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Postby Ecalsneerg » Thu Dec 11, 2008 12:48 pm

Very nice Scouts, but if I remember correctly only full marines (i.e. those in power armour) get a Black Carapace.
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Postby JoshuaDunlow » Thu Dec 11, 2008 1:31 pm

Ecalsneerg wrote:Very nice Scouts, but if I remember correctly only full marines (i.e. those in power armour) get a Black Carapace.


I'm not so sure, i dont remember. But i'll clarify the stats are for Adept level 'Angels of Death'. If i'm right, they automatically have all three of those basic implants.
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Postby dwellerofthedeep » Thu Dec 11, 2008 2:00 pm

If I recall correctly, the scouts often have an immature black carapace, or something like that... So it could go either way.
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Postby Libra » Fri Dec 12, 2008 1:39 pm

I don't believe that the carpace would have been fitted to a scout, but it depends on the Chapter. Space Wolf scouts, for example, are mature warriors rather than noviates.
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Post 483

Postby JoshuaDunlow » Sat Dec 13, 2008 9:44 pm

Image
Normal? Over half my body is out of a "Sharper Image" catalog!

Cyborg, Smallville Season 5 (PL6/78pp)
Real Name: Victor Stone, Trade Off: -2 Attack, +2 DC, -2 Defense, +2 Toughness

Attributes [38p]: Strength 26 (+8), Dexterity 14 (+2), Constitution 26 (+8), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 10 (+0)
Save [2pp]: Toughness +8, Fortitude 0 (+12), Reflexes 1 (+6), Willpower 1 (+2)
Combat [16pp]: Base Attack +4, Base Defense +4 (+2 flat), Initiative +1, Grapple +12, Knock Back -4, Hero Points 1
Attack (dc): Unarmed +8
Skills [2pp]: Athletics 5 (+13), Drive 3 (+4)
Feats []: ?
Powers [21pp]:
Cybernetic Physiology
- Enhanced Fortitude +4
- Enhanced Reflexes +4
- Impervious Toughness 4
- Super Strength 4 [PF: Bracing]
Drawbacks [1pp]: Weak point [The shoulder]
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Post 484

Postby JoshuaDunlow » Sun Dec 14, 2008 2:56 pm

Image
"Ok i'll admit it, I'm Bad. And you love it. "

RED MONIKA (PL 7/140pp)
Concept: Human Bounty Hunter/Outlaw, Wealth Bonus: +13, Renown Bonus +10
Abilities [31pp]: Strength 15 (+2), Dexterity 16 (+3), Constitution 16 (+3), Intelligence 14 (+2), Wisdom 13 (+1), Charisma 17 (+3)
Saves [15pp]: Toughness +4/+7 with Defensive Roll, Fortitude 4 (+7), Reflexes 6 (+9), Willpower 5 (+6)
Combat [24pp]: Base Attack +6 (+7 Ranged), Base Defense +7 (+3 flat), Initiative +3, Grapple +7, Knock Back -1/-2 with defensive roll, Hero Points 1
Attack (dc): Unarmed +2 (19-20 critical), Heavy Pistol +4 (19-20 critical), Dagger +3 (19-20 critical), Sword +5, 18-20 critical), Explosive Bomb +5, Smoke Bomb (dc 14 visual obscure), +2 sneak bonus (circumstantial)
Skills [23pp]: Acrobatics 7 (+10), Bluff 6 (+9/+13 when Attractive), Climb 3 (+5), Craft: Chemical 4 (+6), Diplomacy 2 (+6), Disable Device 7 (+9), Drive 2 (+5), Gather Information 7 (+10), Intimidate 5 (+8), Knowledge: Streetwise 9 (+10), Notice 5 (+6), Pilot 2 (+3), Profession: Bounty Hunter 9 (+10), Ride 3 (+6), Search 4 (+6), Sense Motive 4 (+5), Stealth 6 (+9), Sleight of Hand 5 (+8), Survival 4 (+5), Swim 2 (+4)
Feats [45pp]: Attractive, Attack Focus (ranged) 1, Benefit (Wealth) 1, Connected, Distract (Bluff), Defensive Attack, Defensive Roll 3, Dodge Focus 1, Equipment 10, Evade, Fearless, Improved Critical 3 (Swords, Unarmed, Heavy Pistol), Leadership, Power Attack, Minions 11 [2 Fanatic PL 5 Outlaws], Renown (Bounty Hunter & Outlaw) 1, Sneak Attack 2, Taunt, Team Work, Track, Uncanny Sense (hearing)
Powers [2pp]:
“Voluptuous” Enhanced Charisma 4 [Flaws: Limited (Only to Distract)]
Equipment [30ep]:
Heavy Pistol (+4 blast-ballistic)
-AP: Dagger (Strike 1 - mighty, improved critical)
-AP: Sword (Strike 3 - mighty, improved critical)
Explosive Bomb (Blast 5 explosive)
- AP: Smoke Bomb (Obscure 4-Visual)
Leather Outfit (+1 toughness)
Masterwork Picks
24 additional EP’s worth of Equipment and vehicles depending on her mission.
Complication: Reputation (outlaw & thief), Notoriety (Bounty Hunter)


