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JD's 3E: Marvel Psylocke

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Re: JD's 3E: Rogue (need opinions)

Postby Thorpacolypse » Sat May 19, 2012 6:39 pm

If I am thinking about the rules right, which is always questionable, since they are linked, once you hit with the tough range variable attack, the affliction comes into play. You don't have to attack twice for that so you're good there.

For the power theft, you are probably better off just giving her 3 ranks of Close Attack for the same cost as the separate ranks for the grab and unarmed. Just makes things simpler, really, and if for some reason she ends up in sword fight, you could give her a complication or something if you didn't want her to +7 in close along the board for everything. I also don't think you need to have it grab-based and be a reaction. To me, that would require a grab attack whenever someone touched her, and while it's conceivable mechanically, it doesn't feel like something you'd really want to do in a game.

I would also consider changing the 3rd rank of the Affliction to incapacitated. I know she put her first boyfriend and Carol into comas with her powers, which technically is putting them to sleep, but they were flat wiped out, which to me is incapacitation. But it's your call on that. Just my 4 cents. You get twice my two cents because I am all about value. :wink:
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Re: JD's 3E: Rogue (need opinions)

Postby JoshuaDunlow » Sat May 19, 2012 6:58 pm

Thorpacolypse wrote:If I am thinking about the rules right, which is always questionable, since they are linked, once you hit with the tough range variable attack, the affliction comes into play. You don't have to attack twice for that so you're good there.

For the power theft, you are probably better off just giving her 3 ranks of Close Attack for the same cost as the separate ranks for the grab and unarmed. Just makes things simpler, really, and if for some reason she ends up in sword fight, you could give her a complication or something if you didn't want her to +7 in close along the board for everything. I also don't think you need to have it grab-based and be a reaction. To me, that would require a grab attack whenever someone touched her, and while it's conceivable mechanically, it doesn't feel like something you'd really want to do in a game.

I would also consider changing the 3rd rank of the Affliction to incapacitated. I know she put her first boyfriend and Carol into comas with her powers, which technically is putting them to sleep, but they were flat wiped out, which to me is incapacitation. But it's your call on that. Just my 4 cents. You get twice my two cents because I am all about value. :wink:


I took your advice, and your right, Incapacitated as is, without the sleep works much better. And I wasn't sure if Reaction though accurate, would be correct. So both powers go off at the same time? regardless of action? That's the only thing I was really concerned about.

I'm not changing my original build just yet, here's what I got so far. Great part is, this puts her back in costs for PL 8 :)

Rogue (redux) - PL 8

Strength 8, Stamina 4, Agility 2, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Attractive, Close Attack 4, Equipment 1, Great Endurance, Power Attack, Takedown

Skills
Deception 6 (+6), Perception 7 (+7), Ranged Combat: Throw 6 (+6)

Powers
Permanently Absorbed Powers
. . Carols Memories: (Expertise: Journalism 3, Expertise: Tactics 3, Security clearance)
. . Enhanced Ability: Enhanced Strength 7 (+7 STR)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Protection: Protection 4 (+4 Toughness; Impervious)
. . Senses: Senses 1 (Danger Sense: Mental)
. . Super Strength: Power-lifting 3 (+3 STR for lifting)
Power Absorption: Variable 4 (Custom: Can absorb more than 1 targets abilities at one time, choosing the best, Linked: Power Drain: Affliction 8; Grab-based, Limited: Cannot duplicate technological powers or Energy beings, Permanent, Quirk 2: Requires Skin to Skin contact and/or grapple, Side Effect: on failure - Weaken (awareness attack), when absorbing a target with a will of 14+ /or touching longer than a standard action. )
Power Drain: Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Linked: Power Absorption: Variable 4; Grab-based)
Psi Screen: Immunity 10 (Common Descriptor: Mental; Limited - Half Effect)

Equipment
X-Men outfit [Commlink, Insulation: Feature 2]

Offense
Initiative +2
Grab, +8 (DC Spec 18)
Power Drain: Affliction 8, +8 (DC Will 18)
Throw, +6 (DC 23)
Unarmed, +8 (DC 23)

Complications
Multiple Personality Disorder: Each time rogue holds onto an opponents for more than 1 standard round, or tries to absorb a foe with a superior will defense. She gets struck with another personality. Currently Rogue has three personalities, Cody (the boy she kissed), and Carol Danvers. Rogue can gain a hero point, but letting one of these personalities take over for a time.
Prejudice: Mutant: It sucks to be a mutant.
Quirk: Rogue just wants to be Normal, to be able to touch someone, more than anything else.

Languages
English

Defense
Dodge 4, Parry 6, Fortitude 9, Toughness 8, Will 6

Power Points
Abilities 22 + Powers 66 + Advantages 10 + Skills 7 (19 ranks) + Defenses 15 = 120
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Re: JD's 3E: Rogue (need opinions)

Postby prodigyduck » Sat May 19, 2012 9:20 pm

This modified build looks good. I was worried about her strength, but then I saw the superstrength in her Powers, so all is good there.

