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

MK's Nook: Cyclops as Batman Sidekick, Mace Returns

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 MorningKnight » Sun Jul 13, 2008 7:17 pm

Samson wrote:VERY Cool write ups! :)

Any chance you would ever be interested in eventually converting Grond, Firewing, Wyvrn, Ankalsaur and Mechassasin? (my top fave Champions Villains)


They are on my list.
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby Samson » Mon Jul 14, 2008 4:29 am

That sounds great! Thanks for the heads up! :)
"This is me, yo, right here." - Wallace, The Wire: Episode 12

Image
User avatar
Samson
Zealot
Zealot
 
Posts: 1487
Joined: Sat Aug 16, 2003 7:33 pm
Location: Saint Paul, MN

Postby Yinnyari » Tue Jul 15, 2008 4:01 am

MorningKnight wrote:
Yinnyari wrote:Cheers MorningKnight,

My current group of heroes are having a party in Vagas, I'm thinking that Tink is going to crash that party.

I can see him flying in through a wall and then just smashing up whole lines of slot machines shouting "Jackpot!" :twisted:


:lol: :lol: :lol: Best mental image I've had all month!


MorningKnight wrote:This was a lark challenge based on Thorpocalypse's quote for Professor X. Enjoy as a larf, or give it to your next kitty petting Mastermind at his desk.

Winky, Professor X's cat

<snip>


I've been checking out your stuff and I'm impressed, all very fine work. May I use Winky as a partner to TinkaHULK?

Tink was never destined to be a main adversary, but I think the encounter will be enhanced vastly if he is playing with his new found friend. Besides the duo have an awesome name... Tinka Winky!
User avatar
Yinnyari
Comrade
Comrade
 
Posts: 414
Joined: Tue Oct 17, 2006 10:10 am

Postby MorningKnight » Tue Jul 15, 2008 10:10 am

You MUST write up this encounter.

Also, Yinn, you have a new friend for life. :D

Tinka Winky! The horrific fighting force!

A minitature fairy Hulk, and a Wolverine-powered Skrull lobotomized into thinking it's a lapcat...

'Course, this means that tuna-laden trawlers will be discovered on shorelines, gutted and emptied of fish.

"UGH! Tuna belch!" (Nauseate 12, Cone Area of Effect, No Range)
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby Yinnyari » Tue Jul 15, 2008 12:46 pm

I somehow thought that you'd like the idea of the two teaming up.

I'll let you know how the players liked the encounter.

I was toying with the idea that Winky could speak in a low gruff voice, or maybe an upper class British voice. But on second thoughts I think I'll leave him mute.

How about adding the Disarming feat for him from Hero High, for that added

"Aww, isn't he a cute little puddy cat, momma wana give diddums a tickle under the chin-i-poos."

Purr, purr

*Picks up Winky*

Purr, purr

"Aww, you is mommy's little cutipie!"

*sknit, sknit slash, RAGE!*

"Ah! My face, help I've got a cat on my face!"
User avatar
Yinnyari
Comrade
Comrade
 
Posts: 414
Joined: Tue Oct 17, 2006 10:10 am

Postby MorningKnight » Tue Jul 15, 2008 1:52 pm

*Morning Knight can't come to the keyboard. He's currently on his back, red-faced, laughing hard enough to have an aneurism. Pliz to be enjoy LOLCAT in response.:

Image
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby Yinnyari » Tue Jul 15, 2008 2:16 pm

:twisted:

I see we are on the same wavelength.

I think this picture has more menace and more of how Winky will play...

Image

My group play wednesday's, if I get time I'll write up the encounter the same night, if not you'll have to wait.

:D
User avatar
Yinnyari
Comrade
Comrade
 
Posts: 414
Joined: Tue Oct 17, 2006 10:10 am

Postby MorningKnight » Tue Jul 15, 2008 2:21 pm

That's precisely the lolcat I was searching for, except that was "NO PARKING!" on the comment.
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby MorningKnight » Wed Jul 23, 2008 10:11 pm

From the depths of space comes a granite-skinned brawler, on the run from the enemies of his former monarchy, and looking for a good scrap, he is...

