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

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Re: MK's Nook: Visitant, Algodon

Postby MorningKnight » Thu Jan 21, 2010 10:53 pm

MorningKnight wrote:Doctor Suchid

Image

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.


Doc Suchid can swim, and NOW you know what he looks like. Yay!
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Re: MK's Nook: Morning Knight ReWrite, Crocs can swim!

Postby dwellerofthedeep » Fri Jan 22, 2010 6:22 am

Awesome croc, totally awesome!
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Re: MK's Nook: Morning Knight ReWrite, Crocs can swim!

Postby MorningKnight » Sun Jan 24, 2010 9:02 pm

I am honored, Dweller.
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Re: MK's Nook: Morning Knight ReWrite, Crocs can swim!

Postby MorningKnight » Sun Jan 24, 2010 11:51 pm

Mister W (Crab)

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

STR: +10 (12/30), DEX: +3 (16), CON: +14 (18/38), INT: +1 (12), WIS: +2 (14), CHA: +1 (12)

Tough: +14, Fort: +14, Ref: +8, Will: +7

Skills: Concentration 4 (+6), Intimidate 12 (+13), Notice 4 (+6), Search 4 (+5), Sense Motive 4 (+6), Swim 4 (+14)

Feats: Attack Focus (melee) 4, Endurance, Environmental Adaptation (Aquatic), Improved Grab, Improved Grapple, Improved Pin, Interpose, Power Attack, Startle, Ultimate Effort (Toughness), Weapon Bind, Weapon Break

Powers:
Enhanced Constitution 20 (+20 CON)
Enhanced Strength 18 (+18 STR)
Immovable 4 (Resist Movement: +16, Resist Knockback: -4)
Immunity 3 (condition: Cold, condition: Pressure, suffocation: Drowning)
Impervious Toughness 10
Super-Senses 1 (low-light vision)
Super-Strength 5 (+25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks)
Swimming 3 (10 mph, 88 ft./rnd)

Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +20/+25)

Attacks: Unarmed Attack, +10 (DC 25)

Defense: +6 (Flat-footed: +3), Knockback: -16

Initiative: +3

Languages: Native Language

Totals: Abilities 24 + Skills 8 (32 ranks) + Feats 15 + Powers 69 + Combat 24 + Saves 10 + Drawbacks 0 = 150

:arrow: I had the urge to make a monsterous crab that wades through punishment like nothing. He's pure powerhouse, with some aquatic abilities and lots of wrestling feats.

:arrow: Mister W was a creation of a villain named Mister X who liked to sneer "X comes first." Going from henchbeast to Face, W named himself by punching X through a brick wall and growling, "W comes before X!" That action saved a lot of lives that day.

:arrow: Loosely based off the Animal Power PDF, but I decided Mister W didn't need to be that agile. I replaced Protection (Impervious) with Enhanced Constitution and a little Impervious Toughness. I liked the idea of limiting Impervious to match Centurions "Imperviousness" as suggested in the Freedom City Archetypes. Plus, I like that +16 Fort save.

:arrow: Mister W was the name I gave to a life-sized, realistic, plastic crab toy who I really liked as a little kid. For my 40th birthday, I figured to head back to my roots. Artwork to follow, sooner or later.
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Re: MK's Nook: Crocs can swim!, Mister W

Postby MisterO » Mon Jan 25, 2010 7:23 pm

:arrow: Mister W was a creation of a villain named Mister X who liked to sneer "X comes first." Going from henchbeast to Face, W named himself by punching X through a brick wall and growling, "W comes before X!" That action saved a lot of lives that day.

:arrow: Loosely based off the Animal Power PDF, but I decided Mister W didn't need to be that agile. I replaced Protection (Impervious) with Enhanced Constitution and a little Impervious Toughness. I liked the idea of limiting Impervious to match Centurions "Imperviousness" as suggested in the Freedom City Archetypes. Plus, I like that +16 Fort save.


Huh funny!

Say what s this Animal Power PDF you're talking about? Can I pick it up somewhre?
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Re: MK's Nook: Crocs can swim!, Mister W

Postby MorningKnight » Mon Jan 25, 2010 8:55 pm

MisterO wrote:
:arrow: Mister W was a creation of a villain named Mister X who liked to sneer "X comes first." Going from henchbeast to Face, W named himself by punching X through a brick wall and growling, "W comes before X!" That action saved a lot of lives that day.

