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Postby Libra » Sun Oct 14, 2007 5:35 am

I agree with both of those sentiments! 8)
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Libra's Request: Doc Holiday

Postby JoshuaDunlow » Sun Oct 14, 2007 12:25 pm

Without any further ado, here is my take of Libra's request: Doc Holiday. Please enjoy. :)

Without any further ado, here is my take of Libra's request: Doc Holiday. Please enjoy. :)

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"I would like to thank you for your generous contribution to the cause, My Cause. Now please don't get up, i shall see myself off with due haste out the door. "

Doc Holiday, Power Level: 8 (130pp), Real Name: John Dorian, Concept: Vigilante with a Cause, Profession: Dentist, Family: UnRevealed, Height: 6'0", Weight: 180 lbs, Eyes: Blue, Hair: Brown, Allegiances: Himself, Charitable Organizations, Belief System, Motivations: Greed, Goals: To find a cure for cancer

Description: Doc Holiday can be described as a distingquished gentleman of sorts, with dark brown hair and blue eyes. He maintains an old fashioned burly mustache, and a short rift of hair just upon his chin. He wears a cowboy hat, with a short coat over a vest , high collared shirt, and a thick voluminous tie. He ends this with a pair of sturdy pants which hangs over a pair of cowboy boots, with stirrups. Though he is a little skinny, and tall so he ends up looking more like a gangly sales man then anything else. He likes to put a spin, on what he thinks is an old country western voice. But always ends up sounding more southern than anything.

Abilities [20pp]: Strength 12 (+1), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 15 (+2), Wisdom 17 (+3), Charisma 8 (-1)
Saves [12pp]: Toughness +2/+8, Fortitude 2 (+4), Reflexes 3 (+5), Willpower 7 (+10)
Combat [18pp]: Base Attack +4 (+8 with any effect of his cane), Base Defense +5 (+2 flatfooted), Initiative +2, Grapple +5, Knockback -4, Hero Points 3
Attack (dc): Unarmed +1, Cane +3 , Cane Lasso (Snare dc 15), Stink Pellets (Nauseate dc 15), Smoke Bombs (Dazzle 7), Stun Bullets (Stun dc 15)
Skills [15pp]: Bluff 5 (+4/+12 when attactive), Diplomacy 5 (+4/+12 when attractive), Disable Device 9 (+11), Drive 4 (+6), Knowledge: History (old western) 2 (+4), Knowledge: Life Sciences 2 (+4), Medicine 2 (+5), Notice 4 (+7), Profession: Dentist 5 (+8), Ride 3 (+5), Search 5 (+7), Sense Motive 3 (+6), Sleight of Hand 5 (+7), Stealth 6 (+8)
Feats [21pp]: Attack Specialist (Cane) 2, Benefit 1 [Common Sense; able to get GM advice ocassionaly], Defensive Attack, Defensive Roll 6, Equipment 2, Fascinate (Bluff), Luck 2, Master Plan, Precise Shot, Quick Draw, Sneak Attack 2, Ultimate Skill (Bluff)
Powers [20pp]:
Irresistable Charm 6 [Emotion Control 6;Enhanced Feat: Attractive 2, Flaws: Women Only, Love Only]
-Even despite the fact that Doc is not a very charismatic fellow, he has a way with the ladies. Not only does he appear to be more charming with them, he can inspire love when he wishes. Its a great way of turning the tides, using them to cover his escape against the heroes.
Forgettable 5 [Mental Transformation (Affect Memories); Power Feats: Quick Change 2, Recordable; Extras: Continuous, Ranged (perception); FLaws: Sensory Dependant (Sight) ]
-Doc Holiday is the most forgettable man in the world, literally. He can make people forget he was even there. Or remember that his hiests have even occured, this comes in very handy when protecting his identity and covering his tracks. But he still wants people to remember him, so he usually allows them to remember something about his general appearance. The recordable power feat means that this affect will work on characters without an Intelligence score, or to work through video recording devices. The quick change makes sure people dont remember what he looks like exactly.
Devices [25pp]:
Walking Cane 7 [Easy to Loose] (21pp)
Doc Holdiay carries a servicable and sturdy cane, which he can use to strike his foes. This cane also has a number of interesting tricks and gadgets to help him in his crime spree's. Such as a projected shot lasso, and reloadable stink or smoke pellets. Or he can use the cane like a gun, and shoot stun bullets.
-Snare 5 [Power Feats: Tether, AP: Strike +2 (Power feats: Mighty)] (12pp)
-Nauseate 5 [Power Feats: AP (Dazzle Sight 7), AP: Stun 5 (Ranged); Extras: Ranged, Area (Burst)] (21pp)
Scarf 1 [hard to loose] (4pp)
-Immunity 5 [Air born Effects that require breathing]
Equipment [10ep]: Get Away Van (8ep), Handcuffs (1ep), Lock Release Gun (1ep)
Drawbacks [1pp]:
Weakness [Lung Cancer; Major Intensity, Common Frequency; Requires Weekly doctor visits and Chemo, or suffer a -1 accumulative penalty to all Ability scores (4 point Progression)]
Complications: Responsibilities [Weekly Doctor Checkups], Secret (identity)
Story/Background:
John Dorian, the most forgettable man on Earth, discovered he had Lung Cancer. Inspired by another famous dentist named Hol(l)iday and determined to be remembered for something he embarks on a decades-long career of crimes, always committed and themed on holidays, laundering the profits to finance research into possible cures for cancer and later - after discovering his cancer is terminal and incurable - medical charities for the aid of others.
Famous for the grand spectacles that always accompanied his property crimes and for the fact that he never killed (Despite the temptations of Doctor Sin's possible cures for cancer outside the scope of modern medicine if he would do some of the Doctors dirty work for him) and for his outlandish, roguish behaviour.
In the end, Duncan created a charitable foundation for the man and took over the funding himself before Doc Holiday passed away, in a hospital for children that bore his name, on Christmas day.
Last edited by JoshuaDunlow on Fri Apr 25, 2008 12:00 pm, edited 1 time in total.
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NeoPet Templates (SCKnight Request)!