Personally, I would have given her a bigger Variable package to play with, but since you are going for a PC build with matching PL and points, this works out.

The only thing I would change would be to add some more Complications: "Relationship" with her mother-figure of Mystique. "Infamy" for being a former villain (she fought the AVENGERS! back in the day).

Plus, maybe something for being constantly hounded by that d-bag, Gambit... but I have a whole rant for that situation...
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Re: JD's 3E: Rogue (need opinions)

Postby JoshuaDunlow » Sat May 19, 2012 9:39 pm

prodigyduck wrote:This modified build looks good. I was worried about her strength, but then I saw the superstrength in her Powers, so all is good there.

Personally, I would have given her a bigger Variable package to play with, but since you are going for a PC build with matching PL and points, this works out.

The only thing I would change would be to add some more Complications: "Relationship" with her mother-figure of Mystique. "Infamy" for being a former villain (she fought the AVENGERS! back in the day).

Plus, maybe something for being constantly hounded by that d-bag, Gambit... but I have a whole rant for that situation...


Well I personally don't know many of the backgrounds and stories about these characters. But I can add them.
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Re: JD's 3E: Rogue (need opinions)

Postby prodigyduck » Sat May 19, 2012 11:48 pm

JoshuaDunlow wrote:
Well I personally don't know many of the backgrounds and stories about these characters. But I can add them.


It's better that you know nothing about Gambit... no loss.
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Re: JD's 3E: Rogue (need opinions)

Postby JoshuaDunlow » Sun May 20, 2012 12:16 am

prodigyduck wrote:
JoshuaDunlow wrote:
Well I personally don't know many of the backgrounds and stories about these characters. But I can add them.


It's better that you know nothing about Gambit... no loss.


Well I know of Gambit, lol.. I personally don't like the character for my own personal reasons. But he has a cool powerset.
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M1 Universe Update

Postby JoshuaDunlow » Sun May 20, 2012 12:43 pm

My flagship M1 Universe Character, Mistress Psyche, gets a much needed update. And prodigyduck, I'm stealing your format. :lol: :wink:

JoshuaDunlow wrote:Image

Mistress Psyche - PL 13
Real Name: Sheila Jacobs
Origin: Hybrid Mutatation
Profession: Business Woman & Socialite
Base of Operations: Millennium City
Affiliation: Independant, ex Millennium League
Height: 5'4", Weight: 120 lbs
Eyes: Blue, Hair: Dk. Brown

Abilities:
Strength 0, Stamina 3, Agility 2, Dexterity 4, Fighting 6, Intellect 6, Awareness 10, Presence 6

Advantages
Attractive, Benefit, Wealth 4 (multimillionare), Connected, Defensive Attack, Eidetic Memory, Equipment 5, Fascinate (Persuasion), Improved Initiative, Inspire, Languages 4, Ranged Attack 6, Ritualist, Speed of Thought, Trance, Well-informed

Skills
Acrobatics 2 (+4), Athletics 2 (+2), Deception 6 (+12), Expertise: Arcane 4 (+10), Expertise: Business 5 (+11), Expertise: History 8 (+14), Insight 8 (+18), Perception 8 (+18), Persuasion 8 (+14), Ranged Combat: Telekinetic Blast: Blast 13 3 (+7), Stealth 2 (+4), Treatment 3 (+9), Vehicles 2 (+6)

Powers
Half T`Khan (innate)
. . Immunity: Immunity 2 (Aging, Disease; Limited - Half Effect)
. . Regeneration: Regeneration 5 (Every 2 rounds)
. . T`khan Genetic Code: Feature 1
Telekinesis: Move Object 13 (200 tons)
. . Telekinetic Blast: Blast 13 (Alternate; DC 28)
. . Telekinetic Shapes: Create 12 (Alternate; Volume: 4000 cft., DC 22; Movable, Tether; Proportional)
Telepathy: Mental Communication 3 + Mind Reading 13 (DC 23)
. . Illusion: Illusion 8 (Alternate; Affects: All Sense Types, Area: 250 cft., DC 18; Limited to One Subject)
. . Mental Blast: Mental Blast 8 (Alternate; DC 23)
. . Mental Stun: Affliction 11 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 21; Increased Range 2: perception)
. . Remote Sensing: Remote Sensing 11 (Alternate; Affects: 2 Types, inc. Visual - Visual & Hearing, Range: 8 miles)


Equipment
Cell Phone, Limousine, Skyscraper (5 floors)

Offense
Initiative +10
Grab, +6 (DC Spec 10)
Mental Blast: Mental Blast 8 (DC Will 23)
Mental Stun: Affliction 11 (DC Will 21)
Mind Reading: Mind Reading 13 (DC Will 23)
Telekinesis: Move Object 13, +10 (DC 23)
Telekinetic Blast: Blast 13, +13 (DC 28)
Throw, +10 (DC 15)
Unarmed, +6 (DC 15)