Kingstone

Power Level: 10 (150 power points)

*#Abilities: STR 37(+13) DEX 15(+2) CON 23(+6) INT 15(+2) WIS 13(+1) CHA 18(+4)

Skills: Diplomacy 6 (+10), Intimidate 8 (+14), Knowledge (Imperial Space) 3 (+5), Knowledge (Life Sciences) 3 (+5), Knowledge (Physical Sciences) 3 (+5), Knowledge (Technology) 3 (+5), Language (English (Imperial Native), ), Perform (Oratory) 6 (+10), Pilot 5 (+7), Sense Motive 6 (+7)

Feats: Accurate Attack, All-out Attack, Attack Focus (Melee) 2, Endurance, Equipment, Improved Overrun, Improved Sunder, Startle

Powers:
Obsidian Body: Density 4 (E:Duration (Sustained->Continuous);F:Permanent;PF:Innate;Protection 2 (E:Impervious);Immovable 1;Super-Strength 1)
Great Size: Growth 6 (E:Duration (Sustained->Continuous);F:Permanent;PF:Innate)
Obsidian Body: Immovable 4
Obsidian Body: Protection 7 (E:Impervious)
Obsidian Body: Super-Strength 3

Combat:
Attack +5, +7 Melee
Damage +13 Unarmed
Defense 16 (Flat-footed: 13)
Initiative +2
Grapple: +28 (Attack - +8,Strength - +13, Super-Strength - +3, Size - +4)

Saves: Toughness +14(+6) Fortitude +13 Reflex +8 Willpower +5

Lifting: 66 Tons

* - includes bonuses from Growth

# - includes bonuses from Density

Equipment (5 points):
Donation to the Ominous

Complications:
Loves a good fight
Easily bored
Potential Enemy (Silicone-based Humanoid rebel pursuing former monarchs on Earth)
Headstrong

Drawbacks:
Noticeable (8 Foot Alien Stone Man;Uncommon,Minor)
Vulnerable (Sonics and Vibrations;Common,Minor)

Cost Summary:
Ability 35 + Skills 12 (48 Ranks) + Feats 9 + Powers 56 + Combat 24 + Saves 17 - Drawbacks -3 = 150 / 150

Size: Large
Description:
:arrow: Kingstone is the deposed ruler of his planet of silicon-based humanoids. He was the son of a beloved king, and through the trials of combat after one of his brothers assassinated his father, ascended to the throne by beating all of the other contenders to the crown to pieces, literally. Unfortunately, while rulership gave him some perks, he soon grew bored with the minutiae of leadership. He missed the heady rush of combat, and decided that when a rebel group tried to depose him, it was time to move on. Stealing a shuttle, he took off for hyperspace and ended up on Earth, where he met up with Conqueror (Harmon James the Sixth). The armored megalomaniac actually wanted to be in charge, and Kingstone decided that he'd let the fool end up bored out of his mind. Conquering the Earth, however, would be a lot of fun, thanks to all the Superheroes around.

:arrow: My first of the "through the mirror darkly" Champions. If you haven't guessed he's Obsidian by now, here's your hint.



Created With Mutagen! version 0.8.7a - beta
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby MorningKnight » Wed Jul 23, 2008 10:45 pm

A man so bad, he can wear red ballerina slippers and still kick your jawbone through your donkey...

Tracer

Power Level: 10 (150 power points)

Abilities: STR 20(+5) DEX 26(+8) CON 20(+5) INT 14(+2) WIS 10(+0) CHA 14(+2)

Skills: Acrobatics 6 (+14), Climb 6 (+11), Knowledge (Arcane Lore) 4 (+6), Knowledge (Martial Arts) 8 (+10), Knowledge (Streetwise) 6 (+8), Language (Japanese, ), Survival 3 (+3)

