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Vermillion's M&M-Porium (Anansi PBP)

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Re: Vermillion's M&M-Porium (PL10 Authority: Apollo)

Postby Vermillion » Wed Aug 04, 2010 11:07 am

vitruvian wrote:One of these things is not like the other.... if he indeed has Strength 14 when powered up, and attacks at +8, it would appear he's actually PL11.


Whoops, forgot to make the change on the Calc page on Ski's sheet (seriously, go to Fan Resources and get it). I'll edit the post.
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Re: Vermillion's M&M-Porium (PL10 Authority: Swift)

Postby Vermillion » Wed Aug 04, 2010 8:04 pm

Swift
PL10


Image

Sadly, the least developed character on the team. Still could give the Hawk Family a run for their money any day.

Abilities
Strength 4, Stamina 4, Agility 7, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 1

Powers
"Bird Physiology:
Wings: Flight 6 [Wings], Sonic Boom: Dazzle 6 [Auditory; Burst Area; Limited: Only when flying at full speed], Claws: Strike 2 [Strength Based; Penetrating; Split], Super Senses: Senses 6 [Direction Sense, Extended Hearing, Extended Vision, Tracking Vision, Extended Tracking Tactile]
(27 points)"

Equipment
"Arsenal
Dual Heavy Pistols: Blast 8 [Penetrating 4, Split]"

Advantages
Accurate Attack, Agile Feint, Attractive 1, Close Attack 3, Defensive Attack, Defensive Roll 3, Equipment 4, Evasion, Favored Environment [Air], Improved Aim, Fast Grab, Quick Draw, Grabbing Finesse, Improved Grab, Improved Critical 2 [Claws], Move-by Action, Improved Hold, Takedown 2, Teamwork, Improved Initiative 1, Ranged Attack 3

Skills
Acrobatics 8 (+15), Athletics (+4), Close Combat: Unarmed 2 (+11), Deception 4 (+5), Expertise: Theology and Philosophy 6 (+8), Insight 6 (+8), Intimidation (+1), Investigation 6 (+8), Perception 6 (+8), Persuasion (+1), Ranged Combat: Guns 4 (+11), Stealth 4 (+11), Vehicles 4 (+8)

Offense
Initiative +11
"Unarmed (Claws) +11, Damage 6, Split
Dual Heavy Pistols +11, Damage 8, Penetrating, Split"

Defense
Dodge 8, Parry 6
Toughness 7 (Def Roll 3), Fortitude 5, Will 6

Power Points
Abilities 60 + Powers 27 + Advantages 32 + Skills 25 + Defenses 6 = Total 150

Complications
Fame: As a memebr of the Authority, and as the Child of the Egg

Design Notes
Well here is the second of my PL10 Authority. Probably the easiest to build, followed by Apollo, only because "solar battery" is kinda weird to implement, while "wings and guns", not so much with the difficulty. I know she has stopped using the guns as much, but I liked that version of her. It made sense that she would use her birdlike senses and and flight to act as the team sniper/long-range cover. Just like the books, she can mow through mooks with ease, but tougher prey will have to be left to the heavy hotters on the team. She also makes a good scout, and is probably the third fastest member of the team. She is pretty much a Warrior archetype.
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Re: Vermillion's M&M-Porium (PL10 Authority: Apollo, Swift)

Postby Vermillion » Thu Aug 05, 2010 7:02 pm

Jenny Sparks
PL10


Image

Bugger this. She just wanted a better world.

Abilities
Strength 1, Stamina 3, Agility 2, Dexterity 1, Fighting 2, Intellect 2, Awareness 5, Presence 5

Powers
"Electrical Control Array:
Electrical Control: Energy Control 12 [Electricity]
Dyn: Lightning Bolt: Blast 8 [Electricity; Area (Burst), Alternate Resistance (Reflex)]
Dyn: Chain Lightning: Blast 8 [Multiattack]
Dyn: Broadcast: Communication 3 [Radio; Area, Selective]
Dyn: Electrical Transmission: Teleport 12 [Accurate; Medium (Electrical Conduits)]
(32 points)
Secondary Powers:
Century Baby: Immunity 13 [Aging, Electricity Descriptor, Poison, Disease], Electricity Sense: Senses 3 [Acute Ranged Detect Electricity (Mental)]
(16 points)"