Postby JoshuaDunlow » Mon Oct 15, 2007 8:22 am

NeoPets Templates:

ACARA:
Acaras are amphibious and can breathe underwater, and it is sometimes hinted that the "tentacles" somehow give the Acara the ability to echolocate when submerged in water. The tentacles may imply that the Acara was based on Capricorn. In general, they tend to be very playful and enjoy exploring, racing, and looking for hidden treasure under the sea.
As their huge eyes might suggest, Acaras are known for being highly inquisitive and curious creatures. They take a great joy in coming upon secrets and hidden things, and quite a few have distinguished themselves as very talented treasure-seekers. Some condemn Acaras for being nosey, and it is true that they tend to ask a few too many questions -- but there is no ill will behind those questions, just a genuine desire to learn.
Since they are equally at home on land or underwater, Acaras prefer to live along the coast.

Abilities [2pp]: +2 Dexterity, +2 Intelligence
Skills [1pp]: Search 4
Powers [6pp]:
Immunity 1 [Suffocation (Breathing under water)]
Swimming 1
Super Senses 4 [Radar (flaw: limited-Underwater)]
Elemental Control (water) 1

Many Acara have the magical ability to Control the Element of Water with varying degree's of success. As well as the ability to increase their affinity with water. To swim or adapt better.
And many of their protective gear, provides protection against Water damage (Limited Protection)
Amethyst seems to be their magical element, and it boosts their magical powers.
Most Acara can use Swords and Bows as weapons.


IXI:
Ixi are one of many different species that exist in Neopia. They originally come from Meridell, although you may find Ixi all over Neopia.
The Ixi are hardy forest and wood creatures that are renowned for their cunning and intelligence. Their speed is also something to be marveled at as watching them leap and bound through the forest is a sight to see. Initially, they may appear shy, but they are always willing to lend a hand should anything wrong occur around them. However, if you enter their habitat with bad intentions, be wary as you are forewarned that they are the masters of the wood, and will not tolerate such ill intentions.