Feats: Assessment, Attack Focus (Melee) 2, Blind-Fight, Defensive Roll 4, Dodge Focus 2, Elusive Target, Equipment 10, Evasion, Fearless, Hide in Plain Sight, Improved Block, Improved Defense, Improved Throw, Improved Trip, Inspire, Instant Up, Luck 2, Power Attack, Quick Draw, Set-Up, Takedown Attack 2, Track, Uncanny Dodge, Weapon Bind

Powers:
Runs like the WindSpeed 1
Martial Prowess: Strike 3 (PF:Mighty)
Accutely Trained Senses: Super-Senses 2 (Danger Sense,Ultra-Hearing)

Combat:
Attack +9, +11 Melee
Damage +5 Unarmed, +8 Strike, +9 Sword, +1 Shuriken, +7 Sai
Defense 21 (Flat-footed: 21) Initiative +8
Grapple: +14 (Attack - +9,Strength - +5,Size - +0)

Saves: Toughness +8/+5* Fortitude +10 Reflex +13 Willpower +3
* Flat-Footed

Lifting: 400 lb.
Equipment (55 points):
Sword (5), Shuriken (1), Club (1), Sea-Base (15), Space Shuttle (28)

Cost Summary:
Ability 44 + Skills 10 (40 Ranks) + Feats 41 + Powers 6 + Combat 36 + Saves 13 = 150 / 150

Size: Medium
Description:

:arrow: Morgan Donalson watched the old ninja master murder his parents in the Australian Outback, and he knew then, he wanted to be a ninja. The old man knew he needed a student to carry on his tradition, and thus taught the lad who was young, curious, and physically capable of handling anything the master had thrown at him. Eventually, the Blue Fist Clan brought down the bitter old master, but not before Donalson escaped to the United States. There, he took up a challenge, stealing a prototype Space Shuttle from the US Air Force for the madman Conqueror (Harmon James the Sixth). Conqueror was impressed that a man without piloting ability absconded with a 99 ton shuttle. That he was also to conquer an undersea base without SCUBA gear was icing on the cake for the Armored Genius.

:arrow: Tracer is Seeker, totally bad@$$ and, in his mirror Champions Universe, the good Ominous books are the ones where Tracer is kicking someone's tail on the cover.


Created With Mutagen! version 0.8.7a - beta
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby MorningKnight » Sat Aug 02, 2008 12:20 pm

Here we go with a rebuild. I didn't like the dude as an Apollo-style Paragon. I've more fallen for the character as what he is in City of Heroes, a Fire/Regenerating scrapper.
MorningKnight wrote:Morning Knight

Image

Power Level: 10; Power Points Spent: 150/150

STR: +5 (20), DEX: +5 (20), CON: +7 (24), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +7/+11, Fort: +8, Ref: +10, Will: +5

Skills: Acrobatics 8 (+13), Bluff 8 (+11), Gather Information 8 (+11), Intimidate 12 (+15), Investigate 8 (+11), Knowledge (streetwise) 8 (+11), Notice 8 (+11), Search 8 (+11), Sense Motive 8 (+11), Stealth 8 (+13)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Defensive Roll 4, Dodge Focus 3, Improved Initiative, Move-by Action, Power Attack, Startle

Powers:
Immunity 5 (damage type: Fire and Heat Damage)
Regeneration 12 (recovery bonus 3 (+3 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (injured) 3 (recover 1 / minute), recovery rate (unconscious) 3 (recover 1 / round without rest), DC 22; Source (Ambient Heat Source over 70 degrees))
Super-Senses 2 (infravision, uncanny dodge: Infravision)
Thermal Punch (Strike 5) (DC 25; Penetrating; Mighty; Power Loss (Immersed in Water or Vacuum))
. . Burning Claws (Corrosion 3) (Alternate; DC 23; Mighty (+5 to hit), Accurate (+2); Lethal)
. . Rocket Push (Air Control 10) (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Limited Direction (Attract or Repel))
. . Rocket Shove (Trip 10) (Alternate; Knockback; Range (touch); Improved Throw)
. . Rocket Thrust (Leaping 5) (Alternate; Jumping distance: x50)

Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +15)