Equipment


Advantages
Defensive Roll 2, Improved Initiative, Inspire, Leadership, Taunt, Assessment, Attractive 1, Ranged Attack 7, Connected, Contacts, Benefit 1 [Security Clearance], Well-Informed, Teamwork

Skills
Athletics (+1), Deception 4 (+9), Expertise: Civics 5 (+7), Expertise: 20th Century 5 (+7), Expertise: Tactics 8 (+10), Insight 5 (+10), Intimidation 6 (+11), Investigation 5 (+7), Perception (+5), Persuasion 4 (+9), Stealth 6 (+8)

Offense
Initiative +2
"Unarmed +2, Damage 1
Electrical Control +8, Damage 12
Lightning Bolt +8, Damage 8
Chain Lightning +8, Damage 8"

Defense
Dodge 6, Parry 10
Toughness 5 (Def Roll 2), Fortitude 5, Will 7

Power Points
Abilities 42 + Powers 48 + Advantages 20 + Skills 24 + Defenses 16 = Total 150

Complications
Power Loss: Jenny loses her Electrical Control Array when seperated from any electrical power source.

Design Notes
My favorite Authority memebr, and one of my favorite female comic book characters of all time. She was probably the thrid easiest to build, mostly because her combat options were mainly "blast it with lightning", "blast it with MORE lightning", and "just die from electrocution already". She is a leader through and through, and I hope this build reflects that. Personally, I think the Authority (both the comic and the team) became aimless and ineffectual after her death. Point is, Jenny rules and the Authority jsut isn't the same team of asskickers without her.
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Re: Vermillion's M&M-Porium (PL10 Authority: Apollo, Swift)

Postby vitruvian » Thu Aug 05, 2010 7:20 pm

Vermillion wrote:[size=150]Jenny Sparks
Design Notes
My favorite Authority memebr, and one of my favorite female comic book characters of all time. She was probably the thrid easiest to build, mostly because her combat options were mainly "blast it with lightning", "blast it with MORE lightning", and "just die from electrocution already". She is a leader through and through, and I hope this build reflects that. Personally, I think the Authority (both the comic and the team) became aimless and ineffectual after her death. Point is, Jenny rules and the Authority jsut isn't the same team of asskickers without her.


What about 'shut down all electrical activity in the brain/nervous system'? Only as a power stunt?
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Re: Vermillion's M&M-Porium (PL10 Authority: Apollo, Swift)

Postby Vermillion » Thu Aug 05, 2010 7:45 pm

vitruvian wrote:What about 'shut down all electrical activity in the brain/nervous system'? Only as a power stunt?


For an ostenably PL10 player character? I would say yeah. And at least from what I could tell, the way she used it was more like a stunt.

Now a full NPC, or a more experineced/powerful PC? I might fit that in. Maybe Affliction?

And I really should add more Complications. Unlike Swift, Jenny had plenty of sources for HP (fame, responsibility, motivation, etc.)
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Re: Vermillion's M&M-Porium (PL10 Authority: The Engineer)

Postby Vermillion » Sun Aug 08, 2010 8:59 am

The Engineer
PL10


Image

A hot Latina genius with nine pints of nanoblood and a penchant for big...guns. That about says it all.

Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 4, Intellect 5, Awareness 2, Presence 2

Powers
"Nanotech Blood:
Armored Skin: Protection 11 [Impervious], Sealed System: Immunity 10 [Life Support], Flight System: Flight 6, Sensor Systems: Senses 8 [Direction Sense, Time Sense, Analytical Touch, Detect EM Energy (Ranged, Extended, Accurate, Acute) ], Nanotech Constructs: Create 10 [Precise]
Dyn: Energy Blasters: Blast 10
Dyn: Radiotelepathy: Communication 4 [Area; Limited to Teammates; Rapid, Subtle]
Removable Device (-15 points)

(62 points)"

Equipment


Advantages
Attractive 1, Eidetic Memory, Equipment 6, Inventor, Teamwork, Quick Draw, Ranged Attack 2, Skill Mastery [Technology], Ultimate Effort [Technology], Improved Initiative 1

