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MK's Nook: Cyclops as Batman Sidekick, Mace Returns

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Re: MK's Nook: Vic Mackey, Powerboy, Visitant

Postby MorningKnight » Wed Jan 06, 2010 12:59 pm

Libra wrote:That's the problem with Real Life - and the main reason I take extensive vacations in fantasy! :wink:


Ha! I've been taking vacations in fantasy, but have been working my tail off to transcribe them.

Be ready for the coming of ALGODON!
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Look out! Here Comes ALGODON!

Postby MorningKnight » Thu Jan 14, 2010 9:11 pm

Algodon

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Algodon

Power Level: 10; Power Points Spent: 150/150

STR: +10 (30), DEX: +1 (12), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +14, Fort: +10, Ref: +4, Will: +6

Skills: Climb 8 (+12), Gather Information 4 (+5), Handle Animal 8 (+9), Intimidate 12 (+13), Investigate 7 (+7), Knowledge (arcane Lore) 8 (+8), Knowledge (earth sciences) 4 (+4), Knowledge (streetwise) 8 (+8), Language 1 (+1), Notice 8 (+10), Search 8 (+8), Sense Motive 8 (+10), Stealth 8 (+9), Survival 8 (+10), Swim 8 (+12)

Feats: All-Out Attack, Animal Empathy, Attack Focus (melee) 4, Attack Specialization (Grapple) 2, Environmental Adaptation (Aquatic), Fearsome Presence 6, Improved Grapple, Improved Trip, Power Attack, Startle

Powers:
Crocidilian Physiology (Immunity 2) (starvation & thirst, suffocation: Drowning; Limited - Half Effect)
Crocodilian Mass (Density 6) (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate, Buoyant)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Super-Strength 2 (+10 STR carry capacity, heavy load: 3.2 tons; +2 STR to some checks)
Crocodlian Hide (Protection 6) (+6 Toughness; Impervious; Noticeable (Alligator Hide))
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Nictating Membrane (Sensory Shield 3) (sense: one sense - vision, +6 to saves vs. Dazzle attacks)
Super-Senses 1 (low-light vision)
Swimming 3 (10 mph, 88 ft./rnd)
Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple, Improved Trip)
Tail Length (Elongation 2) (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple; Limited (Tail Only))

Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +24/+28)

Attacks: Unarmed Attack, +10 (DC 25)

Defense: +6 (Flat-footed: +3), Knockback: -15

Initiative: +1

Languages: English, French

Totals: Abilities 26 + Skills 27 (108 ranks) + Feats 17 + Powers 44 + Combat 24 + Saves 12 + Drawbacks 0 = 150

:arrow: And they shall call him Algodon, the Crocodile that walks like a man! Yes, it's Spanish for cotton, but looking at the towel every day, seeing the word Algodon on its little tag, it inspired me. I mean, Algodon - it just sounds like a dinosaur or lizard man, donnit?

:arrow: As befitting a humanoid dinosaur, Algodon is tough. He doesn't dodge, he sits and sucks up damage easily. He's more durable than he is strong, however. He's pretty good, but 3.2 tons is not what you think of as Powerhouse level strength. That lack of pure power isn't too much of a hindrance - he's a skilled hand to hand brawler, and his tail gives him all manner of additional abilities. He's basically the Lizard, just strong enough to hurt Spider-Man, and just as good on the offense to actually connect. He's also a powerful grappler - let him use that ten-foot tail, and he's almost at Powerhouse level, thanks to some attack specialization.

:arrow: Also as befitting a humanoid crocodile, he's a good swimmer, he can hold off drowning, and like any good reptile, he can hold off on eating for a long time thanks to his metabolism. He still needs to breathe air and eat eventually, hence the half effect on the immunities.

:arrow: As a monsterous creature, he can make use of Startle and Intimidation pretty well. It's part of his offensive package, and he loves the Startle.

:arrow: He can be used as hero, a reluctant Hulk-like person, or perhaps a villain if you're hard up. I prefer him as the wandering good-intentioned creature who can end up occasionally feared.

