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Blade's Builds - Fun with Symbiotes...

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Postby Bladewind » Wed Aug 13, 2008 4:57 pm

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AGENT ANA TARASOVA
PL: 8  (120 pp)

ABILITIES:   
STR: 17 (+3/0) 
DEX: 18 (+4)   
CON: 13 (+1/0) 
INT: 14 (+2)   
WIS: 12 (+1)   
CHA: 15 (+2)

SKILLS: 
Acrobatics 1 (+5),
Bluff 4 (+6),
Concentration  (+1),
Diplomacy 4 (+6),
Disguise  (+2),
Drive 1 (+5),
Escape Artist  (+4),
Gather Info  (+2),
Handle Animal  (+2),
Intimidate  (+2),
Knowledge
 Current Event 4 (+6),
Notice 2 (+3),
Singing 1 (+3),
Search  (+2),
Sense Motive 3 (+4),
Stealth 13 (+17),
Survival 7 (+8)

FEATS: 
Acrobatic Bluff,
Assessment,
Attack Focus (Ranged) (1),
Attractive (1),
Benefit (2), Diplomatic Immunity, Security Clearance
Benefit (1), Traceless (No Fingerprints),
Dodge Focus (5),
Evasion (1),
Fearsome Presence (1),
Improved Grapple,
Uncanny Dodge

POWERS: 
*The Suit (Hard to Lose Device) [1],
*Identi-Card (Easy to Lose Device) [1],
*Alternate Form (Spider Swarm) [4],

*THE SUIT [1],
Power Feat - Subtle,
*Protection [5],

*IDENTI-CARD [1],
*Machine Control* [1], Extra - No Save,
Flaw - Limited (Requires Card Interface),
*Morph - Any Debit/ Credit or Identity Card [1],

*Anatomic Separation [3],
Extra - Variable Split,
Power Feat - Mental Link,

*Super-Senses [4], Radar,

*Morph - Spider motifs including "Giant" & "Centaur" [2],

*Growth [3],

*Super Movement (Wall Crawling) [3],

*Snare (webbing) [4],
Alternate Power (Create Object/ Webs) [4],
 Power Feat - Tether [1],

*Leaping [2],

*Damage (Fangs) [3],
Extra - Poison,

*Comprehend (Spiders) [2],

Alternate Form (Swarm/ Spiders) [4],
*Immunity - Disease, Aging, Poison [3],
*Insubstantial (Fluid) [1],
*Regeneration (Resurrection) [2],
*Suffocate [8] - DC:18:fort,
*Immunity - Suffocation Effects [2]

COMBAT: 
Attack     4  [Unarmed +3 (Bruise)] 
Defense   15 (10 flat-footed)   
Init       4

SAVES:
Toughness   6 (6 flat-footed) 
Fortitude   3 
Reflex     13 
Will        4

DRAWBACKS: 
Weakness - Dependence on Blood

Abilities   19  + 
Skills       8 (32 ranks)  + 
Feats       14  + 
Powers      60  + 
Combat       8  + 
Saves       14  – 
Drawbacks   -5  =
           120 / 120


:arrow: variant on Ana Tarasova. Wanted another agent and she was a fun convert… Just need a code name… Spider Woman… Tarantula… Black Widow… meh…

:arrow: standard MJ23 devices, added suffocation and a little more oomph to her Alternate Form. This one doesn’t have the drawback of power loss outside of her alternate form – couldn’t justify it.

:arrow: Was looking for a way to have her create spiders from herself and be able to be linked to them – Variable Split Anatomic Separation combined with Morph, Radar and her 3 ranks of Wall Crawling… I think I got it.
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Postby Bladewind » Thu Aug 14, 2008 4:37 pm

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Character Name    The Dark Knight - Sir William
Concept           Modelled Tangent Batman
Real Name         Sir William Thatcher
Identity          Secret ID
Hero/Villain          Hero
Origin            Mystical
Allegiance        Belief System
Motivation        Responsibility

THE DARK KNIGHT - SIR WILLIAM THATCHER
PL: 11  (165 pp)

ABILITIES:   
STR: 15 (+2) 
DEX: 15 (+2)   
CON: NA   
INT: 14 (+2)   
WIS: 16 (+3)   
CHA: 12 (+1)

SKILLS: 
Bluff             (+ 1),
Climb             (+ 2),
Concentration     (+ 3),
Diplomacy       4 (+ 5),
Disguise          (+ 1),
Escape Artist     (+ 2),
Gather Info     6 (+ 7),
Handle Animal     (+ 1),
Intimidate        (+ 2),
Knowledge
 Arcane Lore    6 (+ 8),
 History        8 (+10),
Notice          6 (+ 9),
Search            (+ 2),
Sense Motive      (+ 3),
Sleight of Hand 4 (+ 6),
Stealth          2 (+4),
Survival          (+ 3),
Swim              (+ 2)

FEATS: 
Accurate Attack            Reduce damage bonus to increase attack bonus         
Attack Focus (Melee)(+5)   +5 bonus to melee attack rolls         
Defensive Attack           Reduce Attack bonus to increase defense bonus
Dodge Focus (+5)           +5 dodge bonus         
Equipment (+3)             15 points worth of equipment         
Fearless                   Immunity to fear effects
Improved Block (+3)        +6 bonus on attack rolls to block         
Improved Disarm            +2 bonus on attack rolls to disarm         
Improved Initiative (+2)   +8 bonus on initiative checks         
Power Attack               Reduce attack bonus to increase damage bonus         
Uncanny Dodge              Retain your dodge bonus while flat-footed         
Weapon Bind                Follow a successful melee block with a free disarm attempt         
Weapon Break               Follow a successful melee block with a free sunder

