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MDSnowman's 2e Conversions: Iron Fist, Barbara Gordon

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Postby MDSnowman » Thu Feb 02, 2006 8:39 pm

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The Riddler

PL:
7 (120pp)

Abilities: STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 22 (+6) WIS: 20 (+5) CHA: 12 (+1)

Skills: Bluff 11 (+12), Computers 11 (+17), Craft [Electronic] 11 (+17), Craft [Mechanical] 11 (+17), Craft [Structural] 11 (+17), Disable device 8 (+14), Gather Information 8 (+9), Knowledge [Behavioral Sciences] 10 (+16), Knowledge [Technology] 11 (+17), Notice 8 (+13), Sense Motive 8 (+13), Stealth 4 (+4)

Feats: Defensive Attack, Defensive Roll (4), Equipment (5), Favored Environment [Riddle Situations] (3), Improved Block, Improved Disarm, Improved Initiative, Inventor, Master Plan, Minions (4), Set-Up, Sneak Attack (4), Taunt

Powers: None

Combat: Attack +7 [Unarmed +0, Cane +1] Defense 17 [20 in “riddle situations”] (14 flat-footed) Init +4

Saves: Toughness + 4 (0 flat-footed) Fortitude +3 Reflex +3 Will +11

Equipment: Cane [+1 Damage; Mighty; Improved Trip; 3ep], Hide Out [22ep]

Abilities 24 + Skills 28 (112 Ranks) + Feats 28 + Powers 0 + Combat 28 + Saves 17 – Drawbacks 0 = 120pp

:arrow: Tradeoff: -3 Max Toughness Save; +3 Max Base Defense Bonus

:arrow: Well I got around to doing a Batman character I don’t have a lot of love for… The Riddler.

:arrow: He is not built for combat in any way, shape, or form. However he does have a few things going for him.

:arrow: With his Master Plan, Set-Ups, and Minions he can really prove to be a huge help to his people.

:arrow: I purposely didn’t stat out his Hide out, as it should naturally change with the nature of the crimes he’s committing at the time.

:arrow: I define his “Riddle Situations” as any encounter where he’s posed a riddle beforehand (say leading Batman to the Encounter) or at the start of battle.

:arrow: Really Ed’s big saving grace is his Inventor Feat, and most encounters will hinge on whatever device he creates for it.

:arrow: His minions are slightly tweaked versions of normal thugs. He has five of them.

Thug
PL:
2 (30pp)
Abilities: STR: 14 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1)
Skills: Craft [Mechanical] 4 (+4), Drive 4 (+5), Intimidate 8 (+7), Knowledge [Pop Culture] 2 (+2), Knowledge [Streetwise] 4 (+4), Profession 4 (+4), Swim 2 (+4)
Feats: Equipment 2, Teamwork
Combat: Attack +2 [Unarmed +2, Pistol +3] Defense 12 (11 flat-footed) Init +1
Saves: Toughness +2 (2 flat-footed) Fortitude +4 Reflex +1 Will +1
Equipment: Leather Jacket [+1 Toughness], Pistol (+3 Damage), Cell Phone
Abilities 9 + Skills 7 (28 Ranks) + Feats 3 + Powers 0 + Combat 8 + Saves 3 – Drawbacks 0 = 30 / 30
Last edited by MDSnowman on Thu Feb 02, 2006 10:16 pm, edited 1 time in total.
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Postby BARON » Thu Feb 02, 2006 9:31 pm

I'm always tempted to give the Riddler's cane improved trip... but have you seen the head of that thing? The ball that connects the mark to the staff doesn't look like it could trip a grown man without snapping in half.

yet another chapter in the ongoing saga of how bad the Riddler sucks ass (his charm really. I'm a huge fan of his.)
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Postby MDSnowman » Thu Feb 02, 2006 10:20 pm

BARON wrote:I'm always tempted to give the Riddler's cane improved trip... but have you seen the head of that thing? The ball that connects the mark to the staff doesn't look like it could trip a grown man without snapping in half.

yet another chapter in the ongoing saga of how bad the Riddler sucks ass (his charm really. I'm a huge fan of his.)


