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Postby MorningKnight » Sun Aug 17, 2008 2:33 pm

...

The Justice League of America as non-powered adventurers.

(I did that for some books I wrote, but they were a nihilistic guild out to end governments.)
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Postby JoshuaDunlow » Sun Aug 17, 2008 2:37 pm

MorningKnight wrote:...

The Justice League of America as non-powered adventurers.

(I did that for some books I wrote, but they were a nihilistic guild out to end governments.)


Huh, i'm not much of a DC fan sorry to say. So i wouldn't even know how to begin with something like that.
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Postby JoshuaDunlow » Sun Aug 17, 2008 4:39 pm

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MAGIK (PL 8/120pp)
Name: Ilyana Nikolievna Rasputin(a), Identity: Secret, Profession: Former Adventurer, Sorceress, Student, Citizenship: Russia, Place of Birth: Ust-Ordynski Collective, Lake Baikal, Siberia, Known Relatives: Nikonlai Rasputin (father, deceased), Alexandra Rasputina (mother, deceased), Piotr Rasputin (brother), Mikhail Rasputin (Brother). Group Affiliation: New Mutants, Height: 5’5”, Weight: 120 lbs, Eyes: Blue, Hair: Blonde

Abilities [15pp]: Strength 12 (+1), Dexterity 10 (+0), Constitution 13 (+1), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 13 (+1)
Saves [8pp]: Toughness +1/+6 in Eldritch Armor, Fortitude 3 (+4), Reflexes 2 (+2), Willpower 3 (+5/+13 with mind shield)
Combat [16pp]: Base Attack +4 (+8 with magic, or soul sword), Base Defense +8 (+2 flat), Grapple +2, Knock Back -1, Hero Points 1
Attack (dc): Unarmed +1, Soul Sword +6 (dc 20, penetrating), Magic (see below)
Skills [4pp]: Bluff 3 (+4), Concentration 4 (+5), Intimidate 3 (+4), Knowledge: Arcane 5 (+6), Languages 1 (Russian, English)
Feats [12pp]: Attack Specialist (Magic) 2, Attack Specialist (Soul Sword) 2, Benefit (Demon Affinity), Dodge Focus 4, Equipment 1, Power Attack, Ritualist
Powers [68pp]:
“Stepping Discs” Teleport 8 [Power Feats: Easy, 2 Alternate Powers; Extras: Portal]
- AP: Super Movement 1 [Dimensional (Limbo only); Extras: Portal]
- AP: Super Movement 2 [Temporal; Extras: Portal; Flaws: Uncontrolled]
Magic 8 [Array; Power Feats: Dynamic, 2 Alternate Powers, 7 Dynamic Powers; Flaws: Limited (Magical rank 3 ranks less on earth)]
- Base: Astral Projection 3
- AP: Super Senses 5 [Detect Magic (Analytical, Acute, Ranged)]
- DAP: Eldritch Blast [Extras: Penetrating]
- DAP: Mind Shield
- DAP: Super Strength
- DAP: Hell Fire Control
- DAP: Snare
- DAP: Morph [humanoid]
- AP: ESP 12 [Visual & hearing; power feats: dimensional (earth), Flaws: Limited (Can only use ESP in Limbo)]
- DAP: Mind Control
Eldritch Armor 5 [Impervious Protection 5; Flaws: Sustained; Drawback: Power Loss (Fades completely should she stop casting magic or fighting), Noticeable]
Weapon Summoning 4 [Flaws: One weapon only (+0)]
- Base: Soul Sword [Damage 5 (mighty, improved critical, Penetrating, Limited (only harms supernatural creatures)]
Drawbacks [3pp]: Power Loss (Cannot cast spells if bound or gagged; 2pp), Holding Back (Minor, Dark Childe gets 15 extra pp's and 1 Power Level)
Equipment [5ep]: X-Men Outfit [ Toughness +2, Immunity (Cold & Hot Temperatures, Flaws: Limited [½ save]), Quick Change, Com Link]
Complications: Demonic Appearance (The more she uses her powers, the more demonic she becomes in appearance), Mutant, Secret Identity, Host to her "dark-side" (Holding Back Drawback)

Notes: I had been meaning to do this build for quite some time, but finally got the nerve to get around to it.
1. Demon Affinity (+4 bonus to social interactions with demons)