POWERS: 
*Device - Hard to Lose - Armour [8], 
Power Feat - Indestructible, ,

*Duplication [10],
Power Feat - Metamorph, ,
Extra - Heroic, ,
Flaw - Unconscious, ,

*Immunity - Fortitude Checks, Aging [31],

*Regeneration - Resurrection [1],
Extra - True Resurrection, ,

*Super-Senses [9],
- Spatial Awareness, ,
- Aura Reading, ,

ARMOUR [8],
*Flight [5],
Power Feat - Dynamic, ,
Dynamic Alt Power - Super-Strength [5],
Dynamic Alt Power - Damage [10] - DC:25:tough,
*Impervious Protection [10], *Shield [5]

COMBAT: 
Attack     6  [Unarmed +2 (Bruise)]   
         +11 Melee
         +10 Damage [Sword]
Defense   20 (10 flat-footed)   
Init      10

SAVES: 
Toughness   10 (10 flat-footed) 
Fortitude    0 
Reflex       3 
Will       15

DRAWBACKS: 
Restricted Movement - Cannot leave Castle of the Bat

Abilities   12  + 
Skills       9 (36 ranks)  + 
Feats       26  + 
Powers      96  + 
Combat      12  + 
Saves       13  + 
Drawbacks   -3 = 165 / 165


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THE DARK KNIGHT - THE BATMAN
PL: 10  (144 pp)

ABILITIES:   
STR: 15 (+2)
DEX: 15 (+2)   
CON: NA   
INT: 14 (+2)   
WIS: 16 (+3)   
CHA: 12 (+1)

SKILLS: 
Bluff               (+ 1),
Climb               (+ 2),
Concentration       (+ 3),
Diplomacy         4 (+ 5),
Disguise            (+ 1),
Escape Artist       (+ 2),
Gather Info       6 (+ 7),
Handle Animal       (+ 1),
Intimidate        4 (+ 6),
Knowledge:
 Arcane Lore      6 (+ 8),
 History          8 (+10),
Notice            6 (+ 9),
Search              (+ 2),
Sense Motive        (+ 3),
Sleight of Hand   4 (+ 6),
Stealth           2 (+ 4),
Survival            (+ 3),
Swim                (+ 2)

FEATS: 
Accurate Attack            Reduce damage bonus to increase attack bonus         
Attack Focus (Melee)(+4)   +4 bonus to melee attack rolls         
Defensive Attack           Reduce Attack bonus to increase defense bonus
Dodge Focus (+5)           +5 dodge bonus         
Fearless                   Immunity to fear effects
Fearsome Presence (+3)     Inspire Fear in others, DC: 13, Range 15’
Improved Block (+2)        +4 bonus on attack rolls to block         
Improved Disarm            +2 bonus on attack rolls to disarm         
Improved Initiative (+2)   +8 bonus on initiative checks         
Power Attack               Reduce attack bonus to increase damage bonus         
Uncanny Dodge              Retain your dodge bonus while flat-footed         
Weapon Bind                Follow a successful melee block with a free disarm attempt         
Weapon Break               Follow a successful melee block with a free sunder

POWERS: 
*Device - Hard to Lose - Armour [8],
Power Feat - Indestructible, ,

*Immunity - Fortitude Checks, Critical Hits [32],

*Regeneration - Disabled x6 (1 round) [6],
Power Feat - Regrowth, ,
Power Loss - Must reattach limbs for them to regrow, ,

*Super-Senses [9],
- Spatial Awareness, ,
- Aura Reading, ,

*Invisibility - All Visual Senses [1],
Extra/ Flaw s- Continuous/ Permanent/ Does not affect armour, ,
Power Feat - Innate, ,

ARMOUR [8],
*Flight [5],
Power Feat - Dynamic, ,
Dynamic Alt Power - Super-Strength [5],
Dynamic Alt Power - Damage [10] - DC:25:tough,
*Impervious Protection [10],
*Shield [5]

COMBAT: 
Attack      +6  [Unarmed +2 (Bruise)]   
           +10  [Melee]
           +10  [Damage – sword]
Defense     20 (10 flat-footed)   
Init        10

SAVES: 
Toughness   10 (10 flat-footed) 
Fortitude    0 
Reflex       3
Will         3     

DRAWBACKS: 
Cannot Remove Armour -

Abilities    12  + 
Skills       10 (40 ranks)  + 
Feats        24  + 
Powers       89  + 
Combat       12  + 
Saves         1  – 
Drawbacks     4 = 144 / 144


:arrow: an attempt at the Tangent Batman. The obvious choice would to have gone with Summon Minion with a heroic extra. I may even go back and do that at some point. But if you haven’t noticed yet, I like finding reasons for using Duplication other than creating a horde of identical beings to pile on their enemies – the Aliens notwithstanding… ;)

:arrow: Other than that, this build is straightforward. Sir William’s Duplication isn’t high enough to allow a full PL version of the Batman armor. And the point total for the Batman is reduced by the Duplication cost. Metamorph was cribbed from Morph, I think it fits.

