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Postby MorningKnight » Thu Feb 19, 2009 8:34 pm

:shock:
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Postby Ezram » Thu Feb 19, 2009 8:44 pm

:o
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Postby MorningKnight » Thu Feb 19, 2009 8:50 pm

Seriously... it's a neat build.
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Postby Ezram » Thu Feb 19, 2009 10:08 pm

I am still interested in funnier builds of Mr. Astley complete with full blown Powers :wink:.

Ah, what the hell, i'll keep this thread around to post future builds of mine in. I may even organize it someday!
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Stargate SG-1

Postby Ezram » Sun Feb 22, 2009 8:48 pm

Presenting...

Image

The Atanik Armband

Origin: Stargate SG-1 [Season 4, Episode 3 - "Upgrades"]

Device 11 (Hard to Lose)

Enhanced Dexterity 10
Enhanced Strength 10

Super-Speed 6 (500 M.P.H) [Power Feats: Dodge Focus 6, Fast Overrun, Improved Overrun, Move-By-Action]
Base Power: Rapid Attack

Super-Strength 2

Super-Senses (Darkvision) [Limited -1: Not against Obscure effects]

---

Decreased ability to make rational decisions (Drain Wisdom 4 - No Save) [Very Common, Major Drawback] -5 PP
Useless once subject has become immune to the virus (Power Loss - one adventure) [Very Common, Major Drawback] -5 PP

---

20 + 30 + 9 + 4 + 1 - 5 - 5 = 54 PP total


The Atanik Armbands were alien technology that SG-1 agreed to test out for the Tok'Ra. It's discovered that they grant increased reflexes, night vision, speed and strength via a released virus that communicates between the armband and wearer's body. However, they have a downside in that anyone that wears them becomes increasingly impatient and irrational. Also, the virus soon attempts to overtake the wearer's immune system, which forces them to fight off the virus and, if successful, they permanently lose access to the armband's powers.

The Powers of the armband aren't particularly special in most superhero settings, but really shine when put into a low PL/Iron Age type campaign. Once worn, they clamp onto the wearer's arm, making it truly "Hard to Lose". And, of course, those with Immunity (Disease) cannot use them at all.

Lastly, the side effect of these heightened abilities is an enormous hunger. I could have chosen to represent this as a mechanical Drawback, but chose not to as it is mostly a non-issue within the span of the only episode we see them in action. For tips on how to fully flesh out this aspect of Super-Speed, read here.
Last edited by Ezram on Sun Mar 22, 2009 8:34 pm, edited 3 times in total.
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Postby MorningKnight » Sun Feb 22, 2009 10:09 pm

O'Neal: We'll need to pack snacks.

Great little device!
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Mega Man 2

Postby Ezram » Mon Feb 23, 2009 12:16 am

Presenting...

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Origin: Mega Man 2

Power Level 8 / 102 Power Points

Abilities: Str: 14 (+2) Dex: 20 (+5) Con: - (-) Int: 12 (+1) Wis: 10 (+0) Cha: 10 (+0)

Skills: Acrobatics +12, Notice +5

Feats: Acrobatic Bluff, Attack Specialization (Boomerangs) 4, Dodge Focus 4, Improved Defense, Improved Initiative 2, Move-By-Action

Powers:

Blast 6 (Boomerangs) (Extras: Area - Cone | Power Feats: Homing)

Immunity 30 (Fortitude effects)

Leaping 3

Protection 7 [Extra: Impervious 3]

Speed 1

Combat: Attack +0 (Boomerangs +8), Defense +9 (+3 Flat-Footed), Initiative +13

Saves: Toughness +6, Fortitude -, Reflex +10, Will +2

Drawbacks: Vulnerable (Temporal effects - all can cause lethal damage) [Uncommon, Moderate Intensity.] -3

Trade-offs: +1 to Defense/-1 to Toughness

Abilities 16 + Skills 3 (12 ranks) + Feats 13 + Powers 58 + Combat 8 + Saves 7 – Drawbacks -3 = 103


As his name suggests, Quick Man is quite fast. Speed 1 may not look like much, but it's easily three times faster than Mega Man is normally capable of moving. Not too sturdy by Robot Master standards, Quick Man prefers to leap about or, if room permits, run and constantly throw boomerangs at his opponent. The boomerangs always go back in the direction which Quick Man tosses them (even after he's moved on), so Homing represents their "second chance" to hit and if given enough distance, they spread out in a cone.

