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

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Re: MK's Nook: Doc Polar, Gassojean, PL10 Thor

Postby MorningKnight » Tue May 04, 2010 11:46 pm

He's really just a few hours old, man. No worries. Plus, as many times as Odin has punished old Goldilocks, this can easily be a "half strength" Thor.
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Re: MK's Nook: Doc Polar, Gassojean, PL10 Thor

Postby MorningKnight » Sat May 08, 2010 9:12 pm

Boneface (Exemplar)

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

STR: +5 (20), DEX: +4 (18), CON: +5 (20), INT: +6 (22), WIS: +3 (16), CHA: +4 (18)

Tough: +5/+7, Fort: +8, Ref: +8, Will: +8

Skills: Acrobatics 12 (+16), Bluff 4 (+8), Diplomacy 8 (+12), Gather Information 4 (+8), Handle Animal 4 (+8), Investigate 4 (+10), Notice 8 (+11), Ride 4 (+8), Search 4 (+10), Sense Motive 8 (+11), Sleight of Hand 4 (+8), Stealth 8 (+12)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus (melee) 5, Defensive Roll 2, Diehard, Dodge Focus 4, Eidetic Memory, Endurance, Inspire, Jack-of-All-Trades, Leadership, Monkey Climber, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Search, Sense Motive), Sneak Attack, Takedown Attack 2, Ultimate Effort (Reflex, Will) 2, Uncanny Dodge (Visual)

Powers:
Natural Acrobatic Skill (Super-Movement 2) (slow fall, swinging, Feats: Attack Focus (melee) 5, Defensive Roll 2, Dodge Focus 4, Monkey Climber, Move-by Action, Power Attack, Takedown Attack 2, Uncanny Dodge (Visual); Innate)
Natural Acrobatic Swiftness (Speed 1) (Speed: 10 mph, 88 ft./rnd)

Attack Bonus: +8 (Ranged: +8, Melee: +13, Grapple: +18)

Attacks: Unarmed Attack, +13 (DC 20)

Defense: +13 (Flat-footed: +5), Knockback: -3

Initiative: +4

Drawbacks: Disability, very common, minor, Inhuman Appearance

Languages: Native Language

Totals: Abilities 54 + Skills 18 (72 ranks) + Feats 12 + Powers 23 + Combat 34 + Saves 12 - Drawbacks 3 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Boneface. One of my favorite characters, and not just because his face is easy to draw. LOL

Dixon Kurtis was found abandoned at a circus where he was adopted by a family of aerialists. Though deformed - his skin the color of chalk, and his nose and ears having no cartilage, leaving only slits where they would be - he was loved and accepted by the circus folk.

Even at a young age, Dixon was strong and capable, learning trapeze tricks, able to balance on the slimmest surfaces or tightropes as if they were three-foot wide planks.

Taught by very smart people who avoided society, Dixon also was extremely well-educated. As a young teenager, he became a renowned star, adored by audiences, but his leap to superheroism came when he prevented a robbery where gunmen threatened to harm people. His speed, agility and strength were augmented by the incredible skills he learned in circus life, and he swept the mooks off their feet without anyone getting hurt.

Since then, Dixon has used his training, natural talents and intelligence to further protect a world that by all rights should fear him for his deformation, but simply cannot ignore the nobility, courage and charisma he exudes. Without any superpowers except for his training and phenomenal physical conditioning, he is considered one of the world's finest.

Dixon Kurtis - if you can't guess Boneface's two influences, (or tell from the colors of his outfit at least one of his "fathers") you really need to read more Nightwing and X-Men with Nightcrawler.
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Re: MK's Nook: Doc Polar, Gassojean, PL10 Thor

Postby MorningKnight » Sat May 08, 2010 9:13 pm

Armada

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

STR: +10 (22/30), DEX: +3 (16), CON: +7 (16/24), INT: +1 (12), WIS: +0 (10), CHA: +0 (10)

Tough: +12, Fort: +7, Ref: +8, Will: +7

Skills: Acrobatics 12 (+15), Bluff 8 (+8), Computers 4 (+5), Disguise 4 (+4/+19), Gather Information 8 (+8), Intimidate 8 (+8), Investigate 8 (+9), Knowledge (tactics) 8 (+9), Notice 8 (+8), Sense Motive 4 (+4/+16), Stealth 12 (+15), Survival 8 (+8)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 2, Diehard, Dodge Focus 2, Improved Critical (Unarmed Attack), Improved Initiative, Improved Initiative 3, Move-by Action, Power Attack, Takedown Attack 2