:arrow: Sir William and the Batman have no constitution scores – they are undead, not constructs.

:arrow: The base character’s Equipment represents the castle of the Bat. Note that the armour is duplicated whenever the duplicate is brought into existence…

:arrow: The Tangent Batman was listed as Sir William. I added Thatcher as a last name in tribute to Heath Ledger...

:arrow: And no... I haven't been reading Reign of the Superman. Just realized it existed actually...
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Postby MorningKnight » Thu Aug 14, 2008 9:16 pm

I really like Ana Tarasova ALOT. Interesting character.

The Tangent Batman's pretty cool too.
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Postby Bladewind » Fri Aug 15, 2008 3:16 pm

Thank you. I'm rather proud of those two characters myself...
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Postby Bladewind » Sat Aug 16, 2008 11:22 am

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QUICK
Concept         Duplicating Speedster
Real Name       John Chambers
Identity        Secret ID
Hero/Villain    Hero
Origin          Metahuman
Allegiance      MJ 23 Stormwatch, Belief System
Motivation      Responsibility
Gender          Male
Age             87
Hair            Blonde
Eyes            Blue
Size            Medium
     
Quote           3X2(9YZ)4A !

PL: 10  (165 pp)

ABILITIES: 
STR: 14 (+2) 
DEX: 16 (+3)   
CON: 14 (+2)   
INT: 10 (0)   
WIS: 12 (+1)   
CHA: 12 (+1)

SKILLS: 

Bluff                   (+ 1),
Climb                   (+ 2),
Concentration           (+ 1),
Diplomacy             2 (+ 3),
Disguise                (+ 1),
Escape Artist           (+ 3),
Gather Info           4 (+ 5),
Handle Animal           (+ 1),
Intimidate            4 (+ 5),
Investigate           4 (+ 4),
 Behavioral Sciences  1 (+ 1),
 Civics               1 (+ 1),
 Tactics              4 (+ 4),
Notice                4 (+ 5),
Profession - Agent    3 (+ 4),
Search                5 (+ 5),
Sense Motive            (+ 1),
Stealth                 (+ 3),
Survival                (+ 1),
Swim                    (+ 2)

FEATS: 
Attack Focus (Melee) (+4)  +4 bonus to melee attack rolls     
Benefit (+2)               Diplomatic Immunity, Security Clearance
Benefit (+1)               Traceless (No Fingerprints)
Defensive Attack           Reduce attack bonus to increase defense bonus     
Dodge Focus (+8)           +8 dodge bonus     
Elusive Target             Double penalties for ranged attacks against you in melee     
Equipment (+5)             5 points worth of equipment     
Evasion (+2)               Suffer no damage from attacks allowing a Reflex save     
Grappling Finesse          Grapple checks use Dex & retain dodge bonus     
Improved Block (+1)        +2 bonus on attack rolls to block     
Improved Grapple           Make grapple checks with only one hand     
Improved Initiative (+7)   +28 bonus on initiative checks     
Improved Pin               -4 penalty on grappling checks against you     
Improved Throw              Opponent uses lesser of Str or Dex against trip attacks 
Improved Trip              +4 bonus on trip checks, opponent can't trip you     
Uncanny Dodge              Retain your dodge bonus while flat-footed     

POWERS: 
*The Suit (Hard to Lose Device) [1],
Power Feat - Subtle
  - *Protection [4],
  - Power/ Enhanced Feat - Quick Change [1],

*Identi-Card (Easy to Lose Device) [1],
  - *Machine Control [1],
  - Extra - No Save
  - Flaw - Limited (Requires Card Interface)
  - *Morph - Any Debit/ Credit or Identity Card [1], *

Speed [8],
Power Feat - Dynamic
Dynamic Alt Power - Quickness

*Speed Array (Deflect - Slow/ Fast Projectiles) [10],
Power Feat - Dynamic
Alt Power - Insubstantial
Dynamic Alt Power - Bullet
Dynamic Alt Power - Duplication
Dynamic Alt Power - Rapid Attack
Dynamic Alt Power - Rapid Fire
Dynamic Alt Power - Share Speed
Dynamic Alt Power - Spin Attack
Dynamic Alt Power - Takeaway
Dynamic Alt Power
 - Super Movement- Air Walking, Slow Fall, Sure Footed,
 - Wall Crawling- Water Walking - Only when moving

*Immunities [9], - Aging, Cold, Heat, Inertia, Fatigue Effects*Duplication [10], Extra - SurvivalFlaw - FeedbackFeats - Progression 3Feats - Mental LinkDevice & Duplication Cost Offset [24]

COMBAT: 
Attack       6  [Unarmed +2 (Bruise)]   
              [Ranged +10 (bullet)]
              [Ranged +6  (autofire bullet)]
 - Melee   +10
Defense     20 (11 flat-footed)   
Init        31

SAVES: 
Toughness    6 (6 flat-footed) 
Fortitude    7 
Reflex      15
Will         7

DRAWBACKS: 

Abilities 18  + 
Skills     8 (32 ranks)  +
Feats     34  + 
Powers    66  + 
Combat    16  + 
Saves     23  – 
Drawbacks  0 = 165 / 165


:arrow: The Bladeverse Stormwatch gets another member, the first male that I’ve posted, and quite possibly the most powerful of the group.