Abilities [2pp]: +2 Constitution, +2 Intelligence, -2 Charisma
Skills [1pp]: Survival 4
Powers [4pp]:
Speed 1 [Power Feats: AP (Leaping)]
Elemental Control (Earth) 1
Drawbacks [1pp]: IXI 's saves versus fire damage, are +1 DC higher.

Ixi magic, is often used to control the Earth. But it also increases their movement rate, and the ability to damage with a charge attack. Ixi's like to use wands in battle, their element is the Tree (for amulets that help boost magic). And often use swords, or weapons to improve the damage of their hooves.


KYRII:
The Kyrii are a ferret like Neopet. Right at the appearance of the Kyrii, they began to make friends due to their friendly and easy going nature. Always on the lookout for new places to explore, Kyrii like to travel together in packs, but get along with other Neopets as well. They take pride in the condition of their hair, and if it gets dirty a Kyrii will get very upset. Kyrii also have an allergy to any food with the word "apple" in it, and come down with Itchy Scratchies if they eat any.
In the official description of the Kyrii, it's said the "Kyrii apeared in Neopia one day without any notice." This is not the case however, as it was noticed by the many owners of Fuzio. This has been left in the description as either a joke from The Neopets Team or to simplify the Neopet description for users new to Neopets.

Abilities [4pp]: Dexterity +2, Wisdom +2
Skills [1pp]: Bluff or Diplomacy 4
Powers []:
A kyrii seems to be able to use a number of elemental abilities, earth, fire, and air. As well as enhance their ability to tackle foes, or increase the feirceness of their growl. Create Earth shields, wind cyclones, or a burst of fire to dazzle their foes.
Drawbacks [1pp]: Allergic to any food with the word Apple. [Minor Weakness]

They can use blunt, slings, and short ranged projectile weapons. They are fond of using Rocket boots for flight, and shocker gloves to surprise their foes!



LUPE:
The Lupe is a wolf or dog-like Neopet, released on January 13, 2000, as a selection from a "create-a-pet" compitition. Brave and loyal, though sometimes a little over confident, Lupes enjoy adventuring to new territories with their friends.
Lupes are common characters in Neopian Games and Plots, having one of the largest impacts on the world of Neopets.
Abilities [6pp]: +2 Strength, +2 Constitution, +2 Charisma
Skills [1]: Notice 4
Powers [3pp]:
Super Senses 2 [Acute Smell, Track]
Feature: Couragous [+4 bonus to saves vs. Fear effects]

The lupe seem to be able to use Air and Fire in the Magical attacks; Some are said to be able to use the moon, to boost their strength and courage. ; And commonly use Wands, Staffs, and blunt based weapons, or sharp weapons made of bone. But are not against using whips, or explosive bombs.


GELERT:
The Gelert is a distant cousin to the Lupe and are the embodiment of all that is fun and goofy.
They are joyous creatures, with a love of anyone and everything. If you are suffering from a long day at work, there is nothing better than coming home to a Gelert, who will do anything possible to make your day a happier day.
Legend and myth have been written about the brave deeds of Gelerts and such stories have made Gelerts a household name. If anything, their love of children make them excellent baby sitters. However, don't let their fun-loving nature fool you; like their Lupe cousins they're fiercely protective of their friends and family.
Abilities [4pp]: +2 Constitution, +2 Charisma, -2 Intelligence
Skills [2pp]: Bluff 4, Notice 4
Feats [1pp]: Distract (Bluff)
Powers [5pp]:
Super Senses 2 [Acute Smell, Track]
Emotion Control 3 [Flaw: Hope Only]

A gelert's favorite elements are Earth and Air, and can use interesting abilities with their bark or a lick. They have a fondness for swords, boots, and claw weapons for attacks. Or those fun filled Flying discs as weapons.
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Postby SCKnight » Mon Oct 15, 2007 1:54 pm

Great job on the Neopets templates. I can't wait to see how you did the characters.
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Postby JoshuaDunlow » Tue Oct 16, 2007 7:51 am

Image
“Strike a pose”