Builder’s Notes:
Here is the Voluptuous Girl of Danger from Battle Chasers. The first note here is that these characters are larger than life, so they earn 20 pp/PL towards being built. With that out of the way, I feel it necessary to point out I wanted to Emphasis her Voluptuous nature as they do in the comic books. So.. She gains a +2 bonus to distraction attempts during combat, because of her.. Um.. Assets ;) .

Red Is no one to laugh at, and is more than capable of handling herself in combat! She’s well versed in Swordsmanship, Unarmed combat, and with guns. And she’s the one he taught Garrison how to use a sword. Though she relies heavily on her ability to dodge out of the way to avoid damage.
Last edited by JoshuaDunlow on Mon Dec 15, 2008 11:20 pm, edited 1 time in total.
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Postby Libra » Mon Dec 15, 2008 9:40 am

"Ok i'll admit it, I'm Bad. And you love it. "

Now that's what I call cutting insight. 8)
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Post 485

Postby JoshuaDunlow » Mon Dec 15, 2008 11:14 pm

Image

GARRISON (PL 11/194pp)
Concept: Human Ex-Paladin, now Mercenary, Wealth Bonus +18, Renown +17

Abilities [36pp]: Strength 20 (+5), Dexterity 15 (+2), Constitution 20 (+5), Intelligence 13 (+1), Wisdom 13 (+1), Charisma 15 (+2)
Saves [17pp]: Toughness +5 (+11 with armor/def. roll, 4 pts Impervious), Fortitude 6 (+11), Reflexes 4 (+6), Willpower 7 (+8, +11 vs. Mind affects)
Combat [32pp]: Base Attack +9 (+11 Melee), Base Defense 21 (13 Flat), Initiative +2, Grapple +17, Knock Back -3/-6 (+2 more while bracing), Hero Points 3
Attacks (dc): Unarmed +5, One Big Magic Sword +11 (16-20 critical, all penetrating)
Skills [19pp]: Athletics 9 (+5), Climb 4 (+9), Craft: Structural 5 (+6), Diplomacy 4 (+6), Drive 4 (+6), Intimidate 6 (+8), Knowledge: Civics 4 (+5), Knowledge: Streetwise 5 (+6), Notice 9 (+12), Profession: Mercenary 11 (+12), Ride 6 (+8), Search 4 (+5), Survival 5 (+6)
Feats [26pp]: All out Attack, Assessment, Benefit (wealth) 2, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Equipment 1, Fearless, Improved Critical (Sword) 1, Improved Sunder, Leadership, Renown (Hero) 2, Power Attack, Seize Initiative, Startle, Takedown Attack, Uncanny Dodge (Hearing), Weapon Bind, Weapon Break, Track
Powers [31pp]:
Weight Training [Super Strength 1 (PF: Bracing)]
The Best Swordsman in the World (14pp)
- Enhanced Critical (Sword) 2
- Strike 0 [Pf: Split Attack (with swords)]
- Penetrating Power Attack [Basically reduces the attack roll by another 1, to add a penetrating level to the damage adjustment from Power Attack ]
- Super Senses 4 [Detect Weakness ]
- Corrosion 3 [Flaws: Limited (cannot effect living targets), Linked (with sword attack)]
Hero of Heroes (14pp)
- Enhanced Feat 2 [Luck]
- Impervious Toughness 2
- Immovability 1
- Leaping 1
- Mind Shield 3
- Regeneration 2 [PF: Die Hard, Recovery Bonus +2, Bruised 1]
- “Dealing with the Pain” Immunity 2 [Critical Hits (Extra: Action [Move, +2], Flaws: Duration (Instant -3)]
Devices [32pp]:
Enchanted Reinforced Leather 2 [Hard to Remove] 21 x.8 = 17pp
- Protection 4 [Extra: Impervious 2]
One Big Magic Sword 5 [Easy to Remove]
- Strike 6 [Pf: Mighty, Improved Critical, Extra: Penetrating, Penetrating (Strength), Linked (Corrosion-optional, +1)]
- Linked: Corrosion 5 [Flaws: Linked with strike (+0), linked with other corrosion (+0)]
Equipment [2ep]:
Knuckle Dusters [Strike 1 (Mighty)]
Complications: Obsessed (over the death of his wife), Alcoholic, Fame