:arrow: Like other posters, I took apart the Super-Speed power. I Alt Power Quickness off of Speed and still built an Array structure, using Deflect at the base power.

:arrow: For the Share Speed power in the Array, I view as follows. First, in 1st Edition, this option existed as an extra. Using it allowed the character to grant others their speed power at a cost of reducing the overall rank of all characters using the power by one rank. So sharing it with one other reduced the power’s rank for both runners by 1. In this variant, the character is actually using a low rank variation of Empowerment. (Empower: Limited to Speed. 2 ranks.) Affect Others takes less space on the character sheet.

:arrow: The idea behind Duplication as part of the Speed Array is that by constantly moving, the character can be in multiple places at once. The flaw, only when moving, could be applied. However, the points really aren’t needed elsewhere and it works as flavour text. As a result, even if ‘standing still’ when duplicates are active, the character will be moving – vibrating in place or somesuch.

:arrow: Duplication functions with a cost of 14 power points. That leaves 6 points available for use for other powers in the Speed Array. Sacrificing quantity (i.e. dropping the Progression Feat) can give additional points to the array. It could be increased to the full 20 points that are available, making the available duplicates number 1000 – but that’s overkill. A duplicated character actually has only two power points that they need to remove from the build as it’s a dynamic power. However, due to calculations, the Duplicates will actually only have 148 power points. Any restructuring of points cab be attributed to the duplicates needing to do a specific task.

:arrow: His martial art, which as noted elsewhere, all MJ23 members possess at least one, is Aikido. The idea of a soft martial art, as described in the Mastermind’s Manual, fits well with a speedster in my eyes.

:arrow: In the Bladeverse, Quick is my variation on Johnny Quick. He is around from World War II, his immunity to aging allowing for an extended career… He projects the persona of Johnny Quick from the comics as a front to cover his ties to Stormwatch. The Quickchange feat on his Suit is a low-level Morph effect, changing the Suit into a more “Super-heroic” costume. He uses the so-called Dark-Flash’s costume. This is meant for misdirection purposes for the general public as they confuse him with the Flash…
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Postby Bladewind » Sat Aug 23, 2008 5:53 pm

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Character Name     Scirocco - The Storm of Horus
Concept            Godborn Child of Horus - Philanthropist in this lifetime…
Real Name          Rehenna Amunet
Identity           Secret ID
Hero/Villain       Hero
Origin             Mystical
Allegiance         Ethical Philosophy
Motivation         Responsibility
Gender             Female
Age                6219 (29)
Height             5'10"
Weight             124 lbs
Hair               Black
Eyes               Green
Size               Medium
 
Quote              This script is 800 years younger than the hieroglyphic style
                   - I would give piece this a century, no more.

Occupation         Philanthropist/ Archeologist/ Goddess of Protection
Citizenship        Heliolopian

ABILITIES:
STR: 10 ( 0) 
DEX: 14 (+2)   
CON: 14 (+2)   
INT: 16 (+3)   
WIS: 14 (+2)   
CHA: 17 (+3)

SKILLS: 
Acrobatics                  (+ 2),
Bluff                    12 (+15),
Computers                 3 (+ 6),
Concentration             8 (+10),
Craft
 - Artistic               8 (+11),
 - Chemical               8 (+11),
Diplomacy                12 (+15),
Disable Device              (+ 3),
Disguise                    (+ 3),
Drive                       (+ 2),
Escape Artist               (+ 2),
Gather Info               6 (+ 9),
Handle Animal               (+ 3),
Intimidate                  (+ 3),
Investigate                 (+ 3),
Knowledge
 - Arcane Lore           10 (+13),
 - History                7 (+10),
 - Theology & Philosophy  8 (+11),
Medicine                    (+ 2),
Notice                    6 (+ 8),
Pilot                       (+ 2),
Profession                  (+ 2),
Ride                        (+ 2),
Search                      (+ 3),
Sense Motive                (+ 2),
Sleight of Hand             (+ 2),
Stealth                     (+ 2),
Survival                    (+ 2)

FEATS:
Artificer   
Attack Focus (Melee)  (+1)   
Attack Specialization (+4) 
Attractive            (+2)  Bonus is included in skills 
Beginner's Luck 
Benefit               (+4) Wealthy x3, Demi-God
Connected 
Equipment             (+6) Headquarters – see below 
Improved Initiative   (+1)
Jack-of-All-Trades
Leadership   
Luck                  (+4) 
Ritualist 

POWERS:
*Immunity - Aging, Disease, Cold, Heat [4],

*Regeneration - Resurrection [1],
Extra - True Resurrection

*Super Senses [3],
- Cosmic Awareness (extended, radius)

*God Sphere - Knowledge [1],
- Variable Power - Knowledge Descriptor

*Magic (Mystic Passage/ Teleport) [10],
Power Feat - Variable Descriptor
- Mystic Binding [10],
- Concealment (All senses/ Fl - Passive, Ft - Selective, Close Range) [7],
- Force Field [10],
- Healing [10],
- Light of Truth [10],
- Blast [10],
- Telekinesis (26 tons max load, push 64 tons) [10],
- Element Control - Earth [10],
- Element Control - Air [10],
- Nullify (Magic) [10],
- Obscure (Vision) [10],
- Boost (Skills - fl - personal; - Feats - subtle, total fade) [8],

