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Postby Kryptons Girl » Sat Aug 04, 2007 12:07 pm

If you did decide to go with the Minion/Sidekick route, a flaw for hostility would definitely apply. That's why my potential build of my wife will come out so cheaply.... :lol:


Ya know...comments like that will get you plenty of wife aggro, and I'm bettin' yer no tank... :D

~KG
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Postby Thorpacolypse » Sat Aug 04, 2007 8:58 pm

Trust me, my wife has EVERY reason to be aggresive! Even I drive ME crazy... :lol:
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Postby catsi563 » Sat Aug 04, 2007 9:01 pm

HAPPY BIRTHDAY!!!=^_^=
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Postby prodigyduck » Sat Aug 04, 2007 9:04 pm

Hippo Birdy 2 Ewes

Hippo Birdy 2 Ewes

Hippo Birdy Deer Joshua!

Hippo Birdy 2 Ewes




Now, if only I could supply the art for that, it would be REALLY funny.
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Postby Libra » Sun Aug 05, 2007 6:25 am

Just remember old chap, you're only another year older, not wiser!

Errrr, I meant vice versa. Of Course. . . :oops:

Happy Birthday! :wink:
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Archaic Armor

Postby JoshuaDunlow » Sun Aug 05, 2007 9:42 pm

Archaic Armor

Optional Feats (modern):
Archaic Armor Proficiency. [mutants and masterminds manual; Use of this feat negates the action penalty of armor. Which is -1 for every point of protection]

Optional Feats (medieval):
Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)

These feats grants you the use of each armor category, without an action penalty. Medium Reduces movement by 25%, and Heavy Armor reduces movement by 50%.


Light Armor
Padded [+1 Toughness; Weight 10 lbs]
Leather [+1 toughness; Weight 15 lbs]
Studded Leather [+2 Toughness; Weight 20 lbs]
Medium Armor
Hide [+2 Toughness; Weight 25 lbs]
Scale Mail [+3 Toughness; Weight 30 lbs]
Chainmail [+3 Toughness, Weight 40 lbs]
Breastplate [+4 Toughness; Weight 30 lbs]
Heavy Armor
Split Mail [+4 Toughness; Weight 45 lbs]
Banded Mail [+4 Toughness; Weight 35 lbs]
Plate Mail [+5 Toughness; Weight 50 lbs]
Full Plate [+6 Toughness; Weight 55 lbs]

Padded: Heavy clothes often stuffed to increase thickness.
Leather Armor: Heavy leather plates covering the torso and other vital areas.
Studded Leather: Leather armor augment with metal studs and rivets.
Hide: Crude Armormade form thick animal hides and furs.
Scale Mail: A shirt of interlockng metal scales.
Chainmail: A shirt of heavy metal chain, often with a hauberk (hood) to cover the wearer's head.
Breastplate: Chainmail augmented with a metal breastplate.
Splint Mail: Leather armor with narrow vertical strips of metal riveted to it.
Banded Mail: Chain and leather armor with horizontal bands of metal sewn over top.
Plate Mail: This is chainmail augmented with a metal breastplate, graces (leg gaurds) and vambraces (arm guards)
Full Plate: A full and heavy suit of articulated metal plates, like that worn by medieval knights.


Masterwork Armor and Shields
These items subtract 1 from the armor check weapon, cause they are more conforming to a characters body. This feature adds +1 to the weapons equipment cost.

Special Materials & Properties
Enchanted Armor [This feature costs 1 equipment point, and turns the armor into a magical one; Enchanted Armors/Shields have the following additions sometimes: Toughness Bonus, Impervious, and sometimes a special power. ]
Bane Armor [Bane Armors have the Impervious extra added to their features, with the Limited Flaw (Against a group of monsters). Examples include Holy/Infernal Creatures. ]
Mithril Armor [Armor made of Mithril adds +2 to the Toughness bonus, adds the Impervious 2 Extra]
Soul Forged Armor [This demonic armor, adds +3 to the Toughness bonus and the Impervious 3 Extra and 3 ranks of the Fearsome Presence feat, if you have the shield to. It increases to 5 ranks of Fearsome presence]
Adamant Armor [Adamant Armor adds +4 to the armors toughness bonus and the Impervious 4 Extra; and adds +1 to the toughness bonus]
Nuru Armor [Nuru Armor adds +6 to the armor's toughness and the Impervious 6 Extra, and adds +2 to the armor's toughness bonus]
Dark Wood Shields [Darkwood adds +1 to the shields block modifier]

Substance Toughness
Enchanted (You can enchant an item, as a feature. Adding +1 to the equipment cost) This adds +2 to the normal substance toughness
Mithril 15
Soul Forged 14
Adamantium 17
Nuru 20
DarkWood 8
Last edited by JoshuaDunlow on Mon Aug 06, 2007 10:06 am, edited 4 times in total.
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Postby Geraturatu » Mon Aug 06, 2007 5:41 am

Ah, yes, DnD's armor. Not made in the best way it could have been done, I certainly made better armor systems (though I never finished creating the games :oops:, probably because of my short attention spans).