Attacks: Burning Claws (Corrosion 3), +12 (DC Fort/Tou ), Rocket Shove (Trip 10), +10 (DC 20), Thermal Punch (Strike 5), +10 (DC 25), Unarmed Attack, +10 (DC 20)

Defense: +9 (Flat-footed: +3), Knockback: -5

Initiative: +9

Languages: Native Language

Totals: Abilities 52 + Skills 21 (84 ranks) + Feats 18 + Powers 27 + Combat 24 + Saves 8 + Drawbacks 0 = 150


escription:
:arrow: Morning Knight in this form is a thermal-powered scrapper type. I took elements of the Living Weapon and the Costumed Detective and combined them with the special effects of the Living Flame.

:arrow: The Knight draws energy from ambient heat and converts it into regenerative power. As such, in intensely cold environments without a heat source to draw energy from, his Regeneration dies out, and intense cold attacks hurt him. Also, since he sheaths his fists in flame, his strike disappears when immersed in environments where flame does not work, like Vacuum or underwater.

:arrow: I added heat-based senses. His Danger Sense comes from his ability to feel heat to an accute degree. A human wielding a knife or a gun being fired warns him of an incoming assault. With experience, he can get Detect and Blindsight Radius for detecting opponents by heat signatures.

:arrow: He can't fly, but the flaming force generated by his limbs allows him a heck of a rocket jump as well as protection from the falls from his normal leaping heights. Again, come experience, he will pick up Slow Fall which is essentially an upgrade of his Rocket Thrust. More tricks will involve Increased Knockback Trip and Deflect based off of his Rocket Thrust effects.

:arrow: 5/16/10 Update - For my new laptop (and internets wireless connection), I've made my PL10 version of Morning Knight just right. He's here with his thrust powers based off his heat generation. His normal Strike is a high-impact airburst released by his superheated fist, a more violent and deep penetrating jolt, based off of the same "push" he can generate with his Air Control and Trip.

The Legend of the Knight, as related by Celtic Rose.
He's not quite what you'd expect from a flame powered young "sun god", being under six feet and well under 200 pounds, despite the enormous power in his flame sheathed limbs. Still, the Morning Knight is a formidable force spearing through the night skies in rocket-powered hops. He was much brighter, flamboyant even, when he was known as the Seraph, a bright, shining beacon of power and light that tore through the darkness and struck down the predators who hid in the shadows.

Then, the armor that Seraph summoned was gleaming white with a wing-like cape and a halo that burned around him which only further emphasized with exclamation points that this was an earthbound angel, come to the city as its indefatigable guardian.

But that was before the day of the Robot Devil, Satan Blue. It hadn't been the first demon-themed foe that the Angelic Avenger had ever battled. Far from it, as a name like Seraph brought the kooks out of the woodwork as if on cue, sort of like that buggy chap in New York City with all of his animal themed opponents.

Satan Blue was different. This wasn't some nut job or an extradimensional megalomaniac looking for an easy, name-brand feud with an "appropriate" arc enemy. Satan Blue was all business, a soldier's disembodied brain cased in tons of blue steel, nursing a true grudge against Seraph's earlier form - "Powerboy." This was a professional warrior who had been bested by a teenaged champion back when he was flesh and cold blood.

Satan Blue came to murder and destroy, slaying thousands before the Seraph could stop him cold in a battle that resulted in the center of the city being levelled for several blocks.

In the rampage of the Robot Devil, Seraph had lost two of the most important people in his life. His then blushing bride, the woman he'd fallen in love with over years of hardship through their teens, and the unborn child that rested in her womb. I can't tell you her name, but the boy was going to be named Joseph. Naming a person who had never existed is easy, it doesn't betray my dearest friend's secret. Satan Blue had killed an angel by destroying his heart and soul. Even when he returned as Morningstar, he was clad mostly in black and accented with blood red gauntlets signifying the blood on his hand and dark burnished bronze highlights and a war mask, like an ancent spartan warrior. The young man had returned as a dark and serious fighter, not a bright and noble protector.