HEADQUARTERS - SKYSCRAPER - TOP 5 FLRS(18 points)
Large, (Toughness 20)
Communications,
Computer
Defense Systems,
Gym,
Fire Prevention,
Infirmary,
Lab
Living Space,
Power System,
Pool,
Security System

HEADQUARTERS - SANCTUM SANCTORUM (12 points)
Medium, (Toughness 15),
Concealed, Laboratory
Library,
Living Space,
Security System,
Workshop,
Defense System
POWERS: Time Control, Dimensional Travel (Affects Others)

*Wealth Score [20]

COMBAT: 
Attack    + 5  [Unarmed +0 (Bruise)] 
 - Melee  + 6
 - Magic
Defense  15 (12 flat-footed)   
Init      6

SAVES: 
Toughness 12 (12 flat-footed) 
Fortitude  4
Reflex     6 
Will      10

DRAWBACKS: 
Enemy - 1

Abilities  25  + 
Skills     18 (72 ranks)  +
Feats      26  +
Powers     48  + 
Combat     20  + 
Saves      14  – 
Drawbacks   1 = 150 / 150


:arrow: This character uses Joshua Dunlow’s god campaign rules/ guide, even though the character is not a specific “real life” deity.

:arrow: Rehenna Amunet is, in the Bladeverse, the daughter of Horus, and thus the granddaughter of Isis. I chose to make her a demi-goddess, even though I could easily have gone for lesser goddess instead. I envision having much of her grandmother’s knowledge and mystical savvy – as evidenced by her god-sphere. A variant on this character had another spell in her repertoire that included an ability to boost combat ability, a nod to her father.

:arrow: Her god-sphere is Knowledge. Despite my overall ‘distaste’ for the Variable Power, I like it’s use in this context, And seeing how the maximum rank bestowed by the power is one, it’s fairly limiting. She relies on her own magical prowess and her ritual feat for things that go beyond the sphere’s power. I would, however, fudge to permit use of Comprehend for instance at a higher rank than one given that it’s not really a progressive power IMO.

:arrow: The character itself has been converted from a different game. She was originally a character from White Wolf’s Mummy and then Mummy 2nd Edition. She was then in an MnM 2nd Ed. rpol.net campaign until time constraints pulled me from the game… In any event the character was a priestess of Isis in her lifetime.

:arrow: On many levels, she is an opposite number to the Mummy film-franchise version of Imhotep. Save perhaps, that she didn’t have to gothrough a ritual to be Reborn… In the modern world, she influences the archaeology world with her knowledge of the history,

:arrow: The Time Control power on her sanctum is actually simply that time flows differently within its walls… the sanctum itself is an Egyptian-style palace in the middle of the desert. The dimension that contains it is not large, and the furthest edges beyond the palace are a great sandstorm.
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Postby Bladewind » Mon Sep 01, 2008 12:49 pm

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EURYALE

Concept               Gorgon
Real Name         
Identity              Secret ID
Hero/Villain          Neither
Origin                Mystical
Allegiance            Person (Self)
Motivation            Greed/ Revenge
Gender                Female
Age                   Millennia (late 20s)
Height                5'11"
Weight                154 lbs
Hair                  Red or Serpents
Eyes                  Green or Yellow
Size                  Medium
     
Quote                 Can I have you for my collection?

Occupation            Super Model, Art Collector
Nationality           Greek
Ethnicity             Greek

PL:                   10  (153 pp)

ABILITIES:   
STR:                  10 ( 0) 
DEX:                  14 (+2)   
CON:                  14 (+2)   
INT:                  12 (+1)   
WIS:                  14 (+2)   
CHA:                  17 (+3)

SKILLS: 
Acrobatics              (+ 2),
Bluff                 7 (+10),
Computers               (+ 1),
 Concentration        3 (+ 5),
Craft
  Artistic            4 (+ 5),
  Chemical            4 (+ 5),
Diplomacy             3 (+ 6),
Disable Device          (+ 1),
Disguise                (+ 3), (+13) (Morph x2)
Drive                   (+ 2),
Escape Artist           (+ 2),
Gather Info           3 (+ 6),
Handle Animal           (+ 3),
Intimidate            5 (+ 8),
Investigate             (+ 1),
Knowledge
  Arcane Lore        10 (+11),
  Popular Culture     4 (+ 5),
Medicine                (+ 2),
Notice                5 (+ 7),
Perform
  Acting              3 (+ 6),
  Singing             5 (+ 8),
Pilot                   (+ 2),
Profession – Model    4 (+ 6),
Ride                    (+ 2),
Search                  (+ 1),
Sense Motive            (+ 2),
Sleight of Hand         (+ 2),
Stealth                 (+ 2),
Survival                (+ 2)

FEATS: 
Artificer,
Attack Focus (Melee)    ( 2),
Benefit                 ( 2),    Mortal Status, Wealth
Connected,
Elusive Target,
Equipment               ( 4),
Fearsome Presence       ( 2),
Hide in Plain Sight,
Jack-of-All-Trades,
Master Plan,
Mental Link             ( 1), (Minions)
Minions                 ( 6), 25 x 30 pt minions
Ritualist