Dark Child Modifiers
Dark Child is considered Power Level 9, and has those 15 points spent on.
1 rank of impervious toughness (1pp)
1 ranks of Protection [Impervious] (2pp)
1 rank of super strength (2pp)
Magical Flaw Payed off (3pp)
+1 rank to Magic (2pp)
+1 rank to Soul Sword (3pp)
+2 Strength (2pp)
Last edited by JoshuaDunlow on Wed Sep 30, 2009 4:54 pm, edited 7 times in total.
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Postby Starman IX » Sun Aug 17, 2008 5:36 pm

JoshuaDunlow wrote:What should i do next :?: :!:
Sigh... I'm probably gonna sound like a broken record (I've already asked Taliesin) but some characters from the movie Tombstone would be awesome

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Postby JoshuaDunlow » Mon Aug 18, 2008 9:58 am

I'll see what i can read up on.
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Postby Starman IX » Mon Aug 18, 2008 10:56 am

You can save the planet, I'll save your seat.
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Postby JoshuaDunlow » Mon Aug 18, 2008 11:01 am

Wyatt Berry Stapp Earp (PL 4/58pp)
Trade Offs: +2 Attack, -2 Damage

Abilities[16pp]: Strength 12 (+1), Dexterity 11 (+0), Constitution 12 (+1), Intelligence 14 (+2), Wisdom 13 (+1), Charisma 14 (+2)
Saves [10pp]: Toughness +2/+1 flat, Fortitude 3 (+4), Reflexes 3 (+3), Willpower 4 (+5)
Combat [14pp]: Base Attack +3 (+6 ranged), Base Defense 4 (+2 flat), Initiative +4, Grapple +5, Knock Back 0, Hero Points 1
Attack (dc): Unarmed +0, Hand Gun (+3)
Skills [8pp]: Bluff 5 (+7), Gambling 3 (+5), Intimidation 5 (+7), Knowledge: Business 2 (+4), Profession: Mining 4 (+5), Notice 4 (+5), Ride 5 (+5), Survival 4 (+5)
Feats [10pp]: Attack Focus (Ranged) 3, Benefit (law enforcement), Defensive Roll 1, Equipment 2, Horse Back Fighting, Improved Initiative, Quick Draw,
Equipment [9ep]: Hand gun (+3 damage), Badge, Mining Equipment


John Henry “Doc” Holliday (PL 3/45pp)
Trade Off: - 1 Damage, +1 Attack
Abilities [14pp]: Strength 9 (-1), Dexterity 13 (+1), Constitution 9 (-1), Intelligence 16 (+3), Wisdom 12 (+1), Charisma 15 (+2)
Saves [6pp]: Toughness +1/+0 flat, Fortitude 1 (+1), Reflexes 2 (+3), Willpower 3 (+4)
Combat [10pp]: Base Attack +2 (+4 Ranged), Base Defense 3 (+1 flat), Initiative +5, Grapple +2, Knock Back 0, Hero Points 2
Attack (dc): Unarmed +0, Revolver +3
Skills [7pp]: Bluff 4 (+6), Gambling 5 (+7), Diplomacy 3 (+5), Knowledge: History 2 (+5), Knowledge: Life Sciences 2 (+5), Languages 2 [English, latin, French], Medicine 1 (+2), Profession: Dentist 4 (+5), Ride 2 (+3), Sense Motive 3 (+4)
Feats [7pp]: Attack Focus (Ranged) 2, Attractive 1, Defensive Roll, Equipment 2, Improved Initiative, Luck, Quick Shot,
Equipment [7ep]: Hold out Pistol (+3 damage), Doctors Bag
Complications:
Tuberculosis: -1 Strength, and 1 Constitution. Fits of coughing (reduce skill and attack bonus) at in opportune moment, and fever (reduce defense and penalty to mental skill checks)