His agility, speed and tendency to abruptly switch directions make him difficult to hit, so I represented this with a good Acrobatics modifier and Acrobatic Bluff.

Quick Man's biggest weakness is any sort of temporal based Power. In game, this is Flash Man's Time Stopper that strips him of half his health. Conceivably though, any effect which can slow movement can potentially inflict lethal damage to him even if it isn't capable of doing so.
Last edited by Ezram on Fri Apr 17, 2009 7:20 pm, edited 13 times in total.
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Postby Ezram » Mon Feb 23, 2009 12:34 am

MorningKnight wrote:O'Neal: We'll need to pack snacks.

Great little device!


Thank you :).
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Postby Ezram » Sun Mar 01, 2009 9:34 pm

I'll be continuing to stat up characters/monsters/objects/vehicles with no particular theme in mind, but if anyone has a request, feel free to ask. I don't claim to know everything pop culture related, but if I am familiar with what you request, i'll do my best to stat it out.
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The Flash (1990)

Postby Ezram » Sat Mar 14, 2009 4:09 pm

Presenting...

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The Flash / Barry Allen (TV version)

Origin: The Flash (1990)

Power Level 8 / 148 Power Points

Abilities: Str: 14 (+2) Dex: 14/18 (+4) Con: 14 (+2) Int: 15 (+2) Wis: 14 (+2) Cha: 15 (+2)

Skills: Bluff +8 [+10], Diplomacy +6 [+8], Gather Information +6 [+8], Intimidate +4 [+6], Investigate +8 [+10], Knowledge (Art) +2 [+4], Knowledge (Civics) +3 [+5], Knowledge (Life Sciences) +6 [+8], Knowledge (Streetwise) +4 [+6], Notice +5 [+7], Search +4 [+6], Sense Motive +4 [+6]

Feats: Attack Specialization (Unarmed), Defensive Attack, Defensive Roll 2, Luck, Move-By-Action, Second Chance (Saves versus traps), Taunt

Powers:

The Flash Suit {Device 1 - Hard to Lose} (Immunity 2 [Pressure, Super-Speed friction], Power Feats: Renown, Protection 2)

Displacement [Limited: Only while running]

Enhanced Dexterity 4

Regeneration 6 (Recovery Bonus +5, Injured 1 [20 Minutes])

Super-Speed 7 (1,000 MPH; Power Feats: Attack Focus (Ranged), Dodge Focus 5, Evasion, Improved Defense, Quick Change, Moving Feint)
Base Power: Takeaway 7 (Power Feat: Progression, 70 ft. radius; 1 PP)
AP: Bullet 7 (1 PP)
AP: Deflect 7 (Fast and Slow projectiles; 1 PP)
AP: Rapid Attack 7 (Power Feat: Progression, 70 ft. radius; 2 PP)
AP: Rapid Fire 7 (1 PP)
AP: Snare 7 (Power Feat: Obscure Sense [Visual]. Flaw: Range [Touch] -1, Medium -1; 1 PP)
AP: Strike 7 (1 PP)

Combat: Attack +5/+6 Ranged/+7 Unarmed, Defense +8 (+2 Flat-Footed), Initiative +32

Saves: Toughness +6/+4 flat-footed, Fortitude +7, Reflex +11, Will +5

Drawbacks: Power Loss (Displacement, Enhanced Dexterity, Regeneration and Super-Speed when unable to consume large quantities of food) [Common, Minor Intensity] -2

Complications:

Responsibility (Central City)
Secret (Identity)

Abilities 26 + Skills 15 (60 ranks) + Feats 8 + Powers 70 + Combat 16 + Saves 15– Drawbacks -2 = 148


I have seen many takes on The Flash on the Roll Call board, from Jay Garrick up to Bart Allen, but never Barry Allen from the short lived TV series.

Like most of The Flashes, Barry is fast, hard to hit and not especially durable by superhero standards. He's also lower powered in general compared to his comic book brethren, with Air Control and Water Run being one time things, and Insubstantial 4 being a side effect of a dangerous drug.

