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JD's 3E: Cosmic Herald Template, Weapon X Template

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Re: JD's 3E: NCIS (vance, gibbs, dinozzo, abby)

Postby freeclint » Thu Aug 16, 2012 5:07 am

Love the NCIS builds, keep up the good work!
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NCIS: Dr. Mallard

Postby JoshuaDunlow » Thu Aug 16, 2012 1:59 pm

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Dr. Donald "Ducky" Mallard - PL 3

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

Advantages
Benefit: Wealth (well-off), Equipment 1, Polymath (Well-informed)

Skills
Athletics 2 (+2), Deception 2 (+4), Expertise: Forensic Psychology 6 (+9), Expertise: History 5 (+8), Expertise: Medicine 8 (+11), Insight 9 (+13), Intimidation 3 (+5), Perception 7 (+11), Persuasion 2 (+4), Technology 2 (+5), Treatment 4 (+7), Vehicles 2 (+3)

Equipment
Badge 1, Cell Phone, Computer, Doctor's Bag 1

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)

Complications
Quirk: Dr. Mallard has a story for every ocassion, making him long winded. Testing the patience of his fellow workers.
Relationship: Ducky is quite close with Gibbs, as many of the members of NCIS.

Languages
English

Defense
Dodge 0, Parry 0, Fortitude 1, Toughness 1, Will 5

Power Points
Abilities 22 + Powers 0 + Advantages 3 + Skills 18 (52 ranks) + Defenses 1 = 44
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NCIS: Jimmy Palmer

Postby JoshuaDunlow » Thu Aug 16, 2012 2:14 pm

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Jimmy Palmer - PL 2

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

Advantages
Equipment 1

Skills
Athletics 2 (+2), Expertise: Medicine 4 (+5), Insight 9 (+11), Intimidation 3 (+3), Perception 5 (+7), Persuasion 2 (+2), Technology 2 (+3), Treatment 4 (+5), Vehicles 1 (+2)

Equipment
Badge 1, Cell Phone, Computer, Doctor's Bag 1

Offense
Initiative +1
Grab, +0 (DC Spec 10)
Throw, +1 (DC 15)
Unarmed, +0 (DC 15)

Complications
Mild Diabetes
Quirk: Jimmy irritates those around him by making an awkward or insensitive comment at an inappropriate moment. This occurs most frequently at crime scenes.
Relationship: As of the end of Season 9, he is married to the lovely Embalmer Breena Slater.

Languages
English

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

Power Points
Abilities 10 + Powers 0 + Advantages 1 + Skills 11 (32 ranks) + Defenses 1 = 23
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NCIS: McGee

Postby JoshuaDunlow » Fri Aug 17, 2012 10:55 am

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Timothy McGee - PL 4

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

Advantages
Benefit, Security Clearance: NCIS Clearance 2, Benefit, Wealth (well-off), Computer Geek*, Defensive Roll, Equipment 6

Skills
Athletics 4 (+5), Deception 2 (+3), Expertise: Bio Engineering 4 (+8), Expertise: Civics 2 (+6), Expertise: MMORPGS 4 (+8), Expertise: NCIS Agent 5 (+9), Expertise: Writing 6 (+10), Intimidation 3 (+4), Investigation 6 (+10), Perception 3 (+4), Persuasion 4 (+5), Ranged Combat: Light Pistol 4 (+5), Technology 6 (+10), Vehicles 4 (+5)

Equipment
Badge 1, Camera, Cell Phone, Computer, Light Pistol, 20 pts of Requisitional Equipment

Offense
Initiative +1
Grab, +3 (DC Spec 11)
Light Pistol, +5 (DC 18)
Throw, +1 (DC 16)
Unarmed, +3 (DC 16)

Complications
Quirk: Techno Babble speek.
Relationship: Through the series, we find that McGee has a sister he is very protective of. He is also very protective, and perhaps romantically interested in Abby. With Dinozzo is more of a older/younger brother complex, the two are close, despite how much they can annoy the other.
Secret: McGee is the author of a book series called Deep Six, under the pen name Thom E Gemcity.

Languages
English

Defense
Dodge 3, Parry 3, Fortitude 3, Toughness 2/1, Will 4

Power Points
Abilities 26 + Powers 0 + Advantages 11 + Skills 19 (57 ranks) + Defenses 7 = 63

Builders Notes:
Computer Geek: Gain a +2 bonus to appropriate investigation and technology skill checks when using computers.
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Re: JD's 3E: NCIS (Ducky, Palmer)

Postby Arkrite » Fri Aug 17, 2012 11:08 am

Ah McGee. I was very happy when they made him a full time cast member.