Powers:
Cyberdisguise Systems (Morph 3) (morph: broad group - humanoids, +15 Disguise)
Cybernetic Senses (Super-Senses 5) (extended (type): Vision 1 (x10), infravision, radio)
Density 3 (+6 STR, +1 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent; Innate)
. . Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
. . Super-Strength 1 (+5 STR carry capacity, heavy load: 12.8 tons; +1 STR to some checks)
Enhanced Constitution 8 (+8 CON)
Enhanced Strength 8 (+8 STR)
Protection 4 (+4 Toughness; Impervious)
Super-Strength 3 (+15 STR carry capacity, heavy load: 12.8 tons; +3 STR to some checks)
. . Leaping 4 (Alternate; Jumping distance: x25)
. . Speed 3 (Alternate; Speed: 50 mph, 440 ft./rnd)
Telepathy 3 (DC 13, Adds: Communication 3, Mind Reading 3)
. . Combat Telepathy (Enhanced Trait 6) (Alternate; Traits: Sense Motive +12 (+16), Feats: Improved Initiative 3)
. . Communication 3 (sense type: mental)
. . Datalink 3 (Alternate; sense type: mental)
. . Mind Reading 3 (DC 13)

Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +20/+24)

Attacks: Mind Reading 3, +8 (DC Will 13), Telepathy 3, +8 (DC Will 13), Unarmed Attack, +10 (DC 25)

Defense: +8 (Flat-footed: +3), Knockback: -9

Initiative: +19

Drawbacks: Vulnerable, common, major, Electrical Attacks, Vulnerable, uncommon, major, Metal Skeleton (Vulnerable to Magnetism)

Languages: Native Language

Totals: Abilities 20 + Skills 23 (92 ranks) + Feats 13 + Powers 61 + Combat 28 + Saves 12 - Drawbacks 7 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Armada is Amanda Kirk, former US Naval intelligence with a high "esper" potential. Captured by the organization Serpent's Tooth, they experimented with exactly how much cyber could be implanted into someone before they lost their psychic abilities.

Since they needed to test her abilities, all of the surgery and implants were done without anesthetics. They were smart enough to implant a small bomb in her head to keep her under control if she escaped, but unfortunately for Serpent's Tooth, Amanda was a mechempath. She disabled the bomb, and then demonstrated to them the folly of having made her skin out of bullet-resistant polymers, replaced her bones with omnium alloy steel, and her muscles with flat motor sheets which gave her the strength of 20 strong men. (Spider-Man strength generally.)

Armada is my Wonder Woman/Captain America analog - a red white and blue, true American patriotic heroine, with the Doug Wojtowicz "tortured heroic origin" (literally in this case).

She's also a mistress of disguise, able to change her hair length and color, as well as her skin and eye color due to the top dermal layer of her skin. She can also increase and decrease her height and alter her bosom size at will. The only thing she cannot alter is her weight, which is due to the steel infused skeleton and high density polymer flatsheet motors that replaced her regular parts.

In addition to her Class 10 strength, she's agile and a skilled combatant, both in hand-to-hand and with firearms.

If she were to have all of her physical enhancements removed, she'd essentially be a brain and internal organs floating in a jar, so despite the ability to exactly duplicate the looks of the most beautiful women in the world, she has the same crippling self-esteem issues as most regular women - she does not see herself as beautiful. Only a fake.
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Re: MK's Nook: PL10 Thor, Bony and Army

Postby peteyrock » Sun May 16, 2010 12:21 pm

*bump*
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Re: MK's Nook: PL10 Thor, Bony and Army

Postby MorningKnight » Sun May 16, 2010 12:53 pm

Morning Knight

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

STR: +5 (20), DEX: +5 (20), CON: +7 (24), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +7/+11, Fort: +8, Ref: +10, Will: +5

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

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Defensive Roll 4, Dodge Focus 3, Improved Initiative, Move-by Action, Power Attack, Startle

Powers:
Immunity 5 (damage type: Fire and Heat Damage)
Regeneration 12 (recovery bonus 3 (+3 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (injured) 3 (recover 1 / minute), recovery rate (unconscious) 3 (recover 1 / round without rest), DC 22; Source (Ambient Heat Source over 70 degrees))
Super-Senses 2 (infravision, uncanny dodge: Infravision)
Thermal Punch (Strike 5) (DC 25; Penetrating; Mighty; Power Loss (Immersed in Water or Vacuum))
. . Burning Claws (Corrosion 3) (Alternate; DC 23; Mighty (+5 to hit), Accurate (+2); Lethal)
. . Rocket Push (Air Control 10) (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Limited Direction (Attract or Repel))
. . Rocket Shove (Trip 10) (Alternate; Knockback; Range (touch); Improved Throw)
. . Rocket Thrust (Leaping 5) (Alternate; Jumping distance: x50)

Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +15)

Attacks: Burning Claws (Corrosion 3), +12 (DC Fort/Tou ), Rocket Shove (Trip 10), +10 (DC 20), Thermal Punch (Strike 5), +10 (DC 25), Unarmed Attack, +10 (DC 20)

Defense: +9 (Flat-footed: +3), Knockback: -5

Initiative: +9

Languages: Native Language

Totals: Abilities 52 + Skills 21 (84 ranks) + Feats 18 + Powers 27 + Combat 24 + Saves 8 + Drawbacks 0 = 150


escription:
: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.

