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SCKnight's Crusaderverse: Major Revisions in the Works

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

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Re: SCKnight's Crusaderverse: Aurora

Postby ladydragonfly » Fri Aug 17, 2012 7:27 pm

Okay, Aurora, is just cool 8)
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Re: SCKnight's Crusaderverse: Aurora

Postby SCKnight » Fri Aug 17, 2012 7:31 pm

ladydragonfly wrote:Okay, Aurora, is just cool 8)


Thank you!

Your characters are also cool!

What did you think of my other characters?
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Re: SCKnight's Crusaderverse: Aurora

Postby ladydragonfly » Fri Aug 17, 2012 7:36 pm

I'm a fan of most of the characters on your last page, semi-anime pictures appeal to me.
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Re: SCKnight's Crusaderverse: Aurora

Postby SCKnight » Fri Aug 17, 2012 7:48 pm

ladydragonfly wrote:I'm a fan of most of the characters on your last page, semi-anime pictures appeal to me.


Thank you!

It is quite difficult to find pictures that look good.

You have any suggestions or advice on my characters?
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Re: SCKnight's Crusaderverse: Aurora

Postby Gilliam » Fri Aug 17, 2012 10:38 pm

ladydragonfly wrote:Okay, Aurora, is just cool 8)


I agree as well
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Re: SCKnight's Crusaderverse: Aurora

Postby Woodclaw » Sat Aug 18, 2012 12:27 am

Given that these are completly original character I can't really comment too much on from the balance point of view, but I have a couple of note.
First of all I noticed that all your builds are PL10 or above, which usually means that in your universe the superhuman are really a class apart, there won't be anything like a military unit trained to stop them (except as a recurring joke) unless you're going to up the normal humans PLs too. The default assumption is that normal human rarely goes over PL5 and PL7 should be the theorical limit anyway.

Aside from that the biggest advice I can give you is: format your builds. I know it's not the kind of things you wanted to hear, but it makes the builds easier to read and much simpler to work with.

On Aurora my biggest doubt is that you might be able to squeeze a little more out of her by reworking the arrays (the fact that Space Travel can't be arrayed with Flight is generally considered universal bull****), also I'm not sure that Acrobatic Bluff works on an armored character, but that's just me.
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Re: SCKnight's Crusaderverse: Aurora

Postby catsi563 » Sat Aug 18, 2012 12:48 pm

Some good stuff in here. Most of my critiques are similar to Woods, a lot of VERY high powered individuals fewer pl 10s which in M&M is the baseline for a standard superhero.

Alos noted a lot of tech heroes, they look great you seem to have a knack for tech armor design. Try branching out into more natural training heros, or mutants and the like. It takes you out of your comfort zone a bit and makes you work for the innovation.

Good job so far. :D
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Re: SCKnight's Crusaderverse: Aurora

Postby SCKnight » Sat Aug 18, 2012 1:58 pm

catsi563 wrote:Some good stuff in here. Most of my critiques are similar to Woods, a lot of VERY high powered individuals fewer pl 10s which in M&M is the baseline for a standard superhero.

Alos noted a lot of tech heroes, they look great you seem to have a knack for tech armor design. Try branching out into more natural training heros, or mutants and the like. It takes you out of your comfort zone a bit and makes you work for the innovation.

Good job so far. :D



Thank you! I'm actually thinking of building some natural training, magical, and mutant heroes.

Woodclaw wrote:Given that these are completly original character I can't really comment too much on from the balance point of view, but I have a couple of note.
First of all I noticed that all your builds are PL10 or above, which usually means that in your universe the superhuman are really a class apart, there won't be anything like a military unit trained to stop them (except as a recurring joke) unless you're going to up the normal humans PLs too. The default assumption is that normal human rarely goes over PL5 and PL7 should be the theorical limit anyway.

Aside from that the biggest advice I can give you is: format your builds. I know it's not the kind of things you wanted to hear, but it makes the builds easier to read and much simpler to work with.

On Aurora my biggest doubt is that you might be able to squeeze a little more out of her by reworking the arrays (the fact that Space Travel can't be arrayed with Flight is generally considered universal bull****), also I'm not sure that Acrobatic Bluff works on an armored character, but that's just me.


Huh? Why wouldn't Acrobatic Bluff work on an armored character? Also, what do you mean by 'format your builds'?