Complications
Enemy: Gregory Rasputin and other Maecian Enemies
Fame: Mistress Psyche is a well known meta human. And quite openly Bi-sexual to the press, putting her in the spot light.
Honor: Mistress Psyche wont kill an opponent no matter what, and will always play fairly
Motivation: Responsibility. Responsibility ( to protect earth from all Maecian Threats)

Languages
English, Greek, Minoan, Persian, Russian, Sanskrit, Syrian

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 3, Will 15

Power Points
Abilities 74 + Powers 78 + Advantages 30 + Skills 21 (61 ranks) + Defenses 23 = 226


Background Details:
Sheila Jacobs appears to most as a discrete socialite. If an event is important enough, she's there. Indeed, she is a brand into herself, marking any event in which she makes an appearance with an extra layer of pride to the host. No one's quite sure how long she's been around or what she does for a living. Paparazzi never seem to get a hold of her and none of the other members of society's creme-de-la-creme dare ask.

Truth is, Sheila Jacobs has been around for a long, long time. She was born 3681 years ago on the island of Crete, in the ancient city of Knossos during the height of the Minoan culture. Amphissa was the daughter of a Merchant King, and a beautiful Atlantian woman named Sybilla . She lived the good life of a merchant king's daughter but the appearance of her incredible powers in early adolescence singled her out for great things.

Endowed with virtual immortality and immense Psionic powers, it took little effort to expand her father’s business into a success, within Egypt, Crete, Syria, Greece, Anatolia, and Mesopotamia. She eventually took over the operations of her father’s business after his untimely demise. Exporting copper, tin, and other valuable commodities through out the ancient world. She quickly became revered as the Goddess of Commerce in Crete.

However, time is not kind. Civilizations rise and fall and even a powerful mutant like herself saw the world around her collapse. Egypt, and the fall of her own country of Crete as well. She was in her forties, when her beloved Crete was destroyed in what would become a famous volcanic explosion. She traveled the world, getting to know just how grand and expansive her world really was. She dined in Rome and rode across the Russia’s, camped in Persian sands and feasted in Indian temples.

Always looking for signs of her kind, other’s special just like her. She spent a great amount of time in Russia and Europe during her travels, but eventually settled in Greece. She battled the likes of great men during the ages, included the machinations of Grigory Rasputin (A servant of the Adverse, and yes he‘s very much still alive) as Sophia Turla. She saw the silk empire and the land of the setting sun, and she passed the calumet amid native American tribes, all before renaissance was even upon clumsy Europe. She was there when the world was known to be round and she was there when gravity was found. She was also there when the Mayflower reached the shores of the Americas.

Long-lived and patient, Sheila Jacobs has had a thousand names and a thousand crafts and now she lives in the city of the Future, Millennium. Silently sitting upon her wealth and presence, silently guiding humanity. And subverting the agendas of the Adverse. Many don’t know the Truth, the secret battle that wages on the prime material plane. Should evil win, the adverse may be able to enter this realm once more. And be able to create and control a force, that could wipe out the Verdani once and for all. She mingles with super hero’s of all kinds, and most people know she is a powerful Meta-human. They just don’t know the extent of her influence, or the long past that she has.

Sheila Jacobs has her fingers in business everywhere, she even has her own perfume company. She often visits Club M, keeping an appearance there. Just so the meta human community knows where she is, and is still around. It’s a place where even the normal, can mingle and mix with those that have powers. Meanwhile she has been searching for an ancient Verdant artifact that may be on earth, or somewhere in the solar system known as the Verdant Shard. A large crystalline sphere, that can channel the cosmic power of the Verdani. Should it fall into the wrong hands, it could spell earth’s doom. What history she has given away, is that she is the second to hold her heroic title. But little do they know that she was also the first, as Sophia Turla.
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Marvel Redux: Forge

Postby JoshuaDunlow » Mon May 21, 2012 9:50 am

Image

Forge (redux) - PL 8

Abilities
Strength 3, Stamina 2, Agility 2, Dexterity 4, Fighting 5, Intellect 8, Awareness 3, Presence 0

Advantages
All-out Attack, Benefit, Wealth 2 (indepently wealthy), Defensive Attack, Equipment 1, Improved Initiative, Improvised Tools, Inventor, Languages 1, Ritualist, Teamwork, Ultimate Effort: Technology

Skills
Athletics 3 (+6), Expertise: Arcane 3 (+11), Expertise: Business 2 (+10), Perception 3 (+6), Ranged Combat: Blast: Blast 6 4 (+8), Technology 4 (+18/+12), Vehicles 3 (+7)