:D Hehe I figured it'd give him a nice surprise... but in the long run he's still pretty much a loser in melee combat it's just one of those colorful touches I put in because I thought it'd be fun.
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Postby White Howler » Thu Feb 02, 2006 11:29 pm

Riddler is sorry, now Clay face & Killer Croc are pretty cool villains for the Bat. My favorite is Catwoman but hey who doesn’t love a girl in a skintight body suit? :D
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Postby The Speaker in Dreams » Fri Feb 03, 2006 4:09 am

I like it! I'd think his Charisma could stand to be a bit higher ... say the 16-18 range somewhere. I say this because he's so pitiful as a front-liner, yet always manages to attract followers - rough men and women who listen to, rather than beat, him. To me is says there's a certain force of personality present to Mr. Nigma, no?

As a fit for Batman - physically? Hell no! Mentally? Yes - in fact he's likely superior as regards his actively enacting plans that take Batman-level intellect to find clues for. In a fight, Riddler folds, no doubt about it! But getting to the fight ... there Riddler's got all the advantages over Bats, IMO, and that's what always made his character interesting to me. I'd never buy Riddler doing anything to Bat's short of cold-clocking him when he was not looking in direct combat. Riddler can NOT hang w/the Bat. Hell ... guy can't hang with the thugs on his payroll! :lol:
A thick mist enters the room, filling the space with a sense of mystery. In the center a shadowy form can be seen standing, but it's features are obscurred, it's speech echoed by some unnatural means ...
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Postby greatn » Fri Feb 03, 2006 8:31 am

I don't know, Riddler has managed to give Green Arrow a hell of a lot of trouble. He's very good at planning and getting people to do things. If he would apply himself he could really be the next Lex Luthor.
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Postby MDSnowman » Wed Feb 08, 2006 1:18 pm

Yay we're back up and running!!

While the think tank was down I did 22 new characters. Expect me to stagger my posting of them.
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Postby MDSnowman » Wed Feb 08, 2006 1:25 pm

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Azrael

PL:
10 (150pp)

Abilities: STR: 14 [18] (+4) DEX: 14 [18] (+4) CON: 14 [18] (+4) INT: 16 (+3) WIS: 10 (+0) CHA: 14 (+2)

Skills: Acrobatics 8 (+12), Bluff 8 (+10), Climb 8 (+12), Escape Artist 8 (+12), Intimidate 13 (+15), Knowledge [Theology] 7 (+10), Notice 12 (+12), Ride 4 (+8), Search 8 (+11), Sense Motive 12 (+12), Stealth 12 (+16)

Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] (2), Defensive Attack, Dodge Focus (5), Elusive Target, Equipment, Fearsome Presence (6), Improved Block, Improved Disarm, Improved Initiative (2), Power Attack, Rage (2) [+4 Strength, +2 Fortitude & Will Saves; 10 Rounds], Startle, Takedown Attack, Uncanny Dodge [Hearing]

Powers: Device 3 [Azrael’s Arsenal – Flaming Sword (Strike 4; Extras: Penetrating; Power Feats: Mighty, Improved Critical) Alternate Power: Flaming Daggers (Strike 2; Extras: Auto-Fire; Power Feat: Mighty, Improved Critical [2]), Throwing Blades (+2 Damage; Extra: Auto-Fire; Power Feats: Accurate); 9pp], Enhanced Strength 4 (4pp), Enhanced Dexterity 4 (4pp), Enhanced Constitution 4 (4pp), Leaping 2 (2pp)

Combat: Attack +10 (+12 Melee or Throwing Blades) [Unarmed +4, Flaming Daggers +6; 18-20 Crit, Flaming Sword +8; 19-20 Crit] Defense 23 (14 flat-footed) Init +12

Saves: Toughness +7 (7 flat-footed) Fortitude +10 Reflex +10 Will +8

Equipment: Mantle of Azrael [+3 Toughness, Super Movement 1 (Slow Fall); 5ep]

Drawback: Normal Identity [Jean-Paul Valley; Common Occurrence (Full round); Major Intensity; 4pp]

Abilities 22 + Skills 25 (100 Ranks) + Feats 28 + Powers 23 + Combat 36 + Saves 20 – Drawbacks 4 = 150pp

:arrow: Here’s Azrael. He’s one mean hombre. Unlike many Bat family characters he relies less on finesse for his damage, he merely needs to tap into “the system” and let the rage take over. Either that or unsheathe his sword. You see in the comics that he seems to prefer his flaming daggers. This is due in large part because he can use his rage to reach the damage cap, and their Auto-Fire nature fives them a better chance to do quite a bit of damage. The flaming nature of his weapons would largely be FX, but these weapons do have a fire descriptor in addition to any other descriptors they have normally. I gave him the normal Identity Drawback because originally he could only access his enhanced physical abilities when he was dressed for battle.
Last edited by MDSnowman on Fri Sep 15, 2006 3:30 pm, edited 3 times in total.
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Postby MDSnowman » Wed Feb 08, 2006 1:28 pm

