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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MorningKnight » Tue Jun 24, 2008 8:26 pm

Not in your game, but rest up, brother Snow. Get well soon.
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Postby MDSnowman » Thu Jun 26, 2008 11:36 am

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“I’m not a hero, never was. I’m just an old killer, hired to do a little wet work.”

Old Snake

PL:
8 (120pp)

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

Skills: Acrobatics 8 (+11), Bluff 8 (+10), Climb 8 (+11), Computers 8 (+10), Disable Device 8 (+10), Drive 4 (+7), Escape Artist 8 (+10), Intimidate 8 (+10), Notice 12 (+14), Search 8 (+10), Sense Motive 8 (+10), Stealth 12 (+15), Survival 4 (+10), Swim 8 (+11)

Feats: All-Out Attack, Defensive Attack, Dedication, Dodge Focus (6), Equipment (4), Elusive Target, Improved Grab, Improved Initiative, Power Attack, Sneak Attack (2), Stunning Attack

Powers:
Device 3 [Octocamo Muscle Suit; Hard to Lose; Protection 6, Enhanced Strength 4, Enhanced Dexterity 2, Concealment 2 (Normal Vision; Flaws: Blending, Passive), Immunity 2 (Heat & Cold); 12pp]
Device 1 [The Solid Eye; Hard to Lose; Super Senses (Extended x2 Normal Sight, Track, Ultrasight), Enhanced Skill (Notice, 4 Ranks); 4pp]

Combat: Attack +11 [Unarmed +3] Defense 20 (12 flat-footed) Init +7

Saves: Toughness +6 (6 flat-footed) Fortitude +6 Reflex +5 Will +7

Equipment: Arsenal [Custom M4 – Blast 5 (Extra: Auto-Fire; Power Feat: Improved Range, Subtle), Operator – Blast 4 (Power Feat: Subtle), Knife – Strike 1 (Power Feat: Mighty, Improved Critical, Thrown), P90 – Blast 4 (Extra: Auto-Fire); 20ep]

Drawback: Vulnerable [Fatigue Attacks; Common Occurrence, Major Intensity; 4pp]

Abilities 18 + Skills 28 (112 Ranks) + Feats 20 + Powers 16 + Combat 30 + Saves 12 – Drawbacks 4 = 120pp

:arrow: Well another Metal Gear Solid 4 build for you. Snake has gotten old and it’s begun to wear away at his skills. The most notable victim is his stamina, he spends a great deal of the game breaking down into coughing and hacking fits without much provocation. Pretty much any attack meant to stress his body’s weakened systems is likely to mess him up (hence his weakness). He compensates by breaking out the super science gear. His octocamo suit gives him strength, protection, and the ability to hide from almost any foe provided he doesn’t attack and he’s moving slow enough. His solid eye, which looks like a high tech eye patch, gives him top notch scouting skills as well. Given the sheer number of weapons available to the player in MGS4 I decided to set snake up with some basics. In this case, the three basic weapons he uses most in cut scenes, and my favorite gun from the game as well, taken off of the corpse of one of Liquid’s Frogs.

Spoiler Space wrote:Snake’s physical deterioration seems to be a result of the fact that he’s a clone. When the Patriots designed Big Boss’ clones they added functions where they couldn’t reproduce, and they aged rapidly once they passed their physical prime. By the time the game opens Snake has less than a year to live before his body shuts down on its own.
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Postby MDSnowman » Fri Jun 27, 2008 2:24 pm

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Raiden

PL:
9 (150pp)

Abilities: STR: 12 [18] (+4) DEX: 18 [26] (+8) CON: 12 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

Skills: Acrobatics 12 (+30), Climb 8 (+12), Computers 8 (+10), Disable Device 8 (+10), Disguise 8 (+11), Drive 4 (+12), Escape Artist 8 (+16), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Stealth 8 (+16), Survival 8 (+10), Swim 12 (+13)

Feats: Acrobatic Bluff, Accurate Attack, Attack Focus [Melee] (2), Defensive Attack, Dodge Focus (7), Equipment, Improved Block (2), Improved Trick, Improved Initiative (2), Power Attack, Sneak Attack, Stunning Attack

Powers:
Device 2 [High-Density Blades – Strike 3 (Extras: Penetrating [+1] 5, Auto-Fire [+1]; Mighty; Improved Critical (3); 6pp]
Cyborg Body 7 [Enhanced Dexterity 8 (8pp), Protection 6 (6pp), Enhanced Strength 6 (6pp), Super Strength 6 (12pp), Leaping 3 (3pp); 35pp]

Combat: Attack +9 (+11 Melee) [Unarmed +4, High-Density Blade +7; 17-20 Crit] Defense 21 (13 flat-footed) Init +16