:arrow: Loosely based off the Animal Power PDF, but I decided Mister W didn't need to be that agile. I replaced Protection (Impervious) with Enhanced Constitution and a little Impervious Toughness. I liked the idea of limiting Impervious to match Centurions "Imperviousness" as suggested in the Freedom City Archetypes. Plus, I like that +16 Fort save.


Huh funny!


D'uh, another reason for callin' him Mister W. 'cuz one of my cool friends is none other than Mister O!

*brain spasm*

Nauseate 10, Penetrating, Area (Burst), Range (Touch), SFX: Waves of Sexual Pleasure.

"Around Mister O, EVERY body comes..."


Say what s this Animal Power PDF you're talking about? Can I pick it up somewhre?


It's from the Archetypes Archive Volume 2 (way before Instant Superheroes).

http://www.greenronin.com/store/product/grr9004e.html

It had six Animal Power stat-blocks, Cat, Spider, Bird, Lizard, and Insect.
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Re: MK's Nook: Crocs can swim!, Mister W

Postby MisterO » Tue Jan 26, 2010 9:39 am

D'uh, another reason for callin' him Mister W. 'cuz one of my cool friends is none other than Mister O!

*brain spasm*

Nauseate 10, Penetrating, Area (Burst), Range (Touch), SFX: Waves of Sexual Pleasure.

"Around Mister O, EVERY body comes..."


... :shock: :lol:

You know it's not until now that I realized that my moniker could mean that.

I feel a little dim for not noticing that before.
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Re: MK's Nook: Crocs can swim!, Mister W

Postby MorningKnight » Tue Jan 26, 2010 12:03 pm

MisterO wrote:
D'uh, another reason for callin' him Mister W. 'cuz one of my cool friends is none other than Mister O!

*brain spasm*

Nauseate 10, Penetrating, Area (Burst), Range (Touch), SFX: Waves of Sexual Pleasure.

"Around Mister O, EVERY body comes..."


... :shock: :lol:

You know it's not until now that I realized that my moniker could mean that.

I feel a little dim for not noticing that before.


Hell, Mister O is welcome in my thread anytime. :lol:

It was just the combination of threadbare nerves needin' a laugh, and the coincidence of the naming of Mister W.
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Re: MK's Nook: Crocs can swim!, Mister W

Postby MorningKnight » Wed Jan 27, 2010 9:03 pm

Rango! - in color, a Quinn Martin production.

Image

The Overthrow operatives had all of the doctors at gunpoint, except for one, and their officer knew it.

"Where is he? The little one with the orange hair?" the terrorist demanded.

"Please, we're trying to help these people," Sofia said. She was a nurse from Chicago, and she kept her hair cropped short from habit. Ponytails provided too good of a handle for a demented patient to yank a face into a counter hard enough to snap a neck. Such a style also helped her out, as she'd had to be grabbed by the arm, like the male prisoners, rather than dragged around as a human shield by the hair.

Henry McPhair knew that, beneath his mask, the Overthrow killer was losing patience with her. He'd have to act quickly to keep Sofia from eating a bullet. Luckily, the orange-haired little doctor, actually a biophysicist, had been able to duck out of sight, crouching in the branches overlooking the center of the relief center. Doctor McPhair had come along because his medical skills were of better use here, in the wake of disaster, rather than back with the team in Chicago.

"You speak again, woman, and you will not regret it for long," the Overthrow terrorist snarled.

"I don't think she'll regret it at all," McPhair called, his voice echoing in the shadows.

"McPhair! Come on out, and no one dies!" the Overthrow officer spat.

The rusty-haired doctor smiled. "You know, that's a good idea!"

In a lightning quick flash, he was down among them, arms snaking around the throats of two gunmen and yanking them away from their hostages. He held onto each with one hand, and yet his leverage was more than sufficient to hold onto them. He drove their heads into the ground with a powerful thud that rendered them unconscious.