Skills
Acrobatics 6 (+7), Athletics (+0), Deception 4 (+6), Expertise: Science 10 (+15), Expertise: Engineering 10 (+15), Insight (+2), Intimidation (+2), Perception (+2), Persuasion (+2), Ranged Combat: Blast 6 (+10), Stealth (+1), Technology 10 (+15), Treatment 6 (+11), Vehicles 4 (+6)

Offense
Initiative +5
"Unarmed +4, Damage 0
Blast +10, Damage 10"

Defense
Dodge 4, Parry 4
Toughness 12 (Def Roll 0), Fortitude 4, Will 6

Power Points
Abilities 34 + Powers 62 + Advantages 16 + Skills 28 + Defenses 10 = Total 150

Complications
Power Loss: Nanotech Blood can be removed through surgery/dialysis

Design Notes
The next up. And the next hardest to build. Unfortunately like Swift, Engineer got pushed to the wayside, often just shown as either the smart girl or the chick banging Jack Hawksmoor. I hear they did do some thing swith her in Captain Atom: Armageddon, but I haven't read it yet. It is kinda sad, because she does have the neatest powers. Of course she was dwarfed by The Doctor (who I hate immensely, and will explain when I build him) in the creation department, so she ended up as Tony Stark with breasts in the most superficial sense. She is not moch of a fighter, and I find it hilariously ironic that the resident supergenius of the group mainly subscribes to the MOAR DAKKA philosophy. The only reason she is as good at hitting the broad side of a barn with those guns is due to teh intuitive nature of the nanotech. I debated making it Removable, but after reading over the description a few times, I see that it totally fits.

Which begs the question: since Wildstorm is now part of the DC universe, does that mean that Green Ronin could do a(nother) Authority RPG supplement?

P.S. The Equipment points are reserved for a certain headquarters....
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Re: Vermillion's M&M-Porium (PL10 Engineer, New PBP Character)

Postby Vermillion » Sun Aug 08, 2010 12:16 pm

I submitted this build to an Exlies campaign. As of this writing, he has not been approved. But I will be using this as the basis for both a straight character writeup, and for one of my ACIs (see front page).

Alex Wilder
PL10


Image

If you haven't noticed the trend, I tend to like the comic characters that are a lot like me.

Abilities
Strength 3, Stamina 3, Agility 4, Dexterity 6, Fighting 4, Intellect 5, Awareness 4, Presence 2

Powers
"Tactical Mind:
Quick Thinking: Quickness 4 [Limited to Mental Tasks], Battle Awareness: Enhanced Advantages 1 [Uncanny Dodge]
(3 points)
Gadgets:
Shoes (Energy Dampeners): Movement 6 [Safe Fall, Wall-Crawling 2; Removable], Shoes (Energy Release): Leaping 1 [Removable], Vibranium Mesh Lining: Protection 3 [Impervious; Subtle, Removable]
(16 points)"

Equipment
"Arsenal
Knife: Strike 1 [Strength Based; Improved Critical], Twin Pistols: Blast 6 [Split]
Standard Equipment
PDA 2 (2 ep), Glasses (1 ep), GPS (1 ep), Multitool (1 ep)"

Advantages
Accurate Attack, Assessment, Defensive Attack, Defensive Roll 2, Equipment 5, Hide in Plain Sight, Improved Critical 1 [Knife], Jack-of-All-Trades, Improved Disarm, Improved Initiative 1, Improved Trip, Inventor, Extraordinary Effort, Ranged Attack 4, Set-up 1, Skill Mastery [Technology], Skill Mastery [Insight], Takedown 2, Teamwork, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics (+3), Close Combat: Unarmed 4 (+8), Close Combat: Knives 4 (+8), Deception (+2), Expertise: Tactics 4 (+9), Expertise: Science 3 (+8), Expertise: Any (+5) Insight 8 (+12), Intimidation (+2), Investigation 4 (+9), Perception 6 (+10), Persuasion (+2), Ranged Combat: Guns 4 (+14), Sleight of Hand (+6), Stealth 4 (+8), Technology 7 (+12), Treatment (+5), Vehicles (+6)

Offense
Initiative +8
"Unarmed +8, Damage 3
Knife +8, Damage 4
Twin Pistols +14, Damage 6, Split"

Defense
Dodge 10, Parry 6
Toughness 8 (Def Roll 2), Fortitude 7, Will 8

Power Points
Abilities 62 + Powers 19 + Advantages 27 + Skills 26 + Defenses 16 = Total 150