Banshee (PL 10/150pp)
Abilities [28pp]: Strength 12 (+1), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 14 (+2), Wisdom 16 (+3), Charisma 16 (+3)
Saves [11pp]: Toughness 2 (+4/+10), Fortitude 3 (+6), Reflexes 4 (+7), Willpower 4 (+7)
Combat [16pp]: Base Attack +4 (+8 ranged/+10 Sonic Control), Base Defense +10 (+2 flatfooted), Initiative +3, Grapple +6, Knock Back -4
Attack (dc): Unarmed (dc16), Heavy Pistols (dc20), Auditory Dazzle (dc 20), Concussive Blast (dc 23), Stun (dc16), Obscure (dc 16), Mental Transform (dc 20), Disintegrate (dc19)
Skills [19pp]: Acrobatics 6 (+9), Bluff 5 (+8), Diplomacy 6 (+9), Craft (Mechanics) 4 (+6), Drive 4 (+7), Gather Information 6 (+9), Intimidate 2 (+5), Investigation 5 (+7), Knowledge: Behavioral Sciences 2 (+4), Knowledge: Current Events 2 (+4), Knowledge: Popular Culture 2 (+4), Knowledge: Civics 2 (+4), Knowledge: Streetwise 1 (+3), Knowledge: Tactics 3 (+5), Languages 1 [Irish; English], Notice 7 (+10), Perform: Oratory 4(+7), Perform: Piano 1 (+4) , Profession (Teaching) 2 (+5), Search 7(+10), Sense Motive 5 (+8), Swim 2 (+3)
Feats [22pp]: Attack Focus (Ranged) 4, Attack Specialist (Sonic Control) 1, Attractive, Benefit [Interpol Security Clearance, Law Enforcement] 2, Contacts, Defensive Attack, Dodge Focus 6, Equipment 2, Leadership, Move by Action, Precise Shot
Powers [54pp]:
Immunity 3 [To BlackToms mutant abilities; and his own powers]
Flight 7 [Drawback: Powerloss (if he cannot speak)]
Force Field 6 [Drawback: Powerloss (if he cannot speak)]
Super Senses 7 [Extended Hearing, Auditory Sense Group (Analytical), Sonar]
Sonic Control 10 [Power Feats: 6 Alternate Powers]
-Base: Auditory Dazzle 10 [Area (cone)]
-Alt: Nauseate 10 [Extras: Ranged,Flaw: Sensory Dependant (hearing)]
-Alt: Concussive Blast 8 [Extra: Penetrating 4]
-Alt: Stun 10 [Extras: Ranged, Sense Dependant (hearing)]
-Alt: Obscure 6 [All Senses; Flaws: Limited (Scanning Equipment)]
-Alt: Transform 10 [Change target memories; Flaws: Sensory Dependant (hearing)]
-Alt: Disintegrate 4
Equipment [10ep]:
Synthetic Costume 1 [Hard to Remove]
-Protection 2
-Immunity 2 [Cold and Heat temperatures (Half Save)]
-Improved Feat: Maneuverability (for flight; raises it to good) 1
-Features: Com link
Heavy Pistols with Microbomb rounds 2 [Easy to Remove]
-Blast 5 [Power Feats: 1 AP]
--Alt: Blast 3 with targeted area burst
Last edited by JoshuaDunlow on Thu May 28, 2009 4:51 pm, edited 1 time in total.
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Postby CaracalVI » Tue Oct 16, 2007 1:05 pm

Oooo! I always liked Banshee, and this build gets him perfectly!

Your characteristic awesome work once more, JD!

Also--feel free to deny this--I have another request for my Paragons campaign:

Code Name: (feel free to create)
Real Name: PFC Michael Harkness
Family: (feel free to create)
Height: 5'9"
Weight: 165 lbs.
Eyes: Green
Hair: Strawberry blonde
Age: 18
Allegiances: US government, law, good
Motivations: Patriotism, thrills
Goals: To advance in the US Army; to serve his country as best he can
Powers: Reflexive immunity to any given effect that could harm him
Specialties: Sharpshooting, black ops, and hand-to-hand combat.
Avatar courtesy of worldsfinestonline.com.
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Postby JoshuaDunlow » Tue Oct 16, 2007 3:37 pm

JoshuaDunlow wrote:This is a character update


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“Purple never looked so good”