:arrow: For a villain option, make him PL11, and add Animal Control 6, with Burst and limited to reptiles only. Throw in Strike 4 (mighty, teeth and claws) and Regeneration 8 - why? Because as a Lizard-style threat, he needs the extra firepower. Sure, he could be muscle for a higher villain as is.
Last edited by MorningKnight on Thu Jan 21, 2010 10:47 pm, edited 1 time in total.
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Re: MK's Nook: Visitant, Algodon

Postby MisterO » Fri Jan 15, 2010 10:24 am

Nicely done MK! I think I'd prefer my Algodon as a villain personally.

Say would it be alright if I borrowed Algy for a test fight?
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Re: MK's Nook: Visitant, Algodon

Postby MorningKnight » Fri Jan 15, 2010 10:50 am

Go right ahead, my friend.

Me, I'm the guy who likes the ugly monsters to be heroes despite it all.

Skaramine. Boneface. (both mine) The Thing. The Hulk. Nightcrawler. The Beast.

However, I also like the redeemed villain trope as well.

Just remember - Algodon is from down Louisiana parts. He could have the assist of a few Cajun bad boys who took to feedin' him scraps from they misdeeds...

*slaps self*

I don't even think that was a legitimate accent. :X
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Re: MK's Nook: Visitant, Algodon

Postby The Ilethryl Knight » Fri Jan 15, 2010 5:24 pm

MorningKnight wrote:Me, I'm the guy who likes the ugly monsters to be heroes despite it all.


Yeah, me too. I've always had a soft spot for Monster heroes.

Algodon seems like a great name for your croc man, despite its Spanish meaning. Good choice.

Oh boy, I've got Elton John's oldie 'Crocodile Rock' running through my head now. I have a feeling I'll be singing that song to myself all night long!
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Re: MK's Nook: Visitant, Algodon

Postby MorningKnight » Fri Jan 15, 2010 9:14 pm

Doctor Suchid

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Power Level: 11; Power Points Spent: 180

STR: +10 (30), DEX: -1 (8), CON: +5 (20), INT: +7 (24), WIS: +2 (14), CHA: -2 (6)

Tough: +14, Fort: +10, Ref: +1, Will: +6

Skills: Computers 8 (+15), Craft (chemical) 8 (+15), Gather Information 4 (+2), Handle Animal 12 (+10), Intimidate 12 (+10), Investigate 7 (+14), Knowledge (earth sciences) 4 (+11), Knowledge (life sciences) 8 (+15), Knowledge (streetwise) 4 (+11), Notice 8 (+10), Search 8 (+15), Sense Motive 8 (+10), Stealth 8 (+7), Survival 8 (+10), Swim 8 (+12)

Feats: Animal Empathy, Attack Focus (melee) 6, Attack Specialization (Grapple) 2, Dodge Focus 3, Environmental Adaptation (Aquatic), Fearsome Presence 6, Improved Grapple, Master Plan, Startle

Powers:
Animal Control 11 (DC 21; Burst Area (55 ft. radius - General); Range (ranged); Mental Link)
Call In The Big Guy (Summon 10) (Alternate; Mental Link)
Lizard Men 911 (Summon 6) (Alternate; Horde; Progression, # Minions 5 (50 minions))
Crocidilian Physiology (Immunity 2) (starvation & thirst, suffocation: Drowning; Limited - Half Effect)
Crocodilian Mass (Density 6) (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate, Buoyant)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Super-Strength 2 (+10 STR carry capacity, heavy load: 3.2 tons; +2 STR to some checks)
Crocodlian Hide (Protection 6) (+6 Toughness; Impervious; Noticeable (Alligator Hide))
Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
Nictating Membrane (Sensory Shield 3) (sense: one sense - vision, +6 to saves vs. Dazzle attacks)
Super-Senses 1 (low-light vision)
Swimming 3 (10 mph, 88 ft./rnd)
Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)
Tail Length (Elongation 2) (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple; Limited (Tail Only))

Attack Bonus: +6 (Ranged: +6, Melee: +12, Grapple: +26/+30)

Attacks: Animal Control 11, +6 (DC Will 21), Unarmed Attack, +12 (DC 25)

Defense: +8 (Flat-footed: +3), Knockback: -14

Initiative: -1

Languages: English

Totals: Abilities 30 + Skills 29 (115 ranks) + Feats 21 + Powers 67 + Combat 22 + Saves 11 + Drawbacks 0 = 180

:arrow: Since I like Algodon so much that I prefer him to be one of my heroes, I went on a Crocodile villain building spree, using him for a basis.

