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Postby kerianvalentine » Wed Apr 11, 2007 11:24 pm

kerianvalentine wrote:Naruto - the pre-Shippuden theme - starts playing again. The episode is from the earlier Chuunin Exams - Naruto's fight with Hyuga Neji.

Image

Hyuga Neji (Pre-Timeskip)
PL 10/PP 150
Attributes: STR 14, DEX 20, CON 20, INT 18, WIS 18, CHA 16

Skills:
Acrobatics 8+5 = 13
Concentration 4+4 = 8
Escape Artist 8+5 = 13
Intimidate 12+3 = 15
Investigate 8+4 = 12
Notice 12+4 = 16
Search 12+4 = 16
Sense Motive 8+4 = 12
Sleight of Hand 8+5 = 13
Stealth 12+5 = 17

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Attack Specialization (Gentle Fist) 1, Defensive Roll 3, Dodge Focus 10, Elusive Target, Evasion 1, Fearless, Instant Up, Move-By Action, Power Attack, Redirect, Startle, Stunning Attack

Powers:
Byakugan 6 [Radius Analytical Extended 2 Rapid Uncanny Dodge Sight]
Gentle Fist 10 (Accurate Drain [2/Rank, Chakra Descriptor], A.P.: Accurate Nauseate 10, A.P.: Accurate Paralyze 10, A.P.: Ricochet Free-Action Deflect [3/Rank] 7, A.P.: Mighty Alternate Save [Fortitude] Damage 5, A.P.: Transform [6/Rank, Duration: Concentration, Range: Touch] 5)
Kawarimi no Jutsu 3 (Linked Ultimate Toughness/Easy Change Direction Change Velocity Short-Range Teleport)
Wall-Walking 2

Initiative/Defense: +5/20
Saves: FORT +5, REF +5, WILL +4, TOUGH +8
Attack/Damage: +6 [+10 Gentle Fist/+8 Damage]/+2 [+7 Damage]

DVD Commentary:
Neji Hyuga is at the very basic level a martial artist, as Lee is - he's less of a Ninja than Sakura or Naruto because he simply doesn't -need- to use the stealthiness. Instead, Neji has an insane martial arts skill, able to drain Chakra arrays (!!!!) and strike when the ninja has no Chakra left (and thus no ability to defend his or herself!). He has a wide array of effects (none of them Dynamic) to choose from, including Nauseate, Paralyze, Deflect, Damage, and the standard Henge no Jutsu (Transform). However, on that note, Neji doesn't really -need- his array to be Dynamic - he's simply far too powerful to require using the Henge no Jutsu for much beyond stealth, and the rest of his effects are standard Martial Arts.
Neji's strikes work like this. First, he'll Drain the opponent's Chakra-related powers until they're all gone. Then, he'll Nauseate, followed by Paralyze, and end it off with a massive Damage effect. If he needs to, he'll use his Stunning Attack feat to nail someone in the face and make an opening.

Now the face of the Master is right in the black background of the credits, large and smiling. It's so eerie...who is he? What does he want?

Neji's rerun seems different somehow.


It's a rerun, but it's been altered somehow.
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Postby kerianvalentine » Thu Apr 12, 2007 9:57 am

The screen flickers on to Batman Beyond. The episode - A Touch Of Curare - is playing.

Image

Curare
PL 10/PP 150
Attributes: STR 12, DEX 20, CON 18, INT 18, WIS 16, CHA 10

Skills:
Acrobatics 12+5 = 17
Climb 8+1 = 9
Disable Device 8+4 = 12
Escape Artist 12+5 = 17
Intimidate 12+0 = 12
Investigate 8+4 = 12
Notice 8+3 = 11
Search 8+4 = 12
Sense Motive 12+3 = 15
Sleight of Hand 12+5 = 17
Stealth 12+5 = 17

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Blind-Fight, Defensive Attack, Defensive Roll 1, Dodge Focus 15, Elusive Target, Evasion 2, Fearless, Improved Critical (Scimitar) 10, Improved Disarm 2, Improved Sunder, Instant Up, Move-By Action, Power Attack, Redirect, Sneak Attack 2, Weapon Bind, Weapon Break

Powers:
Curare's Scimitar 4 [Hard-To-Lose Device]

Curare's Scimitar
Precise Mighty Improved Critical 9 Incurable Penetrating Damage 4

Initiative/Defense: +5/25
Saves: FORT +4, REF +5, WILL +3, TOUGH +5
Attack/Damage: +12/+1 [+5 Scimitar]