Then Lucifer came from a mirror world. Lucifer was our angel-themed hero, taken steps further after the death of his love. Where the Seraph here fell into quiet and retirement, the other universe's angel truly embraced the fallen angel aspect. He conquered his planet in a campaign which would give him a world where he would never suffer again. Except, he didn't feel like resting, the quiet of absolute power didn't silence Lucifer's guilt, and he struck at our reality with a transdimensional army of conquest. Our knight saw his anger mirrored in the dark, flaming monster who sought total destruction. But the fallen bride, and the rest of us, his loving friends and partners, bolstered his will.

Morning Knight struck back. The fallen angel of our world had been forged into a gold and black warrior, tempered by a glance at the darkness that was brewing in his soul.

Our friend and hero returned. He still associated himself with the Morning, the rise of a new hope after a long darkness, but he distanced himself from the devil he'd seen himself become. He is Morning Knight now, and he still shines. However, this glow doesn't come from the arrogance of believing himself an angel.
Last edited by MorningKnight on Sun May 16, 2010 12:58 pm, edited 4 times in total.
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby Brutorz Bill » Thu Aug 07, 2008 7:41 am

Good Stuff! Keep 'em coming!
User avatar
Brutorz Bill
Supporting Cast
Supporting Cast
 
Posts: 138
Joined: Sun Aug 17, 2003 9:47 am
Location: Southern Rad Zone

Postby dwellerofthedeep » Thu Aug 07, 2008 7:46 am

The new Morning Knight looks to have a nifty fighting style compared to being a simple blaster. Very nice, speed and punch.
Character Carnival!
My Blog
"If I have to give up a kidney I'll be okay because I'll still have Mutants and Masterminds."
User avatar
dwellerofthedeep
Zealot
Zealot
 
Posts: 1471
Joined: Sun Nov 26, 2006 11:34 am
Location: Minnesota

Postby MorningKnight » Thu Aug 07, 2008 9:51 am

dwellerofthedeep wrote:The new Morning Knight looks to have a nifty fighting style compared to being a simple blaster. Very nice, speed and punch.


Thanks, dweller.

I'm still working on the look. I have a new pic for him over in the DCAU thread. But I post here.

Image

And thanks, Brutorz. Like you characters too.
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby MorningKnight » Tue Aug 12, 2008 7:43 pm

Mace
Image
Arnold J. Dolenz

Power Level: 10 (150 power points)

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

Skills: Gather Information 6 (+10), Notice 6 (+10), Search 4 (+7), Sense Motive 6 (+10), Stealth 4 (+8)

Feats: Attack Focus (Melee) 2, Contacts, Defensive Roll 3, Dodge Focus 4, Equipment, Evasion 2, Improved Grapple, Jack-of-All-Trades, Power Attack, Takedown Attack, Uncanny Dodge

Powers:
Chain: Device (easy to lose) 3 (PF:Restricted)
Iron Gauntlets and Steel-Toed Boots: Device (hard to lose) 1 (PF:Restricted)
Magnetic Levitation: Flight 2 (25mph)
Magnetic Mastery: Magnetic Control 7 (Heavy Load: 1.5 tons)
Gauss Blast: PF:AP-Blast 7 (F:Requires Metal Objects To Hurl)
Radio Nullification: PF:AP-Obscure (Radio) 7 (E:Area - Burst (35' Radius)))
Magnetic and Radio Senses: Super-Senses 7 (Blindsight,Detect Magnetism and Iron (Radio),Direction Sense,Radius (Blindsight (radar)))

Combat:
Attack +8, +10 Hand To Hand
Damage +3 Unarmed, +7 Blast, +10 Iron Gauntlet Strike
Defense 21 (Flat-footed: 21)
Initiative +4
Grapple: +13 (Attack - +10,Strength - +3,Size - +0), +16 with Chain Only, +20 with Iron Gauntlets Only, +23 With Iron Gauntlets and Chain

Saves: Toughness +9*/+6^/+3 Fortitude +6 Reflex +8 Willpower +8
*With Armored Jumpsuit AND Defensive Roll, ^With Armored Jumpsuit OR Defensive Roll Only