Complications
"Secret: Alex is the 616 Alex, seeking redemption for his betrayal of his friends.
Reputation: Traitor. Alex's past betrayal is a constant thorn in his side.
Honor: Never leave a man behind.
Temper: Anyone who mentions Alex's past issues with teamwork will set him off.
Disability: Nearsighted. -2 to Vision based checks. Negated by Glasses"

Design Notes
Alex is the former leader and founder of the teen superhuman team The Runaways on Earth 616. He ultimately betrayed them in exchange for power and the people he loved. He was subsequently killed, and his soul trapped in a endless Limbo. Desperate to find a way back, he first tried communicating with his old team, with limited success. Eventually, his tapping into the power between worlds drew the attention of the Panopticron, and he was resurrected and put on assignment as a member of the Exiles.

Alex, having no superhuman powers, does weild a genius intellect and porved hismelf a capable tactitian and leader during his time with The Runaways. Now with the Exiles, he has undergone martial arts and weapons training from some of his former teammates, increasing his survivability, and has taken to ranged weapons quite well, often acting as a sniper (although his poor eyesight is still an issue). Of course, his greatest ability is still his mind, and thanks to a version of Forge, has begun developing his own devices and equipment for missions.
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Re: Vermillion's M&M-Porium (PL10 Engineer, New PBP Character)

Postby Vermillion » Sun Aug 08, 2010 12:25 pm

Aw, come on folks, nothing to say? No critiques, advice, nothing?
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Re: Vermillion's M&M-Porium (PBP Character Updates)

Postby Vermillion » Thu Aug 12, 2010 6:11 am

Just putting together all the things I wrote about my character in one place for easy reference.

Aaron Green
PL6


Image

Abilities
Strength 0, Stamina -1, Agility 4, Dexterity 4, Fighting 2, Intellect 4, Awareness -1, Presence 2

Powers
"Enhanced Neural Functions:
Fast Thought Process: Quickness 4 [Limited to One type: Mental], Quickened Reflexes: Enhanced Dexterity 4, Enhanced Muscle Reaction: Enhanced Agility 4, Datalink: Comprehend 2 [Machines], Broadcast: Communication 2 [Radio; Area, Selective; Subtle 2]
(36 points)"

Equipment
"
Standard Equipment
PDA (Cell Phone/Computer/Video Camera (4 ep), Glasses (1 ep)"

Advantages
Assessment, Beginner's Luck, Close Attack 2, Eidetic Memory, Equipment 1, Defensive Roll 1, Improvised Tools, Improvised Weapon 1, Inventor, Jack-of-All-Trades, Languages 1 [Base: English, Japanese], Inspire 1, Luck 1, Well-Informed [Investigation], Improved Disarm, Improved Grab, Improved Initiative 1

Skills
Acrobatics (+4), Athletics 1 (+1), Close Combat: Unarmed 3 (+7), Deception 4 (+6), Expertise: Science 2 (+6), Expertise: Engineering 2 (+6), Expertise: Comic Books 4 (+8), Expertise (+4), Insight 4 (+3), Intimidation (+2), Investigation 2 (+6), Perception 5 (+4), Persuasion (+2), Sleight of Hand 1 (+5), Stealth (+4), Technology 4 (+8), Treatment (+4), Vehicles 2 (+6)

Offense
Initiative +8
Unarmed +7, Damage 0

Defense
Dodge 6, Parry 4
Toughness 0 (Def Roll 1), Fortitude 0, Will 1

Power Points
Abilities 12 + Powers 36 + Advantages 18 + Skills 17 + Defenses 7 = Total 90

Complications
"Doing Good: Aaron likes helping people, and often wishes he could do more.
Reputation: Dirty Cheatin' Coward. Aaron does not like to fight. But he WILL. And he will do anything he can to end it quickly, including "ungentlemanly" tactics.
Quirk: ADHD. Aaron has trouble focusing on tasks that take time; he oftne drifts from project to project.
Reputation: Annoying. Not a lot of people understand why Aaron acts the way he does.
Thrills: Avoiding boredom. Aaron often jumps into thing mostly because he wants something to do.
Disability: Nearsighted. Aaron requires his glasses to see normally."