Builders Notes:
And here’s Garrison from Battle Chasers, unfortunately he falls under power point costs. But I have tried to simulate him being the best swordsman that he can be with an interesting array of trained based powers. He turned out to be an interesting challenge to complete. The two things i wanted to point out was his "Dealing with Pain" power. This allows him to counter a critical hit should he expend a move action, to reset what ever damage was inflicted on him. Such as is seen when he relocates his arm in the fight with the Monk. This guy is just Bad A$$, I feel sorry for anyone who faces him. As well as his Penetrating Power Attack, which is basically just like another feat. But it doubles the penalty to hit, to add a bonus to damage and penetration ranks.
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Postby Alexander » Tue Dec 16, 2008 7:07 am

Oh man, it's been a while since I've read Battle Chasers! Awesome builds, btw. Man, I can't wait for the rest of the cast (especially Gully!). Keep up the good work!
Last edited by Alexander on Tue Dec 16, 2008 9:55 am, edited 1 time in total.
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Postby JoshuaDunlow » Tue Dec 16, 2008 9:51 am

Hey Alexander, Thanks! I'm not sure who i am doing next, but i'll get to all of them .
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Post 486

Postby JoshuaDunlow » Tue Dec 16, 2008 12:11 pm

Image

GULLY (PL 8/106pp)
Concept: Daughter of Aramus

Abilities [0pp]: Strength 8/20 (-1/+5), Dexterity 12 (+1), Constitution 8/22 (-1/+6), Intelligence 10 (+0), Wisdom 10 (+0), Charisma 12 (+1)
Saves [8pp]: Toughness +8, Fortitude 0 (-1/+6), Reflexes 2 (+3), Willpower 5 (+5)
Combat [4pp]: Base Attack +0 (+5 Melee), Base Defense +2 (+1 flat), Initiative +1, Grapple +15, Knock Back 0/-4, Hero Points 3
Attack (dc): Unarmed -1, Gauntlets of Aramus +8 (18-20 critical),
Skills [5pp]: Bluff 4 (+5), Notice 4 (+4), Sense Motive 4 (+4), Search 4 (+1), Stealth 4 (+5),
Feats [3pp]: Benefit (Status-daughter of Aramus) 1, Hero’s Valour, Luck 2
Powers []:
None yet
Devices [86pp]:
Gauntlets of Aramus 28 [Easy to Remove; Restricted 2(Only the worthy)]
- Enhanced Strength 12
- Super Strength 5 [PF: Ground Strike, Bracing]
- Strike 3 [PF: Mighty, Improved Critical 2; Extra: Penetrating 3, Penetrating Strength 5]
- Enhanced Feats 8 [Power Attack, All out Attack, Endurance, Attack Focus (melee) 5]
- Enhanced Constitution 14
- Impervious Toughness 2
- "Invulnerable" Immunity 80 [Lethal & Non Lethal Physical, Lethal & Non Lethal Energy, Flaws: Limited (½ save)]
- "Invulnerable" Corrosive 5 [Extra: Action (reaction, +3), Duration (Continuous+3), Aura; Flaws: Limited (Non living targets), Permanent]
Equipment []: None
Drawbacks []: None
Complications: Living up to the Greatness of Aramus, Wants to find her Father.