Oh, and you meant to say Medium reduces movement to 75%, and Heavy Armor reduces movement to 50%.

Just helping. :D
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Postby JoshuaDunlow » Mon Aug 06, 2007 9:58 am

Geraturatu wrote:Ah, yes, DnD's armor. Not made in the best way it could have been done, I certainly made better armor systems (though I never finished creating the games :oops:, probably because of my short attention spans).

Oh, and you meant to say Medium reduces movement to 75%, and Heavy Armor reduces movement to 50%.

Just helping. :D


It works for what it does; I've created better systems as well, usually i prefer a hit location system. I've added the mystial properties from an earlier post and added it to the list.
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Archaic Weapons

Postby JoshuaDunlow » Mon Aug 06, 2007 11:54 am

Archaic Melee Weapons

Modern Feats:
Archaic Weapons Proficiency: Introduced in the Mutants & Masterminds Manual; In a modern setting, this feat provides knowledge of the use of melee weapons. Without this feat, people suffer a -4 to attack when using them.

Medieval Feats:
Exotic Weapons Proficiency: This feat provides proficiency with one exotic weapons; without this you suffer a -6 to your attack rolls with them. This requires having the Martial weapons proficiency feat.
Martial Weapons Proficiency: This feat provides proficiency with all Martial weapons; without this you suffer a -4 to your attack rolls with them. This requires having the simple weapon proficiency to have this feat.
Simple Weapons Proficiency: This feat provides proficiency with all simple weapons; without this you suffer a -4 to your attack rolls with them.

Simple Melee Weapons
Club [+1 damage; 20 Critical; Thrown; Bludgeoning]
Knife/Dagger [+1 damage; 19-20 Critical; Thrown; Peircing]
Longspear [+3 damage; 18-20 Critical; Piercing]
Mace, heavy [+3 damage; 20 Critical; Bludgeoning]
Mace, light [+2 damage; 20 Critical; Bludgeoning]
Morningstar [+3 damage; 20 Critical; Bludgeoning and Piercing]
Pitchfork [+2 damage; 19-20 Critical; Piercing]
Punching Dagger *[+1 damage; 19-20 Critical; Piercing]
Quarterstaff [+2 damage; 20 Critical; Piercing]
Sap [+2 damage; 20 Critical; Thrown; Bludgeoning (non-lethal)]
Sickle [+1 damage; 20 Critical; Slashing]
Spear [+3 damage; 18-20 Critical; Thrown; Piercing]
Stiletto [+0 damage; 19-20 Critical; Piercing]

Martial Melee Weapons
Axe, Throwing [+1 damage; 20 Critical; Thrown; Slashing]
Battle Axe [+3 damage; 19-20 Critical; Slashing]
Claymore [+3 damage; 18-20 Critical; Slashing]
Cutlass [+3 damage; 19-20 Critical; Slashing and piercing]
Falchoin [+3 damage; 17-20 Critical; Slashing]
Flail [+3 damage; 20 Critical; Bludgeoning]
Flail, heavy [+4 damage; 19-20 Critical; Blugeoning]
Great Axe [+5 damage; 20 Critical; Slashing]
Great Club [+3 damage; 20 Critical; Bludgeoning]
Great Scimitar [+3 damage; 18-20 Critical; Slashing]
Great Sword [+4 damage; 19-20 Critical; Slashing]
Hand Axe [+1 damage; 19-20 Critical; Slashing]
Lance [+3 damage; 19-20 Critical; Slashing]
Lance, jousting [+1 damage, 19-20 Critical; Slashing]
Machete [+3 damage; 20 Critical; Slashing]
Main-gauche [ +1 damage; 20 Critical; Piercing and Slashing]
Maul [+4 damage, 19-20 Critical; Bludgeoning]
Pole Arm [+3 damage, 19-20 Critical; Piercing or Slashing]
Pike [+3 damage, 19-20 Critical; Piercing]
Rapier [+2 damage, 18-20 Critical; Piercing]
Saber [+2 damage; 17-20 Critical; Slashing]
Scythe* [+3 damage; 19-20 Critical; Piercing or Slashing]
Sword [+3 damage, 19-20 Critical; Slashing]
Sword, short [+2 damage, 19-20 Critical; Slashing]
Trident [+3 damage, 19-20 Critical; Piercing]
Warhammer [+3 damage, 19-20 Critical; Bludgeoning]
Warhammer, light [+3 damage, 19-20 Critical; Bludgeoning]
Warpick, heavy *[+3 damage, 19-20 Critical; Piercing]
Warpick, lighty *[+1 damage, 19-20 Critical; Piercing]