Classic Uncanny Psylocke (PL 10/ 150 pp)
Real Identity: Elizabeth "Betsy" Bradock, Identity: Secret, Occupation: Adventurer, Ex Government Agent, Ex Model, Citizenship: United Kingdom, Place of Birth: Braddock Manor, England, Known Relatives: James Braddock Sr. (Father, deceased), Elizabeth Braddock (mother, deceased), James "Jamie" Hr. (brother), Brian Braddock (Captain Britain, brother), Group Affiliations: X-Men, Height: 5'10", Weight: 155 lbs, Eyes: Blue, Hair: Blonde, died purple

Abilities [34pp]: Strength 12 (+1), Dexterity 12 (+1), Constitution 18 (+4), Intelligence 14 (+2), Wisdom 22 (+6), Charisma 16 (+3)

Saves [13pp]: Toughness +7, Fortitude 3 (+5), Reflexes 4 (+5), Willpower 6 (+12)

Combat [24pp]: Base Attack +6 (+8 with Telepathic Array), Base Defense +8 (+3 flatfooted), Initiative +5, Grapple +6, Knock Back -3

Attack (dc): Unarmed +6 (dc 16), Psi Bolt +8 (dc 23), Psycho Blast +8 (dc 23), Illusion (dc 20), Mind Control (dc17), Stun +8 (dc18)

Skills [13pp]: Acrobatics 3 (+4), Bluff 5 (+8), Computers 2 (+4), Diplomacy 3 (+5/+9 with Diplomacy), Drive 3 (+4), Gather Information 5 (+8), Investigation 6 (+8), Knowledge: Arcane 2 (+4), Knowledge: Behavior Science 2 (+4), Knowledge: Civics 2 (+4), Knowledge: Current Events 2 (+4), Knowledge: History 2 (+4), Knowledge: Streetwise 2 (+4), Notice 4 (+10), Pilot 4 (+5), Profession: Model 5 (+8), Search 8 (+10)

Feats [14pp]: Attack Specialist (Telepathic Array) 1, Attractive 2, Contacts, Dodge Focus 2, Elusive Target, Improved Initiative, Improved Pin, Improved Trip, Redirect, Stunning Attack, Teamwork 1

Powers [49pp]:
Telepathy 8 [Array]
As is this is Marvel, Telepathy includes one other effect. Telepathic Projection, so they can see a surrounding area.
- Base: Communication + Mind Reading + ESP (visual; drawback: Noticeable “Butterfly mask”)
- Alt: Psi Bolts 8 [Blast (Psychic; Extra: Penetrating)]
- Alt: Psycho Blast 8 [Blast (Psychic; Alternate Save: Will)]
- Alt: Illusion 10 [All Senses; PF: Progression 2, Selective; Flaws: Limited (1 Subject), Phantasm]
- Alt: Mind Control 7 [PF: Subtle; Extra: Conscious]
- Alt: Stun 8 [Extra: Range]

Bionic Eyes 2 [Passive Container]
Thanks to Mojo, Betsy is a living camera.
- Pays of Blindness (4pp)
- Super Senses 2 [Infravision, Ultravision]
- Features 2: Eyes count as Mechanical, when dealing with “Phantasm/hallucination” effects

Undetectable (10pp)
The arch-sorceress Roma bestowed this upon the X-Men, they are invisible to any form of living or mechanical forms of recording save the Naked Eye.
- Concealment 10 [Visual 4, Audio 2, Radio 2, Mental 2; Pf: Close Range; Drawback: Powerless (Naked Eye, -3)]

Devices [4pp]:
Lightweight Armor 1 [Hard to Remove]
- Protection 3
- Immunity 2 [Cold and Heat Temperatures (½ save)]
- Comlink

Drawback [4pp]: Blind

Complications: Secret Identity, Eyes are Bionic (and transmit to Mojo world; without them she is blind), Worthy to take the mantle as Captain Britain


Builder’s Notes:
Once again the devil is in the details, and this is a bare bones “Classic” Psylocke while the X-Men lived in Australia during the Siege Perilous. I remember having the biggest problem trying to resolve her Psycho Blast and Psi Bolts. And the solution quite hit me as being absolutely simple, “now”. Her Psi Bolts do Physical damage, but are still considered “Psychic” as far as the damage descriptor goes (thus the toughness save) and a very dangerous Psycho Blast (which apparently can hurt Juggernaut) this is done by striking the targets nervous system (thus the will save). Which brings to light then that the Juggernaut’s helmet may protect against mental effects, but is not so effective against Damaging Will saves.

