Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Kerevision: Josiah X, Confessor II, Black Lantern Superman

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.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby Psistrike » Tue Mar 27, 2007 3:16 pm

Seesh, that PL 10 character of yours could take on some PL 11-12 characters easy. Talk about a tank and then some.
User avatar
Psistrike
Mastermind
Mastermind
 
Posts: 2484
Joined: Sun Sep 18, 2005 3:11 pm

Postby kerianvalentine » Tue Mar 27, 2007 8:04 pm

Aaron Knight
PL 10/PP 150
Attributes: STR 15, DEX 18, CON 22, INT 16, WIS 16, CHA 14

Skills:
Acrobatics 12+4 = 16
Bluff 8+2 = 10
Climb 8+2 = 10
Diplomacy 12+2 = 14
Disable Device 4+3 = 7
Escape Artist 8+4 = 12
Intimidate 12+2 = 14
Investigate 8+3 = 11
Knowledge (Arcane) 12+3 = 15
Notice 8+3 = 11
Search 8+3 = 11
Sense Motive 12+3 = 15
Sleight of Hand 8+4 = 12
Stealth 12+4 = 16

Feats:
Acrobatic Bluff, Ambidexterity, Attractive 2, Connected, Dodge Focus 6, Eidetic Memory, Evasion 2, Fearless, Move-By Action, Redirect

Powers:
Immunity 5 (Aging, Disease, Poison, Starvation, Sleep)
Holy Energy Control 8 [Cosmic Energy] (A.P.: Flight 8, A.P.: Snare 8, A.P.: Deflect [Any Ranged Attack] 5, A.P.: Healing 8)
Mind Shield 6
Super-Strength 13
Protection 4
[Variable Descriptor: Holy Slashing or Unarmed] Mighty Strike 3

Init/Defense: +4/16
Saves: FORT +6, REF +4, WILL +9, TOUGH +10
Attack/Damage: +8/+2 (+5 Strike/+8 Holy Energy Blast)

Drawbacks:
Involuntary Transformation (Aarael, Uncommon, Major: +3)
Power Loss (Holy Fire Control, Uncommon, In A Church, +2)
Power Loss (Protection, Uncommon, In A Church, +2)
Vulnerable (Unholy Damage, Uncommon, Major Vulnerability, +3)
Weakness (Demon Blood, Uncommon, Major Drain, +4)

Complications:
Reputation (Half-Angel)
Enemy (The Black Coven)



Notes:
My PC in an IRC game, Aaron's big thing is that he's a part-angel, and thus he has all those traditional pretty-little-angel things (flight, so on, so forth), but can't use them all at the same time (yet).

Other than that he's a fairly straightforward catch-all character, lots of ways to hurt and avoid being hurt. His Drawback (Involuntary Transformation, Aarael) is his major issue - Aarael is the Angel of Justice hiding in his blood, a creature of such pure judgemental force that anyone with even a shred of sin is a target for it. It's a large and powerful slaughter-machine, built to do damage and lots of it, and with little remorse for its job. It's a Bad Thing.
Last edited by kerianvalentine on Tue Mar 27, 2007 9:02 pm, edited 1 time in total.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Tue Mar 27, 2007 8:55 pm

Loss of power while in a church for two of his powers, despite being a half-angel. Dang, that is harsh. His Climb skill should be 10 total. Plus his Healing AP can only be 8 like the main power unless it is somehow limited. [cost 2pp/rank just like Cosmic Energy Control]
User avatar
Psistrike
Mastermind
Mastermind
 
Posts: 2484
Joined: Sun Sep 18, 2005 3:11 pm

Postby kerianvalentine » Tue Mar 27, 2007 9:02 pm

The reason he can't use those powers in a church is that an angel is forbidden violence in a place of God. Thanks for catching those two errors, too.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Wed Mar 28, 2007 12:08 am

Image
Vincent Valentine lite!

Chrno (Chrono Crusade)
PL 10/PP 150
Attributes: STR 16, DEX 14, CON 16, INT 14, WIS 16, CHA 20

Skills:
Acrobatics 4+2 = 6
Concentration 8+3 = 11
Diplomacy 4+5 = 9
Disable Device 4+2 = 6
Drive 4+2 = 6
Escape Artist 8+2 = 10
Gather Information 4+5 = 9
Knowledge (Arcana) 4+2 = 6
Notice 8+3 = 11
Search 8+2 = 10
Sense Motive 8+3 = 11
Sleight of Hand 4+2 = 6
Stealth 8+2 = 10

Feats:
Acrobatic Bluff, Assessment, Attractive, Beginner's Luck, Contacts, Dodge Focus 10, Elusive Target, Evasion 2, Fearless, Move-By Action, Set-Up

Powers:
The Pocketwatch 18 (Hard-To-Lose Devices, Restricted x2: Rosette only)
Immunity 3 (Aging, Starvation, Sleep)