Builders Notes:
And here’s Gully, the spunky never say die , hero in training. Hero’s Valour is a feat of my own creation. It provides a +2 bonus to toughness, as long as no armor is worn.
Last edited by JoshuaDunlow on Tue Dec 16, 2008 4:31 pm, edited 1 time in total.
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Postby Alexander » Tue Dec 16, 2008 1:57 pm

Now there's a little girl you don't want to mess with! Well done :)
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Post 487

Postby JoshuaDunlow » Tue Dec 16, 2008 4:30 pm

As per special Request of Dr. Paranormal, here's a PL 5 version of Thor!


Image

THOR (PL 5/75pp)
Abilities [14pp]: Strength 15 (+2), Dexterity 11 (+0), Constitution 15 (+2), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 12 (+1)
Saves [4pp]: Toughness +5, Fortitude 2 (+4), Reflexes 0 (+1), Willpower 2 (+3)
Combat [8pp]: Base Attack +2 (+4 Melee, +5 vs. Giants), Base Defense +3/+4 vs. Giants (+1 flat), Initiative +0, Grapple +6, Knock Back -1, Hero Points 1
Attack (dc): Unarmed +1, Shockwave (dc13), Thunderclap (dc13), Mjolnir +5 (strike or blast, that’s penetrating, 19-20, Sure Strike +5 Line Attack), Lightning Bolt (+2 to +5), Thunder & Lightning (Dc 11-13 audible and visual dazzle), Rain (dc 10 distraction)
Skills [2pp]: Gather Information 2 (+3), Intimidate 4 (+5), Search 2 (+2)
Feats [8pp]: All out Attack, Attack Critical Strike (Giants) 1, Attack Focus (Melee) 2, Dodge Focus 1, Endurance, Favored Attack (Giants) 1, Power Attack
Powers [18pp]:
Norse God Physiology
- Super Strength 3 [PF: Shockwave, Thunderclap]
- Immortality [Immunity 4 (age, disease, poison, cold) + Regeneration 1 (Resurrection; True Resurrection)]
Weather Control 2- Base: Lightning Bolt 2 [PF: 2 Alternate Powers]
- AP: Dazzle 1 [Thunder & Lightning (audible & Visual, Area Effect)]
- AP: Environmental Control 2 [Distraction, Rain, Extra: Dependent]
Devices [19pp]:
War Hammer “Mjolnir” 3 [Easy to Remove; Restricted: Requires Megingjord & Jarn Griepr to Wield]
Base: Thrown Hammer [Blast 3 (PF: Mighty 2, Improved Critical; Extra: Penetrating)] = 12
-> AP: Hammer Strike [Strike 3 (PF: Mighty, Improved Critical, Extra: Penetrating)] = 1
-> AP: Sure Strike [Strike 5 (PF: Extra: Penetrating 5, Line 1 )]
-> AP: Boost [Weather Control 6 (Extra: Total Fade)] = 1
Hard to Remove Devices 2
- Jarn Griepr “Iron Gauntlets” [Super Strength 1]
- Megingjord “Belt of Strength [Super Strength 1]
- Norse Armor [Protection +3 (Impervious)]

Builder’s Notes:
The Weather Control Array is low for a reason, because with his hammer he can boost the weather control array by 6 power points or 3 additional ranks. Which will raise all the powers in the array, for a total of 6 rounds at full strength. With the Boost your Array Powers look like this. [Lightning Bolt 5, Dazzle 3, And Environment Control 5]
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Re: Post 484

Postby Thorpacolypse » Tue Dec 16, 2008 6:50 pm

JoshuaDunlow wrote:Image
"Ok i'll admit it, I'm Bad. And you love it. "

RED MONIKA (PL 7/140pp)


Dang you, JD. You are going to cost me more money by making me want to pick this series up. These Battle Chaser builds rock.

As does your PL5 Thor. Thanks for posting them at the Mart.

One question, though. Do they go in the DC aisle or Other Comics aisle? I kind of consider Wildstorm an "other".
Shop J-Mart!

Service with a smilie! :)
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Postby JoshuaDunlow » Tue Dec 16, 2008 7:51 pm

I have no idea, what ever you feel is best.
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