DVD Commentary:
Curare is the single most dangerous assassin in the Society of Assassins, because not only is she incredibly skilled, but her blade is sharp enough to cut through anything - literally. She hits her best offensive when dealing a sneak attack - bringing her total damage up to +8, even without her critical.
What makes her truly fearsome is her obscene Improved Critical ranks. Curare literally scores a critical hit on any roll she makes, except a natural 1. She can cut through anything - ANYTHING - with her blade, and the cut is so precise that it can sever nerve endings - hence the Incurable damage. She ignores Impervious toughness entirely - and if you get hit by that sword, you will be in trouble.
Not only that, but the lady is capable of some outstandingly amazing techniques, able to disarm or sunder almost any weapon her opponent uses against her.

The ending credits play, but in place of the Bat-Symbol is the Master's face. There's a puppet of you sitting at the bottom of the screen...staring straight at you...
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Postby Psistrike » Thu Apr 12, 2007 10:42 am

Curare, one of the most interesting characters created for Batman Beyond. Only showed up on two episodes of the series, but made a huge impact both times. And you got her deadly skills down, slicing through the roof of an armored car like it was nothing from what I remember.
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Postby kerianvalentine » Thu Apr 12, 2007 10:56 am

The screen flickers on once more. It's an episode of "The Green Lantern: Alan Scott Years."

Image

Alan Scott
PL 10/PP 150
Attributes: STR 16, DEX 14, CON -, INT 18, WIS 18, CHA 16

Skills:
Acrobatics 8+2 = 10
Bluff 4+3 = 7
Concentration 8+4 = 12
Craft (Railroad Work) 8+4 = 12
Diplomacy 8+3 = 11
Escape Artist 4+2 = 6
Gather Information 8+4 = 12
Investigate 8+4 = 12
Knowledge (Engineering) 8+4 = 12
Notice 8+4 = 12
Profession (Engineer) 4+4 = 8
Search 4+4 = 8
Sense Motive 4+4 = 8
Stealth 4+2 = 6

Feats:
Accurate Attack, Acrobatic Bluff, All-out Attack, Attack Specialization (Starheart's Power) 2, Defensive Attack, Defensive Roll 5, Dodge Focus 10, Elusive Target, Fearless, Move-By Action, Power Attack, Redirect

Powers:
Starheart's Form 30 (Immunity: FORT Saves)
Starheart's Power 10 (Dynamic Cone Blast, Limited: Does Not Work On Wood, D.A.P.: Ranged Corrosion, D.A.P.: Flight, D.A.P.: Ranged Paralyze, D.A.P.: Dazzle [Sight], D.A.P: Intangible, D.A.P.: Moveable Create Objects, D.A.P.: Detect Lies, D.A.P.: Area Detect 'Dangerous Objects')
Jade's Eye 1 (Track Astral Energy)

Initiative/Defense: +2/20
Saves: FORT (Immune), REF +2, WILL +12, TOUGH +5 [+7/+10]
Attack/Damage: +3 [Starheart's Power +7]/+3

DVD Commentary:
This is the original Green Lantern, Alan Scott. His body is entirely composed of the power of the Starheart - this essentially makes him a Construct immune to FORT saves. In addition, Alan Scott has a 30-point Dynamic Array in the Starheart's Power, which he uses at the base as a large Cone Blast. He has a number of other powers in that array, notably his Dazzle, Paralyze, Intangibility, and 'Detect Dangerous Objects'.
The last of these is the only one that may need some explanation. By using the power of the Starheart, Alan can cause Dangerous Objects to glow. It is 2 PP/rank without the Area modifier - however, Alan's ring causes objects to glow for -everyone-, so -everyone- can see the Dangerous Objects. This essentially means anything that is set up to harm Alan or another person - rigged disguised bombs, radioactive waste, et cetera. He still has to have points in that to use it.

The screen clicks to the ending credits, and now the Master is standing in Alan Scott's place, holding in his hands a silver fire, coat swirling around him in the wind in an imitation of the cape. What does it mean?

The rerun seems to have been altered somehow, and Alan now seems like an amalgamation of all his forms rather than just the Starheart's construct...including his Kingdom Come Armor, apparently.