Saves: Toughness +7 (7 flat-footed) Fortitude +5 Reflex +12 Will +5

Equipment: Knife [+1 Damage; Mighty, Improved Crit, Thrown; 4ep], Comm-link [1ep]

Drawbacks: Disability [Slow Healing; Requires specialized machinery and medical care before natural healing can occur; 2pp]

Abilities 26 + Skills 27 (108 Ranks) + Feats 21 + Powers 41 + Combat 26 + Saves 11 – Drawbacks 2 = 150pp

:arrow: Raiden is back and he’s no longer a girly man with a nag for a girlfriend. All that needed to change was he dumped the girlfriend and became a cyborg ninja. Well Rosemary’s loss is everyone else’s gain. Raiden’s purpose in Metal Gear Solid 4 is to show up and save Snake with suicidal cyborg ninja antics. Unfortunately these suicidal tactics lead to Raiden spending most of the game in various states of messed up beyond recognition. As such he’s only able to come and save Snake when it’s most dramatic.

Spoiler Space wrote:At the end of Act 4 Raiden manages to stop a submarine from running aground ontop of Snake, the effort leaves Raiden armless however. Of course that doesn't stop him from showing up in Act 5 using his sword with his foot and electrically zapping bad guys. That build... isn't exactly forth coming.
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Postby Gothenem » Mon Jun 30, 2008 6:45 am

Heya MD, I've been using your Original character of Dakota in my campaign, and it's working out rather well. I did my own image for her though, and thought I'd show you here.

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Postby MDSnowman » Wed Jul 09, 2008 12:14 pm

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The Terror of Greymane Pass

PL:
12 (154pp)

Abilities: STR: 40 (+15) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0)

Skills: Climb 8 (+9), Intimidate 12 (+29), Survival 8 (+9), Stealth 8 (+4)

Feats: Benefit [Thug (Use Str for Intimidate Rolls)], Fearsome Presence (7), Power Attack, Startle, Takedown Attack (2), Tracking

Powers:
Minotaur Racial Package [Growth 4 (+8 Strength, +4 Constitution; Permanent), Speed 2, Strike 2 (Flaw: Only When Charging; Power Feat: Mighty), Super Senses 2 (Scent, Direction Sense); 18pp]
Stone Skin [Density 10 (+20 Strength, +5 Impervious Toughness, Immovable 3, Super Strength 3 (Power Feat: Ground Strike), Immunity 9 (Life Support), Protection 5; Dynamic; Dynamic Alternate Power: Super Movement – Permeate (Flaw: Only Through Earthen Materials; Power Feat: Affect Others); Super Senses 3 (Tremor Sense; 3pp) 49pp]

Combat: Attack +9 [Unarmed +15] Defense 19 (15 flat-footed) Init +0

Saves: Toughness +15 (5 Impervious) (15 flat-footed) Fortitude +12 Reflex +3 Will +6

Abilities 10 + Skills 9 (36 Ranks) + Feats 13 + Powers 67 + Combat 40 + Saves 15 – Drawbacks 0 = 154pp

For centuries the area of the Greymane pass in Beleme have played home to a small tribe of Minotaurs. With the end of the imperial era efforts were made to root out these creatures in order to make way for trade with Dennigrad. Early forays proved very successful, that was until several years later when the Minotaurs went into hiding.

With that the attacks on the minotaurs stopped and trade began in earnest. That was until fifteen years ago when trading caravans began to be attacked by a lone Minotaur. Beleme troops were immediately dispatched, and summarily destroyed by that same lone Minotaur. The few survivors spoke of a beast with skin like solid rock who darted between stone out cropping with ease, and who entombed men in the earth without so much as a word. Beleme abandoned the Greymane pass and put a bounty on the head of the creature that became known as the Terror of Greymane Pass. Since then Witch hunters have occasionally ventured into the territory in order to collect the hefty bounty, none have survived the attempt.

:arrow: Part of the reason the Terror of Greymane Pass is so dangerous is that it's not a mindless beast. In his tribe the "Terror" is a veteran warrior using everything in arsenal to chase off invaders. He'll use his Permeate alternate power to lie in wait and suprise the toughest looking foe. Then he'll mix it up in melee a little bit before grappling a target and permeating stone once again. Once he's in deep enough he'll break the grapple and finish off any stragglers. Few people expect their quarry to move so quickly, but with a minotaur's natural speed coupled with his permeate power he covers distance very quickly. The key to beating the "Terror" is his permeate power. To permeate he has to lower his protection power leaving him open to a well timed attack.
Last edited by MDSnowman on Sat Nov 29, 2008 4:38 pm, edited 2 times in total.
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Postby bblackmoor » Wed Jul 09, 2008 12:54 pm

MDSnowman wrote:The Terror of Greymane Pass


That's neat!