Just something I'd thought of, shouldn't these agents be carrying a knife?
Rule #9: Never go anywhere without a knife.
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NCIS: Ziva David

Postby JoshuaDunlow » Fri Aug 17, 2012 11:44 am

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Ziva David - PL 6

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

Advantages
Attractive, Benefit, Security Clearance 2: NCIS Clearance, Benefit, Wealth (well-off), Close Attack, Connected, Contacts, Defensive Roll, Eidetic Memory, Equipment 6, Improved Trip, Instant Up, Languages 4, Luck, Quick Draw, Takedown, Tracking

Skills
Acrobatics 2 (+4), Athletics 5 (+6), Deception 4 (+6), Expertise (PRE): Singing 4 (+6), Expertise: Behavioral Sciences 2 (+4), Expertise: Civics 2 (+4), Expertise: Current Events 2 (+4), Expertise: NCIS Field Agent 6 (+8), Expertise: Streetwise 3 (+5), Intimidation 3 (+5), Investigation 7 (+9), Perception 5 (+8), Persuasion 4 (+6), Ranged Combat: Light Pistol 5 (+8), Stealth 4 (+6), Technology 5 (+7), Vehicles 3 (+6)

Equipment
Badge 1, Camera, Cell Phone, Computer, Light Pistol, Requisitional Equipment 20

Offense
Initiative +2
Grab, +6 (DC Spec 11)
Light Pistol, +8 (DC 18)
Throw, +3 (DC 16)
Unarmed, +6 (DC 16)

Complications
Quirk: Ziva frequently misuses, misunderstands or just completely mangling American slang, cultural references, and colloquialisms.
Relationship: Viva has pretty much almost cut off all ties from her family in Israel, save her father, who is the Director of Mossad. Sexual/romantic tension often exists between her and tony, though it seems this will never see fruition. She see's Gibs as a father figure.

Languages
Arabic, English, French, German, Hebrew, Italian, Russian, Spanish, Turkish

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 3/2, Will 6

Power Points
Abilities 40 + Powers 0 + Advantages 25 + Skills 22 (66 ranks) + Defenses 10 = 97



Builders Notes:
Diva in my opinion, is the most attractive woman on the show.
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Re: JD's 3E: NCIS (Ducky, Palmer)

Postby JoshuaDunlow » Fri Aug 17, 2012 11:45 am

Arkrite wrote:Ah McGee. I was very happy when they made him a full time cast member.

Just something I'd thought of, shouldn't these agents be carrying a knife?
Rule #9: Never go anywhere without a knife.


I sorta blanked that, with "Requisitional" equipment. heh. But your right.
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Marvel: Wolverine

Postby JoshuaDunlow » Sat Aug 18, 2012 9:59 am

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Wolverine - PL 11
Real Name: James Howlett,
Origin: Mutant
Profession: Adventurer
Affilations: X-Men

Abilities
Strength 2, Stamina 6, Agility 3, Dexterity 3, Fighting 8, Intellect 1, Awareness 4, Presence 2

Advantages
All-out Attack, Connected, Defensive Attack, Diehard, Equipment 1, Great Endurance, Improved Critical 4: Bone Claws: Strength-based Damage 3, Improved Disarm, Improved Smash, Improved Trip, Languages 5, Power Attack, Ranged Attack 4, Startle, Takedown, Weapon Bind, Weapon Break

Skills
Athletics 7 (+9), Close Combat: Bone Claws: 4 (+12), Deception 7 (+9), Expertise: Survival 8 (+9), Expertise: Tactics 6 (+7), Insight 6 (+10), Intimidation 8 (+10), Investigation 5 (+6), Perception 8 (+12), Stealth 5 (+8), Technology 4 (+5), Vehicles 6 (+9)

Powers
Adamantium Skeleton
+5 bonus to climbing when using claws: Feature 1
Adamantium Laced Claws (Advantages: Improved Critical 4; Linked: Bone Claws: Strength-based Damage 3, Penetrating 16)
Adamantium Skeleton: Protection 1 (+1 Toughness)
Enhanced Stress Levels: Power-lifting 1 (+1 STR for lifting)
Hard Body: Impervious Toughness 6 (Limited: Bludgeon Attacks [6 extra ranks])
Increased Mass: Feature 1
Reinforced Body: Immunity 2 (Critical Hits; Limited: does not apply to explosive devices)
Bone Claws: Strength-based Damage 3 (DC 20; Linked: Adamantium Laced Claws, Precise)
Healing Factor: Immunity 3 (Aging, Disease, Poison; Limited - Half Effect) + Regeneration 10 (Every 1 round, Advantages: Diehard, Great Endurance)
Heightened Senses: Senses 6 (Analytical: Scent, Awareness: Lie Detection, Extended: Vision 1: x10, Extended: Hearing 1: x10, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
Psychic Scars: Impervious Will 5