The rerun's been changed again. Alan's armor's been peeled away, it looks like, and he's been returned to the original form. The Master is still nowhere in sight...
Last edited by kerianvalentine on Thu May 17, 2007 8:50 am, edited 2 times in total.
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Postby kerianvalentine » Thu Apr 12, 2007 11:26 am

The Master just stands there, holding the silver flame. A moment later, the flame contorts, twisting around his hand and shooting outwards in the form of a silver dragon of fire, wrapping around his body once, twice, and finally resting at his side. He leans back, coiled in its grasp.

Image

Ascendant Master
PL 10/PP 150
Attributes: STR 16, DEX 20, CON -, INT 20, WIS 20, CHA 20

Skills:
Acrobatics 8+5 = 13
Computers 8+5 = 13
Disable Device 8+5 = 13
Gather Information 8+5 = 13
Intimidate 8+5 = 13
Notice 8+5 = 13
Search 8+5 = 13
Sense Motive 8+5 = 13

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attractive, Elusive Target, Fearless, Instant Up, Move-By Action, Power Attack, Redirect

Powers:
Infinity Seal 30 (Immunity: FORT Saves)
Silver Fire 10 (Progression Dynamic Damaging Visual Phantasm Illusions, D.A.P.: Shield, D.A.P.: Force Field, D.A.P.: Create Moveable Objects, D.A.P.: Mighty Damage)

Initiative/Defense: +5/10
Saves: FORT (IMMUNE), REF +5, WILL +5, TOUGH +0
Attack/Damage: +6/+3

DVD Commentary:
The Ascendant Master is the lord of the Silver Fire, an illusory effect dealing damage striking at the mind to harm his foes. He is capable of, through an act of pure will, bending the fire into true forms, such as a force field, a shield, or normal objects. He can also form blazing weapons or simply coat his hands in the fire.
He is also, like Alan Scott, a construct of the power he wields. The Ascendant Master is effectively an illusory object that cannot be disbelieved and can actually affect real-world objects.

The Ascendant Master's dragons wrap around him again, and the puppet of you dances at his feet. The cloak wraps around him, and then it's gone.
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Postby Psistrike » Thu Apr 12, 2007 11:39 am

Two scary PL 10 characters with a lot of power to wield. At first when I read Alan Scott I thought it would be the original version of him, with the power lose to wood drawback for his ring powers.
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Postby kerianvalentine » Thu Apr 12, 2007 11:52 am

kerianvalentine wrote:The screen flickers on once more. It's an episode of "The Green Lantern: Alan Scott Years."

Image

Alan Scott
PL 10/PP 150
Attributes: STR 16, DEX 14, CON -, INT 18, WIS 18, CHA 16

Skills:
Acrobatics 8+2 = 10
Bluff 4+3 = 7
Concentration 8+4 = 12
Craft (Railroad Work) 8+4 = 12
Diplomacy 8+3 = 11
Escape Artist 4+2 = 6
Gather Information 8+4 = 12
Investigate 8+4 = 12
Knowledge (Engineering) 8+4 = 12
Notice 8+4 = 12
Profession (Engineer) 4+4 = 8
Search 4+4 = 8
Sense Motive 4+4 = 8
Stealth 4+2 = 6

Feats:
Accurate Attack, Acrobatic Bluff, All-out Attack, Attack Specialization (Starheart's Power) 5, Defensive Attack, Defensive Roll 5, Dodge Focus 10, Elusive Target, Fearless, Move-By Action, Power Attack, Redirect

Powers:
Starheart's Form 30 (Immunity: FORT Saves)
Starheart's Power 10 (Dynamic Cone Blast, Limited: Does Not Work On Wood, D.A.P.: Ranged Corrosion, D.A.P.: Flight, D.A.P.: Ranged Paralyze, D.A.P.: Dazzle [Sight], D.A.P: Intangible, D.A.P.: Moveable Create Objects, D.A.P.: Detect Lies, D.A.P.: Area Detect 'Dangerous Objects')
Jade's Eye 1 (Track Astral Energy)
Kingdom Come's Armor 2 (Hard-To-Lose Device, Limited: Green Lanterns)

Kingdom Come's Armor
The Lance 1 (Hard-To-Lose Device)
The Shield 1 (Hard-To-Lose Device)
The Armor 2 (Attack Specialization: The Lance)

The Lance
Mighty Penetrating Strike 3 (Limited: Doesn't Affect Wood)

The Shield
Noticeable Impervious Protection 3 (Limited: Doesn't Affect Wood)
Mind Shield 5

Initiative/Defense: +2/20
Saves: FORT (Immune), REF +2, WILL +4 [+9], TOUGH +5 [+7/+10]
Attack/Damage: +0 [The Lance +4/Starheart's Power +10]/+3 [+6 Lance]