Powers
Bionics
. . Bionic Left Arm: Power-lifting 2 (+2 STR for lifting; Quirk: Limited to left Arm)
. . Hidden Comparment in Left Leg: Feature 1
Invention
. . Computer Control : Affliction 9 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 19; Limited: Limited to machines with Computers, Limited Degree)
. . Data Link: Radio Communication 1 (Rapid 2)
. . Inventor: Enhanced Trait 5 (Traits: Technology +6 (+18), Advantages: Improvised Tools, Inventor, Ultimate Effort: Technology)
. . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Type: Mental)
Magic
. . Magical Senses: Senses 4 (Awareness: Magic Awareness (mental), Awareness: Spirit Awareness (mental), Counters Concealment: Invisibility)
. . Movement: Movement 3 (Dimensional 3: any dimension, 200 lbs.; Increased Mass 2; Check Required: DC 11 - Arcane Check)
Plasma Blaster (Easily Removable)
. . Blast: Blast 6 (DC 21; Multiattack)


Equipment
X-Men Costume [Commlink, Insulation, Pouches: Feature 3; Protection: Protection 2, +2 Toughness]

Offense
Initiative +6
Blast: Blast 6, +8 (DC 21)
Computer Control : Affliction 9, +5 (DC Will 19)
Grab, +5 (DC Spec 13)
Throw, +4 (DC 18)
Unarmed, +5 (DC 18)

Complications
Prejudice: Mutant: Being a Mutant sucks.
Relationship: Forge and Storm have had an on and off again relationship , and they still hold a torch for one another.

Languages
Cheyenne, English

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

Power Points
Abilities 54 + Powers 37 + Advantages 9 + Skills 8 (22 ranks) + Defenses 12 = 120
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Re: Rogue (redux)

Postby JoshuaDunlow » Tue May 22, 2012 8:40 am

Another update to Rogue. I added an Alt to the Power Absorption, after watching the Wolverine & X-Men tv show.

JoshuaDunlow wrote:Image
"Hey Sugar" <winks>

Rogue (redux) - PL 8

Abilities
Strength 8, Stamina 4, Agility 2, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Attractive, Close Attack 5, Equipment 1, Great Endurance, Power Attack, Takedown

Skills
Deception 6 (+6), Perception 7 (+7), Ranged Combat: Throw 6 (+6)

Powers
Permanently Absorbed Powers
. . Carols Memories: Feature 3 (Expertise: Journalism 3, Expertise: Tactics 3, Security Clearance)
. . Enhanced Ability: Enhanced Strength 7 (+7 STR)
. . Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Protection: Protection 4 (+4 Toughness; Impervious)
. . Senses: Senses 1 (Danger Sense: Mental)
. . Super Strength: Power-lifting 3 (+3 STR for lifting)
Power Absorption: Variable 4 (Custom: Can absorb more than 1 targets abilities at one time, choosing the best, Linked: Power Drain: Affliction 8; Grab-based, Limited: Cannot duplicate technological powers or Energy beings, Permanent, Quirk 2: Requires Skin to Skin contact and/or grapple, Side Effect: on failure - Weaken (awareness attack), when absorbing a target with a will of 14+ /or touching longer than a standard action)
. . Alt: Mind Reading: Mind Reading 8 (Alternate; DC 18)
Power Drain: Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Linked: Power Absorption: Variable 4; Grab-based)
Psi Screen: Immunity 10 (Common Descriptor: Mental; Limited - Half Effect)

Equipment
X-Men outfit [Commlink, Insulation: Feature 2]

Offense
Initiative +2
Grab, +9 (DC Spec 18)
Mind Reading: Mind Reading 8 (DC Will 18)
Power Drain: Affliction 8, +9 (DC Will 18)
Throw, +6 (DC 23)
Unarmed, +9 (DC 23)

Complications
Multiple Personality Disorder: Each time rogue holds onto an opponents for more than 1 standard round, or tries to absorb a foe with a superior will defense. She gets struck with another personality. Currently Rogue has three personalities, Cody (the boy she kissed), and Carol Danvers. Rogue can gain a hero point, but letting one of these personalities take over for a time.
Prejudice: Mutant: It sucks to be a mutant.
Quirk: Rogue just wants to be Normal, to be able to touch someone, more than anything else.

Languages
English

Defense
Dodge 4, Parry 6, Fortitude 9, Toughness 8, Will 6

Power Points
Abilities 22 + Powers 65 + Advantages 11 + Skills 7 (19 ranks) + Defenses 15 = 120


Builders Notes:
Here is my version of Rogue, for my Marvel Redux setting. I tried very hard to fit her in a PL 8 frame work, but decided as far as raw power went, I decided to make her a special case, just because I am not that skilled , in wanting to skimp on her abilities. Now I decided a few things, she's not as tough as say Collosus, she's not much of a fighter either at this stage in her history. A recent addition to the X-Men, to learn how to control her powers. But with her, she wants to just be normal again. To be able to touch someone, this makes her vulnerable to manipulation at the same time. It's up to the game master to decided If rogue should be allowed as a player character, simply because of her rp challenges, and her very powerful "power set" .