The Pocketwatch
Alternate Form 15 (True Form)

True Form
Enhanced Feats (Fearsome Presence 10)
Enhanced Attack 6
Enhanced Attributes (Strength 14, Constitution 14)
Blast 9 (A.P.: Area [Cone] Blast)
Mind Shield 11
Flight 3
Deflect (2/rank) 5

Init/Defense: +2/20
Saves: FORT +3, REF +2, WILL +3, TOUGH +3
Attack/Damage: +4/+3

Complications:
Responsibility (Rosette)

Drawbacks:
Power Loss (The Pocketwatch, Rosette Unconscious, Uncommon, Major, +3)
Involuntary Transformation (True Form, When Rosette Activates The Watch, Cannot Resist, +5)
Drawback (Memory Loss, Uncommon, Major, +3)

Notes:
Chrno is the titular character of Chrono Crusade (his name is also spelled "Chrono" in some subs/translations), a manga/anime set in an alternate dark-past version of the Prohibition era. He pals around with the nun Rosette Christopher (Christopher Rosette in the Japanese name-style).

Chrno's deal is that he's a demon whose horns were broken off long ago. Without his horns, he can't absorb energy, and thus he can't power up to his full strength (so he's stuck in wussy little Chrno form, which you see above).

But there's hope. Shader the Demon Catgirl Scientist (the picture from Shara Hattori's build) built him a magical pocketwatch, which allows him to draw energy by making a demonic contract and having the person empower the watch with that person's own life-force. This allows Chrno to power up for SHORT amounts of time (two minutes is the usual), and become Uber-Chrno, the True Form container listed on his sheet. When he becomes True Chrno, he gets big, bad, and -scary-. He does big damage, hits hard, takes hard hits, and just generally becomes a traditional super-mega-uber-demon.

It's important to note that, because Rosette possesses the watch, he can't really control it without giving Rosette orders. However, Chrno is the one the watch really gives its power to, and so the device is listed under Chrno's powers.
Last edited by kerianvalentine on Wed Mar 28, 2007 7:41 am, edited 1 time in total.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Wed Mar 28, 2007 12:33 am

Heard of the series, really need to find it around here. His Acrobatics should be 6 total. Plus any power with a Dynamic alternate power must have the main power as Dynamic or another dynamic alternate power to use it with. Otherwise making it Dynamic is worthless.
User avatar
Psistrike
Mastermind
Mastermind
 
Posts: 2484
Joined: Sun Sep 18, 2005 3:11 pm

Postby kerianvalentine » Wed Mar 28, 2007 8:16 am

Sunny Sparkle

PL 10/PP 150
Attributes: STR 12, DEX 12, CON 10, INT 14, WIS 14, CHA 20

Skills:
Bluff 4+5 = 9
Diplomacy 12+5 = 17
Gather Information 8+5 = 13
Notice 8+2 = 10
Search 8+2 = 10
Sense Motive 4+2 = 6
Stealth 8+1 = 9

Feats:
Connected, Contacts, Distract (Bluff), Fascinate (Diplomacy), Inspire 5, Leadership, Luck 5, Move-By Action, Set-Up, Teamwork 1

Powers:
Innate Linked Continuous Subtle 2 Conscious Permanent Touch Area [Burst] No Save Mind Control/Continuous Subtle 2 Permanent Touch Area [Burst] No-Save Emotion Control [Love] 10

Init/Defense: +1/10
Saves: FORT +1, REF +1, WILL +2, TOUGH +1
Attack/Damage: +0/+1

Notes:
If you remember Sunny Sparkle, The Nicest Boy On Earth, congratulations: you're a real comics fan. For those of you not in the know, I'll give you a run-down.
Sunny Sparkle is a character from the earliest DC run of Shazam!: The Adventures of Captain Marvel. He's a young boy with the subconscious and undesired ability to make everyone like him, no matter how powerful their resistances, and he can't even walk down the street without people trying to give him things. Everybody wants to do everything for him, but this is often undesired.
Sunny's ability takes the form here of a massive linked Mind/Emotion control, which whenever anyone within 50 feet of him sees him, they're instantly captivated by his charm and 'nice-ness', and they desire to do anything they can to make Sunny's life easier. This often takes the form of random gifts.
People are fully conscious of this while they do it, too, so Sunny gets the dual benefits of double-Conscious modifier - people remember what they do under his 'charm'. Note that he rarely appreciates his 'gift' of being the nicest boy on Earth - since he can't even leave his house without people giving him stuff, it probably gets a little cluttered!
Fortunately, he really is the nicest boy on Earth, and he gives all the stuff he gets to charity. Awww.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Wed Mar 28, 2007 11:04 am

Image

Raidou Kuzunoha The 14th
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 16, INT 18, WIS 16, CHA 14