Design Notes
A few notes: Due to his powers and ADHD, Aaron is somwhat of a journeyman. He isn't particularly good at certain things, but he knows eough to start. The Enhanced attributes and Improved Initiative are representing the electrical pulses in his body causing his muscles to flex and nerves to react faste rthan normal. In fact, his ADHD is a side effct, or maybe more accurately a Noticeable effect, of his powers. He really cannot sit still for long. As he goes up in power, he will start displaying more and more outward manifestations of his powers, until he achieves a high enough level to get an Alternate Form: Electricity.


Aaron Green is having a bad day. He just moved to this city, and already his new apartment is being fumigated, his girlfriend (of all of four weeks) dumps him by text message after cleaning out his bank account, he is late for his new job, and he even cut his hand on some weird doohickey in the lab. After being hassled for hours over the incident, all he wants now is to go out and have a drink. But, as if he didn't think his life was bad enough, a few ill-timed words to a jerkass mistreating a waitress has got him stuck between a brick wall and six very strong, very mean, very ugly men. So now add an attempted mugging to his list of problems....

Honestly, his bad day started the day he was born. Pretty much the runt of the litter form the get go, Aaron had the misfortune of being born in a military and sports-obsessed family with no real interest in either. While he excelled at scholastic endeavors, his physical abilities were near abysmal. It didn't help that he couldn't keep focus on many things, often jumping from one subject or event to another with hardly any rhyme nor reason. One thing was for certain, he was amazingly creative. He came up with concepts and ideas that few ever dreamed of. When he wasn't in the garage tinkering with some new invention, he was coming up with stories to tell his older brothers before bed.

Unlike most nerdy types with jocks for family, his father and brothers (his mother died when he was young) were quite supportive. They often took him out training with them, where he learned some martial arts to defend himself from anybody who tried to hassle him. He graduated high school and college with good-not-great grades (even though he is highly intelligent, ), and following his interest in computers and technology, got a entry-level job with one of the top R&D firms in the nation. Still, he felt like he was a burden on the family, and often distanced himself.

Things did not improve when his oldest brother developed mutant powers. Already in the Navy, he began using his powers in service to his country. The rest of his brothers gained powers as well. They all agreed to keep their abilities secret, to prevent anyone from taking advantage.

Of course, once again, Aaron missed out.

Until the night at the bar.


I also wanted to add a bit (will probably be a complication): He is easily a genius, but has ADHD (if you haven't picked that up in the initial blurb yet). He can take in information quickly, but cannot hold his attention for very long. So probably a low Awareness, but high Perception, and possibly Quickness (Mental only).

He also has this hangup where he...well...he thinks he isn't smart. No real reason why, he just feels like he knows no more than the average guy, and often underestimates his own intelligence. He is often amazed that people remark on how smart he is, often saying "you didn't know that?" Some think it is a superiority complex, but in reality, he is honestly mystified that anybody thinks HE is smarter than average.


Think about it: when it starts, his brain is firing more neurons than normal, causing his boost in mental acuity (Quickness). He discovers that his affinity for computers and machines is due to his detecting the flow of electrons inside them, allowing for limited communication and control.

He even discovers that he is able to tap into broadcast signals, allowing him to communicate wirelessly with any machines in the area. He then develops the ability to manipulate electricity inside and outside his body, ultimately using a self-built harness to generate magnetic fields. Eventually, I see him becoming a full on elemental, something ala Jenny Sparks.

This came to me when I read the other character ideas, and saw nobody was doing an energy controller. It seemed like a slot too fun not to fill. Plus I played a similar character before.


DesertGhost wrote:
Vermillion wrote:Combat Pragmatist: Due to his lack of combat skill, Aaron does anything it takes to survive a fight. He is the guy to bring a gun to a knife fight.


Sounds like a cool personality quirk, but I'm not sure how it would come up in a game. I don't think bringing a gun to a knife fight would give you a hero point, maybe a villain point :).

Maybe if you represented it differently. Reputation: Considered a cheater, will do anything it takes to win (doesn't even have to be only in a fight).


Yeah that does sound better. The gun thing was more of a flavor text. But you get my drift.
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Re: Vermillion's M&M-Porium (PBP; PL10 Hawksmoor)

Postby Vermillion » Mon Aug 16, 2010 6:38 pm

Jack Hawksmoor
PL10


Image

Seriously, this guy LOVES kicking people.