It was an incredible challenge, to simulate her Power Absorption abilities. Which lets her assume the powers, memories, skills, and certain advantages, of the target in question. I made her affliction a reaction based ability, while the Variable has its usual standard action, since that is the part the requires an active purpose to use. The only thing I haven't been able to console about this, is since its a close action and requires a grab.. Am I using "Grab" as my to hit roll, or do I need to make a hit roll with the affliction. And If so does that mean I need to make the affliction, a close area effect? Opinions?
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Bone

Postby JoshuaDunlow » Wed May 23, 2012 3:10 pm

Bone - PL 8
Real Name: David Foreman
Origin: Mutant
Profession: Criminal
Base of Operations: Las Vegas, Nevada
Affiliation: Independant
Height: 7'2", Weight: 350 lbs
Eyes: Blue, Hair: None

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

Advantages
All-out Attack, Chokehold, Close Attack 4, Languages 1, Power Attack

Skills
Athletics 4 (+9), Intimidation 10 (+10), Perception 5 (+4), Ranged Combat: Throw 8 (+8)

Powers
Hyper Exostosis
. . Bone Weapons: Strength-based Damage 3 (DC 23; Variable Descriptor: close group - Bone Weapons)
. . Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses; Increased Mass; Permanent)
. . Power-lifting: Power-lifting 5 (+5 STR for lifting)
. . Protection: Protection 3 (+3 Toughness; Impervious; Noticeable: Bone protrusions)

Offense
Initiative +0
Bone Weapons: Strength-based Damage 3, +8 (DC 23)
Grab, +8 (DC Spec 15)
Throw, +8 (DC 20)
Unarmed, +8 (DC 20)

Complications
Disability: Deaf
Motivations: Hatred of Society
Reputation: Notorious Criminal

Languages
English, Sign Language

Defense
Dodge 4, Parry 8, Fortitude 9, Toughness 8, Will 5

Power Points
Abilities 14 + Powers 19 + Advantages 8 + Skills 9 (27 ranks) + Defenses 20 = 70

Background:
David Foreman suffers from a unique combination of genetic defects that creates the characters unique physiology, which includes Nuerofibromatosis, and exostosis. He was treated as a monster even while growing up, and his time in schools was limited. His mother did the best she could giving him an education at home, but david's growing attitude and resentfulness filled him with hatred against the normals. The doctors couldn't help, and when he reached the age of sixteen he ran away from home. Naturally he mixed in with streetlife and became the "muscle" for a local street gang, and his life in crime began. In the end Bone , is a monstrous seven feet tall with the a boney carapace for an exterior. His back is slightly bent to his right, legs slightly shortened, and a broad chest. He became well known for being a Monster when it come to dealing out payback, and his virtual imperviousness makes him immune to small arms fire. He is a very sensitive person though and takes every slight against him the wrong way, especially his looks. However it wasn't until he met another mutant with an almost opposite in genetic defects, that he became the notorious criminal he is today. Bone and Sinew make a gruesome but effective team.

Builder's Notes:
Here is my latest addition to the Millennium Verse, and yes its been quite some time since i have done much with my thread. But I'll get around to his team mate, Sinew as soon as possible.Originally this character was a villain in my Marvel campaigns i ran with the MSHRPG Advanced system, so now I can put him back on my marvel stuff.
Last edited by JoshuaDunlow on Wed May 23, 2012 3:36 pm, edited 2 times in total.
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Sinew

Postby JoshuaDunlow » Wed May 23, 2012 3:30 pm

Sinew - PL 8
Real Name: Simon (last name unknown)
Origin: Mutant
Profession: Mutant
Base of Operations: Las Vegas, Nevada
Affiliation: Independant
Height:5'9", Weight: 150 lbs
Eyes: Orange, Hair: A few loose black strands

Abilities
Strength 2, Stamina 3, Agility 7, Dexterity 0, Fighting 4, Intellect 1, Awareness 0, Presence 2

Advantages
Agile Feint, Chokehold, Close Attack 2, Defensive Roll, Improved Critical: Talons: Strength-based Damage 1, Improved Grab, Improved Trip, Prone Fighting, Takedown

Skills
Acrobatics 5 (+12), Close Combat: Grab 2 (+6), Deception 5 (+7), Expertise: Streetwise 5 (+6), Intimidation 5 (+7), Perception 5 (+5), Stealth 6 (+13)

