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dwellerofthedeep wrote:Interesting rendition of your namesake JD. I hadn't noticed the spaceworthy immunity before. Shaving two points off life support could be very helpful to several builds of mine.
Einstein, aka Krypto, Golden Retriever (Minion 3/42pp)
Abilities [5pp]: Strength 15/20 (+2/+5), Dexterity 15 (+2), Constitution 15/20 (+2/+5), Intelligence 2 (-4), Wisdom 12 (+1), Charisma 6 (-2)
Saves [6pp]: Toughness +5, Fortitude 2 (+7), Reflexes 3 (+5), Willpower 0 (+1)
Combat [12pp]: Base Attack +3, Base Defense +3, Initiative +2, Grapple +5, Knock Back -1, Hero Points 1
Attack (dc): Bite +2
Skills [2pp]: Notice 4 (+5), Survival 0 (+1), Swim 2 (+4)
Feats : ?
Meteor Induced Physiology
· Super Strength 5
· Enhanced Strength 5
· Enhanced Constitution 5
· Impervious Toughness 2
Drawbacks [8pp]: No Hands, Can’t Speak
Thorpacolypse wrote:I guess it speaks to my years of comic fanboy-dom and my Missouri whelping, but the one thing that I cannot suspend my disbelief about Smallville is not the whole super powered teen thing, or the meteor freaks but the fact that there could possibly be that many attractive people in a small in Kansas...
Lovin't those Clark builds, JD. Perhaps a Smallville Green Arrow might make a cameo at some point?
The Twins (PL 8 /163 pp)
Abilities [15pp]: Strength 12 (+1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+1)
Saves [19pp]: Toughness +5 (+1 flat), Fortitude 7 (+8), Reflexes 6 (+8), Willpower 6 (+8)
Combat [28pp]: Attack +6 [+8 Melee], Defense +8 [+4 flatfooted], Initiative +10, Grapple +5, Knock Back -2
Attack (dc): Unarmed +1, Sneak Attack (+2 bonus to appropriate attack), any weapons as necessary
Skills [8pp]: Drive 4 (+6), Intimidation 6 (+6), Knowledge (Streetwise) 4 (+5), Notice 6(+8), Stealth 12 (+14)
Feats [23pp]: All out Attack, Attack Focus (Melee) 2, Defensive Roll 4, Elusive Target, Equipment 4, Improved Initiative 2, Improved Grab, Improved Overrun, Quick Draw, Set up, Sneak Attack 2, Startle, Take down Attack, Track
Ghosting 5 [Container; PF: Innate]
· Insubstantial 3
· Flight 1
· Enhanced Feat (Fearsome Presence) 6
Healing 8 [PF: Persistent, Regrowth, Triggered 2 (when the twin becomes corporeal); Extra: Total, Energizing, Action (Free, +3); Flaws: Limited (Must become corporeal to use power), Range: Personal] = 44pp
Equipment: 20 ep's worth of weapons
Well here they are the albino matrix twins, a pair of very scary assassins who are immune to most physical. And have the ability to instantly heal just by ghosting. The reason why their powers are Innate, is because this program was unplugged from the matrix and still held its abilities.
In the updated version, regeneration gets knocked out and replaced with the healing power. And i added Triggered onto the power, cause i see it happening any time they ghost.
Arthur Eld wrote:I'm loveing your Smallville builds, JD, can't wait to see more!
Andrew Stadtworth was born in Providence, Rhode Island in 1656. It was a tumultuous time for the Stadtworth family, one of many few families within the region. The son of two English immigrants , however Andrew Senior’s wife died during the first winter there. But found himself falling in love with a Native American Woman named Adsilla, to help raise his family. Over run by superstition and fear, the Baptist church had an incredible hold over the region. And they feared anything they could not understand, and the witch hunts provided fuel for the fires for the Maecian influence upon Christianity.
Andrew grew up like any other child, a devout believer in god. However there was something different about him than some of the other children, he could see things others could not. Spirits, and Entities of all kinds, that his parents often attributed to an overactive imagination that might prove dangerous. And sometimes Bad luck often afflicted those he wished, and he often had good luck. Andrew himself had many friends among the Narraganset Indian Tribes native to the region, who knew exactly what he was. He could use magic, and his mother tutored him in what lore she knew and past it onto him.
The Witch Hunts reached their peak when Andrew was only seventeen, and the Stadtworth name didn’t mean all that much anymore. Not with the rumors of witch craft abounding about him and his step mother. One night a riot of people stormed the home of the Stadtworths intent on sending the family to the fires. Andrew senior gave his son and his wife time to get away, however his sacrifice was in vain. Andrew and Adsilla rushed into the forest, hoping to get far enough away so they could hide in these caves that Andrew’s mother knew of. And then later find some of her tribe to take them in.