:arrow: Doctor Suchid is a big, nasty beast of a mad scientist who is hard to hurt, and can handle himself in a fight, but honestly, when you deal with the Doctor, you're dealing with him and his minions. He's got two options right here - a swarm of reptilian humanoids (50 of them) who he can coordinate - they're detailed later. The second option is a big honking reptile monster. Jabroniville has been making some awesome giant reptiles, so snatch a nice PL10 armored monster of some form. If you're in the mood to really make Doctor Suchid a true menace, might I suggest the delightful Calvinosaurus as Doctor Suchid's giant (he'll have spent hero points for that beast). Or you can simply whip out Crackjaw, his very Hulk-like Gator Man.

:arrow: Doctor Suchid LIKES being a scaled monster. He can do most of his interactions online, and indeed, he's pretty nasty in terms of computer scams which keeps him in funds for his chemicals for his zany, diabolical schemes.

:arrow: If he's not powerful enough with a PL10 giant and 50 PL6 Lizard men, you can always up his summon to match the PL12 points. That means you've got him a PL12 powerhouse at his beck and call. I'm not sure of the numbers for a Rank 12 summon. Maybe 50 PL8's? Or worse, 250 PL6's.

:arrow: Just remember, Doctor Suchid has a Toughness Save of 14, and is PL11 on the offense. He's there to make you feel like you're throwing marshmellows at him, all the while putting up a fight nearly up to your scale.

:arrow: Really want to make Doctor Suchid nasty? Rename him Doctor Draconian. Give him (Blast (Penetrating)) maybe some alternates Blast (Area (Cone) and Range (Touch)) and Blast (Area (Line) and Range (Touch)). Don't forget to give his Summoned Blast attacks as well.
Last edited by MorningKnight on Thu Jan 21, 2010 10:53 pm, edited 1 time in total.
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Re: MK's Nook: Visitant, Algodon

Postby MorningKnight » Fri Jan 15, 2010 9:15 pm

Doctor Suchid's Lizard Minions

Power Level: 6; Power Points Spent: 90/90

STR: +6 (22), DEX: -1 (8), CON: +8 (26), INT: -1 (8), WIS: -1 (8), CHA: -1 (8)

Tough: +8, Fort: +10, Ref: +3, Will: +3

Skills: Notice 8 (+7), Search 8 (+7), Stealth 8 (+7), Survival 8 (+7), Swim 4 (+10)

Feats: Improved Grapple, Attack Specialization (Grapple) 7, Teamwork

Powers:
Super-Strength 3 (+15 STR carry capacity, heavy load: 4.2k lbs; +3 STR to some checks)
Additional Limbs 1 (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)
Impervious Toughness 6
Claws and Fangs (Strike 2) (DC 23; Penetrating; Mighty)
Super-Senses 1 (low-light vision)
Super-Movement 1 (slithering)
Claws and Fangs ((Strength Bonus) Strike 6) (Penetrating)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +24/+27)

Attacks: Unarmed Attack, +4 (DC 21), Claws and Fangs (Strike 2), +4 (DC 23)

Defense: +4 (Flat-footed: +2), Knockback: -7

Initiative: -1

Languages: Native Language

Totals: Abilities 20 + Skills 9 (36 ranks) + Feats 8 + Powers 27 + Combat 16 + Saves 10 + Drawbacks 0 = 90