Abilities
Strength 8, Stamina 7, Agility 6, Dexterity 1, Fighting 6, Intellect 1, Awareness 3, Presence 2

Powers
"King of Cities:
Comprehend 2 [Objects; Type: Broad - Objects in Cities],
Senses 1 [Low-Light Vision],
Enhanced Strength 5,
Enhanced Stamina 4,
Immunity 3 [Aging, Starvation & Thirst, Sleep, Suffocation (Permeation)],
Movement 7 [Permeate 2, Safe Fall, Sure-Footed 2, Trackless, Wall-Crawling 2; Limited: Only in Cities or Urban Materials],
Leaping 4,
City Control: Element Control 10 [Urban Materials; Damaging]
(66 points)"

Equipment


Advantages
All-out Attack, Defensive Roll 2, Favored Environment [Urban], Luck 1, Extraordinary Effort, Move-by Action, Takedown 2, Teamwork, Diehard, Fast Grab, Improved Grab, Improved Hold

Skills
Acrobatics 6 (+12), Athletics (+8), Close Combat: City Control 2 (+8), Close Combat: Unarmed 2 (+8), Deception (+2), Expertise: Streetwise 7 (+8), Expertise: King of Cities 7 (+8), Expertise: Structures 7 (+8), Insight 7 (+10), Intimidation 6 (+8), Perception 5 (+8), Persuasion (+2), Ranged Combat: City Control 2 (+3), Stealth 5 (+11)

Offense
Initiative +6
"Unarmed +8, Damage 8
City Control Close +10, Damage 10, In City Environments
City Control Ranged +10, Damage 10, In City Environments"

Defense
Dodge 7, Parry 6
Toughness 9 (Def Roll 2), Fortitude 7, Will 5

Power Points
Abilities 40 + Powers 66 + Advantages 13 + Skills 28 + Defenses 3 = Total 150

Complications
"Power Loss: City Control when not in a city or urban environment
Weakness: Outside of city or urban enviornment, Affliction/Weaken Stamina, Can be fatal
Motivation: Doing Good
Relationship: On/off with Engineer
Fame: Member/Leader of The Authority, King of Cities (to cities)"

Design Notes
Here we go. A playable version of everyone's favority alien experiment turned heroic sociopath, Jack Hawkmoor. Well, I suppose sociopath is a bit much. But he is definitely not all sunshine and cookies either. From what I read under Element Control, I figured it was the best representation of his main bit of powers. He was certainly easier than I thought he would be. As you can see, he is pretty good at hand to hand (he does often have day-long desires to kick in some skulls), but he really excels at using his City Control. And frankly, i would rather be kicked in the head by those feet than hit with a piece of Detroit (just kidding!....sorta).

Still fishing for comments though!

After kinda catching up on the latest issues of The Authority (at least up to World's End) it looks like my little theory was right: without the strong personality of Jenny Sparks, the team is kinda drifting around, making things worse. And the writers are not helping one bit.

Next up: the Authority member I hate the second most (the top contender should be obvious; it is the one NOT getting queued for a writeup). Why do I hate him? Let's just say it is a combination of a personal issue and writing that ultimately makes him the dumbest person to ever manage to waste oxygen.
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Re: Vermillion's M&M-Porium (PBP Character Up for Grabs)

Postby Vermillion » Sat Sep 04, 2010 5:52 am

Hey guys,

I recently dropped all my PbP games over in the Game Room. Problem is, one of them, the Video Game Mashup, is kinda in the middle of a fight, and I am playing one of the cornerstone characters to the whole shindig. Not to mention that I kinda have the character surrounded by mercenary types with guns.

As you can see, it isn't exactly the best point to pull the character out.

So I am asking you one or two folks that read this thread if you wish to play my character: Infamous protagonist Cole McGrath.

By the way, the game is 2E.

So if you are interested, contact me or the GM for the game, and you can have the slot.
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Re: Vermillion's M&M-Porium (PBP, The Doctor PC)

Postby Vermillion » Thu Sep 16, 2010 7:58 pm

Finally got around to finishing him. I am also debuting my newly acquired Hero Lab MnM 3E addon. Yay!