DVD Commentary:
This is the original Green Lantern, Alan Scott. His body is entirely composed of the power of the Starheart - this essentially makes him a Construct immune to FORT saves. In addition, Alan Scott has a 30-point Dynamic Array in the Starheart's Power, which he uses at the base as a large Cone Blast. He has a number of other powers in that array, notably his Dazzle, Paralyze, Intangibility, and 'Detect Dangerous Objects'.
The last of these is the only one that may need some explanation. By using the power of the Starheart, Alan can cause Dangerous Objects to glow. It is 2 PP/rank without the Area modifier - however, Alan's ring causes objects to glow for -everyone-, so -everyone- can see the Dangerous Objects. This essentially means anything that is set up to harm Alan or another person - rigged disguised bombs, radioactive waste, et cetera. He still has to have points in that to use it.

The screen clicks to the ending credits, and now the Master is standing in Alan Scott's place, holding in his hands a silver fire, coat swirling around him in the wind in an imitation of the cape. What does it mean?

The rerun seems to have been altered somehow, and Alan now seems like an amalgamation of all his forms rather than just the Starheart's construct...including his Kingdom Come Armor, apparently.


It's a rerun of Green Lantern: The Alan Scott Years. Still, seems different somehow. Could The Master be able to adjust the programs...?
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Postby The Stray » Thu Apr 12, 2007 12:23 pm

I was wondering...you have the Batman, and the Joker...But I'd love to see an episode on Harley Quinn!
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Postby kerianvalentine » Thu Apr 12, 2007 12:34 pm

kerianvalentine wrote:Image
Nanananananananana BATMAN! BATMAN!
Batman (Bruce Wayne)
PL 10/PP 150
Attributes: STR 16, DEX 20, CON 16, INT 26, WIS 20, CHA 14

Skills:
Acrobatics 12+5 = 17
Bluff 4+2 = 6
Climb 8+4 = 12
Computers 12+8 = 20
Diplomacy 4+2 = 6
Disable Device 12+8 = 20
Drive 4+5 = 9
Escape Artist 12+5 = 17
Gather Information 12+2 = 14
Intimidate 12+2 = 14
Investigate 12+8 = 20
Medicine 4+5 = 9
Notice 12+5 = 17
Pilot 4+5 = 9
Search 12+8 = 20
Sense Motive 12+5 = 17
Sleight of Hand 12+5 = 17
Stealth 12+5 = 17
Survival 12+5 = 17

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attractive, Blindfight, Chokehold, Connected, Contacts, Defensive Attack, Defensive Roll 2, Distract (Intimidate), Dodge Focus 7, Eidetic Memory, Elusive Target, Equipment 7, Evasion 2, Fearless, Hide-In-Plain-Sight, Improved Disarm, Improved Grab, Move-By Action, Power Attack, Ranged Pin, Redirect

Equipment:
Utility Belt 2 [4/Rank Variable Power]
Costume [Undercover Vest, Gas Mask]
Batmobile [Speed 6, Strength 30, Toughness 10, Size: Huge, Alarm, Oil Slick, Remote Control, Navigation System]
-A.P.: Batplane [Speed 6, Strength 20, Toughness 10, Size: Huge, Flight, Blast 4, Alarm, Nav System]
-A.P.: Batcycle [Speed 7, STR 15, TOUGHNESS 5, Size: Medium, Defense: 20, Nav System, Remote Control, Alarm]

Init/Defense: +5/17
Saves: FORT +3, REF +5, WILL +5, TOUGH +5 [+8 Costume]
Attack: +6/+3

DVD:
Totally revamped, Batman now works perfectly well on his own and has the Batmobile included. In addition, he has his other vehicles and his costume attached - Alfred no longer needs to pay for anything.

You notice the rerun is somehow very different...


It's a rerun of a very old episode.
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Postby kerianvalentine » Thu Apr 12, 2007 12:48 pm

Batman: The Animated Series is on. It's a Joker episode...meaning there's Harley Quinn.

