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Mr.O Presents an Incomplete Brawl!

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Postby MorningKnight » Tue Jun 09, 2009 12:18 pm

Woodclaw wrote:
MorningKnight wrote:That also makes a great basis for Hippolyta/WW2 era Wonder Woman.


Agreed, the build is truly awersome, but it looks more Hippolyta than Diana to me, especially since it lacks some of the princess unique powers (flight for example). And, well, I don't understand why to give her the bolas, in my eyes they clash with the general style of the build.


Well, this build is supposed to be Diana BEFORE she won the trial to go to the world of men, and received the sandals and girdle that boosted her strength to Superman levels and allowed her to fly. Even post-Crisis, I don't think she ever flew before her travels.
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Postby MisterO » Wed Jun 17, 2009 4:41 pm

Random Musings 6/17/09

I was wondering about how best to use the Second Chance feat on a build. The feat description is kind of vague as to how it is used. It states that you can get a second roll on a failed check or save (?) and keep the better result. It gives a few examples such as triggering a trap or being Mind Controlled, but I don't think that that gives enough information to a writer to use. As such it doesn't seem to be a very popular feat to put into builds; I think I have seen this feat on maybe one or two builds but I'll be damned if I could remember which ones they were. I am using it on a re-re-re-re-write of my super-monster Vitruvia giving her a Second Chance on electrical damage (or should/could it be broader? Could I apply to other electrical effects?).

While doing this re-re-re-re-write of Vitruvia I wondered just how many points it would be worth to give her a Disability towards Fortitude saves against Intense/Extreme Environmental Heat or Cold. Would it also be a Disability if the interval for making a Fortitude check against Constitution damage be reduced. Instead of having to make a check every hour (uncomfortable)/10 minutes (Intense)/minute (Extreme) it would be every half hour/five minutes/round. Or is this better as a Complication?

I really don't know why I am obsessing over this one character so much. Just something about her gets my imagination flowing and my urge to build back up.
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Postby MisterO » Wed Jun 17, 2009 4:45 pm

Here are some more ideas for Ability Bonus replacement feats like Speed of Thought which more or less got the ball rolling on this idea.

MisterO wrote:Fearsome Intellect
You can use your Intelligence bonus instead of your Charisma bonus for Intimidate checks.

Negotiator

You can use your Wisdom Ability bonus instead of your Charisma Ability bonus for Diplomacy checks.

Frightful Beauty
As the Attractive feat but instead of gaining a +4 bonus to Bluff and Diplomacy checks for those who are attracted to you, you gain a +8 bonus to Intimidate checks for those who find you attractive.

Physically Commanding
You can use your Strength Ability bonus for Intimidate checks instead of your Charisma Ability bonus.

Networker

You can use your Intelligence Ability bonus for Gather Information checks instead of your Charisma Ability bonus.


Do you think that the I am using the right bonuses? Are the names accurate to the description of the feat and what they represent?
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Postby MorningKnight » Wed Jun 17, 2009 7:53 pm

I like these feats.

It'll take a while to try to crunch the numbers in my head over Vitruvia's improvements. Not that my brain's much good right now.
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Postby MisterO » Wed Jun 17, 2009 9:18 pm

MorningKnight wrote:I like these feats.

It'll take a while to try to crunch the numbers in my head over Vitruvia's improvements. Not that my brain's much good right now.


Don't worry about it too much MK but any input would be appreciated.

To tell you the truth I think I finally got her just where I want her. I dropped Super-Strength, added more Defense, made her feats and skills more appropriate for an Investigator (Connected, Contacts). I dropped the Speed from her set also, it just didn't seem quite right for her to be that fast. Added a new alternate power to her, gosh what to even call it, Absorption Boost Burst Area Damage (Electrical Discharge) Toughness Save. Phew that is a mouthful huh?
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Postby MorningKnight » Wed Jun 17, 2009 9:31 pm

Well, Vitruvia is based on the creation of Frankenstein, and in the books, he was as swift as an eagle (ie: he could Parkour down a mountainside long before there was free running). Speed 2 would still work. As long as she has her Enhanced Strength, she doesn't need Super Strength.

Adam could shatter a door or crush a man's neck with one hand, but there was no sign that he could lift a horse with one hand.
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Postby MisterO » Wed Jun 17, 2009 10:05 pm

MorningKnight wrote:Well, Vitruvia is based on the creation of Frankenstein, and in the books, he was as swift as an eagle (ie: he could Parkour down a mountainside long before there was free running). Speed 2 would still work. As long as she has her Enhanced Strength, she doesn't need Super Strength.