POWERS: 
*Petrifying Gaze - Transform [10]          - DC: 20 (fort)
 Flaw - Sense Dependent (Eye Contact) [10] - DC: 20 (ref)
 Extra - Range, Perception,
 Extra - Duration - Continuous,
 Extra (x 2) - Action - Reaction,

*Immortality [1],
 Immunity - Aging, Poison, Disease,

*Regeneration - Resurrection (Unless Decapitated) [1],

*Comprehend [3],
 Read, Speak, Understand all languages (only speak one at a time),

*Morph (One alternate Form) [2]

COMBAT: 
Attack    + 2  [Unarmed +0 (Bruise)]   
 Melee    + 4
Defense    13 (11 flat-footed)   
Init      + 2

SAVES: 
Toughness   2 (2 flat-footed) 
Fortitude   5
Reflex      7 
Will       10

DRAWBACKS: 
Vulnerable  -  Mirrors – Own powers can affect her
Power Loss  -  Powers don't function on others through reflection, or if eyes are covered

Abilities      21  + 
Skills         15 (60 ranks)  + 
Feats          24  + 
Powers         74  + 
Combat         10  + 
Saves          16  – 
Drawbacks       7 = 153/ 153



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HQ - SKYSCRAPER - TOP 5 FLRS
Large, (Toughness 20) Communications, Library
Defense Systems, Gym, Fire Prevention, Infirmary, Lab
Living Space, Power System, Pool, Security System
18 points


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EUYRALE'S VIPER MINIONS

Concept        Euryale's Serpent Hair
Height         14 inches long
Weight         1/2 pound each

PL:            7  (30 pp)

ABILITIES:   
STR:           1 (- 5/- 1) 
DEX:          17 (    + 3)   
CON:          11 (      0) 
INT:           1 (    - 5) 
WIS:          12 (    + 1)
CHA:           2 (    - 4)

SKILLS: 
Concentration        (+ 1),
Escape Artist        (+ 3)
Intimidate           (- 4),
Notice             7 (+ 8),
Sense Motive         (+ 1),
Stealth            1 (+ 4),
Survival             (+ 1)

FEATS: 
Attack Focus (Melee) (+ 5)
Hide in Plain Sight,


POWERS: 
*Shrinking [8],
 Extra - Continuous,
 Flaw - Permanent,
 Power Feat - Innate,

*Super-Senses - Infravision, Scent [2],

*Drain Constitution [7] – DC 17 (fort)
 Extra - Poison, 

COMBAT: 
Attack         + 2 [Unarmed -6 (Bruise)]   
               + 7 Melee (Drain Constitution Attack)
Defense         17 (13 flat-footed)   
Init           + 3

SAVES: 
Toughness        0 (0 flat-footed) 
Fortitude        2 
Reflex           5 
Will             1

DRAWBACKS: 
Disability -Mute
Disability -No Hands
Disability -Immobile

Abilities       - 8  + 
Skills            2 (8 ranks)  + 
Feats             6  + 
Powers           25  + 
Combat           10  + 
Saves             3  – 
Drawbacks         8 = 30 / 30


:arrow: Quite complex for a simple concept… One of the three sisters turned into gorgons in ancient myth… Medusa was slain long ago, and Euryale lost contact with Stheno…

:ARROW: realized that I forgot to give her the HQ that I wanted… so I added it in as an afterthought, allowing the character to go over 150 pp.

:arrow: She stinks in combat, but when you can turn people to stone…

:arrow: As a mastermind, she shines. Planning ahead, hiding in plain sight… temporary devices and spells… and then I realized that if she attacks someone from behind with her serpents…

“You have a choice hero, you can stop me, perhaps even kill me. If you do the latter, your friend is a statue forever. If I release my control on him… he dies of snake venom. Or… you could let me go, and I’ll release him in an hour – plenty of time to get to a hospital… assuming you can lift him…”
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Postby Bladewind » Tue Sep 02, 2008 6:18 pm

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DAREDEVIL
Concept                Batman / Daredevil Amalgam
Real Name              Matthew Bruce Murdoch
Identity               Secret ID
Hero/Villain           Hero
Occupation             Lawyer Vigilante
Origin                 Training/ Accident
Allegiance             Goodness
Motivation             Justice
Gender                 Male
Age
Height                 6'0"
Weight                 200 lbs
Hair                   Red
Eyes                   Blue
Size                   Medium
PL:                    10  (180 pp)

ABILITIES:   
STR:                   12 (+ 1) 
DEX:                   18 (+ 4)   
CON:                   14 (+ 2)   
INT:                   16 (+ 3)   
WIS:                   18 (+ 4)   
CHA:                   14 (+ 2)

SKILLS: 
Acrobatics             15 (+19)
Bluff                   8 (+10)
Climb                   6 (+ 7)
Computers               1 (+ 4)
Concentration             (+ 4)
Chemical                6 (+ 9)
Diplomacy               4 (+ 6)
Disable Device          8 (+11)
Disguise                  (+ 2)
Drive                   2 (+ 6)
Escape Artist           8 (+12)
Gather Info             6 (+ 8)
Handle Animal             (+ 2)
Intimidate              8 (+ 9)
Investigate            12 (+15)
Knowledge:
  Civics               10 (+13)
  Behavioral Sciences   6 (+ 9)
  Streetwise            8 (+11)
  Tactics               6 (+ 9)
  Technology            4 (+ 7)
Notice                  2 (+ 6)
Perform
  Oratory               6 (+ 8)
Profession (Lawyer)    10 (+14)
Search                    (+ 3)
Sense Motive              (+ 4)
Stealth                   (+ 4)
Survival                  (+ 4)
Swim                      (+ 1)