Now here is something for both of you: are you both saying that I need some lower level (below PL10) heroes and villains?

Hmmm....
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Knight-Tech International

Postby SCKnight » Sat Aug 18, 2012 9:37 pm

Knight-Tech International

Background: Knight-Tech International is a technology manufacturer, supplier, and researcher.

The corporation originated during the Industrial Revolution of the 19th century by Dr. Thomas Knight as an engineering and manufacturing business family-run as Knight Industrial Enterprises. Over the years, the company grew and expanded. By the end of World War II, it had become Knight-Tech Industries. It became Knight-Tech International when the corporation was headed by Dr. Geoffrey Knight, and is one of the largest international companies in the world, almost always ranking in the top three.

It is the leading researcher into fusion energy, and is a major producer of high-tech computers. In addition to its high-tech products, Knight-Tech also does research into aerospace engineering and robotics. It is run by the Knight family, specifically by Dr. Ruth Knight, wife of Dr. Geoffrey Knight, and their son, Dr. Samuel Jowers Knight, as well as a board of directors who are loyal to the Knight Family.

During the time when the Knight Family lost control of the company, Knight-Tech began producing weapons and high-tech equipment for the US military and government. Funding to NASA was cut by three-fourths, which resulted in major problems for the American space agency's budget. However, business maneuvers conducted by Samuel resulted in a successful taking back of control of the company, which led to the firing of various board members and the total ceasing of all Knight-Tech weapons development and manufacturing. In addition, Knight-Tech resumed assisting NASA in space exploration and technological research.

Despite the total end of Knight-Tech's weapons research, there are still weapons and technologies developed by Knight-Tech in use. Attempts by the Knight family and Knight-Tech International to recall and dispose of such technologies have had mixed results.

Other major areas of research and production include aeronautics, anti-gravity, artificial intelligence, automotive engineering, bionics, cryogenics, cybernetics, directional drilling, energy development, energy shielding, guidance systems, holography, medical technology, mobile communications, nanotechnology, radiological protection, satellite communication, security engineering, semiconductor design, software applications, telecommunications, tissue engineering, submarine design, and mechanical engineering.

Samuel Knight uses the technology produced by Knight-Tech to help upgrade and modify his Crusader armor in his fight against international crime and terrorism.

Headquarters:

Image

Knight-Tech International Corporate Headquarters (Located in Columbia, South Carolina)
Size: Gargantuan
20-Story Skyscraper
Toughness: 10
Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Hangar, Living Space, Personnel, Power System, Security System 3; 11 equipment points

When someone steps into the corporate headquarters of the world’s leading technology multinational company, one is overwhelmed with the level of technology and cleanliness of the building. In the center of the main lobby, between two fountains, is a massive iron statue of Dr. Thomas Knight, founder of Knight Industrial Enterprises (the predecessor of Knight-Tech), holding two gears in his hands. Underneath the statue is a titanium plague with embossed golden letters reading, “Forging the strength and future of technology for the world.” Overlooking the east side of the main lobby is a massive stained glass window. Near the two reception desks are several huge viewing screens that show the latest advances in Knight-Tech’s products. On the top floor is the boardroom, where major corporate meetings take place. A hangar housing a helicopter is located outside of the building.

Knight-Tech Research Facility:
Size: Large; Toughness: 15; Features: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Laboratory, Hangar, Holding Cells, Infirmary, Living Space, Personnel, Power System, Security System, Workshop; Cost: 19 equipment points

Inside a typical research facility, one can find Knight-Tech scientists and engineers conducting research on various things, such as robotics, cold fusion reactors, high-tech computers, and anti-gravity devices.

Knight-Tech Security Guard:
Trained in hand-to-hand combat, marksmanship, heavy weaponry, and combat training, Knight-Tech security personnel take their jobs very seriously.