Morgan Seth Earp (PL 3/40pp)
Trade Off: -1 Toughness, +1 Defense
Abilities [11pp]: Strength 11 (+0), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 11 (+0), Wisdom 12 (+0), Charisma 12 (+1)
Saves [6pp]: Toughness +2/+1 flat, Fortitude 2 (+3), Reflexes 2 (+4), Willpower 2 (+2)
Combat [14pp]: Base Attack +3, Base Defense +4 (+2 flat), Initiative +2, Grapple +3, Knock Back -1, Hero Points 1
Attack (dc): Unarmed +0, Revolver (+3)
Skills [3pp]: Bluff 3 (+4), Craft (Structural) 2 (+2), Profession (Farming) 3 (+3), Ride 2 (+4), Survival (2 (+2)
Feats [6pp]: Benefit (Law Enforcement), Defensive Roll, Equipment 2, Horse Back Fighting, Taunt
Equipment [6ep]: Revolver (+3 damage)


Virgil Walter Earp (PL 4/52pp)
Trade offs: - 1 Damage, +1 Attack
Abilities [18pp]: Strength 12 (+1), Dexterity 13 (+1), Constitution 13 (+1), Intelligence 13 (+1),Wisdom 13 (+1), Charisma 14 (+2)
Saves [8pp]: Toughness +3/+1 flat, Fortitude 3 (+4), Reflexes 2 (+3), Willpower 3 (+4)
Combat [12pp]: Attack Bonus +3 (+5 ranged), Defensive Bonus 3 (+1 flat), Initiative +1, Grapple +4, Knock Back 0, Hero Points 1
Attack (dc): Unarmed +0, Hand Gun (+3)
Skills [7pp]: Drive (Stagecoach)3 (+1), Gambler 5 (+7), Intimidate 5 (+7), Notice 2 (+3), Profession (Farmer) 2 (+3), Ride 3 (+4), Search 4 (+5), Survival 4 (+5)
Feats [7pp]: Attack Focus (Ranged) 2, Benefit (law enforcement), Defensive Roll 2, Equipment 2
Equipment [7ep]: Hand gun (+3), Badge


New Feat:
Horse Back Fighting [+2 to ride and concentration checks, while fighting on horse back]
Last edited by JoshuaDunlow on Mon Aug 18, 2008 8:00 pm, edited 4 times in total.
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Postby Godfallen » Mon Aug 18, 2008 11:11 am

JoshuaDunlow wrote:John Henry “Doc” Holliday (PL 3/45pp)
Trade Off: - 1 Damage, +1 Attack
Abilities [16pp]: Strength 10 (+0), Dexterity 13 (+1), Constitution 10 (+0), Intelligence 16 (+3), Wisdom 12 (+1), Charisma 15 (+2)
Saves [6pp]: Toughness +1/+0 flat, Fortitude 1 (+1), Reflexes 2 (+3), Willpower 3 (+4)
Combat [10pp]: Base Attack +2 (+4 Ranged), Base Defense 3 (+1 flat), Initiative +5, Grapple +2, Knock Back 0, Hero Points 2
Attack (dc): Unarmed +0, Revolver +3
Skills [5pp]: Bluff 4 (+6), Gambling 4 (+6), Diplomacy 3 (+5), Knowledge: Life Sciences 2 (+5), Medicine 3 (+4), Ride 2 (+3), Sense Motive 2 (+3)
Feats [7pp]: Attack Focus (Ranged) 2, Attractive 1, Defensive Roll, Equipment 2, Improved Initiative, Luck, Quick Shot,
Equipment [7ep]: Hold out Pistol (+3 damage), Doctors Bag


Umm...Josh...Doc had severe Turberculosis..his con would be less then 10...and he wasn't really a doctor...that bag was for HIM...to treat his TB....
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Postby JoshuaDunlow » Mon Aug 18, 2008 11:12 am

Godfallen wrote:
JoshuaDunlow wrote:John Henry “Doc” Holliday (PL 3/45pp)
Trade Off: - 1 Damage, +1 Attack
Abilities [16pp]: Strength 10 (+0), Dexterity 13 (+1), Constitution 10 (+0), Intelligence 16 (+3), Wisdom 12 (+1), Charisma 15 (+2)
Saves [6pp]: Toughness +1/+0 flat, Fortitude 1 (+1), Reflexes 2 (+3), Willpower 3 (+4)
Combat [10pp]: Base Attack +2 (+4 Ranged), Base Defense 3 (+1 flat), Initiative +5, Grapple +2, Knock Back 0, Hero Points 2
Attack (dc): Unarmed +0, Revolver +3
Skills [5pp]: Bluff 4 (+6), Gambling 4 (+6), Diplomacy 3 (+5), Knowledge: Life Sciences 2 (+5), Medicine 3 (+4), Ride 2 (+3), Sense Motive 2 (+3)
Feats [7pp]: Attack Focus (Ranged) 2, Attractive 1, Defensive Roll, Equipment 2, Improved Initiative, Luck, Quick Shot,
Equipment [7ep]: Hold out Pistol (+3 damage), Doctors Bag