:arrow: 5/16/10 Update - For my new laptop (and internets wireless connection), I've made my PL10 version of Morning Knight just right. He's here with his thrust powers based off his heat generation. His normal Strike is a high-impact airburst released by his superheated fist, a more violent and deep penetrating jolt, based off of the same "push" he can generate with his Air Control and Trip.

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 armor that Seraph summoned 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.
Last edited by MorningKnight on Sun May 16, 2010 12:55 pm, edited 1 time in total.
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Re: MK's Nook: PL10 Thor, Bony and Army

Postby MorningKnight » Sun May 16, 2010 12:54 pm

peteyrock wrote:*bump*


You is a good friend, Petey! Apologies for yet another write of Morning Knight.
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Re: MK's Nook: PL10 Thor, Bony and Army

Postby MisterO » Sun May 16, 2010 12:54 pm

Ya'know, it took me a few days to realize that you made the Phantom of the Opera into a superhero.

Cool. :D
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Re: MK's Nook: PL10 Thor, Bony and Army

Postby MorningKnight » Sun May 16, 2010 1:16 pm

MisterO wrote:Ya'know, it took me a few days to realize that you made the Phantom of the Opera into a superhero.

Cool. :D


His middle name IS Eric. ;)

Your sharpness, it is epic.

Seriously, what's with me that I identify so closely with scarred or freaky folks that my "pinnacle me" is the lovechild of Nightwing, Nightcrawler and the Phantom of the Opera?
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Re: MK's Nook: PL10 Thor, Bony and Army

Postby MorningKnight » Fri Jun 18, 2010 7:42 pm

Mace with mace
Power Level: 10; Power Points Spent: 150/150
Image

STR: +2 (14), DEX: +4 (18), CON: +2 (14), INT: +2 (14), WIS: +4 (18), CHA: +1 (12)
Tough: +2/+9, Fort: +6, Ref: +8, Will: +10

Skills: Computers 4 (+6), Diplomacy 8 (+9), Disable Device 8 (+10), Gather Information 8 (+9), Intimidate 12 (+13), Investigate 8 (+10), Knowledge (streetwise) 8 (+10), Knowledge (tactics) 8 (+10), Notice 8 (+12), Search 8 (+10), Sense Motive 8 (+12), Stealth 8 (+12), Survival 4 (+8)

Feats: Assessment, Defensive Roll 2, Distract (Intimidate), Dodge Focus 3, Equipment 1, Evasion, Fearless, Move-by Action, Power Attack, Startle, Uncanny Dodge (Visual)
Powers:
Magnetic Control 7
. . Hurled Metal (Blast 5) (Alternate; DC 20; Indirect 3 (any point, any direction))
Mail and Plate Armor (Device 1) (Hard to lose)
. . Protection 5 (+5 Toughness)
Metal Mace (Device 5) (Easy to lose, Restricted use)
. . Magnetically Hurled Mace (Blast 9) (DC 24; Accurate (+2))
. . . . Blindside Strike (Blast 8) (Alternate; DC 23; Indirect 3 (any point, any direction))
. . . . Flight 5 (Alternate; Speed: 250 mph, 2200 ft./rnd; Platform)
. . . . Mace and Chain (Telekinesis 7) (Alternate; Strength: 35, Carry: 1.1k / 2.1k / 3.2k / 3.2 tons)
. . . . Mace Strike (Strike 9) (Alternate; DC 26; Penetrating [7 ranks only]; Mighty)
. . . . Spinning Shield (Deflect 9) (Alternate; deflects: all ranged attacks; Distracting)
. . . . Spins Like A Propeller (Air Control 10) (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Limited Direction (Push Only))
Equipment: Night Vision Goggles
Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +11)
Attacks: Blindside Strike (Blast 8), +9 (DC 23), Hurled Metal (Blast 5), +9 (DC 20), Mace Strike (Strike 9), +9 (DC 26), Magnetically Hurled Mace (Blast 9), +11 (DC 24), Unarmed Attack, +9 (DC 17)
Defense: +10 (Flat-footed: +4), Knockback: -4
Initiative: +4
Languages: Native Language
Totals: Abilities 30 + Skills 25 (100 ranks) + Feats 14 + Powers 35 + Combat 32 + Saves 14 + Drawbacks 0 = 150
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Complications:
Prejudice (Against himself, takes failures personally, sees victories as "dumb luck")
Obsession (Must always be right. If proven wrong, he beats himself up emotionally.)
Secret (Identity - Arnold Dolenz)
Obsession (Must always correct mistakes, no matter what, no matter the cost to himself)