Powers
Healing Factor: Regeneration 5 (Every 2 rounds)
Nauseating Presence: Perception Area Affliction 6 (1st degree: Dazed, 2nd degree: Disabled, Resisted by: Fortitude, DC 16; Perception Area; Instant Recovery, Limited Degree)
Sinewy Form
. . Elongation: Elongation 3 (Elongation: 60 feet)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 3 (Slithering, Swinging, Wall-crawling 1: -1 speed rank)
. . Protection: Protection 2 (+2 Toughness)
. . Sinewy Tendrils: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
. . Slippery: Immunity 5 (Entrapment)
. . Talons: Strength-based Damage 1 (DC 18)
. . Unrestrained: Power-lifting 3 (+3 STR for lifting)

Offense
Initiative +7
Grab, +8 (DC Spec 12)
Nauseating Presence: Perception Area Affliction 6 (DC Fort 16)
Talons: Strength-based Damage 1, +6 (DC 18)
Throw, +0 (DC 17)
Unarmed, +6 (DC 17)

Languages
English

Defense
Dodge 10, Parry 5, Fortitude 6, Toughness 6/5, Will 6

Power Points
Abilities 38 + Powers 32 + Advantages 9 + Skills 11 (33 ranks) + Defenses 13 = 103

Background Notes
Simon was a bright young man with a great future, but he was always getting into trouble. He was a practical joker and mischief maker. Which eventually turned into a dangerous cruel streak as he grew into adulthood. It wasn't long before he had a criminal record. It wasn't until an accident that almost cost him his life.. A tragic car accident caused with a run -in with a chemical waste tanker, caused acid to spill over him. It was a miracle he had even survived, because all his skin was scortched away from his muscular system. And it reacted strangley with his mutant physiology, causing his powers to surface in gruesome reflection of hihis acciden. His identity was lost, his appearance destoryed. No one could look at him without getting sick, and in a fit of psychopathic rage and insanity he lashed out at the hospital who was trying to save him. And he dissapeared into the streets of las Vegas. It was then Sinew was born, and Las Vegas was his playground. No one has ever seen a more gruesome villain, and psycophatic killer. Having teamed up with Bone, they make a vicious two man team that threatens the safety of Sin City.

Builders Notes
Well here is , the other side of Bone & Sinew. This guy is gruesome to say the least, and i just love it! He often wears a hoodie and jacket, with a pair of loose pants tied about his waist. However when he decides to go into battle, he pulls off his hood. And when he really gets into it he forgoes the clothes anyway, revealing his grotesque body which is a mass of sinew and muscle mass. His mutation has replaced his bone, with more dense tissue to simulate his frame.
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Heavy Ordinance

Postby JoshuaDunlow » Fri May 25, 2012 10:59 am

These are all the weapons I could find through different source books so I thought I would put them together. Though the Area (burst)s and Nuclear Hardware are my own research and design, they may not be completely accurate. But I think they might come close. But part of me wants to change a lot of the damages for heavy weapons, and Anti-Tank weapons, and perhaps Area (burst)s many of them don’t make much sense.


Miscellaneous Weapons
Destroyer Class Heavy Guns (Blast 10, Area (burst) 8)
Battle Ship Massive Gun Batteries (Blast 13, Area (burst) 9)
Ballistic Missile (Blast 15, Area (burst) 10- Much higher with a Nuclear Warhead)
Torpedoes (Blast 8, Area (burst) 10) - Found on Submarines
Mini Rocket (Blast 9, Area (burst) 6) - Usually Found on Helicopters
Air-to-Air Missiles (Blast 11, Area (burst) 8, Homing 6)
Air to Ground Bombs (Blast 12+, Area (burst) 6)

Machine Guns
Light Machine Gun (+5 blast, ballistic, multiattack)
Med. Machine Gun (+6 blast, ballistic, multiattack)
Heavy Machine Gun (+7 blast, Ballistic, multiattack)

Heavy Weapons
Anti-tank rocket (+9 blast, Area (burst))
Light Mortar (+5 blast, Area (burst))
Medium Mortar (+7 blast, Area (burst))
Heavy mortar (+9 blast, Area (burst))

Anti Tank Guns
Light Anti-tank Gun (+7 blast, penetrating, burst 4)
Med. Anti-Tank Gun (+8 blast, penetrating, burst 5)
Heavy Anti-tank Gun (+9 blast, penetrating, burst 6)

Field Artillery
Light Field Artillery (+8 blast, Area (burst), Extended Range)
Med. Field Artillery (+9 blast, Area (burst) 2, Extended Range)
Heavy Field Artillery (+10 blast, Area (burst) 3, Extended Range)

Mines
Anti Personal Mine (+8 damage, Area (burst) 4)
Anti -Tank (m-kill; +10 damage, Area (burst) 5)
Anti -Tank (K-kill; +12 damage, Area (burst) 6 (assume 20 kilograms of Area (burst)))

Area (burst)s
½ Pound of Dynamite (+5 damage, Area (burst))
1 Pound of Dynamite (+6 damage, Area (burst))
1 pound of Plastique (+7 damage, Area (burst))
1 Kilogram (+8 damage, Area (burst) 2)
10 Kilograms (+11 damage, Area (burst) 5)
20 Kilograms (+12 damage, Area (burst) 6)