Doctor Suchid pulls 50 of these guys out to throw hell in the heroes' face. They're easy to mook sweep, but they can cause some hurt, and they are evil grappling machines. They're also hard for standard street cops to hurt with anything less than assault rifles - heavy pistols ain't going to cut it.
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Re: MK's Nook: Visitant, Algodon

Postby MorningKnight » Fri Jan 15, 2010 9:15 pm

Crackjaw

Image

Power Level: 10; Power Points Spent: 150

STR: +11 (32), DEX: +0 (10), CON: +7 (24), INT: -2 (6), WIS: +2 (14), CHA: -1 (8)

Tough: +15, Fort: +12, Ref: +3, Will: +7

Skills: Climb 8 (+9), Intimidate 12 (+13), Notice 8 (+10), Search 8 (+6), Sense Motive 8 (+10), Stealth 8 (+4), Survival 8 (+10), Swim 8 (+9)

Feats: All-Out Attack, Attack Focus (melee) 2, Attack Specialization (Grapple) 2, Attack Specialization (Other Attack), Chokehold, Endurance, Environmental Adaptation (Aquatic), Fearless, Fearsome Presence 8, Improved Grab, Improved Grapple, Improved Trip, Power Attack, Startle

Powers:
Claws and Jaws (Strike 2) (DC 28; Mighty)
Crocidilian Physiology (Immunity 2) (starvation & thirst, suffocation: Drowning; Limited - Half Effect)
Crocodilian Mass (Density 6) (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate, Buoyant)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Super-Strength 2 (+10 STR carry capacity, heavy load: 66.6 tons; +2 STR to some checks)
Crocodlian Hide (Protection 5) (+5 Toughness; Impervious; Noticeable (Alligator Hide))
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Long Legged Strides (Speed 2) (Speed: 25 mph, 220 ft./rnd)
Powerful Swimmer (Swimming 2) (Alternate; 5 mph, 44 ft./rnd)
Super-Movement 1 (slithering)
Super-Senses 1 (low-light vision)
Super-Strength 3 (+15 STR carry capacity, heavy load: 66.6 tons; +3 STR to some checks; Groundstrike (Radius: 110 ft., DC 21), Bracing)
Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple, Improved Trip)
Tail Length (Elongation 2) (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple; Limited (Tail Only))

Attack Bonus: +5 (Ranged: +5, Melee: +7, Grapple: +27/+34)

Attacks: Claws and Jaws (Strike 2), +7 (DC 28), Unarmed Attack, +7 (DC 26)

Defense: +5 (Flat-footed: +3), Size: Large, Knockback: -19

Initiative: +0

Languages: English

Totals: Abilities 10 + Skills 17 (68 ranks) + Feats 21 + Powers 65 + Combat 24 + Saves 13 + Drawbacks 0 = 150

:arrow: Another replacement for Algodon in the villain quarter. I present the monster Crackjaw, twelve feet of leather-skinned, ground shaking horror. Offensively, he's all jaws and claws, ensuring that Powerhouses and Paragons are going to get cut. If you've got opponents trying to run around him, he uses his tail as a lash. He hits the All-Out Attack with the tail, he'll tag your faster, more evasive people. Barring the tail lash, he then hammers the ground with his tail, shaking things up with a Groundstrike.

:arrow: Crackjaw is a brick. Ridiculously easy to hit, but he's hard to hurt. This is the guy who will make your superheroes check their collateral damage insurance, that is if they can unroot him. Oh, and with a +34 Grapple, I'm sure he'll be a ton of fun.

:arrow: Team this guy with Doctor Suchid and his Lizard Men, and you've got enough for your players' team. Fifty two scaly bums, two with some major firepower facing off against a full-blown super team - you just can't get much more fun than that.
Last edited by MorningKnight on Thu Jan 21, 2010 10:51 pm, edited 1 time in total.
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Re: MK's Nook: Visitant, Algodon

Postby Libra » Sat Jan 16, 2010 3:23 pm

Keep up your quest towards perfection Morning Knight - you're already close but it sometimes seem you get even closer with each build! :D
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Re: MK's Nook: Visitant, Algodon

Postby MorningKnight » Sat Jan 16, 2010 8:50 pm

Hey, four crocodile themed characters, four completely different takes, more or less, even with most of the same powers. That's the joy of this system.
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Re: MK's Nook: Crocodile Rock!