The Undetectable was an incredible Challenge, but I think I covered it without having to resort to an Immunity Power. Her array of Telepathic powers have been simplified from some of my other renditions of her, and have been reduced to an effect of Power Stunting for simplicity sake.
Last edited by JoshuaDunlow on Sat Dec 17, 2011 2:33 am, edited 21 times in total.
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Postby Godfallen » Tue Oct 16, 2007 3:51 pm

josh...one thing...her mind blast would have the "mental weapon" flaw...cuz thats what she has as a base power....everything she does, super-power wise...is weaker then her "psi-blade".
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Postby JoshuaDunlow » Tue Oct 16, 2007 4:01 pm

Godfallen wrote:josh...one thing...her mind blast would have the "mental weapon" flaw...cuz thats what she has as a base power....everything she does, super-power wise...is weaker then her "psi-blade".


Actually according to marvel, she did not have the mental weapon ability before she was ressurected by ROma. And this is a pre- siege perilous build. After that her power arrangement changes dramatically, and she becomes a telekinetic.

Also the only reason her Mental Blast is seperated as is, is because i needed to spend the last 8 pts. Without making the array, so out of bounds with the few abilities she has.
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Postby pauln6 » Wed Oct 17, 2007 4:52 am

I think Betsy's low level mind blast should have the area extra as I recall that she nobbled a whole bunch of mooks from the alternate Earth in one scene.

Also, her strength should be higher than normal - when she fought Sabretooth she threw a dumbell at him and he remarked that she was 'plenty strong for a skirt'.

If Improved Critical can be applied to her more powerful blast then I think that would fit too.
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Postby pauln6 » Wed Oct 17, 2007 4:57 am

Ooh and she also had clairvoyance as an AP since she could see psychically even when blinded and occasionally manifested her butterfly over the Xavier estate even when there was nobody else present suggesting that she can 'see' independently without having to rely on reading other people's perceptions of the area.
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Postby JoshuaDunlow » Wed Oct 17, 2007 6:48 am

Excellent points of interest paul, however i would like for you to consider. That many of these abilities that you suggestm, have perhaps not been used on many ocassions. If so id be more than happy to fix things.

So as for the Power suggestions, most of these can be simulated with a little extra effort, to say gain an alternate power version with the extra involved. As for her strength you might be right, but i was stressing her lack of any physical combat abilities. Since they have stressed in the past, that she isn't someone you can rely for that.

Im going to do some research on Wikipedia, and some other sources besides marvel.com. Which is what i used for my build. See what i can dig up.
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Postby JoshuaDunlow » Wed Oct 17, 2007 7:28 am

Well after scrounging up soem more info on Wikipedia! Psylocke is now a heft PL 10 (191 pp) costing heroine. Man i tell yeah, i learned a few things i didn't even know. Should have looked it up earlier!
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Postby Skarlett Spyder » Wed Oct 17, 2007 7:48 am

For a long time before gaining the eye implants from Mojo, Betsy did indeed use her telpathic powers to compensate for her blindness. I think that's at least Clairvoyance 2.
"History and experience have taught us that the oldest among our kind invariably prove the most formidable." Sage, X-Treme X-Men #43

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Postby Setothes » Wed Oct 17, 2007 7:48 am

I'm pretty sure that Marvel universe telepathy comes with Comprehend built-in. (Although I'm willing to call that 'teach other people languages by touching them' thing some sort of insane power stunt. And completely ignore Jean and Xavier's assertion that all telepaths get photographic memories for free...)

I've always liked the butterfly effect thing. Jean tends to have her 'phoenix' aura when she's doing something big, and Betsy has her butterfly. Charles has never had anything of the sort, but it's a neat visual gimmick, and I always wanted to see other telepaths get 'anima' effects like this. A striking serpent or baying wolf or something.
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