Nuclear Weapons
Tactical Nuclear Missile (+15 blast, Area (burst) 12, Improved Range) .01 Kilotons
B61 Nuclear Bomb (+15 to +19 blast, Area (burst) 12*) .3-160 kilotons
Hiroshima’s Little Boy (+19 blast, Area (burst) 12) 12-15 Kilotons
Nagasaki’s Fat Man (+20 blast, Area (burst) 12) 20-22 Kilotons
W76 Warhead (+22 blast, Area (burst) 13) 100 kilotons
W87 Warhead (+23 blast, Area (burst) 13) 300 kilotons
W88 Warhead & Ivy King (+24 blast, Area (burst) 13) 475 Kilotons
Orange Herald (+25 blast, Area (burst) 13) 700 kilotons
B83 Nuclear Bomb (+26 blast, Area (burst) 14) 1200 Kilotons/1 Megaton
B53 Nuclear Bomb (+28 blast, Area (burst) 14) 9000 Kilotons/9 Megatons
Castle Bravo Device (+29 blast, Area (burst) 14) 15,000 Kilotons/15 Megatons
EK17/MK-17, EC 24/MK-24 & B41 (+30 blast, Area (burst) 15) 25,00 kilotons/25 Megatons
Tsar Bomba (+31 blast, Area (burst) 15) 50,000 Kilotons/50 Megatons

More Nuclear Weaponry:
The Tomahawk Land Attack Missile.
The Tomahawk comes in two varieties, and are either mounted on submarines or on cruisers.
- BLU-97B Warhead (Blast 17, Area (burst) 12, Extended Range) + Weaken 5 (toughness)
- Nuclear Warhead (Blast 18, Area (burst) 13, Extended Range)

Cluster Bombs
The cluster bomb listed here is the kind that scatters land mines. After the Afghanistan incident, that cluster bombs were banned.
Blast 13 [Area (burst) 2 ] for the initial blast. Leaving a field of explosive debri that causes another rank 8 explosive.

BLU-82B “The Daisy Cutter”
Blast 14 [Area (burst) x6]
Last edited by JoshuaDunlow on Thu Jan 31, 2013 3:09 pm, edited 9 times in total.
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Aberrant: Ruby

Postby JoshuaDunlow » Fri May 25, 2012 11:32 am

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Ruby - PL 10

Abberant
Strength 1, Stamina 2, Agility 8, Dexterity 6, Fighting 6, Intellect 0, Awareness 1, Presence 1

Advantages
Agile Feint, Attractive, Defensive Attack, Evasion, Ranged Attack 2

Skills
Acrobatics 8 (+16), Athletics 4 (+5), Deception 6 (+7), Expertise: Streetwise 4 (+4), Insight 6 (+7), Perception 6 (+7), Sleight of Hand 4 (+10), Stealth 8 (+16)

Powers
Aberrant Eyes: Senses 2 (Infravision, Radius: Normal Sight; Noticeable: Eyes Glow)
Chimera Motes
. . Chimera Orbs : Remote Sensing 9 (Affects: Visual Senses, Range: 2 miles; Noticeable: Orbs)
. . Deflective Motes: Deflect 12
. . Deflective Motes: Force Field 6 (+6 Toughness; Impervious [6 extra ranks])
. . Ruby Light Generation: Environment 6 (Light, Light (Bright), Radius: 900 feet)
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
Ruby Force
. . Ruby Blast: Blast 12 (DC 27)
. . Ruby Bomb: Burst Area Blast 8 (DC 23; Burst Area: 30 feet radius sphere; Diminished Range 2)
. . Ruby Flash: Burst Area Dazzle 8 (Affects Sense: Visual, DC 18; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere)

Offense
Initiative +8
Grab, +6 (DC Spec 11)
Ruby Blast: Blast 12, +8 (DC 27)
Ruby Bomb: Burst Area Blast 8 (DC 23)
Ruby Flash: Burst Area Dazzle 8 (DC Dog/Fort/Will 18)
Throw, +8 (DC 16)
Unarmed, +6 (DC 16)

Complications
Quirk: Fear of the Dark.
Reputation: Terragen Member.
Secret: True Identity.

Languages
English

Defense
Dodge 12, Parry 6, Fortitude 7, Toughness 8, Will 8

Power Points
Abilities 50 + Powers 62 + Advantages 6 + Skills 16 (46 ranks) + Defenses 16 = 150


Builders Notes:
Ruby is constantly surrounded by two orbs of red energy, which she refers to as Chimera. She can increase the number of orbs, make them spin faster, or slower. And is the source of most of her power effects for the most part. Her skin is an unreal pink color, with dark red hair. Her eyes are red, and surrounded by a glowing black aura. Ruby is an exercise in trying to break from my usual female villain molds to create something new and unique. Thus Ruby was born. It helped that second life, helped me create the image I use for the character. Personally I think she would make a great Aberrant character as well. I am so in an aberrant kick now, lol .
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Aberrant: Raoul Orzaiz

Postby JoshuaDunlow » Fri May 25, 2012 11:29 pm

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"Gentlemen.. please have a seat. Would you care for a drink, or get straight to business?"