Skills:
Acrobatics 4+3 = 7
Bluff 8+2 = 10
Concentration 8+3 = 11
Diplomacy 4+2 = 6
Disable Device 8+4 = 12
Escape Artist 4+3 = 7
Gather Information 8+2 = 10
Intimidate 4+2 = 6
Investigate 8+4 = 12
Knowledge (Arcana) 8+4 = 12
Notice 8+3 = 11
Search 4+4 = 8
Sense Motive 8+3 = 11
Sleight of Hand 4+3 = 7
Stealth 4+3 = 7

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Attack Specialization (Gun) 2, Attack Specialization (Katana) 2, Attractive, Benefit (Policeman), Connected, Contacts, Critical Strike (Oni), Defensive Roll 3, Dodge Focus 8, Eidetic Memory, Elusive Target, Evasion 2, Favored Opponent (Oni) 2, Fearless, Instant Up, Leadership, Master Plan, Move-By Action, Power Attack, Precise Shot 2, Redirect, Set-Up

Powers:
Handgun 3 (Hard-To-Lose Device, Variable Descriptor 2 Blast 10 [A.P.: Variable Descriptor 2 Accurate Stun 10], Enhanced Feat [Improved Critical: Handgun 3])
Katana 2 (Hard-To-Lose Device, Mighty Strike 8, Enhanced Feat [Improved Critical: Katana 1])

Summoning Tubes 5 (Hard-To-Lose Device, Restricted 1: Devil Summoners)

Summoning Tubes
(Limited: Demons Only, Limited: Stunned Only] Linked Dimensional Pocket/Continuous Permanent Conscious Mind Control 10 (Progression 5)

Init/Defense: +3/18
Saves: FORT +5, REF +3, WILL +5, TOUGH +6
Attack/Damage: +4 (+8 weapons)/+2 (+10 Gun/+10 Katana)

Notes:

The hero of Shin Megami Tensei: Devil Summoner, Raidou is, well, a devil summoner of the Raidou Kuzunoha legacy, the fourteenth to carry the title (like how Hiko Seijurou of Rurouni Kenshin isn't actually named that, it's a Master-To-Student name). He's a police detective in the Taisho era of Japan, 60 years after the Meiji (so 50 years after Rurouni Kenshin takes place). As was mentioned before, he's a Devil Summoner, and that was very difficult to figure out.

The end result is that what Raidou does is capture stunned demons and force them to work with him, brainwashing them into allies. This is represented by the Devil Tubes, which are a capture tool (a la Pokeballs). What Raidou does is stun a demon with his Handgun's variable descriptor Stun by swapping the descriptor to the one that would hurt the demon most (so for a fire enemy you put in ice bullets, and vice versa), and then use the Devil Tubes to capture the enemy in the dimensional space and permanently brainwash them. They sit in that dimensional space until called upon. This dimensional space is functionally unlimited, and Raidou can hold as many demons as his little heart desires, with the following restrictions:

The demon cannot be more powerful than he is (i.e. above PL 10).
He can only have one of each demon (so no double-pikachus or anything).

These restrictions ensure that he has some powerful abilities without being too dangerous. Note that the 'Oni' descriptor refers to the Japanese demons (as do all my Demon references), and thus encompasses a large number of enemies normally immune to crits, like Zombies and other undead.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Wed Mar 28, 2007 4:05 pm

Heh, never played the game myself. Interesting character though. Plus Critical Strike works on all Favored Opponents, so it doesn't really need to note that it affects Oni if that is your only Favored Opponent.
User avatar
Psistrike
Mastermind
Mastermind
 
Posts: 2484
Joined: Sun Sep 18, 2005 3:11 pm

Postby TheFatMan » Wed Mar 28, 2007 11:48 pm

can you do the mystery men?...you know the guys from the movie, where they have lame powers.
"Ofcourse i have a doomsday device...what do i look like a sane person?"-Unknown
TheFatMan
Groupie
Groupie
 
Posts: 72
Joined: Mon Oct 11, 2004 1:24 am

Postby kerianvalentine » Thu Mar 29, 2007 12:05 am

The Shoveller
PL 10/PP 150
Attributes: STR 16, DEX 12, CON 16, INT 14, WIS 12, CHA 12

Skills:
Bluff 8+1 = 9
Intimidate 4+1 = 5
Notice 12+1 = 13
Search 12+2 = 14
Sleight of Hand 4+1 = 5

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Attack Specialization (Shovel) 5, Blind-Fight, Defensive Attack, Defensive Roll 3, Diehard, Dodge Focus 8, Elusive Target, Evasion 2, Fearless, Improved Block 2, Improved Critical (Shovel) 20, Improved Defense, Improved Disarm 2, Improved Sunder, Improved Throw, Improved Trip, Luck 5, Move-By Action, Power Attack, Takedown Attack 2, Weapon Bind, Weapon Break