As I noted in the Drawbacks section, Barry does need to eat much more than the average person. He generally keeps his hyperactive metabolism up (in one episode he eats an entire box of corn flakes for breakfast and in another episode, five whole pizzas by himself) and will consume even more after a particularly strenuous stunt.

Being a police scientist by profession and somewhat of detective from his adventures as The Flash, Barry is a pretty skilled individual. While he relies on fellow confidant Tina McGee's assistance and the occasional informant, he is competent on his own.
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The Flash (1990)

Postby Ezram » Sun Mar 22, 2009 8:13 pm

Presenting...

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Captain Cold / Leonard Wynters (TV version)

Origin: The Flash (1990)

Power Level 9 / 139 Power Points

Abilities: Str: 12 (+1) Dex: 14 (+2) Con: 16 (+3) Int: 16 (+3) Wis: 13 (+1) Cha: 14 (+2)

Skills: Bluff +8 [+10], Craft (Electronic) +10 [+13], Disable Device +8 [+11], Gather Information +6 [+8], Intimidate +8 [+10], Knowledge (Current Events) +7 [+10], Knowledge (Streetwise) +6 [+9], Notice +5 [+7], Profession (Mercenary) +8 [+10], Sense Motive +7 [+8], Sleight of Hand +8 [+10], Stealth +7 [+9]

Feats: Attack Focus (Ranged), Attack Specialization (Cold Gun), Distract (Intimidate), Improved Aim, Improved Initiative, Master Plan, Seize Initiative, Speed of Thought, Startle, Taunt

Powers:

Device 12: Cold Gun (Easy to Lose)
Blast 8 (Ice) [Drawback: Reduced Range (Two increments)] -> Linked [Snare 9. Drawback: Reduced Range (Two increments)], [Fatigue 9. Extra: Range-Ranged. Drawback: Reduced Range (Two increments)]
AP: Trip 9 (Extra: Area-Shapeable, Opposed by Dexterity)
AP: Drain Toughness 8 (Extra: Affects Objects Only, Range-Ranged)

Device 3: Cold Bombs (Easy to Lose)
Blast 5 (Ice) [Extra: Area-Burst]

Combat: Attack +5/+6 Ranged/+8 Cold Gun, Defense +4 (+2 Flat-Footed), Initiative +7

Saves: Toughness +4 (+3 without outfit), Fortitude +9, Reflex +8, Will +8

Drawbacks: Vulnerable (Light sensitive eyes) [Uncommon, Moderate Intensity] -2

Complications:

Enemy (The Flash)
Obsession (Completing latest job)

Abilities 25 + Skills 22 (88 ranks) + Feats 10 + Powers 45 + Combat 20 + Saves 19 - Drawbacks -2 = 139


Following up on The Flash, here is the TV version of Captain Cold.

Unlike the Captain Cold most of us are used to, Mr. Wynters is a mercenary not native to Central City that happens to steal a nuclear powered freeze gun and uses it for his many contracts. Eventually, he is hired to take out the famed speedster.

With his signature weapon, he can damage, bind and slow down human targets, as well as create ice slicks and make most objects fragile. Though it's not strictly allowable by the rules, I linked together higher rank (and therefore, higher range increment) Powers like Snare and Fatigue to the main Blast. Essentially, the Cold Gun has a range increment of 80 feet with a maximum distance of 160 feet. He also carries around "cold bombs" that resemble large green glowing marbles that are used for escape and subterfuge.

Despite not being able to match The Flash in terms of speed, his planning, guile and vile tongue often allow him to strike first and strike hard. Only with special equipment and quick thinking was Barry able to put him on ice.
Last edited by Ezram on Sun Mar 22, 2009 8:24 pm, edited 1 time in total.
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Postby MorningKnight » Sun Mar 22, 2009 8:19 pm

Thank you Ez! I loved the Flash series.

I need to go buy it on DVD.
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Postby Ezram » Sun Mar 22, 2009 8:21 pm

There are some corny episodes, but on the whole it's a nice slice of early 90's TV and a chance to see what could have been.
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Postby Ezram » Wed Mar 25, 2009 9:59 pm

Emerald Flame, you ready to do this :)?
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Postby Emerald Flame » Thu Mar 26, 2009 2:38 am

Lets do it...

One Sharon Apple coming up!! :P
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