Power Level 7

Strength: 14 (+2)/22 (+6)
Dexterity: 14 (+2)/18 (+4)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 12 (+1)

Skills: Climb 4 (+10), Intimidate 4 (+5), Knowledge (tactics) 4 (+6), Notice 3 (+4), Pilot 4 [+8], Drive 4 [+8], Profession (security guard) 4 (+5)

Feats: Power Attack, Precise Shot, Benefit 2 (Security Clearance level 2), Equipment 6

Powers:
Knight-Tech Security Armor [Device 8 (hard to lose)]:

Sensory and Communications Systems:
Communication 4 (radio)
Super-Senses 7 (Low-light vision, Blind sight [Radio, Extended], Extended normal vision)
Flash Visor (Sensory Shield 2 [visual])

Enhanced Strength Augmentation:
Enhanced Strength 8
Enhanced Dexterity 4

Life Support Systems:
Immunity 9 (life-support)

Armor Plating:
Protection 7 (Impervious)

Combat Software and Tactical Assistance Computer:
Enhanced Feats: Track, Uncanny Dodge (visual), Evasion 2, Improved Aim

Equipment: Assault rifle (+5 damage; Autofire), grenades, flash-bang grenades, taser

Combat: Attack +5, Damage +1 (unarmed), +5 (rifle), Defense +5, Initiative +4
Saving Throws:

Toughness +9* (+2 without security armor)
Fortitude: 4; Reflex: 2; Will: 2
* Impervious



Knight-Tech Security Drone: These small hovering robots are used to aid Knight-Tech security forces. Equipped with the latest in Knight-Tech’s anti-gravity technology, EMP shielded circuitry, and armed with precision laser weapons, security drones can be a major problem when they attack in swarms. Unfortunately, the drones are very expensive to make, so Knight-Tech uses them only in special emergencies.

PL 6

Strength: 6 (-2)
Dexterity: 16 (+3)
Constitution –
Intelligence –
Wisdom: 11 (+0)
Charisma –

Feats: Precise Shot

Powers: Flight 3 (50 mph; Flaws: Permanent -1; PF: Innate)
Shrinking 4 (Small; Attack/Defense +1; -4 strength, -4 grapple, Stealth +4; Intimidate -2; CC 50%; Flaw: Permanent; PF: Innate)
Immunity 31 (Fortitude Effects and Nullify Electronics)
Protection 9
Super-Senses 13 (blindsight [radio, extended, radius], darkvision, direction sense, distance sense, infravision, radio, time sense)
Laser Blast 7 (PF: Accurate 3)
Combat: Attack +3, Damage +7 (laser blast), Defense 5, Initiative +3
Saving Throws:
Toughness +9
Fortitude –; Reflex: 4; Will: 2



A14-M9 Cargo Loader: The A14-M9 Cargo Loaders are one of the earliest mass-produced suits, the A14-M9 Cargo Loader's massive open-framed exosuit standing nearly eight feet tall. It’s slow and a bit clumsy, but its massive griper-claws and hydraulic “muscles” can enable a wearer to move several tons of cargo without much effort. The suits, painted in very visible bright yellow colors and with flashing lights atop it, have become a common piece of equipment around certain construction sites.

Device 3 (Hard to Lose):
Growth 4 (Large, 8 feet tall; +8 Strength, +2 Toughness, -1 Combat, -4 Stealth, space 10 ft., reach 10 ft., +5 Strength for carrying; Extra: Duration/Continuous; Flaw: Permanent; Power Feat: Innate)
Super-Strength 1 (+5 Strength)



A14-M10 Construction and Loader Exosuit: The A14-M10 Construction and Loader Exosuit is more advanced than the M9 in almost every way, although the higher cost and increased maintenance regiment has allowed the M9 to be more common. While not as big as the M9, the M10 is stronger, and contains an assortment of built-in tools to aid in most construction jobs. It also contains a wide assortment of basic electromagnetic sensors (to detect faults and stress points in structures), and a short-range radio which can be used to more easily coordinate efforts amongst on-site workers and distribute orders from higher up.

Device 5 (Hard to Lose):
Communication 3 (radio, 1,000 feet)
Enhanced Feat 1 (Improvised Tools)
Growth 2 (7 feet tall, +4 Strength, +1 Toughness; Extra: Duration/Continuous; Flaw: Permanent; Power Feat: Innate)
Super-Senses 6 (infravision, radio, ultravision, acute ranged detect structural flaws)
Super-Strength 4 (+20 Strength)


:arrow: I have to give credit to Jonathan Howell and his sourcebook, ArcheTech Special Report: An Assortment of Armor for the inspiration of the construction and loader armors.
Last edited by SCKnight on Mon Aug 20, 2012 10:30 am, edited 1 time in total.
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Re: SCKnight's Crusaderverse: Knight-Tech

Postby HustlerOne » Sun Aug 19, 2012 11:29 am

I liked how you statted out a whole corporation and their assets. Could be useful for any character with a company like Batman or IronMan. It was a nice detailed touch showing what research it was involved with like nanotech and telecommunications.
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Re: SCKnight's Crusaderverse: Knight-Tech

Postby SCKnight » Sun Aug 19, 2012 12:01 pm

HustlerOne wrote:I liked how you statted out a whole corporation and their assets. Could be useful for any character with a company like Batman or IronMan. It was a nice detailed touch showing what research it was involved with like nanotech and telecommunications.