Exotic Melee Weapons
Chain [+2 damage, 20 Critical; Bludgeoning]
Chain, spiked [+2 damage, 20 Critical; Piercing]
Sword, Bastard [+4 damage, 19-20 Critical; Slashing]
Whip [+0 damage, 20 Critical; Extended Reach 2 (15'); Improved Trip Feat; Bludgeoning]

* These weapons have a 2 pt Penetrating quality


Simple Ranged Weapons
Blowgun [+0 damage; Critical 20; 5' range; Piercing]
Crossbow, heavy [+3 damage; 19-20 Critical; 40' range; Piercing]
Crossbow, light [+2 damage; 19-20 Critical; 25' range;Piercing]
Dart [+1 damage, 20 Critical; 5' range; Piercing]
Javelin [+2 damage; 20 Critical; 10' range; Piercing]
Sling [+1 damage; 20 Critical; 15' range; Bludgeoning]

Martial Ranged Weapons
Bow [+3 damage; 20 Critical; 40' range; Piercing]
Bow, Short [+2 damage; 20 Critical; 20' range; Piercing]

Exotic Ranged weapons
Bolo [Snare 4; 40' range; Bludgeoning]
Boomerang [+2 damage; 20 Critical;
Crossbow, repeating [+3; 19-20 Critical; 30' Range; Piercing, Autofire]
Flintlock Pistol [+3 damage; 20 Critical; Range 20' ; Ballistic]
Flintlock Rifle [+5 damage; 20 Critical; Range 50'; Ballistic]
Net [Snare 6; 10' Range]

Racial Weaponry
Bow, Elven [+3 damage; 19-20 Critical; 50' Range; Piercing]
Steel Pistol, Dwarf Crafted [Exotic; +3 damage, 19-20 critical; Range 30'; Ballistic]
Steel Rifle, Dwarf Crafted [Exotic; +5 damage, 19-20 critical; Range 60'; Ballistic]
Orc/Goblin Scimitars [Martial; +2 damage, 19-20 Critical]
Last edited by JoshuaDunlow on Wed Aug 08, 2007 12:45 am, edited 2 times in total.
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Postby Libra » Tue Aug 07, 2007 4:32 am

Now that looks like a fair old Archaic Arsenal. 8)
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Space Crafts

Postby JoshuaDunlow » Tue Aug 07, 2007 4:28 pm

I thought i would try my luck at Vehicle design, please give me your opinions. It would be much appreciated. UEDC stands for United Earth Defense Corps.

UEDC Starfighter (47 ep).
Crew Compliment: 1
Strength 50, Speed 12 (AP: Space Flight 3), Defense 10, Toughness 11/17 with forcefield, Size Gargantuan
Features:
Computer Guided Targeting System (Accuracy with main weapon)
Hidden Compartments 2
Navigation Computer 1
AI Computer 3 [Minion; Fanatic]
Immunity 9 [Lifesupport]
Forcefield 6 [Extra: Impervious]
Blast 10 [Lasers; Penetrating 5]

THE AI SYSTEM:
Abilities: Intelligence 12, Wisdom 12, Charisma 2
Saves: Toughness 8, Willpower 1
Skills: Piloting 8
Powers: Immunity 60 (Will Affects, Fort Affects), Size (Dimunitive)

----

UEDC Troop Carrier (36ep)
Crew Compliment 2 pilots +20 men
Strength 70, Defense 5, Toughness 8, Speed 10 (AP: Spaceflight 2)
Features:
Hidden Compartment
Remote Control
Immunity 9 [Lifesupport]
Impervious Toughness 8
Shield 3 "Anti Missle Defense System" [Flaw: Works against missles only]
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Postby dwellerofthedeep » Tue Aug 07, 2007 4:52 pm

Cool stuff. It's nice that you were able to make your vehicles affordable, though I suppose, a starfighter isn't ever that expensive for the most part. Great use of the AI, reminds me of when I built a carrier with remote fighters (ala Starcraft) and it gave an enhanced minions feat.
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Riddick, Richard B. The Chronicles of.