Umm...Josh...Doc had severe Turberculosis..his con would be less then 10...and he wasn't really a doctor...that bag was for HIM...to treat his TB....


I know he had tuberculosis. I honestly didn't feel the need to make him less in regaurds to game stats. But i have decided to go ahead and give him those penalties anyways. For those who want something more accurate.

As far as medical training goes, he did have that training. Thus why the low levels.
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Doc Holiday - DDS

Postby Tusitala » Mon Aug 18, 2008 7:35 pm

He was a dentist, I thought...
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Re: Doc Holiday - DDS

Postby JoshuaDunlow » Mon Aug 18, 2008 7:56 pm

Tusitala wrote:He was a dentist, I thought...


yeah, just a dentist. I had to re read about him, he still needs a few more updates.
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Postby Lone Star » Mon Aug 18, 2008 10:14 pm

Starman IX wrote:Watch it :D


Hey, I'm just throwing this out there but isn't that illegal? That was the whole movie on that link right?
"It's alright to be afraid, David, because this part won't be like a comic book. Real life doesn't fit into little boxes that were drawn for it."
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Postby Jabroniville » Mon Aug 18, 2008 11:49 pm

Nice Magik, there! She's one of the biggest pain in the asses to stat in all mainstream comics ('Oh hey! I have Magic, but mostly only in Limbo, unless I'm turning into Darkchilde, or wearing my armour! Oh, and my sword only affects magical beings! And I can teleport everywhere, but only kinda!'). Any plans for the rest of the New Mutants?
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Postby JoshuaDunlow » Tue Aug 19, 2008 1:25 am

Jabroniville wrote:Nice Magik, there! She's one of the biggest pain in the asses to stat in all mainstream comics ('Oh hey! I have Magic, but mostly only in Limbo, unless I'm turning into Darkchilde, or wearing my armour! Oh, and my sword only affects magical beings! And I can teleport everywhere, but only kinda!'). Any plans for the rest of the New Mutants?


Actually yes, i do intend to do the original cast of the New Mutants. In fact the New Mutants, was the very first comic book i ever read (back in 1988) :shock: . Just a few issues before they run into an enchanting alien named Gossamyr. And yes, Magik was the hardest character for me to come up with. Having to figure how to work her armor, her dark child, her magic, and teleportation. Amazing that i got it all to fit at PL 8!
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Postby JoshuaDunlow » Tue Aug 19, 2008 3:13 pm

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Cypher, aka Douglas Ramsey (PL 4/60pp )
Abilities [21pp]: Strength 11 (+0), Dexterity 10 (+), Constitution 12 (+1), Intelligence 24 (+7), Wisdom 14 (+2), Charisma 10 (+0)
Saves [6pp]: Toughness +3, Fortitude 1 (+2), Reflexes 2 (+2), Willpower 3 (+5)
Combat [8pp]: Base Attack +2 (+4 in Melee), Base Defense +4 (+1 flat), Initiative +0, Grapple +4, Knock Back 0, Hero Points 1
Attack (dc): Unarmed +0
Skills [5pp]: Computers 7 (+14), Concentration 5 (+7), Diplomacy 4 (+4), Notice 4 (+6)
Feats [8pp]: Attack Focus (melee) 2, Defensive Roll, Dodge Focus 2, Elusive Target, Equipment 1, Luck 1
Powers [12pp]:
Comprehend 6 [Languages 4, Machines 2]
Equipment [5ep]: X-Men Outfit [ Toughness +2, Immunity (Cold & Hot Temperatures, Flaws: Limited [½ save]), Quick Change, Com Link]
Last edited by JoshuaDunlow on Thu Aug 21, 2008 8:37 pm, edited 1 time in total.
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