Adam could shatter a door or crush a man's neck with one hand, but there was no sign that he could lift a horse with one hand.


Okay that makes sense. I was kind of trying to hold on to Leaping but Speed is probably better. And I agree that dropping the Super-Strength power and leaving her with just her base strength (26 [+8]) would be better. With Speed two should could still make impossible jumps if you use the rule that says you can add your Speed to your jumps.
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Postby MorningKnight » Wed Jun 17, 2009 11:02 pm

MisterO wrote:Okay that makes sense. I was kind of trying to hold on to Leaping but Speed is probably better. And I agree that dropping the Super-Strength power and leaving her with just her base strength (26 [+8]) would be better. With Speed two should could still make impossible jumps if you use the rule that says you can add your Speed to your jumps.


Speed 2 with AP: Leaping 2 gives Vitruvia a running long jump of: 90 feet, a standing long jump of 45 feet, and a standing high jump of 22 feet.

All for 3 points.

Put in your drawback of Increased Environmental Exposure vulnerability (Extreme Cold Grounds her out) and the Speed AP Leaping is free, and is 90 feet's not an impossible jump, i don't know a single impossible jump.
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Postby MisterO » Sat Jun 27, 2009 4:41 pm

Thanks you for your thoughts MorningKnight. I know I was slow in responding but I've had a lot on my mind lately.
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Postby MisterO » Mon Jun 29, 2009 8:43 pm

Vahdino

Power Level: 7; Power Points Spent: 118

STR: +6 (22), DEX: +2 (14), CON: +4 (18), INT: +2 (14), WIS: +3 (16), CHA: +1 (12)

Tough: +6, Fort: +6, Ref: +4, Will: +8

Skills: Bluff 8 (+9), Climb 4 (+10), Concentration 4 (+7), Diplomacy 4 (+5), Intimidate 4 (+5), Stealth 8 (+10), Craft (chemical) 4 (+6), Knowledge (arcane Lore) 4 (+6), Knowledge (theology & philsophy) 4 (+6)

Feats: Attack Specialization (Unarmed Attack) 2, Ritualist, Sidekick 18, Takedown Attack 2, All-Out Attack, Accurate Attack, Fearless, Improved Critical (Unarmed Attack) 2, Inspire 2, Leadership, Power Attack, Steadfast (Knockback resistance), Tough 2, Improved Initiative

Powers:
Brawn (Features 3)
Mind Shield 3 (Impervious +3 to Will saves vs. Mental effects)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +10)

Attacks: Unarmed Attack, +8 (DC 21)

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

Initiative: +6

Languages: Native Language

Totals: Abilities 36 + Skills 11 (44 ranks) + Feats 36 + Powers 6 + Combat 20 + Saves 9 + Drawbacks 0 = 118

Puma Man wrote:Pumaman

Power Level: 7; Power Points Spent: 90

STR: +7 (12/24), DEX: +2 (14), CON: +1 (13), INT: +2 (14), WIS: +0 (11), CHA: +1 (12)

Tough: +1, Fort: +4, Ref: +5, Will: +3

Skills: Bluff 6 (+7), Notice 6 (+6), Knowledge (life sciences) 2 (+4), Knowledge (earth sciences) 4 (+6), Knowledge (history) 2 (+4), Profession (Paleontologist) 4 (+4)

Feats: Dodge Focus 4, Elusive Target, Improved Defense, Instant Up, Prone Fighting, Stunning Attack, Trance, Accurate Attack, Acrobatic Bluff, Attack Focus (Melee) 2, Connected, Defensive Attack

Powers:
Enhanced Strength 12 (+12 STR)
Super-Strength 2 (+10 STR carry capacity, heavy load: 2.8k lbs; +2 STR to some checks)
Flight 1 (Speed: 10 mph, 88 ft./rnd)
Leaping 2 (Alternate; Jumping distance: x5)
Teleport 7 (700 ft. as move action, 200 miles as full action, DC 17; Check Required (Concentration); Change Direction; Action (Power Use))
Super-Movement 1 (Alternate; air walking 1 (half speed))

Attack Bonus: +4 (Ranged: +4, Melee: +6, Grapple: +13/+15)

Attacks: Unarmed Attack, +6 (DC 22)

Defense: +8 (Flat-footed: +2), Knockback: +0

Initiative: +2

Languages: Native Language

Totals: Abilities 16 + Skills 6 (24 ranks) + Feats 16 + Powers 27 + Combat 16 + Saves 9 + Drawbacks 0 = 90