One of two remaining Overthrow agents who had a hostage turned his gun towards the stocky doctor, but the stutter of the machine pistol only peppered empty air as the man moved swiftly.

"Get your hostage!" the officer shouted, rushing closer to Sofia. "He won't risk their lives!"

McPhair appeared behind the last hostage taker and clocked him from behind. The terrorist dropped limply to the ground, and McPhair bounded over the long-haired man he'd held as a human shield. In a single bounce, he reached the fool who'd given up his hostage. Knuckles flew again, and the Overthrow agent smacked the dirt a moment before his teeth did.

Sofia grunted and the officer staggered back, clutching his groin.

"Good girl," McPhair said.

"Just take him down, Rango!" Sofia snapped.

The Overthrow commander looked up in surprize. His voice was a harsh rasp. "Rango?"

The hero called Rango, named such for his resemblance to an orang-utan, jumped and took down the last of the gunmen.

"Anyone hurt?" McPhair asked.

"If anyone is, we've certainly got enough doctors," Sofia told him. "What would these idiots be doing here, in the middle of a major disaster?"

"Making things worse, just the way they like it," Rango answered her.

In the distance, a throaty growl split the air. He sighed. "Case in point."

"Get going, we can handle these guys now," Sofia returned.

With a whoop like a chimpanzee, Rango bounded away from the relief camp toward the shanty town being wrecked by the ten-foot powerhouse on the loose.

Pops and Grampa Monk would be proud.

Rango

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

STR: +5 (12/20), DEX: +10 (16/30), CON: +2 (14), INT: +2 (14), WIS: +1 (12), CHA: +3 (16)

Tough: +2/+6, Fort: +6, Ref: +14, Will: +5

Skills: Acrobatics 4 (+14), Bluff 8 (+11), Climb 8 (+13), Diplomacy 4 (+7), Escape Artist 4 (+14), Gather Information 8 (+11), Investigate 8 (+10), Knowledge (life sciences) 8 (+10), Medicine 8 (+9), Notice 8 (+9), Search 8 (+10), Sense Motive 8 (+9), Stealth 4 (+14)

Feats: Acrobatic Bluff, Attack Focus (melee) 7, Defensive Roll 4, Distract (Bluff), Dodge Focus 4, Elusive Target, Evasion, Grappling Finesse, Improved Initiative, Instant Up, Power Attack, Redirect, Set-Up, Taunt, Uncanny Dodge (Visual)

Powers:
Enhanced Dexterity 14 (+14 DEX)
Enhanced Strength 8 (+8 STR)
Speed 2 (Speed: 25 mph, 220 ft./rnd)
Leaping 2 (Alternate; Jumping distance: x5)
Super-Movement 1 (swinging)
Super-Strength 1 (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks)

Attack Bonus: +8 (Ranged: +8, Melee: +15, Grapple: +25/+26)

Attacks: Unarmed Attack, +15 (DC 20)

Defense: +14 (Flat-footed: +5), Knockback: -3

Initiative: +14

Languages: Native Language

Totals: Abilities 24 + Skills 22 (88 ranks) + Feats 27 + Powers 29 + Combat 36 + Saves 12 + Drawbacks 0 = 150

Complications:
- Flirtatious with all women, but devoted to his lab assistant/nurse Sofia.
- Is part of a well known family legacy of superheroes, and still feels he needs to prove himself to some of the older guys who knew Gramps and Pops.
- Public identity + Taunt = Target on back.
- Torn between serious scientific experimentaton and the rush of superheroic adventure.

:arrow: One of my favorite and original characters, Rango was originally known as the Ape, and he was more akin to a cross between Batman and Spider-Man, right down to the mask. Obviously, he's grown over the years, because he truly fit more as the Beast, with the Lynx taking over as my world's "Batman." As such, Rango is a member of the McPhair clan, who had a long and storied career. His grandfather is baldly based on Andrew Blodgett Mayfair, aka Monk of Doc Savage's Fabulous Five. His father is based on Doctor Henry McCoy. Two such womanizers are bound to have a plethora of kids, but Rango is the most open about it. As he's a squat, rust-haired ape of a man, he can't keep a secret identity, much like "Pops" McPhair after a while.