FEATS: 
Accurate Attack
Acrobatic Bluff
Attack Focus (Ranged) ( 2)
Benefit               ( 4)           Wealth x4
Defensive Attack
Defensive Roll        ( 2)
Dodge Focus           ( 8)
Elusive Target
Equipment             ( 9)           Utility Belt Headquarters
Evasion               ( 2)
Grappling Finesse
Improved Aim
Improved Block        ( 1)
Improved Disarm
Improved Initiative   ( 1)
Improved Pin
Improved Sunder
Improved Trip
Power Attack
Precise Shot          ( 1)
Quick Draw            ( 1)
Ranged Pin
Stunning Attack
Throwing Mastery      ( 2)
Uncanny Dodge

POWERS: 
*Super-Movement [2]
- Slow Fall (Limited to having handholds)
- Sure Footed

*Super Senses
- Blindsight [5] - Mental Radius

*Strike [5] - DC:20:tough
Power Feat - Mighty

*Leaping [1]

*Device - Hard to Lose - Uniform [2]

*Device - Easy to Lose - Combat Baton [3]
Power Feat - Subtle (Appears as white cane when not used)

COMBAT BATON [3]
*Blast [3] - DC:18:tough
Power Feat x2 - Mighty
Power Feat x2 - Richochet
Power Feat x2 - Split Attack (3 attacks)
Alt Power - Deflect (Slow Projectiles) [12]
Alt Power - Strike [3] - DC:18:tough
Power Feat - Improved Block x2
Power Feat - Mighty
Power Feat - Split Attack x2 (3 targets)
Alt Power - Trip [6] - DC:16:ref
Power Feat - Improved Throw
Power Feat - Richochet x2
Power Feat - Split Attack x2 (3 targets)

UNIFORM [2]
*Protection [6]
*Super-Movement - Wall Crawling [1]
*Immunity - Environmental Cold [1]

COMBAT: 
Attack 10  [Unarmed +1 (Bruise)] 

Defense 19 (10 flat-footed)   
Init  8

SAVES: 
Toughness 10 (8 flat-footed)
Fortitude 8 
Reflex 12
Will 8

DRAWBACKS: 
Disability - Blindness

Abilities        32  + 
Skills           34 (136 ranks)  + 
Feats            47  + 
Powers           32  + 
Combat           22  + 
Saves            18  – 
Drawbacks         5 = 180 / 180


:arrow: So my grandiose plan to have Bruce Wayne be the alter ego of Superman in the Bladeverse left a glaring hole in the tapestry… how to fill it? I’m not entirely sure that this works.

:arrow: Murdoch remains based in Hell’s Kitchen, the wealth background being explained either as a won lottery or his mother’s side of the family… Either way, he is set up to replace Batman’s role in the Bladeverse. The actual replacement for Batman is the daughter of his protégé and is jus coming in to her own as Nightwing.

:arrow: The base of this build is Bankshot from the Hero High Yearbook. The utility belt is an exact duplicate of the one I used for Nightwing which is pretty close to the standard belt offered in MnM Core Book. The suit has wall crawling for the heck of it. Not as proficient as any of the Spider Clan, but still able to get up the side of a building PDQ.
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Postby MorningKnight » Wed Sep 03, 2008 9:22 pm

Very nifty Daredevil!
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Postby Bladewind » Thu Sep 04, 2008 6:18 pm

Thanks MorningKnight!
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Postby Bladewind » Thu Sep 04, 2008 6:23 pm

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TOMORROW WOMAN

Character Name    Tomorrow Woman
Concept           Modelled Android
Real Name         Themis Morrow
Identity          Secret ID
Hero/Villain      Villain
Origin            Technology
Allegiance               
Motivation        Programming
Gender            Female Aspect
Age               1 month (20s)
Height            6'0"
Weight            130 lbs
Hair              Black
Eyes              Blue
Size              Medium

PL:               12  (180 pp)

ABILITIES: 
STR:              16 (+3/-1) 
DEX:              15 (   +2)   
CON:              NA   
INT:              20 (   +5)   
WIS:              14 (   +2)   
CHA:              16 (   +3)

SKILLS: 
Acrobatics             (+ 2)               
Bluff               14 (+17)               
Climb                  (+ 3)               
Computers            6 (+11)               
Concentration          (+ 2)               
Craft
  Electronic         4 (+ 9)               
  Mechanical         4 (+ 9)               
Diplomacy            8 (+11)               
Disable Device         (+ 5)               
Disguise               (+ 3)  (+13 to pass as human)
Drive                  (+ 2)               
Escape Artist          (+ 2)               
Gather Info          2 (+ 5)               
Handle Animal          (+ 3)               
Intimidate             (+ 3)               
Investigate            (+ 5)               
Knowledge
  Current Event        (+ 5)               
  Popular Culture      (+ 5)               
  Physical Sciences    (+ 5)               
  Tactics              (+ 5)               
  Technology         2 (+ 7)               
Medicine               (+ 2)               
Notice               4 (+ 6)               
Pilot                  (+ 2)               
Profession             (+ 2)               
Ride                   (+ 2)               
Search                 (+ 5)               
Sense Motive         4 (+ 6)               
Sleight of Hand        (+ 2)               
Stealth                (+ 2)               
Survival               (+ 2)               
Swim                   (+ 3)