The Doctor II - PL 10

Image

Yes, we get it, you like the smack. It is not NEARLY as shocking or poignant as you think. Please get the hell over it, will you?

Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 1, Intellect 2, Awareness 8, Presence 1

Advantages
Beginner's Luck, Contacts, Luck, Ritualist, Skill Mastery (Expertise (Arcane Lore)), Trance

Skills
Deception 3 (+4), Expertise (Arcane Lore) 10 (+12), Expertise (History) 10 (+12), Expertise (Theology/Philosophy) 10 (+12), Investigation 4 (+6), Technology 4 (+6), Treatment 1 (+3)

Powers
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Garden Walk: Movement 1 (Dimensional: Garden of Ancestral Memory 1 (one dimension, 50 lbs.))
Senses: Senses 11 (Detect: Magic 1, Extended: Detect Magic 1 (x10), Postcognition, Precognition, Ranged: Detect Magic)
Transform: Transform 10 (Affects: Anything, Transforms: 800 lbs., DC 20; Increased Range 2 (perception))

Offense
Initiative +0
Grab, +1 (DC 15)
Throw, +0 (DC 15)
Transform: Transform 10 (DC Dog 20)
Unarmed, +1 (DC 15)

Complications
Addiction: Heroin: The Doctor developed a nasty heroin addiction that keeps popping up.
Fame: As a memebr of the Authority, and as Earth's Shaman
Motivation: Doing Good: Like the rest of the Authority, the Doctor is trying to make the world a better place.
Motivation: Responsibility: As Earth's Shaman, the Doctor is dedicated to the survival of the planet and all on it.
Responsibility: Planet Earth: As the Doctor, He

Languages
English

Defense
Dodge 2, Parry 6, Fortitude 1, Toughness 0, Will 8

Power Points
Abilities 24 + Powers 91 + Advantages 6 + Skills 21 (42 ranks) + Defenses 8 = 150

Background: Jeroen Thorndike. Sigh.

Look, I like the concept well enough. And He was pretty cool when he first came out.

The problem was that damn drug addiction. Not only did we have a godlike being who could pretty much do anything constantly throw away such power for drugs, but it always ended up somehow leading into somebody screwing up the planet and the rest of the team to hold them off until he could get sober enough to do what he should have done in the first place. He never took any real steps to address what had proven to be probably his most obvious and quite devastating weakness.

And of course, they killed him off with that stupid plot contrivance. How fitting.

I coudl go all day, but point is, it was stupid, both due to continuity reasons and plain freaking logic.



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Re: Vermillion's M&M-Porium (PBP, The Doctor PC)

Postby cassius335 » Fri Sep 17, 2010 3:23 am

Not the "The Doctor" I was hoping for...
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Re: Vermillion's M&M-Porium (PBP, The Doctor PC)

Postby Vermillion » Sat Sep 18, 2010 9:30 pm

cassius335 wrote:Not the "The Doctor" I was hoping for...


I like that Doctor a lot more, but he's been done already.
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Re: Vermillion's M&M-Porium (Melodious Yu)

Postby Vermillion » Sun Jan 01, 2012 8:52 am

Hello again, Roll Call! Long time, no post!

My most recent creation is Melodious Yu, a character for ClassDunce's Legends of the Wulin game in the Game Room. Inspired by House of Flying Daggers and Princess Mononoke, I wanted to deviated from the typical close combat and throw weapon builds and make a wuxia-flavored archer.

That...was way harder than anticipated.

Funnily enough, the thing that took the longest wasn't the build, but finding the picture!

Oh and HAPPY NEW YEAR!!!!


Image

Melodious Yu #2 - PL 8

Strength 4, Stamina 4, Agility 4, Dexterity 5, Fighting 6, Intellect 1, Awareness 2, Presence 0

Advantages
All-out Attack, Close Attack 2, Connected, Defensive Roll, Equipment 3, Improved Aim, Improved Critical: Bows, Improved Initiative, Luck, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 2, Takedown 2, Tracking, Ultimate Effort: Aim, Uncanny Dodge

Skills
Acrobatics 2 (+6), Athletics 2 (+6), Expertise: Ghost Assassin 4 (+5), Expertise: Imperial Army 4 (+5), Insight 2 (+4), Investigation 2 (+3), Perception 2 (+4), Persuasion 2 (+2), Ranged Combat: Bow 2 (+7), Stealth 2 (+6)