Thank you! I felt that if you have a character who owns a company or corporation, you should stat said company so you know what they are into; and I also felt that showing what research the company is involved with adds both detail and realism. Very handy when dealing with villain corporations ;) . I have to go back and stat the other characters who own companies as well.
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Globonetics

Postby SCKnight » Sun Aug 19, 2012 1:11 pm

Globonetics


Background: Globonetics is a multinational French-based technology manufacturer and researcher headquartered in Paris, the French capital. One of the largest technology manufacturing companies in the world, Globonetics is a major competitor with Knight-Tech International, and usually also ranks in the top five largest international businesses.

Globonetics conducts research into energy development, cybernetics, nanotechnology, satellite communication, telecommunications, mechanical engineering, laser technologies, magnetic resonance research, nuclear engineering, particle physics, and energy shielding, as well as aeronautics and robotics. Globonetics also does research and experiments involving exoskeleton armors, both for military and civilian applications. Many of Globonetics research facilities are located in the Saclay district of Paris, where the famous scientific facility CEA Saclay is located.

The head of the company’s Research and Development Department is Léa Rose Saint-Simon, daughter of CEO Professor Jeanott Saint-Simon.

Since becoming Aurora, Léa has used the technologies and resources of her family’s company to be better prepared against terrorism and crime by modifying and upgrading her Aurora battlesuit.


HQ: Globonetics Tower (forty-seven floors; Huge; TOU: +10; Features: Communications, Computer, Fire prevention system, Garage, Laboratory, Library, Living space, Personnel, Pool, Power system (30 hours), Security system 2, Workshop)

Image

Globonetics Tower is a forty-seven-floored skyscraper located in the La Défense district of Paris. The tower was designed as a work of art, as Professor Saint-Simon wanted visitors to feel calm and relaxed at his company’s headquarters. Globonetics Tower is in itself a marvel of modern architectural design with two levels and three wings off the main lobby area that makes it an easy to spot landmark. The tower has a library and living space for when the Saint-Simon family is burning the candle at both ends, which is quite common with Léa. There is a private indoor heated pool for when Léa has guests, which she has started to have recently, a surprise to many Globonetics employees and staff.


:arrow: Apparently, there is some law in Paris that buildings can't be over a certain height. Weird.
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Re: Globonetics

Postby HustlerOne » Sun Aug 19, 2012 2:04 pm

SCKnight wrote:
:arrow: Apparently, there is some law in Paris that buildings can't be over a certain height. Weird.


That's because of the presence of the Paris Catacombs underneath. All of those tunnels make the land
around Paris look like swiss cheese. Basically, any tall buildings might collapse into the ground.

On the bright side the Paris Catacombs makes for a cool locale to roleplay in. 8)
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Re: Globonetics

Postby Thorpacolypse » Sun Aug 19, 2012 2:10 pm

HustlerOne wrote:
SCKnight wrote:
:arrow: Apparently, there is some law in Paris that buildings can't be over a certain height. Weird.


That's because of the presence of the Paris Catacombs underneath. All of those tunnels make the land
around Paris look like swiss cheese. Basically, any tall buildings might collapse into the ground.

On the bright side the Paris Catacombs makes for a cool locale to roleplay in. 8)


I never knew that. And who says playing games doesn't benefit the mind? :wink:
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Re: Globonetics

Postby SCKnight » Mon Aug 20, 2012 10:23 am

Thorpacolypse wrote:
HustlerOne wrote:
SCKnight wrote:
:arrow: Apparently, there is some law in Paris that buildings can't be over a certain height. Weird.


That's because of the presence of the Paris Catacombs underneath. All of those tunnels make the land
around Paris look like swiss cheese. Basically, any tall buildings might collapse into the ground.

On the bright side the Paris Catacombs makes for a cool locale to roleplay in. 8)


I never knew that. And who says playing games doesn't benefit the mind? :wink:


Yep. Playing games can be quite educational!
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