Postby MisterO » Sun Jan 17, 2010 6:04 pm

Say MK a careful read-through of your crocodile men builds has revealed a kind of funny commission from their powers. Those with Density don't have the Buoyant power feat meaning that they automatically fail swim checks since they all have the power at over 3 ranks.

Or does having Swim compensate for that?
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Re: MK's Nook: Crocodile Rock!

Postby MorningKnight » Sun Jan 17, 2010 8:32 pm

Whew, it's good that I gave them Immunity (Drowning) :oops: :P
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Re: MK's Nook: Crocodile Rock!

Postby MorningKnight » Mon Jan 18, 2010 3:55 pm

Morning Knight Scrapper

Power Level: 10; Power Points Spent: 150/150

STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +10, Fort: +8, Ref: +7, Will: +6

Skills: Acrobatics 8 (+12), Bluff 8 (+11), Gather Information 6 (+9), Intimidate 12 (+15), Investigate 8 (+11), Knowledge (streetwise) 8 (+11), Notice 8 (+11), Search 10 (+13), Sense Motive 8 (+11), Stealth 8 (+12)

Feats: Attack Focus (melee) 5, Dodge Focus 5, Improved Initiative, Move-by Action, Power Attack, Startle

Powers:
Fireproof (Immunity 5) (damage type: Fire and Heat)
Rapid Regeneration (Protection 6) (+6 Toughness; Impervious [3 ranks only])
Rocket Jumps (Leaping 5) (Jumping distance: x50)
Rocket Thrust (Trip 10) (Knockback; Range (touch); Improved Trip)
Burning Touch (Corrosion 3) (Alternate; DC 22; Distracting; Mighty 4 (+4 to hit); Lethal)
Lambent Flame (Light Control 5) (Alternate; Burst Area (25 ft. radius - General); Range (touch))
Rocket Flare (Dazzle 10) (Alternate; affects: two sense types - vision, DC 20; Burst Area (50 ft. radius - General); Range (touch), Distracting)
Rocket Punch (Strike 6) (Alternate; DC 25; Mighty)
The Glow of Morning (Light Control 1) (Range (touch))
Thermal Rejuvenation (Regeneration 12) (recovery bonus 3 (+3 to recover), recovery rate (bruised) 2 (recover 1 / action), recovery rate (disabled) 2 (recover 1 / hour), recovery rate (injured) 2 (recover 1 / 5 mins), recovery rate (staggered) 2 (recover 1 / 5 mins), recovery rate (unconscious) 1 (recover 1 / round), DC 22; Source (Not In Intense Cold Environments); Persistent)
Thermal Senses (Super-Senses 3) (danger sense: Infravision, infravision, tracking: Infravision 1 (half speed))

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +14)

Attacks: Burning Touch (Corrosion 3), +10 (DC Fort/Tou {ref multisave}{macro star}{ref}), Rocket Flare (Dazzle 10), +10 (DC Fort/Ref 20), Rocket Punch (Strike 6), +10 (DC 25), Rocket Thrust (Trip 10), +10 (DC 20), Unarmed Attack, +10 (DC 19)

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

Initiative: +8

Drawbacks: Vulnerable, common, minor, Cold and Ice Attacks

Languages: English

Totals: Abilities 42 + Skills 21 (84 ranks) + Feats 14 + Powers 45 + Combat 20 + Saves 10 - Drawbacks 2 = 150

Description:
:arrow: Morning Knight in this form is a thermal-powered scrapper type. I took elements of the Living Weapon and the Costumed Detective and combined them with the special effects of the Living Flame.

:arrow: The Knight draws energy from ambient heat and converts it into regenerative power. As such, in intensely cold environments without a heat source to draw energy from, his Regeneration dies out, and intense cold attacks hurt him. Also, since he sheaths his fists in flame, his strike disappears when immersed in environments where flame does not work, like Vacuum or underwater.