Image

Harley Quinn
PL 10/PP 150
Attributes: STR 20, DEX 20, CON 18, INT 18, WIS 14, CHA 16

Skills:
Acrobatics 12+5 = 17
Bluff 4+3 = 7
Climb 8+5 = 13
Disable Device 8+4 = 12
Escape Artist 12+5 = 17
Gather Information 4+3 = 7
Handle Animal 8+3 = 11
Intimidate 8+4 = 12
Knowledge (Psychology) 8+4 = 12
Notice 8+2 = 10
Search 8+4 = 12
Sleight of Hand 12+5 = 17
Stealth 8+5 = 13

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Animal Empathy, Defensive Attack, Defensive Roll 3, Dodge Focus 10, Elusive Target, Evasion 2, Grappling Finesse, Improved Grab, Improved Grapple, Inspire 5, Instant Up, Luck 5, Move-By Action, Precise Shot 2, Redirect, Set-Up, Uncanny Dodge (Sight)

Powers:
Immunity (Toxins) 1
Harley's Gizmos (Hard-To-Lose Gadgets 2, Restricted: Harley)

Initiative/Defense: +5/20
Saves: FORT +4, REF +5, WILL +2, TOUGH +7
Attack/Damage: +8/+5

DVD Commentary:
Harley Quinn is the best moll the Joker could ever ask for. She has super-strength and dexterity (from Ivy's treatmens), immunity to Poisons (Wow!), her own set of gizmos useable only by her, a lot of Luck, a great Inspire, a huge Acrobatic Bluff and Set-Up combination for Mister J...
...just one problem. She's a sucker for Bluffs.
That's right - Harley does not have the Training feat. Batman can bluff circles around Miss Quinzel, leaving her just as open as she tries to leave him. This proves to be problematic because Batman will knock Harley out first (and thus remove Joker's bluff benefits, forcing Joker to make the rolls himself) with a well-placed bluff and flat-footed attack, and then move onto the Joker.
Her Hyenas are represented through her Animal Empathy feat - they're unlisted due to the fact that if one wanted to use her as a PC, it would be extremely unwieldy. If one wanted to use those hyenas, add them as Rank 2 minions or Rank 4 sidekicks using Wolf statistics.

The episode ends, with the Ascendant Master once more playing with a puppet of the viewer.
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Postby Psistrike » Thu Apr 12, 2007 1:34 pm

Now if only Harley just had better taste in men, she could be a perfect sidekick for a superhero.
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Postby kerianvalentine » Thu Apr 12, 2007 1:35 pm

The episode of Birds of Prey starts up...seems to be featuring Lady Blackhawk.

Image

Lady Blackhawk

PL 10/PP 150
Attributes: STR 16, DEX 24, CON 16, INT 20, WIS 16, CHA 18

Skills:
Acrobatics 4+7 = 11
Climb 8+3 = 11
Disable Device 4+5 = 9
Escape Artist 4+7 = 11
Investigate 4+5 = 9
Notice 8+3 = 11
Pilot 12+7 = 19
Search 4+5 = 9
Sense Motive 8+3 = 11
Sleight of Hand 4+7 = 11
Stealth 4+7 = 11

Feats:
Accurate Attack, Acrobatic Bluff, , All-Out Attack, Ambidexterity, Assessment, Attractive 2, Beginner's Luck, Challenge (Hide Tampering, One Hand On The Wheel, Slip Between Cover), Connected, Contacts, Defensive Roll 3, Dodge Focus 13, Elusive Target, Equipment 7, Evasion 2, Fearless, Improved Strike, Inspire 5, Instant Up, Luck 5, Move-By Action, Power Attack, Precise Shot 2, Redirect, Second Chance (Crash), Skill Mastery (Acrobatics, Escape Artist, Pilot, Stealth), Ultimate Pilot, Ultimate Reflex, Ultimate Stealth

Equipment:
Light Pistol
Leather Jacket
Blackhawk Plane [Speed 4, Strength 40, Defense 6, Gargantuan Size, Autofire 1 Blast 3]

Initiative/Defense: +7/23
Saves: FORT +6, REF +10, WILL +7, TOUGH +7 [+8 Jacket]
Attack/Damage: +7/+3

DVD Commentary:
To give Ace McRex and Sky Captain a little bit of competition, Lady Blackhawk here is one fine-lookin' lady, not to mention an incredible pilot and a great infiltrator. She has tons of Hero Points to blow on her various skills, very rarely crashes, and is just an all-around good character. Fantastic for an Agents game, if somebody wanted to run a sexy pilot/secret agent.

The credits play, but the Master is nowhere in sight...perhaps he's hiding somewhere.
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Postby kerianvalentine » Thu Apr 12, 2007 2:14 pm

The Starman series is on. A limited run, apparently, as the title screen shows, and it looks fairly old - this episode features Shade, the title placard proudly proclaims.

