lose Device, Restricted: Hard-Drive Only]
Catspaws [Slow Fall 1]
Low-Light Vision
Darkvision

Surge Coat
Electrokinesis (Ranged Damage 5)
Transmit [Electricity] 5
Linked Transmit [Electricity]/Possession [Affects Objects, Electrical Objects Only] 7
Machine Control 1
Datalink 4

Initiative/Defense: +4/20
Saves: FORT +4, REF +10, WILL +6, TOUGH +7
Attack/Damage: +3/+1 [+5 Damage]

DVD Commentary:
Hard Drive is a Swat Kats villain who teamed with Dark Kat using a Surge Coat to allow himself several abilities. He can at the basis blast people with Electricity, but his powers are a bit more flexible from there.
First off is his Transmit. He can teleport through Power Lines or any other electrical opening with ease using his Surge Coat, making him extremely dangerous to anyone with even a slight bit of electricity in their homes (so you're safe, Amish Folk!). Next comes his Possession, which, when used in Conjunction with his Transmit, allows him to possess objects from a long distance by hopping in the power lines and fusing from there.
His Machine Control comes up in the actual episode 'Swat Kats Unplugged', where, using his fingertip and the surge coat, he controls the Anti-Weapons Scrambler device to make the Swat Kats [and the gold bullion train's defenses] helpless against him [or so he thought]. It's a very short-range Control but it's helpful when he needs it.
His Datalink is fairly self-explanatory.
As a side-note, his "Catspaws" ability refers to the myth of cats always landing on their feet. Not a specific power anyone in Swat Kats has, but still amusing.

The Swat Kats credits play, the guitar theme being strummed...by the Master, playing the guitar on the side of the screen.
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