Lifting: 230 lb. (14 tons with Magnetic Boost)
Devices:
Chain (Easy to Lose): Elongation 3 (E:Action (Move->Free)), Super-Movement 1 (Swinging), Snare 7 (F:Range (Ranged->Touch))
Iron Gauntlets And Steel-Toed Boots (Hard to Lose):
PF:AP Strike 7 (Mighty)
PF:AP Speed 4 (Swinging Only)
PF:AP Leaping 7 (Running Long Jump 3250 Feet, Standing Long: 1625, Standing High: 813ft)
PF:AP Removes Flaw On Blast Power (by Launching the Chain at high velocity) (Lockout on Chain Abilities until Chain is recalled)
PF:AP Super-Strength 7 (Heavy Load: 14 Tons)

Equipment (5 points):
Commlink (1), Armored Jumpsuit (3)

Complications:
Prejudice (Against himself, takes failures personally, sees victories as "dumb luck")
Obsession (Must always be right. If proven wrong, he beats himself up emotionally.)
Secret (Identity - Arnold Dolenz)
Obsession (Must always correct mistakes, no matter what, no matter the cost to himself)

Cost Summary:
Ability 42 + Skills 7 (26 Ranks) + Feats 18 + Powers 42 + Combat 30 + Saves 11 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta

:arrow: Arnold J. Dolenz wanted to be a superhero ever since he was a little kid. With big ears and a goofy grin and a not very athletic build, he knew he could never really be a caped crusader with years of training. When his mutant powers did manifest, he was overjoyed. He had the power of MAGNETISM! He could shift a ton and a half of mass with ease, and hurl chunks of metal with the force of a small rocket launcher. The trouble was, when it came time to fight crime, he found himself suddenly in the middle of the park during a chase. His sole saving grace was that he was able to disarm the criminals of their guns, but they came after him with tree branches and lead pipes (which he learned were not that keenly effected by magnetic fields).

Beaten to within an inch of his life, he was rescued by Morning Knight at the last minute. Daryl saw a kindred spirit in Arnold, and had the superhuman medic The Remedy restore Arnold to full health. It was then that Arnold realized that powers weren't everything. Morning Knight was a living example of that. Flaming fists gave Daryl the ability to hang with superhumanly tough opponents, but his skills and training were necessary to keep him from being labelled a murderer.

Arnold began his intensive training, and bolstered his powers with equipment, including a pair of knight gauntlets, a length of chain, and body armor. Now, mentally and physically equipped to handle the worst the world could throw at him, Mace, the Magnetic Ace takes to the night to battle the forces of evil.

:arrow: Mace utilizes his magnetic powers and his gear for multiple effects. He has grown so skilled with the combination of his chain and gauntlets that he can use the chain at its full 15 foot effective range with the full power of his iron-clad fists. However, his chain and his magnetic field also grant him enormous flexibility as a grappler. As a last-ditch effort, he utilizes his chain as a missile, but it's likely that the chain can be damaged when separated from his personal magnetic field. Rather, he prefers to use weapons at hand if ranged combat is necessary, though he prefers up close and personal combat.

:arrow: Movement-wise, Mace is not very swift as a flier, but his flight has saved his life on many occasions. Generally, he uses the flight to maximize his stealth. Otherwise, he launches himself utilizing gauss principles over half a mile, or swings through the city at a much faster rate.

:arrow: As Mace is a personal identification character, I've taken two favorite people to give him his character's name. Mickey Dolenz and Chris Barrie's wonderfully nuanced Arnold Judas Rimmer supply this lovable goof who won't quite give up his name. From Mickey, he has the mischevious energy. From Rimmer, he gets the depth of a bit of self-loathing (okay a lot) that he's not quite good enough to be a superhero, needing to have been trained by someone better, and needing tricks to give his natural abilities the versatility he needs to survive as a superhero.
Last edited by MorningKnight on Fri Apr 10, 2009 9:38 pm, edited 1 time in total.
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: AFoolIsYou, Jabroniville and 5 guests