Count Orzaiz - PL 11

Abilities
Strength 4, Stamina 7, Agility 5, Dexterity 7, Fighting 7, Intellect 5, Awareness 5, Presence 11

Advantages
All-out Attack, Benefit, Wealth 5 (billionare), Close Attack 4, Connected, Contacts, Daze (Deception), Daze (Intimidation), Defensive Attack, Equipment 12, Fascinate (Deception), Fascinate (Intimidation), Fascinate (Persuasion), Languages 3, Power Attack, Takedown, Well-informed

Skills
Deception 8 (+19), Expertise: Business 10 (+15), Expertise: Photography 4 (+9), Insight 8 (+13), Intimidation 8 (+19), Investigation 5 (+10), Persuasion 10 (+21), Sleight of Hand 4 (+11), Vehicles 2 (+9)

Powers
Mega Charisma: Enhanced Presence 7 (+7 PRE, Advantages: Daze (Deception), Daze (Intimidation), Fascinate (Deception), Fascinate (Intimidation), Fascinate (Persuasion))
. . Natural Agitator: Affliction 6 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 16; Increased Duration 3: continuous; Sense-dependent: Hearing)
. . The Voice: Perception Area Affliction 9 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Perception Area)
Mega Dexterity: Hyper Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Tiring [3 ranks only; using speed ranks 4-6 inflicts the tiring flaw])
Mega Stamina: Power-lifting 3 (+3 STR for lifting)
Mega Stamina: Regeneration 5 (Every 2 rounds)
Mega Strength: Power-lifting 2 (+2 STR for lifting)
Mega Strength: Thunderclap: Cone Area Dazzle 7 (Affects Sense: Hearing, Resisted by: Fortitude, DC 17; Cone Area: 60 feet cone; Reduced Range: close)
. . Crushing Blow: Strength-based Damage 4 (Alternate; DC 23; Penetrating 10)
Premonition: Senses 4 (Dangers Sense: Mental, Precognition; Custom Advantage (+5 bonus to perception checks for Precognition)

Equipment
Audio Recorder, Cell Phone (Smartphone), Limousine, Private Jet, Stately Manor, Yacht

Offense
Initiative +5
Crushing Blow: Strength-based Damage 4, +11 (DC 23)
Grab, +11 (DC Spec 14)
Mega Strength: Thunderclap: Cone Area Dazzle 7 (DC Fort 17)
Natural Agitator: Affliction 6, +11 (DC Will 16)
The Voice: Perception Area Affliction 9 (DC Will 19)
Throw, +7 (DC 19)
Unarmed, +11 (DC 19)

Complications
Fame: Raoul is the face man for the Teragen movement, and is very popular. He is also a prince, if I remember right.
Reputation: Raoul is part of the infamous Teragen organization.

Languages
Arabic, English, French, Japanese

Defense
Dodge 7, Parry 7, Fortitude 11, Toughness 7, Will 11

Power Points
Abilities 88 + Powers 56 + Advantages 31 + Skills 20 (59 ranks) + Defenses 12 = 207


Background:
Raoul fancies himself an accomplished intrigeur, which he unquestionably is. At the Amp Room, he sits at his private table with his back to the wall in an alcove where the lights are lowest. He watches the dance floor, and chats with Friends, allies, contacts, and informants, like a prince granting audiences. His charm in Insidious and people have walked away from his table and down some of the most remarkable and shocking things at his gracious request. Both the Directive and Utopia, consider Orzaiz a major target should they be forced to declare war on the Teragen. As it stands his visibility and extreme populatiry would render him an instant martyr, and with all the anti-Utopia sentiment going around lately, its better to put up with him, for now.

Builders Notes:
The 3E version of my build, changes slightly. I sat down to modify his ability scores slightly, mainly with his strength. I decided to put all his social advantages in with his Mega Charisma, it seemed appropriate to me. Then I gave him a crushing blow technique, to fit his not only his Savante marital arts style; Because I remember something about Orzaiz being able to wreck cars. The Voice, is your basic mind controller power. While Natural Agitator, is my version of 2E's Mental Transformation.
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Re: JD's 3E: Heavy Ordinance, Ruby, Count Orzaiz

Postby Thorpacolypse » Sat May 26, 2012 11:04 am

Great stuff, JD. I love Orzaiz's Natural Agitator...if I ever stat up my youngest kid, THAT will be his signature power. :wink:
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