Image

Shade
PL 10/PP 150
Attributes: STR 14, DEX 26, CON 10, INT 20, WIS 18, CHA 14

Skills:
Acrobatics 8+8 = 16
Bluff 8+2 = 10
Concentration 8+4 = 12
Diplomacy 8+2 = 10
Escape Artist 8+8 = 16
Gather Information 4+2 = 6
Intimidate 12+2 = 14
Investigate 8+5 = 13
Knowledge [Arcana 8, History 8]+5
Notice 8+4 = 12
Search 8+5 = 13
Sense Motive 12+4 = 16
Sleight of Hand 8+8 = 16
Stealth 12+8 = 20

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Defensive Roll 8, Dodge Focus 13, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Hide In Plain Sight, Master Plan, Move-By Action, Power Attack, Redirect, Vanishing [Feint]*

Powers:
Shadow Manipulation 10 (Dynamic Darkness Control, D.A.P.: Transfer [Shadows], D.A.P.: Create Objects, D.A.P.: Ranged Damage)
Immunity 4 (Aging, Suffocation, Starvation)
Blindsight (Mental)
Resurrection 3 [True Resurrection]

Initiative/Defense: +8/23
Saves: FORT +0, REF +8, WILL +4, TOUGH +8
Attack/Damage: +5/+2

*Vanishing:
The character may substitute his Stealth ranks to Feint or Demoralize, hiding suddenly and emerging to strike from an unknown angle or appearing suddenly and without warning. Taking this feat a second time allows for both uses.

DVD Commentary:
Another amalgamation of various 'versions' of the character, Shade is closer to his Starman interpretation than his "shadowstick" version. He's a capable and powerful trained melee fighter, and his shadow manipulation gives him an incredible edge when it comes to melee strikes - not to mention his Stealth ranks, which are even higher than Batman's - mostly because he's an actual creature of shadow.
Shade is immortal, and will not die at all. He must be thrown into an area that continually harms him to be kept dead.

The episode closes, and still no Master in sight...what could he be gearing up for?
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Postby kerianvalentine » Thu Apr 12, 2007 2:50 pm

Wildstorm is on. This episode seems focused on the Wildcats...particularly on

Image

Agent Orange
PL 10/PP 150
Attributes: STR 26, DEX 24, CON 30, INT 18, WIS 20, CHA 10

Skills:
Acrobatics 8+7 = 15
Climb 8+8 = 16
Disable Device 8+4 = 12
Escape Artist 8+7 = 15
Investigate 8+4 = 12
Notice 8+5 = 13
Search 8+4 = 12
Sleight of Hand 8+7 = 15
Stealth 8+7 = 15

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Benefit (Security Clearance), Dodge Focus 10, Eidetic Memory, Elusive Target, Evasion 2, Fearless, Improved Aim, Instant Up, Move-By Action, Power Attack, Precise Shot 2, Redirect, Training, Uncanny Dodge (Sight)

Powers:
The Guns 4 (Hard-To-Lose Device, Limited: STR 20+)
Speed 3
Toxic Blood 1 [Corrosion, Limited: When Bleeding Only]

The Guns
Autofire 2 Ranged Damage 4 (A.P.: Extended Range Area [Burst] Autofire 1 Damage 5, A.P.: Cone Damage 8, A.P.: Knockback Autofire 1 Cone Damage 5, A.P.: Knockback Autofire 1 Ranged Damage 5)

Initiative/Defense: +11/20
Saves: FORT +10, REF +7, WILL +5, TOUGH +10
Attack/Damage: +10/+8 [+4 Autofire Guns/+5 Burst/+8 Cone/+5]

Drawbacks:
Shut-Down Signal [Weakness 7-Point Drawback]

DVD Commentary:
Agent Orange of Wildstorm is an extremely dangerous secret agent whose only weakness is his Shut-Down Signal [which renders him totally powerless as a -4 drain/round to all his powers]. His heavy guns are essentially built for 'Gun-Fu' techniques - he has a small single blast with many, many 'secondary blasts' attached, each 'secondary blast' being an alternate power of the original blast.
Oh, and he's also extremely strong, fast, and accurate to a robotic level. He has toxic blood, but it's a secondary effect at best - a corrosion that occurs when he bleeds.

The credits play. Where in the world could the Master be? What could he be working on?
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Postby Psistrike » Thu Apr 12, 2007 3:22 pm

Dang, didn't know that about Shade and his being immortal. Although the cane version on JL and JLU was fun to watch as well.
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