:arrow: Arnold J. Dolenz wanted to be a superhero ever since he was a little kid. With big ears and a goofy grin and a not very athletic build, he knew he could never really be a caped crusader with years of training. When his mutant powers did manifest, he was overjoyed. He had the power of MAGNETISM! He could shift a ton and a half of mass with ease, and hurl chunks of metal with the force of a small rocket launcher. The trouble was, when it came time to fight crime, he found himself suddenly in the middle of the park during a chase. His sole saving grace was that he was able to disarm the criminals of their guns, but they came after him with tree branches and lead pipes (which he learned were not that keenly effected by magnetic fields).

Beaten to within an inch of his life, he was rescued by Morning Knight at the last minute. Daryl saw a kindred spirit in Arnold, and had the superhuman medic Remedy restore Arnold to full health. It was then that Arnold realized that powers weren't everything. Morning Knight was a living example of that. Flaming fists gave Daryl the ability to hang with superhumanly tough opponents, but his skills and training were necessary to keep him from being labelled a murderer.

Arnold began his intensive training, and bolstered his powers with equipment, namely his namesake Maces, metal clubs with spools of metal wire in them, and his chainmail. Now, mentally and physically equipped to handle the worst the world could throw at him, Mace, the Magnetic Ace takes to the night to battle the forces of evil.

:arrow: Mace utilizes his magnetic powers and his gear for multiple effects. He has grown so skilled with the combination of his maces as blasts that hit with the power of a rocket launcher, or in hand to hand combat with even more ferocious force. However, his chain and his magnetic field also grant him enormous flexibility as a grappler and for rescue efforts, dispelling his need for objects to be made of metal to manipulate them as the wire and his magnetism now hold up the weight. His natural magnetic powers allow him to deflect bullets, blades and arrows, but with a mace on hand, he can deflect almost any incoming attack.

:arrow: Movement-wise, Mace is not very swift as a flier, but his flight has saved his life on many occasions. As long as he's holding one of his maces, he can fly along at 100mph in a hoist by his own bootstrings manner - as long as he holds onto his weapons, he can fly which means he can be knocked off, and also means he can only use one while in flight.

:arrow: As Mace is a personal identification character, I've taken two favorite people to give him his character's name. Mickey Dolenz and Chris Barrie's wonderfully nuanced Arnold Judas Rimmer supply this lovable goof who won't quite give up his name. From Mickey, he has the mischevious energy. From Rimmer, he gets the depth of a bit of self-loathing (okay a lot) that he's not quite good enough to be a superhero, needing to have been trained by someone better, and needing tricks to give his natural abilities the versatility he needs to survive as a superhero.

An update of Mace. I figured, his name is after the weapon, why not give it to him? A guy with magnetic control wielding a metal hunk of beat-down is really going to be rough.
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Re: MK's Nook: PL10 Thor, Mace Redesign

Postby MisterO » Sun Jun 20, 2010 8:17 pm

Mace is a really interesting character.

I imagine in the 3e he will be getting a lot of mileage of of his Complications.
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Re: MK's Nook: PL10 Thor, Mace Redesign

Postby MorningKnight » Mon Jun 21, 2010 11:15 am

As long as the basics remain identifyable from 2E, I'll be happy. As it is, I'm so comfy with 2e, I don't want to lose it.
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Re: MK's Nook: PL10 Thor, Mace Redesign

Postby dwellerofthedeep » Mon Jun 21, 2010 11:35 am

MorningKnight wrote:As long as the basics remain identifyable from 2E, I'll be happy. As it is, I'm so comfy with 2e, I don't want to lose it.


Agreed there.
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Re: MK's Nook: PL10 Thor, Mace Redesign

Postby MisterO » Sat Aug 14, 2010 5:12 pm

Reciprocal bump! :D :mrgreen:
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Re: MK's Nook: PL10 Thor, Mace Redesign

Postby MorningKnight » Tue Aug 17, 2010 1:11 pm

Been doing more artwork than actual character building, and it's all 2E, so I'm not sure anyone wants to see new stuff.

If so, I've got two new heroes - Josiah and Requin.

Josiah is what Morning Knight SHOULD have been. And basically, what he now is. ^_^
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Re: MK's Nook: PL10 Thor, Mace Redesign

Postby JackGiantkiller » Sun Aug 22, 2010 1:33 pm

I'm still in 2e, MK, so let's keep working until we decide to flop over into 3rd.:)
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