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

Offense
Initiative +3
Bone Claws: Strength-based Damage 3, +12 (DC 20)
Grab, +8 (DC Spec 12)
Throw, +8 (DC 17)
Unarmed, +8 (DC 17)

Complications
Enemy: Logan has made many enemies. Sabretooth, is just one of them.
Prejudice: Mutie Freak!
Quirk: Logan is a heavy drinker and smoker
Relationship: Logan is attracted to Jean, when he joins the team. This is particularly a time, when she goes by Phoenix.
Reputation: He has a bad rep, for loosing control. His ability to regenerate makes him loose restraint.
Secret: Wolverine is a man with a past, he keeps to himself, and is pretty much the lone wolf type. He doesn't let anyone in.
Weakness: Magnetism: Logan is prone to magnetic attacks, which can paralyze him (since his body is laced with metal).

Languages
Arabic, Cheyenne, Chinese (Mandarin), English, French, German, Italian, Japanese, Korean, Lakota, Persian, Portuguese, Russian, Spanish

Defense
Dodge 5, Parry 11, Fortitude 11, Toughness 8, Will 8

Power Points
Abilities 58 + Powers 56 + Advantages 21 + Skills 25 (74 ranks) + Defenses 14 = 174

Builders Notes:
Props goes to Thorp, for the design of the idea to separate the mutant side and the adamantium side of his powers. I feel like I missed something, but if anyone can tell me what it was , that be great.
Last edited by JoshuaDunlow on Mon Nov 05, 2012 10:02 pm, edited 4 times in total.
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Marvel: Daken

Postby JoshuaDunlow » Sat Aug 18, 2012 10:12 am

Updated Daken to fall in line with my Wolverine Build.

JoshuaDunlow wrote:Image

Daken - PL 9

Abilities
Strength 4, Stamina 4, Agility 7, Dexterity 7, Fighting 8, Intellect 2, Awareness 3, Presence 1

Advantages
Agile Feint, Attractive, Chokehold, Defensive Attack, Defensive Roll 4, Evasion, Improved Critical 2: Bone Claws: Strength-based Damage 3, Improved Critical 2: Unarmed, Improved Initiative, Instant Up, Languages 1, Power Attack, Seize Initiative, Startle, Takedown

Powers
Bone Claws: Strength-based Damage 3 (DC 22, Advantages: Improved Critical 2; Penetrating 6)
Enhanced Senses: Senses 7 (Counters Concealment: Darkness; Blind Fighting, Extended: Hearing 1: x10, Extended: Smell 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)
Healing Factor: Regeneration 10 (Every 1 round)
Immunity: Immunity 1 (Disease)
Murasama Bonding: Feature 1 (Grants Incurable Feat; Variable Descriptor: close group - Applies to his Claws)
Pheromones: Perception Area Affliction 9 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Perception Area)
. . Scent suppression: Concealment 1 (Alternate; Sense - Smell)
Telepathic Resistance: Immunity 2 (Uncommon Descriptor: Mind Reading of the psychic descriptor)

Offense
Initiative +11
Bone Claws: Strength-based Damage 3, +8 (DC 22)
Grab, +8 (DC Spec 14)
Pheromones: Perception Area Affliction 9 (DC Will 19)
Throw, +7 (DC 19)
Unarmed, +8 (DC 19)

Complications
Control freak: Despite his Conditioning at the hands of Romulus, and the Torture from Wildchild. Daken is a complete control freak. Add to that, his having no moral compunctions to kill what so ever, and you have someone who is willing to go to any lengths. He is a cold blooded killer, and has plans among plans, making it hard to tell what his True motives are for anything he does (until it‘s too late).