FEATS: 
Attack Focus (Ranged) (+ 3)               
Attack Specialization (+ 1) -  Mental Blast
Attractive            (+ 1)               
Beginner's Luck               
Dodge Focus           (+ 5)               
Jack-of-All-Trades

POWERS: 
*Immunity - Fortitude Saves [30]               

*Telekinesis (51 tons) [12]               
 Power Feat - Precise                               
 Power Feat - Dynamic                               
 Alt Power - Mental Blast [12]            - DC:22:will               
 Alt Power - Telepathy [12]               - DC:22:will               
 Alt Power - Perception Ranged Damage [8] - DC:23:tough               
 Alt Power - Snare [12]                   - DC:22:ref               
 Dynamic Alt Power - Impervious [12]               
 Dynamic Alt Power - Flight [9]

*Datalink [4]               
 Alt Power - Machine Control

*Enhanced Strength [8]               
 Power Feat - Subtle               

*Morph - Humanoid Form [2]               
 Power Feat – Precise
 Alt Power - Morph 1 - EMP Device (Power Feat - Metamorph)               

EMP:
 Penetrating Area Mental Blast [12] - DC:22:will               
 Area Nullify Electronics      [12] - DC:22:will

COMBAT: 
Attack          + 9  [Unarmed +3 (Bruise)]   
  Ranged        +12  (Ranged)
  Mental Blast  +14
Defense          22  (13 flat-footed)   
Init            + 2

SAVES: 
(Impervious) Toughness 12 (12 flat-footed) 
Fortitude               0 
Reflex                  9 
Will                   17

DRAWBACKS: 
Vulnerable - Own EMP
Full Power – EMP
 

Abilities     13  + 
Skills        11 (44 ranks)  +
Feats         12  + 
Powers        82  + 
Combat        32  + 
Saves         34  – 
Drawbacks      4 = 180 / 180

:arrow: The primary reason to stat this character was actually due in no small part to my intention to come up with some elaborate way of passing a construct as human. In her wiki description and IIRC from the comic where she first appeared TW was supposed to be a perfect replica of a human being. To the point where she could “fool Superman.” Then I got to thinking… does Superman regularly check a person’s innards? I was disappointed and pleased to realize that a simple application of Morph solved my problem…

:arrow: The Alt Power of Morph represents the fact that TW is a bomb. She can detonate once being vulnerable to the power of the blast. She was supposed to mind wipe the JLA when she went kablooey. The EMP listed above contains Mental Blast and Nullify Electronics – crib points from wherever needed via Metamoprh to power it.

:arrow: In the end a “playable” PL 12 character that serves as a massive plant in any team.

:arrow: Attractive is justified as being a big part of T.O. Morrow’s ego to not create anything less than perfection.

:arrow: A lot of this build is presumed based on origin – skills abilities feats… Tomorrow Woman was never around long enough to be fleshed out despite current appearances in various comics. In fact she claimed to be a Telepath but I don’t recall her ever using that power.

:arrow: Powers in her TK array are either at their cap, or limited to what I think their maximum rank should be in relation to the build. I didn’t bother to flaw Impervious, even though it could be flawed. I don’t see her as having a Flight rank higher than 9.

:arrow: Her “Real Name” of Themis Morrow is entirely my own fabrication, and something that I think Superman might have done had the JLA wanted to carve a name on her tombstone. Themis makes a nice parallel to Thomas and is a Greek patron of Justice and, well, Morrow is self-explanatory. Couldn’t think of a parallel name to Oscar in order to up the cheese factor though… ;)
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Postby Thorpacolypse » Thu Sep 04, 2008 7:23 pm

Nice Tomorrow Woman. I have that JLA comic where she made her appearance against IT was it? Good to see she was not forgotten.

I love that Gorgon, too. I may have swipe that for a challenge for my gaming group IF we ever play again.
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Postby MorningKnight » Thu Sep 04, 2008 8:56 pm

I really liked her too. I wish she had been given a chance to do more.
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Postby Tattooedman » Fri Sep 05, 2008 8:01 pm

Her later one shot during the Girl Frenzy month helped a little bit with a small side adventure that was going on during her JLA story.

It showed a bit more of her chacter depth as she did the usual android "struggle with lack of humanity" as well as show her using some of her other powers that had been talked about in JLA.
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Postby Bladewind » Sat Sep 06, 2008 7:52 am

Thanks for the props Thorp and MK.

Thorp, the Gorgon is yours to use as needed - let me know how it works if you do !

I think the device in her first appearance was actually referred to as IF, Implicate Field or somesuch.

I have to give credit to writeups.org - I took some inspiration from there for tW, despite the game system/ mecahnic difference.

Right now, I had an idea for the Crime Syndicate in a mainstream continuity - ie, instead of an alternate reality version of the heroes - and I'm statting some of it...
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