:arrow: My looooonnnnngggg over-due writeup of one of filmdom's worst superheroes, Puma Man!
:arrow: Yes I made the "star" of the film the sidekick and the sidekick the main hero. To quote: "Let's face it this, this is the hero of the movie!" (correct?)
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Postby MorningKnight » Mon Jun 29, 2009 8:48 pm

Vahdino curb stomps anyone. :D

What happened to the post about the Death Merchant and the need to retire with a great action heroine.
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Postby MisterO » Mon Jun 29, 2009 8:50 pm

MorningKnight wrote:Vahdino curb stomps anyone. :D

What happened to the post about the Death Merchant and the need to retire with a great action heroine.


I kind of felt like I was being to harsh on the book so I deleted it. I mean its an old pulp action novel from the seventies/sixties, I was perhaps expecting too much out of it (maybe my expectations were inflated due to reading some really good fiction before hand)?
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Postby MorningKnight » Mon Jun 29, 2009 10:39 pm

MisterO wrote:
MorningKnight wrote:Vahdino curb stomps anyone. :D

What happened to the post about the Death Merchant and the need to retire with a great action heroine.


I kind of felt like I was being to harsh on the book so I deleted it. I mean its an old pulp action novel from the seventies/sixties, I was perhaps expecting too much out of it (maybe my expectations were inflated due to reading some really good fiction before hand)?


Well, I was garnering the strength to discuss Rosenberg's characterization of Cammelion, who is a character I firmly place as more evil than Vic Mackey and Jack Bauer, and operate on the comparison between him and the character who I write, and who is still going strong because of his stronger moral core.

Plus, it would give me a chance to talk about how I had the Executioner take the Death Merchant to school after years of assisting agents who had no qualms about gunning down teenagers and policemen.

While some of it might be unfairness due to the era it was written (70's and 80's actually), the Death Merchant's main contemporaries, the Executioner and the Destroyer managed to include female characters who weren't caricature meat-puppets whose only purpose was pleasing the hero or screaming and screaming again (as was wonderfully spoofed in the Captain Proton tie-in magazine from Voyager).

Rosenberg, the writer of the series, was someone who had quite a few personal problems, including sexism and prejudices.

Plus, I was interested in the book series you had mentioned, and felt bad for putting the female leads in the current novel I'm working on at the sidelines or the edge of the action, despite giving them some emotional growth (and ironically, each of them has a hero to bed, one to receive some emotional healing, the other to dispel a few novels' worth of sexual tension).
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Postby MisterO » Tue Jun 30, 2009 8:16 am

I deleted the post because I was kind of under the impression that I was being "net-negative"; trashing on something that someone probably really liked just to be negative. But I have to say, I was really put off by how sadistic the writer was towards the badguys in Death Merchant. I didn't know that you were aware of the series (then again, duh, you write in the same genre as the book I read) and that you had a response in mind.

I mean, yeah, badguys, trying to kill the hero and take-over-the-world, but, man, even master of disaster Norvell Page (The Spider) treated his baddies with more respect! The denigration of the enemy agents was getting a bit tiresome and I felt that it hurt the writing as it made them out to not be a threat to the hero, which is one of the biggest no-nos in writing I can think of.

As for Santa Olivia, by Jacqueline Carey, I find myself at a sudden loss for summarizing. It is part coming of age tale, part boxing saga and part superhero tale. Loup is the daughter of a genetically enhanced soldier who inherited her father's powers of strength, speed, endurance, perception and fearlessness. It is this last ability that Carey seems to give the most attention to, describing how a absolutely fearless child would make mistakes again and again since she isn't afraid to make one.

As for the heroines in your book, don't sweat it MK. The way I see it as long as the heroine is a CHARACTER who DOES SOMETHING important to HER, I've got no problem. The women in your book are doing SOMETHING even if it's not physical fighting. I just hate it when a writer introduces a woman into the story and has her do nothing but have sex with the hero or get killed, or, as is often the case, both! I've read some books where the "Fridging" is so blatant it should have come with a ZipLock bag!
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Postby MorningKnight » Tue Jun 30, 2009 9:55 am

That reminds me, I have to go back and write-up the Elements of Death, the bad guys from one of my earlier Bolan books.

I just took the basic premise of Tarrantino's DIVAS from Kill Bill and made up my own characterizations and names, but stuck with the "four deadly women, one tank of a man" setup.

Those women were well received by the fans.

In my real work, I do everything to keep people from seeming one dimensional.
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