Languages
English, Japanese

Defense
Dodge 7, Parry 9, Fortitude 8, Toughness 8/4, Will 9

Power Points
Abilities 72 + Powers 52 + Advantages 18 + Skills 0 (0 ranks) + Defenses 11 = 153
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Re: JD's 3E: NCIS (McGee, Ziva), Wolverine

Postby JoshuaDunlow » Sat Aug 18, 2012 11:30 am

You know what I have noticed lately, then every x mutant, and their kin, or just about a good portion of the marvel characters are immune to psychic probes one way or another. Annyoing.
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Re: JD's 3E: NCIS (McGee, Ziva), Wolverine

Postby Arkrite » Sat Aug 18, 2012 11:36 am

I suspect many of the writers felt they were written into a corner when you have Professor X, Jean Grey and Emma Frost working for the good guys...
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Re: JD's 3E: NCIS (McGee, Ziva), Wolverine

Postby JoshuaDunlow » Sat Aug 18, 2012 7:55 pm

Arkrite wrote:I suspect many of the writers felt they were written into a corner when you have Professor X, Jean Grey and Emma Frost working for the good guys...


Well even the good guys have it, but i found a loop hole around it. You still have to specify a descriptor for the usual Immunity 2 , in this case. Mind Reading of the psychic descriptor. So it wont protect against other forms of Mind Reading that are not psychic.
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Re: JD's 3E: NCIS (McGee, Ziva), Wolverine

Postby Thorpacolypse » Sat Aug 18, 2012 8:23 pm

JoshuaDunlow wrote:
Arkrite wrote:I suspect many of the writers felt they were written into a corner when you have Professor X, Jean Grey and Emma Frost working for the good guys...


Well even the good guys have it, but i found a loop hole around it. You still have to specify a descriptor for the usual Immunity 2 , in this case. Mind Reading of the psychic descriptor. So it wont protect against other forms of Mind Reading that are not psychic.


I like that. If someone like Doctor Strange would try to mind read them, it would since it's magical. Seems a good trade. But Arkrite is dead on, with all the telepaths they threw out in a X-verse, it's almost a must and really, if you were training with the greatest telepath in the world, he'd teach you a few tricks about how to deal with foes of similar ilk. It's like Scarlet Witch and other Avengers being good in melee after training with Cap.
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Re: JD's 3E: NCIS (McGee, Ziva), Wolverine

Postby JoshuaDunlow » Sat Aug 18, 2012 10:27 pm

Thorpacolypse wrote:
JoshuaDunlow wrote:
Arkrite wrote:I suspect many of the writers felt they were written into a corner when you have Professor X, Jean Grey and Emma Frost working for the good guys...


Well even the good guys have it, but i found a loop hole around it. You still have to specify a descriptor for the usual Immunity 2 , in this case. Mind Reading of the psychic descriptor. So it wont protect against other forms of Mind Reading that are not psychic.


I like that. If someone like Doctor Strange would try to mind read them, it would since it's magical. Seems a good trade. But Arkrite is dead on, with all the telepaths they threw out in a X-verse, it's almost a must and really, if you were training with the greatest telepath in the world, he'd teach you a few tricks about how to deal with foes of similar ilk. It's like Scarlet Witch and other Avengers being good in melee after training with Cap.


I would imagine, being Immune to a specific power completely (regardless of descriptor), would probably be worth 5 pts. Considering a person can be immune to any power of a particular descriptor for 10 pts.
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NICS: Fornell

Postby JoshuaDunlow » Sun Aug 19, 2012 10:38 pm

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Tobias Fornell - PL 5

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

Advantages
Benefit, Security Clearance 2: FBI Clearance, Benefit, Wealth (well-off), Connected, Contacts, Defensive Roll, Equipment 6

Skills
Athletics 2 (+2), Deception 5 (+5), Expertise: Behavioral Sciences 2 (+4), Expertise: Civics 2 (+4), Expertise: Current Events 2 (+4), Expertise: FBI Agent 7 (+9), Expertise: Streetwise 3 (+5), Insight 4 (+6), Intimidation 3 (+3), Investigation 7 (+9), Perception 5 (+7), Persuasion 4 (+4), Ranged Combat: Light Pistol 4 (+7), Technology 2 (+4), Vehicles 4 (+7)

Equipment
Badge 1, Camera, Cell Phone, Computer, Light Pistol, Requisitional Equipment 20

Offense
Initiative +0
Grab, +3 (DC Spec 10)
Light Pistol, +7 (DC 18)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Complications
Relationship: Fornell and Gibbs share a unique friendship, both having married the same woman , and both getting divorced from her. Publicly, it appears they have a measure of disdain for each other. While behind doors, its obvious the two are really good friends.
Responsibility: FBI.

Languages
English

Defense
Dodge 2, Parry 3, Fortitude 3, Toughness 2/1, Will 6

Power Points
Abilities 22 + Powers 0 + Advantages 12 + Skills 19 (56 ranks) + Defenses 8 = 61
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