Are people using M&M for fantasy games? I had contemplated that, but was put off by the amount of work I'd need to do to make it suitable.
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Postby MDSnowman » Wed Jul 09, 2008 12:55 pm

bblackmoor wrote:
MDSnowman wrote:The Terror of Greymane Pass


That's neat!

Are people using M&M for fantasy games? I had contemplated that, but was put off by the amount of work I'd need to do to make it suitable.

Some people have been for a while, I have a thread over in the settings forum where I'm putting together a fantasy campaign setting pop over and have a look.
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Postby Psistrike » Wed Jul 09, 2008 1:00 pm

Now that is definately what I would call a terror. :shock: Although the Strength from both his Growth and Density shouldn't add to his Climb bonus, according to the way each power is described. Should be +9 Climb total due to that.
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Postby MDSnowman » Wed Jul 09, 2008 1:04 pm

Psistrike wrote:Now that is definately what I would call a terror. :shock: Although the Strength from both his Growth and Density shouldn't add to his Climb bonus, according to the way each power is described. Should be +9 Climb total due to that.

Doh, well at least he still has that insane Intimidate bonus.
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Postby Unknown Soldier » Wed Jul 09, 2008 1:16 pm

Hrm. A worthy opponent.
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Postby Libra » Wed Jul 09, 2008 5:18 pm

Keep up the good work Snowman! :D
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Postby MDSnowman » Thu Jul 10, 2008 3:20 pm

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Anton Blanchard

PL:
8 (120pp)

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

Skills: Acrobatics 8 (+12), Climb 8 (+11), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge [Tactics] 8 (+10), Notice 12 (+15), Ride 8 (+12), Search 8 (+10), Stealth 12 (+16/+21), Survival 12 (+15)

Feats: Attack Specialization [Bows], Accurate Attack, Defensive Attack, Defensive Roll (2), Dodge Focus (4), Equipment (3), Improved Aim, Improved Initiative (2), Inspire (2), Leadership, Tracking

Powers: Device 2 [Black Fletched Arrows; Easy to Lose; Nullify 8 (All Effects; Flaws: limited – Magic Source [-1], Requires Bow [-1]; Alternate Powers: Nullify 4 (All Effects; Extras: Ranged [+1], Nullifying Field [+0]; Flaws: Limited – Magic Source [-1], Requires Bow [-1]), Nauseate 8 (Extras: Alternate Save – Will [+0], Duration [+1]; Flaws: Limited – Targets with Magic Source Powers [-1], Requires Bow [-1]); 6pp]

Combat: Attack +8, +10 w/ Bows [Unarmed +3, Knife +4; 19-20, Bow +6] Defense 20 (13 flat-footed) Init +12

Saves: Toughness +6 (4 flat-footed) Fortitude +6 Reflex +8 Will +6

Equipment: Leather Armor [+1 Toughness; 1ep], Bow [+3 Damage; Mighty (3); 9ep], Knife [+1 Damage; 19-20 Crit; Mighty; Thrown; 4ep], Forest Camo [1ep]

Abilities 34 + Skills 23 (92 Ranks) + Feats 19 + Powers 6 + Combat 28 + Saves 10 – Drawbacks 0 = 120pp

Anton Blanchard leads a team of Witch Hunters in his native Beleme. He’s made a living hunting down high risk targets and defeating them with his signature weapon, the Black Fetched Arrows. These anti-magic arrows can counter magical effects directly, or in an entire area. Also if these arrows strike people with magical powers they immediately begin to feel ill as the magic in their body is disrupted by the arrows' powers. Blanchard takes his job very seriously and only takes the best Witch Hunters into his team. He’s also gained a small amount of renown for his remarkable tracking ability, a skill that dovetails well with his chosen profession.
Last edited by MDSnowman on Sat Nov 29, 2008 4:30 pm, edited 1 time in total.
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Postby Arthur Eld » Thu Jul 10, 2008 3:58 pm

Great pics and builds, Snowman.

Maybe its just the name of his arrows, but I am I the only one Anton reminds of Bard the Bowman from The Hobbit?
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Postby MDSnowman » Thu Jul 10, 2008 4:06 pm

Arthur Eld wrote:Great pics and builds, Snowman.

Maybe its just the name of his arrows, but I am I the only one Anton reminds of Bard the Bowman from The Hobbit?

See I hear Blanchard and I think of Aaron Eckhart in The Black Dhalia... :?

Really I go to websites to come up with names (I suck at names)

I try to make Beleme names French, Dennigrad German, Limberry Latin or Italian, Saltash Spanish or Italian, Sidhe Welsh or Celtic, and Kryn Japanese.
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Postby Psistrike » Thu Jul 10, 2008 4:17 pm

A PL 8 enemy who looks like he could take on a whole team of equal PL as well. Great way to represent the ammo of a weapon having a special abilities while the weapon firing them can be a normal piece of equipment.
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