:arrow: I added heat-based senses. His Danger Sense comes from his ability to feel heat to an accute degree. A human wielding a knife or a gun being fired warns him of an incoming assault. With experience, he can get Detect and Blindsight Radius for detecting opponents by heat signatures.

:arrow: He can't fly, but the flaming force generated by his limbs allows him a heck of a rocket jump as well as protection from the falls from his normal leaping heights. Again, come experience, he will pick up Slow Fall which is essentially an upgrade of his Rocket Thrust. More tricks will involve Increased Knockback Trip and Deflect based off of his Rocket Thrust effects. Right now, these would only be under Power Stunts.

The Legend of the Knight, as related by Celtic Rose.
He's not quite what you'd expect from a flame powered young "sun god", being under six feet and well under 200 pounds, despite the enormous power in his flame sheathed limbs. Still, the Morning Knight is a formidable force spearing through the night skies in rocket-powered hops. He was much brighter, flamboyant even, when he was known as the Seraph, a bright, shining beacon of power and light that tore through the darkness and struck down the predators who hid in the shadows.

Then, the uniform that Seraph wore was gleaming white with a wing-like cape and a halo that burned around him which only further emphasized with exclamation points that this was an earthbound angel, come to the city as its indefatigable guardian.

But that was before the day of the Robot Devil, Satan Blue. It hadn't been the first demon-themed foe that the Angelic Avenger had ever battled. Far from it, as a name like Seraph brought the kooks out of the woodwork as if on cue, sort of like that buggy chap in New York City with all of his animal themed opponents.

Satan Blue was different. This wasn't some nut job or an extradimensional megalomaniac looking for an easy, name-brand feud with an "appropriate" arc enemy. Satan Blue was all business, a soldier's disembodied brain cased in tons of blue steel, nursing a true grudge against Seraph's earlier form - "Powerboy." This was a professional warrior who had been bested by a teenaged champion back when he was flesh and cold blood.

Satan Blue came to murder and destroy, slaying thousands before the Seraph could stop him cold in a battle that resulted in the center of the city being levelled for several blocks.

In the rampage of the Robot Devil, Seraph had lost two of the most important people in his life. His then blushing bride, the woman he'd fallen in love with over years of hardship through their teens, and the unborn child that rested in her womb. I can't tell you her name, but the boy was going to be named Joseph. Naming a person who had never existed is easy, it doesn't betray my dearest friend's secret. Satan Blue had killed an angel by destroying his heart and soul. Even when he returned as Morningstar, he was clad mostly in black and accented with blood red gauntlets signifying the blood on his hand and dark burnished bronze highlights and a war mask, like an ancent spartan warrior. The young man had returned as a dark and serious fighter, not a bright and noble protector.

Then Lucifer came from a mirror world. Lucifer was our angel-themed hero, taken steps further after the death of his love. Where the Seraph here fell into quiet and retirement, the other universe's angel truly embraced the fallen angel aspect. He conquered his planet in a campaign which would give him a world where he would never suffer again. Except, he didn't feel like resting, the quiet of absolute power didn't silence Lucifer's guilt, and he struck at our reality with a transdimensional army of conquest. Our knight saw his anger mirrored in the dark, flaming monster who sought total destruction. But the fallen bride, and the rest of us, his loving friends and partners, bolstered his will.

Morning Knight struck back. The fallen angel of our world had been forged into a gold and black warrior, tempered by a glance at the darkness that was brewing in his soul.

Our friend and hero returned. He still associated himself with the Morning, the rise of a new hope after a long darkness, but he distanced himself from the devil he'd seen himself become. He is Morning Knight now, and he still shines. However, this glow doesn't come from the arrogance of believing himself an angel.