Powers:
Shovel 14 (Hard-To-Lose Device, Restricted: People Crazy Enough To Wield It)

Shovel
Thrown Mighty 2 Penetrating Strike 7
Interpose Ricochet Action 2 Automatic Deflect (2/rank) 7
Shield 2
Protection 4
Trip 10

Init/Defense: +1/18 [20]
Saves: FORT +3, REF +1, WILL +1, TOUGH +6 [+10]
Attack/Damage: +0 (+10)/+3 (+10)

Notes:
The Shoveler is the only one I'll do this morning, because he's the only one that jumps out at me, but he's a pretty cool character (considering). He's a literal guru with a shovel, but without, he's pretty pathetic.
Note that The Shoveler's Shovel allows him to do some insane attacks (not counting his massive Improved Critical, which literally assures that even a natural one is a Critical Hit if he happens to hit a massive enemy with a 0 Defense). He can increase his damage to truly stupid levels, nailing a +15 damage effect. In addition, he has what amounts to master swordsman-level ability when wielding a shovel, including his incredibly powerful deflect ability (allowing him to wield a shovel and go Jedi as a free action).
However, obviously, because his gimmick is that he uses a shovel he's not taken very seriously.


Edit: Sneak Attack has been removed and The Shoveller has been given a +10 Trip attack. He has a massive number of combat options now, and anybody playing The Shoveller should never feel like they don't have some cool options.

As a side-note, one could make an incredible fencer by changing him to a swordsman.
Last edited by kerianvalentine on Thu Mar 29, 2007 12:31 am, edited 1 time in total.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Thu Mar 29, 2007 12:17 am

Mister Furious
PL 10/PP 150
Attributes: STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10

Skills:
Acrobatics 4+0 = 4
Climb 4+0 = 4
Intimidate 12+0 = 12
Notice 8+0 = 8
Search 8+0 = 8

Feats:
All-Out Attack, Beginner's Luck, Chokehold, Dodge Focus 8, Endurance 2, Fast Overrun, Fearless, Grappling Finesse, Improved Grab, Improved Grapple, Improved Overrun, Improved Pin, Improved Throw, Improved Trip, Interpose, Move-By Action, Power Attack, Raged 40, Startle, Takedown Attack 2

Powers:
Unstoppable Immovable 10
Impervious Constitution 30 (Limited: Only When Raging)

Init/Defense: +0/18
Saves: FORT +0, REF +0, WILL +2, +0
Attack/Damage: +6/+0


Notes:
I lied, I also did Mister Angry, because he's incredibly simple: 5 ranks of Rage go to increasing his strength and constitution (to 20), and 35 ranks go to his Duration (and he can turn it off whenever he likes). He's also unstoppable when raging and can charge through anything. He's powerful, honestly, and can take out most anyone and anything, but when he's not "very very angry" he's very very weak.
But it's very easy for him to get very very angry, and then he's like ghetto-Hulk. Again, because of his normal form, he's pathetic, and treated like a joke, but he's really quite decent (powerful, honestly, considering his Impervious Constitution when Raging).
That said, because his power in M&M is literally to get very very angry, he gets very very tired afterwards - he's raging for 175 rounds, but unfortunately, he also has 175 rounds of fatigue.
Of course, I'm also making these heroes better than their movie-versions naturally, because I'm representing them as playable.
Last edited by kerianvalentine on Thu Mar 29, 2007 7:42 am, edited 1 time in total.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Thu Mar 29, 2007 12:24 am

Nice builds on the Mystery Men as playable characters so far. Although The Shoveller has two things off about his stats. One: His Search skill should be 14 total due to his Intelligence. Two: With his Shovel's Attack Bonus and Damage each at +10 which is the cap for his PL, he can't really benefit from those Sneak Attack ranks so they are useless. Sneak Attack counts towards cap for damage. :?
User avatar
Psistrike
Mastermind
Mastermind
 
Posts: 2484
Joined: Sun Sep 18, 2005 3:11 pm

Postby Wordmaker » Thu Mar 29, 2007 1:53 am

Oh, wow! I can't believe I didn't think of statting the Mystery Men before this! You rock!

Very cool builds, too. I'd be thrilled to play either of these guys.

Edit: It's Mister Furious, not Mister Angry :wink:

Now, how are you going to stat up the Sphinx's power of being "Terribly Mysterious?" [/geek]
User avatar
Wordmaker
Mastermind
Mastermind
 
Posts: 2319
Joined: Mon Oct 11, 2004 3:29 am
Location: Ireland

Postby kerianvalentine » Thu Mar 29, 2007 5:42 am

I'm not sure and I haven't seen the movie, so a little leeway. That, and I was building those at 4:00 in the morning. ;)
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: kirinke, Kishqui and 5 guests