:arrow: Rango's physiology is that of an ape. He's at the bottom rung of the "Super Strength" ladder, but is capable to incredible leaps and has agility second to none. I describe him as short, but I didn't feel that he warranted the Shrinking (Permanent) power, simply because he's broad shouldered. Plus, he's already hard enugh to hit. His reflexes are amazing, as is his pure speed. If there's a handhold, he can leap and swing with the best of them, and on the ground, his velocity is equal to a horse. He's also easily as strong as a gorilla or an adult chimpanzee. In fact, I might be lowballing him with 800 lbs of lift and +5 damage.

:arrow: Rango is still a good detective and a fair skill monkey, while still being a decent skill monkey, if you'll pardon the pun. Indeed, he's based quite heavily on the monkey totem, with a few points freed up to give him some science skills. He won't be able to cobble electronics like "Pops," but for a team medic, he's pretty darn good, as well as being as hard to spot as a ninja. In fact, I was tempted to give him wall-crawling, "ninja run" or the "wall run" feat. As it is, he's quick, partially because he has strong legs and arms and a flexible spine. He can either jump horizontally in long, bounding strides or run on all fours (Speed 2/ 220 ft per round), as well as being able to make standing 37 foot leaps.

:arrow: Combat-wise, Rango is all about finesse and skill. Indeed, his grapple, for someone who can only haul an 800 lb Heavy load, is rather phenomenal. He's a match for a Paragon in a wrestling contest, at least for PL10. He can hit very hard for a "non-super strong" type, but he still has that Power Attack to throw out DC 25 Damage checks if necessary. On the battlefield, he is definitely a Spider-Man/Nightcrawler type. While he certainly could clock a Powerhouse and almost make him feel it, he's much more likely to get said Powerhouse to knock the enemy's Energy Controller into the next county, or get that Powerhouse fried by the Controller.

:arrow: Rango, at heart, is a swashbuckler, like the "My stars and garters" Beast. If there's a fancy way across a room, he'll take it. Swinging on a chandeleir is a MUST.

:arrow: I wish I had room to add the Takedown Feat, maybe you can find room for it, throw it in.

:arrow: Nicknames - Monkey Man, Freckles, Poo-flinger (a popular insult for both enemies AND friends.)
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Re: MK's Nook: Mister W, RANGO!

Postby Thorpacolypse » Wed Jan 27, 2010 10:38 pm

You could make his 1 rank of Super Strength the Powerhouse feat from Warriors and Warlocks where basically it's Super Strength with a distracting flaw and there's your pp for Takedown Attack. Either that or take a couple of ranks off of Stealth and Search for it, are my thoughts.

Great writing as usual, MK.
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Re: MK's Nook: Mister W, RANGO!

Postby MorningKnight » Thu Jan 28, 2010 12:00 am

Me likey, and Powerhouse WAS included with the latest Herolab Update.

Leave it to Thorp to be brill.
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Re: MK's Nook: Mister W, RANGO!

Postby dwellerofthedeep » Thu Jan 28, 2010 4:18 am

Rango makes me laugh. Good job, MK!

He looks like more fun than a barrel full of monkeys.
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Re: MK's Nook: Mister W, RANGO!

Postby MorningKnight » Thu Jan 28, 2010 12:39 pm

Well, like I said - he's my Batman/Spider Man, with a healthy dose of Monk and the Beast thrown in. He'll find the right quip to make you nuts, then dance on your head, eating a banana.

(I was this close to Additional Limbs: Prehensile Feet for him too.)
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Re: MK's Nook: Mister W, RANGO!

Postby MisterO » Thu Jan 28, 2010 4:55 pm

So who is the proud son of the bouncing, blue eyed Beast going after?
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Re: MK's Nook: Mister W, RANGO!

Postby MorningKnight » Thu Jan 28, 2010 5:16 pm

I was thinking a DNAscent or a Rampaging Brute of some sort.

Actually, Rango might be stopping Crackjaw's rampage. That feels exactly right for the return of one of my favorites. Whatever the odds, even in the face of overwhelming danger (like maybe Crackjaw at PL12-13), Rango will use whatever tricks he has to divert the monster away from innocent people.
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