Postby JoshuaDunlow » Wed Aug 08, 2007 12:30 am

Image
Okay here is the infamous Riddick, i hope i did him justice. I think the best part of his build, is the combat training powers i gave him. Im not sure if its legal to assign a 0 rank power, but i figured it be okay as long as some points were assigned to power feats and extras. Either way Riddick just kicks ass. And comes to a woping 153 pts, even though he is only a Power level 8 character.

Riddick, Richard B., Race: Human (Furyan), Concept: Criminal, Ex Military, Power Level: 8 (153pp), Age: 29 , Height: 6'0", Weight: 215 lbs, Eyes: Silvery Shine, Hair: Brown, but prefers bald
Abilities [38pp]: Strength 20 (+5), Dexterity 16 (+3), Constitution 20 (+5), Intelligence 12 (+1), Wisdom 18 (+4), Charisma 14(+2)
Saves [13pp]: Toughness +5/+8 Defensive Roll, Fortitude +10, Reflexes +10, Willpower +7
Combat [24pp]: Base Attack +6 [+2 in dark environments], Base Defense +6 [+3 Flatfooted], Initiative +7, Damage (Punch +5, Dagger +6, +2 bonus on a sneak attack)
Skills [22pp]: Acrobatics 6 (+9), Concentration 3 (+7), Bluff 5 (+7), Climb 6 (+11), Drive 2 (+5), Gather Information 4 (+6), Intimidate 10(+12), Knowledge (Civics) 2 (+3), Knowledge (Life Sciences) 4 (+5), Knowledge (Streetwise) 6 (+7), Knowledge (Tactics) 3(+4), Medicine 1 (+5), Notice 8 (+10), Pilot 7 (+10), Search 7(+8), Stealth 5(+8), Survival 6 (+10), Swim 3 (+8)
Feats [30pp]: All out Attack, Ambidexterity, Assessment, Defensive Roll 3, Elusive Target, Equipment 1, Favored Environment 2, Improved Disarm, Improved Grapple, Improved Initiative, Improved Pin, Instant Up, Power Attack, Prone Fighting, Renown 4, Sneak Attack 2, Startle, Takedown Attack, Taunt, Throwing Mastery 2, Uncanny Dodge 2 (Sight, Hearing)
Enhancements [1pp]:
Eyeshine [Super Sense 1 (Nightvision)]
Furyan Abilities [21pp]: [Container; Power Feats: Innate]
Nerves of Steel Enhanced Feats: Fearless
Predatory Kinship Enhanced Feats: Animal Empathy & Enhanced Skills: Handle Animal 8
Furyan Physiology Super Strength 1
Wrath of the Furyans [Stun 7 (Bio Energy; Extras: Area [Burst]; Flaws: Tiring)]
Combat Training[12pp]:
Twin Dagger Style [Strike+0; PF: Mighty, Improved Critical 2, Split Attack; Extra: Penetrating 6; Flaws: Requires the use of Daggers]
Killer Strike [Strike 0; PF: Mighty, Improved Critical 2, Split Attack; Extra: Penetrating 2; Flaws: Requires Unarmed Strikes to impliment]
Blind Fighting [Super Sense 4 (Blindsight-Vision)]
Equipment [5]: Daggers [+1 Damage; 19-20 Critical]
Drawbacks [8pp]: Noticeable [Eyeshine], Vulnerable [light; Minor intensity (+1 DC), verycommon frequency], Weakness [Light sensitive; Moderate intensity, very common frequency]
Last edited by JoshuaDunlow on Wed Aug 08, 2007 12:39 am, edited 1 time in total.
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Postby JoshuaDunlow » Wed Aug 08, 2007 12:35 am

dwellerofthedeep wrote:Cool stuff. It's nice that you were able to make your vehicles affordable, though I suppose, a starfighter isn't ever that expensive for the most part. Great use of the AI, reminds me of when I built a carrier with remote fighters (ala Starcraft) and it gave an enhanced minions feat.


True, and i wanted to find ways of giving these vehicles a higher defense rating too. To simulate other things. Either way thanks for the nice words :) Your vehicle stats are awesome i have to say.
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Postby JoshuaDunlow » Wed Aug 08, 2007 12:42 am

Libra wrote:Now that looks like a fair old Archaic Arsenal. 8)


Yup, but i kept that list to just Western European Weaponry and armors for simplicity sake.
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