:arrow: Update - the Knight doesn't need "peak human" physical attributes, in my opinion, so I freed up some points to give him a base attack - everything is based off the fact that he can generate columns of thermal energy from his hands and feet, increasing the strength of his punches and giving him the ability to sail hundreds of feet along rooftops. His prime ability, now, is his Rocket push - a touch-ranged Trip. Then comes the Rocket Punch, which is a Mighty Strike. Then he ups the intensity of his head around his hands, giving him a Burning Touch - a Mighty Corrosion saved for the most dire of emergencies. Throw in some fireworks, which can either blind opponents or provide light to see by, and we've got the Knight down pat.

:arrow: I took away his Defensive Roll, so now his Protection is part thermal field and part really quick Regeneration.

:arrow: Cleanup done in HeroLab.
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Re: Look out! Here Comes ALGODON!

Postby MorningKnight » Thu Jan 21, 2010 10:48 pm

MorningKnight wrote:Algodon

Image

Algodon

Power Level: 10; Power Points Spent: 150/150

STR: +10 (30), DEX: +1 (12), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +1 (12)

Tough: +14, Fort: +10, Ref: +4, Will: +6

Skills: Climb 8 (+12), Gather Information 4 (+5), Handle Animal 8 (+9), Intimidate 12 (+13), Investigate 7 (+7), Knowledge (arcane Lore) 8 (+8), Knowledge (earth sciences) 4 (+4), Knowledge (streetwise) 8 (+8), Language 1 (+1), Notice 8 (+10), Search 8 (+8), Sense Motive 8 (+10), Stealth 8 (+9), Survival 8 (+10), Swim 8 (+12)

Feats: All-Out Attack, Animal Empathy, Attack Focus (melee) 4, Attack Specialization (Grapple) 2, Environmental Adaptation (Aquatic), Fearsome Presence 6, Improved Grapple, Improved Trip, Power Attack, Startle

Powers:
Crocidilian Physiology (Immunity 2) (starvation & thirst, suffocation: Drowning; Limited - Half Effect)
Crocodilian Mass (Density 6) (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate, Buoyant)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Super-Strength 2 (+10 STR carry capacity, heavy load: 3.2 tons; +2 STR to some checks)
Crocodlian Hide (Protection 6) (+6 Toughness; Impervious; Noticeable (Alligator Hide))
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Nictating Membrane (Sensory Shield 3) (sense: one sense - vision, +6 to saves vs. Dazzle attacks)
Super-Senses 1 (low-light vision)
Swimming 3 (10 mph, 88 ft./rnd)
Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple, Improved Trip)
Tail Length (Elongation 2) (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple; Limited (Tail Only))

Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +24/+28)

Attacks: Unarmed Attack, +10 (DC 25)

Defense: +6 (Flat-footed: +3), Knockback: -15

Initiative: +1

Languages: English, French

Totals: Abilities 26 + Skills 27 (108 ranks) + Feats 17 + Powers 44 + Combat 24 + Saves 12 + Drawbacks 0 = 150

:arrow: And they shall call him Algodon, the Crocodile that walks like a man! Yes, it's Spanish for cotton, but looking at the towel every day, seeing the word Algodon on its little tag, it inspired me. I mean, Algodon - it just sounds like a dinosaur or lizard man, donnit?

:arrow: As befitting a humanoid dinosaur, Algodon is tough. He doesn't dodge, he sits and sucks up damage easily. He's more durable than he is strong, however. He's pretty good, but 3.2 tons is not what you think of as Powerhouse level strength. That lack of pure power isn't too much of a hindrance - he's a skilled hand to hand brawler, and his tail gives him all manner of additional abilities. He's basically the Lizard, just strong enough to hurt Spider-Man, and just as good on the offense to actually connect. He's also a powerful grappler - let him use that ten-foot tail, and he's almost at Powerhouse level, thanks to some attack specialization.

:arrow: Also as befitting a humanoid crocodile, he's a good swimmer, he can hold off drowning, and like any good reptile, he can hold off on eating for a long time thanks to his metabolism. He still needs to breathe air and eat eventually, hence the half effect on the immunities.

:arrow: As a monsterous creature, he can make use of Startle and Intimidation pretty well. It's part of his offensive package, and he loves the Startle.