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Oracle

PL:
8 (135pp)

Abilities: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 20 (+5) WIS: 18 (+4) CHA: 18 (+4)

Skills:Bluff 8 (+12/+16), Computers 13 (+18), Craft [Electrical] 11 (+16), Diplomacy 8 (+12/+16), Disable Device 12 (+17), Gather Information 12 (+17), Intimidate 4 (+8), Investigate 12 (+16), Knowledge [Civics] 12 (+17), Knowledge [Streetwise] 10 (+17), Knowledge [Tactics] 6 (+11), Knowledge [Technology] 12 (+17), Notice 8 (+12), Profession [Librarian] 8 (+12), Profession [Politician] 8 (+12), Search 12 (+16), Sense Motive 8 (+12), Stealth 4 (+5)

Feats: Assessment, Attractive, Benefit [Status], Connected, Contacts, Defensive Attack, Equipment (4), Improved Block, Improved Disarm, Master Plan, Power Attack, Prone Fighting, Set-Up, Sneak Attack (2), Well-Informed

Powers: None

Combat: Attack +10 [Unarmed +1, Boomerang +3] Defense 16 (13 flat-footed) Init +1

Saves: Toughness +1 (1 flat-footed) Fortitude +5 Reflex +5 Will +10

Equipment: Wheel chair [2ep], Boomerang [+2 Damage; Ricochet; Mighty; 6ep], Comm-Link [1ep], Head Quarters [Size: Small; Toughness: 15; Features: Communications, Computer, Fire Prevention System, Garage, Living Space, Power System, Security System; 9ep]

Drawbacks: Disability [Paraplegic; Common Occurrence; Major Intensity; 4pp]

Abilities 32 + Skills 42 (168 Ranks) + Feats 19 + Powers 0 + Combat 32 + Saves 14 – Drawbacks 4 = 135pp

:arrow: Tradeoff: -2 Max Save DC; +2 Max Base Attack Bonus

:arrow: Well here’s an under appreciated character. Oracle is EXTREMELY skillful, however she really lacks much combat power. That’s not to say she can’t catch you by surprise. Because between her high attack bonus and Sneak Attack feat she’d really be able to hurt you if you’re expecting to mop the floor with her. Her biggest use would be information gathering and using her communications and Set-Up feat to give her allies the benefit of the Master Plan feat for her. Babs however displays the remnants of her training as Batgirl. I may do a Batgirl Barbara Gordon later on, but as it stands at the moment Oracle is my definitive version of Babs.
Last edited by MDSnowman on Sat Sep 16, 2006 3:13 pm, edited 2 times in total.
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Postby MDSnowman » Wed Feb 08, 2006 1:46 pm

Look forward to

:!: Me Finishing off Batman Characters :!:

The Penguin
Clayface


:!: Me Finishing off Avengers Characters :!:

Scarlet Witch

:!: Random Fun :!:

The Cast of 8-bit Theatre!

:!: And Much Much more :!:

Aquaman
Bulleteer
Deadman
Dr. Mid-Nite
Manhatten Guardian
Martian Manhunter
Prometheus
The Rocketeer
The Shadow
Shining Knight
Spawn
Stargirl
S.T.R.I.P.E.
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Postby pauldrye » Wed Feb 08, 2006 3:36 pm

I've gotta think you've something wrong with M&M if paraplegia comes out to 4 power points :shock: . Nice write up, though. I love this thread! Next game I play, I'm repurposing Jawbreaker as a reformed villain and using her as my character.
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Postby MDSnowman » Wed Feb 08, 2006 7:13 pm

pauldrye wrote:I've gotta think you've something wrong with M&M if paraplegia comes out to 4 power points :shock: . Nice write up, though. I love this thread! Next game I play, I'm repurposing Jawbreaker as a reformed villain and using her as my character.