However Andrew’s mother was captured, in the flight. And just when he thought he himself would be taken by his pursuers, her tripped and fell to the ground. However the ground gave way underneath him, and he fell into the blackness of the earth. When Andrew woke up he found that he had survived the fall, and found himself in a small cavern that seemed to have no exit from save the roof above. In the center was a large crystalline shaft jutting from the earth, and it glowed vibrantly in many colors. A soft hum emanated from it, and when he touched the crystal he found it warm to the touch. But suddenly a bright surge of light flowed through him, and he lost all track of thought and time. It would seem to Andrew he had just fallen unconscious and dreamed about the American Indian myth’s and fables. He met spirits and other beings, and learned much about magic in this dream like state. But in the outside world, many centuries past while he was trapped in a form of suspended animation. Encased in a tomb of crystalline structure.
When Andrew woke up again, it was the 20th century and the year was 1956. Excavations by a mining company had found the cave, and unearthed him from his prison. He was completely lost and out of time, a relic of a time long ago. However with his release, he had within him the knowledge and ability to use magic well beyond his limited capacities back in the 17th century
Adeptus Astartes (PL 6/90pp),
Rank: Neophyte (scouts) , Order: Grey Knight, Ultramarines, and Dark Angels
Abilities [21pp]: Strength 17 (+3), Dexterity 13 (+1), Constitution 15/17(+3), Intelligence 12 (+1), Wisdom 14(+2), Charisma 10 (+0)
Saves [8pp]: Toughness +6 (+2 Impervious), Fortitude 3 (+6), Reflexes 2 (+3), Willpower 3 (+5)
Combat [14pp]: Base Attack +4 (+6 ranged), Base Defense +3 (+1 flatfooted), Initiative +1, Grapple +8, Knock back -3
Attack (dc): Unarmed +3, Heavy Bolter +4 (penetrating 2), Sniper Rifle +5 (19-20 critical), Missile Launcher (+6 explosive blast)
Skills [12pp]: Athletics 3(+4), Climb 5(+8), Computers 2 (+3), Craft: Chemical 2 (+3), Disable Device 3 (+4), Drive 4 (+5), Intimidate 5 (+5), Knowledge: Tactics 5 (+6), Medicine 2 (+3), Notice 4 (+6), Pilot 4 (+5), Search 4 (+5), Stealth 5 (+5)
Feats [15pp]: All out Attack, Attack Focus: Ranged (2), Die Hard, Equipment 5, Improved Initiative, Power Attack, Precise Shot, Suspended Animation, Takedown Attack
Gene Seed Implants Power Suite (20pp)
Not all chapters have every Implant, only the Grey Knights, Ultramarines, and Dark Angels still have these modifications. All space marines have the following three mods. Then grant them 15 more pp's to spend on implants.
- Haemastamen [Enhanced Constitution +2; Regeneration +1 (recovery bonus)] = 3pp
- Progenoid Glands [Feature: Gene Seed Cultivation] = 1pp
- The Black Carapace [Feature: Armor Proficiency (Powered armor)] = 1pp
Scout Armor [+3 toughness; Subtle]
Missile Launcher [+6 Blast (Area: Explosion)]
-AP: Sniper Rifle [+5 damage, 19-20 critica]
-AP: Heavy Bolter [Blast 4 (Ballistic; Power feats: Accurate, Extra: Penetrating 2)]
Suspended Animation * [Simular to the trance feat, requires a DC 30 concentration check to willingly exit this state]Additional Implants
-Secondary Heart [Immunity 1 (low exygen situations), Enhanced Constitution +2] = 3pp
-Ossmodula [Enhanced strength +2, Impervious Toughness 2] = 2pp
-Biscopea [Enhanced strength +2] = 2pp
-Larraman's Organ [Regeneration +4 (recovery bonus +1, Injured 1, staggered 1, disabled 1) ] = 4pp
-Catalepsean Node [Immunity 1 (sleep deprivation)] = 1pp
-Preomnor [Immunity 1 (poisons)] = 1pp
-Omophagea [Mental Duplication 1 (Extra: No save; Flaws: Limited [must consume flesh or blood])] =4pp
-Multi Lung [Immunity 1 (Toxic Environments)] = 1pp
-Occulobe [Super Senses (Low light vision, Extended Vision)] =2pp
-Lyman's Ear [Immunity 5 (Nauseate effects)] = 5pp
-Sus-an Membrane [Immunity 7(Aging, Disease, Poisons, Starvation and thirst, Cold temperatures, Hot temperatures, Low Oxygen environments; Flaws: Limited [must enter suspended animation])]= 4pp
-Melanochrome [Immunity 3 (High Temperatures, Low Temperatures, Radiation)] = 3pp
-Oolitic Kidney [Feature: +4 save against toxins] = 1pp
-Neuroglottis [Super Senses 3 (Analytic Taste, Acute Taste, Track [by taste])]= 3pp
-Mucranoid [Immunity 4(Hot Environments, Cold Environments, Vacuum, Pressure)] = 4pp
-Betchers's Gland [Acid 1 (Power Feats: Extended Reach; Extras: Penetrating, Poison)] = 4pp