:arrow: He can be used as hero, a reluctant Hulk-like person, or perhaps a villain if you're hard up. I prefer him as the wandering good-intentioned creature who can end up occasionally feared.

:arrow: For a villain option, make him PL11, and add Animal Control 6, with Burst and limited to reptiles only. Throw in Strike 4 (mighty, teeth and claws) and Regeneration 8 - why? Because as a Lizard-style threat, he needs the extra firepower. Sure, he could be muscle for a higher villain as is.


A quick update - Algodon is finally bouyant!
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MorningKnight
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Re: MK's Nook: Visitant, Algodon

Postby MorningKnight » Thu Jan 21, 2010 10:51 pm

MorningKnight wrote:Crackjaw

Image

Power Level: 10; Power Points Spent: 150

STR: +11 (32), DEX: +0 (10), CON: +7 (24), INT: -2 (6), WIS: +2 (14), CHA: -1 (8)

Tough: +15, Fort: +12, Ref: +3, Will: +7

Skills: Climb 8 (+9), Intimidate 12 (+13), Notice 8 (+10), Search 8 (+6), Sense Motive 8 (+10), Stealth 8 (+4), Survival 8 (+10), Swim 8 (+9)

Feats: All-Out Attack, Attack Focus (melee) 2, Attack Specialization (Grapple) 2, Attack Specialization (Other Attack), Chokehold, Endurance, Environmental Adaptation (Aquatic), Fearless, Fearsome Presence 8, Improved Grab, Improved Grapple, Improved Trip, Power Attack, Startle

Powers:
Claws and Jaws (Strike 2) (DC 28; Mighty)
Crocidilian Physiology (Immunity 2) (starvation & thirst, suffocation: Drowning; Limited - Half Effect)
Crocodilian Mass (Density 6) (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate, Buoyant)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Super-Strength 2 (+10 STR carry capacity, heavy load: 66.6 tons; +2 STR to some checks)
Crocodlian Hide (Protection 5) (+5 Toughness; Impervious; Noticeable (Alligator Hide))
Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Long Legged Strides (Speed 2) (Speed: 25 mph, 220 ft./rnd)
Powerful Swimmer (Swimming 2) (Alternate; 5 mph, 44 ft./rnd)
Super-Movement 1 (slithering)
Super-Senses 1 (low-light vision)
Super-Strength 3 (+15 STR carry capacity, heavy load: 66.6 tons; +3 STR to some checks; Groundstrike (Radius: 110 ft., DC 21), Bracing)
Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple, Improved Trip)
Tail Length (Elongation 2) (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple; Limited (Tail Only))

Attack Bonus: +5 (Ranged: +5, Melee: +7, Grapple: +27/+34)

Attacks: Claws and Jaws (Strike 2), +7 (DC 28), Unarmed Attack, +7 (DC 26)

Defense: +5 (Flat-footed: +3), Size: Large, Knockback: -19

Initiative: +0

Languages: English

Totals: Abilities 10 + Skills 17 (68 ranks) + Feats 21 + Powers 65 + Combat 24 + Saves 13 + Drawbacks 0 = 150

:arrow: Another replacement for Algodon in the villain quarter. I present the monster Crackjaw, twelve feet of leather-skinned, ground shaking horror. Offensively, he's all jaws and claws, ensuring that Powerhouses and Paragons are going to get cut. If you've got opponents trying to run around him, he uses his tail as a lash. He hits the All-Out Attack with the tail, he'll tag your faster, more evasive people. Barring the tail lash, he then hammers the ground with his tail, shaking things up with a Groundstrike.

:arrow: Crackjaw is a brick. Ridiculously easy to hit, but he's hard to hurt. This is the guy who will make your superheroes check their collateral damage insurance, that is if they can unroot him. Oh, and with a +34 Grapple, I'm sure he'll be a ton of fun.

:arrow: Team this guy with Doctor Suchid and his Lizard Men, and you've got enough for your players' team. Fifty two scaly bums, two with some major firepower facing off against a full-blown super team - you just can't get much more fun than that.


Crackjaw can now swim, plus he has some artwork. Have fun!
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