Yeah I always liked her as a possible reformed villain.
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Postby MDSnowman » Wed Feb 08, 2006 7:17 pm

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The Penguin

PL:
8 (135pp)

Abilities: STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 16 (+3) WIS: 14 (+2) CHA: 14 (+2)

Skills: Bluff 12 (+14), Diplomacy 8 (+10), Drive 8 (+9), Gather Information 12 (+14), Handle Animal 12 (+14), Knowledge [Civics] 8 (+11), Knowledge [Streetwise] 12 (+15), Notice 8 (+10), Profession [Crime Boss] 12 (+14), Sense Motive 8 (+10), Swim 8 (+8)

Feats: Animal Empathy, Assessment, Attack Specialization [Umbrellas] (3), Benefit [Wealth] (2), Contacts, Connected, Defensive Roll (3), Equipment, Minions (22), Sidekick (8), Well-Informed

Powers: Gadgets 3 (Flaws: Umbrellas Only [-1]; 15pp)

Combat: Attack +4 (+10 w/ Umbrellas) [Unarmed +0, Sword Umbrella +3; 19-20 Crit, Machine Gun Umbrella +5] Defense 18 (14 flat-footed) Init +1

Saves: Toughness +3 (0 flat-footed) Fortitude +3 Reflex +1 Will +8

Equipment: Nightclub HQ [Size: Small; Toughness: 10; Features: Fire Prevention System, Power, Security System, Power: Dazzle [Visual]; 5ep]

Abilities 16 + Skills 27 (108 Ranks) + Feats 44+ Powers 15 + Combat 24 + Saves 9 – Drawbacks 0 = 135pp

:arrow: Again I’ve never really been a Penguin fan, but in doing my research I had fun coming up with his various Umbrellas. But I also wanted to make sure that Penguin could operate as a top notice crime boss as well. To that end he has an ungodly number of minions at his disposal, and a nightclub to run his business out of. Penguin’s Defense is WAY below his cap… unless he busts out his defensive umbrella in which case he’s a tricky foe for most heroes to hit. Penguins’ Minions are as follows, 50 Criminals, 100 Thugs, and 5 Crime Lords. (pg 226 & 229 of the M&M 2e core book). His Sidekick is a Hawk (pg 231) with Three Ranks in Teamwork, and Move by Action. Between all of these extra fists you’ll find that Penguin is more than equal to the task of messing up heroes. He’ll likely wait for his minions to knock a foe into a stunned state (something that’ll happen with a lot of aid actions from each other and his sidekick) and then open up with machine gun fire and really put the hurt on his foes.
Last edited by MDSnowman on Sat Sep 16, 2006 3:15 pm, edited 3 times in total.
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Postby MDSnowman » Wed Feb 08, 2006 8:37 pm

I updated my Bat Family Design Diary here. It now takes into account Azrael, Huntress, Oracle, Robin III.

I've also updated pictures for...

Etrigan
Magneto
Moon Knight
Sunspot
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Postby MDSnowman » Wed Feb 08, 2006 10:01 pm

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Clayface

PL:
9 (180pp)

Abilities: STR: 20 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 18 (+4)

Skills: Bluff 12 (+16), Intimidate 12 (+16), Notice 8 (+8), Profession [Actor] 12 (+12), Stealth 8 (+9)

Feats: All-Out Attack, Chokehold, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Startle

Powers: Growth 3 (Power Feat: 12pp), Alternate Form [Clay] 16 (Elongation 3, Immunity 9 [Life Support], Insubstantial 1, Morph 10, Protection 10, Suffocate 9 (Alternate Powers: Blast, Snare, Auto-Fire Strike), Super Movement [Slithering] 1; 80pp)

Combat: Attack +9 [Unarmed +5, Strike +9, Clay Blasts +9] Defense 15 (13 flat-footed) Init +1

Saves: Toughness +13 (13 flat-footed) Fortitude +13 Reflex +2 Will +5

Abilities 26 + Skills 13 (52 Ranks) + Feats 7 + Powers 92 + Combat 28 + Saves 14 – Drawbacks 0 = 180pp

:arrow: Clayface is a character with a lot of different versions in the DC continuity so I decided to do more of a DCAU version. Call it Ultimate Clayface if you want, but I always liked the Matt Hagen/actor version of the character. Clayface gets to be a pain for Batman to fight for one reason… his protection. There is almost nothing that Batman can do to lay him out. He needs to get crafty to beat Clayface. There’s not much to be said for Matt, if you’ve seen the BtAS episode “Feat of Clay” then you should know exactly what Matt is capable of. His shape shifting alone would make him a force to be reckoned with, but he’s also a monster in physical combat. Phew, Batman's normal Rogue's Gallery is done!
Last edited by MDSnowman on Fri Sep 15, 2006 4:09 pm, edited 1 time in total.
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