Powers
Curse of the Ghost Assassin
. . Enhanced Agility 3 (+3 AGL)
. . Enhanced Dexterity 3 (+3 DEX)
. . Enhanced Fighting 3 (+3 FGT)
. . Enhanced Stamina 2 (+2 STA)
. . Enhanced Strength 2 (+2 STR)
. . Immunity 12 (Critical Hits, Life Support; Limited - Half Effect)
Lightfoot
. . Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Sharp Senses: Senses 4 (Accurate: Hearing, Extended: Hearing 1: x10, Extended: Vision 1: x10, Advantages: Improved Initiative, Luck, Uncanny Dodge)
Whispering Oblivion Style (Easily Removable)
. . Sorrowful Lightning: Strength-based Damage 3 (DC 22; Increased Range: ranged, Multiattack, Penetrating 2, Ricochet: 1 bounce; Quirk: Requires Bow)
. . Unrepentant Rebuke: Deflect 10 (Reflect; Diminished Range 2, Quirk: Requires Bow)
. . Wrathful Beckon: Cumulative Affliction 6 (1st degree: Hindered, Impaired, 2nd degree: Disabled, Immobile, Resisted by: Fortitude, DC 16; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree, Quirk: Requires Bow)

Equipment
Bow, Leather Armor, Sword

Offense
Initiative +8
Bow, +9 (DC 22)
Grab, +8 (DC Spec 14)
Sorrowful Lightning: Strength-based Damage 3, +9 (DC 22)
Sword, +8 (DC 22)
Throw, +7 (DC 19)
Unarmed, +8 (DC 19)
Wrathful Beckon: Cumulative Affliction 6, +9 (DC Fort 16)

Complications
Honor: As an Imperial soldier, Yu is required to serve the Emperor without hesitation, and be willing to lay down his life in the name of the Empire.
Responsibility: Yu is a member of the Imperial Army, and as such is repsonsible for the safety and protection of the Emperor and his subjects.
Secret: Yu is a member of the Ghost Assassins.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 6/4, Will 4

Power Points
Abilities 26 + Powers 54 + Advantages 19 + Skills 12 (24 ranks) + Defenses 9 = 120

Background: Not much is known about Melodious Yu. A fairly unremarkable soldier with some skill with a bow, he has managed to move from post to post without making many waves. Ask any of his commanding officers, and the two or three that manage more than a "who?" will not have much to say, good or bad.

This of course led to many whispered questions when he was ordered to accompany the aid shipment for the victims of the earthquake. Such an important mission, one that could bring great honor to any participants. A personal order form the Emperor, no less! Rumors abounded: he was the son of a court official who pull strings, he bought/stole his way into the position, he was just a lucky oaf.

If they only knew....

(DM ONLY) Yu is not the simple soldier he appears to be. He is actually a Ghost Assassin, an elite special forces unit of the Imperial Army. Sent on order of the Emperor himself, Yu has been tasked to safeguard the shipment from not only from any bandits, but also keep an eye on the Eagle Talons.

He is a highly skilled archer and swordsman, and due to the mystical and alchemical rites every Ghost Assassin is subject to, his body has been enhanced to considerable levels, allowing him to perform acts of combat few witnesses have survived to describe.



:arrow: Let me know if there is anything I need to change, or any suggestions on improving the build.

:arrow: EDIT: I am looking back over the build, and I have this sinking feeling that I may have wasted some points here and there. The idea is that the special attacks build off his bow attack (basically adding the extras and such to the bow attack), but I could not figure out how to do that in HeroLab. You can do it with Strength and all Strength-based attacks, but not that. Hrmm. Any suggestions?

:arrow: EDIT #2: This is my tweaked version of said character. I mostly codified some things (instead of the armor protecting him from cold, I made it so that the alchemical treatment made his body tougher overall) and tried to make him a bit more powerful with the bow that anything else, to further differentiate himself. Also, after looking at some other builds in Roll Call, I changed his powers a a bit to convey my intent for them better. He ends up less effective defensively, but I figured he would be, between his deflecting ability and his body enhancements being able to take up some of the slack.
Last edited by Vermillion on Sun Jan 08, 2012 4:38 pm, edited 1 time in total.
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