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Postby JoshuaDunlow » Sun Feb 08, 2009 10:07 am

Libra wrote:Boggles? Curses! I was hoping to induce a few mental metldowns. . . :wink:


You do that Anyways ;)
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Postby Libra » Sun Feb 08, 2009 10:46 am

Flattery will get you everywhere. :roll:
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Postby JoshuaDunlow » Sun Feb 08, 2009 5:53 pm

Libra wrote: A clone of Jennifer Garner mixed with Jessica Biel?

And with this madness, comes fruition! Viola! Jessica Garnell !


Jessica Garnell
Power Level: 8; Power Points Spent: 120/120

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

Tough: +2, Fort: +6, Ref: +6, Will: +7

Skills: Bluff 5 (+9), Diplomacy 2 (+6), Drive 3 (+5), Gather Information 2 (+6), Notice 3 (+6), Stealth 3 (+5), Perform: Acting 5 (+9), Prof: Actress 5 (+8)

Feats: Wealth 13, Attractive 1, Attack Specialization - Grapple 1, Attack Specialization - Unarmed Attack 1, Connected, Benefit (Wealth) 1

Powers:
Adaptation 2 (Power Feats: Innate, Extras: Controlled, Reaction)
Flight 4 (Speed: 100 mph, 880 ft./rnd)
Tactile Tendrils (Prehensile Hair 6) (Elongation 4 (25 ft., range incr 30 ft., +3 Escape & Grapple), Additional Tendrils 2 (5 tendrils), Extras: Projection)
Super Strong Tactile Tendrils (Super-Strength 4) (+20 STR carrying capacity; +4 STR to some checks; Power Feats: Thunderclap (Area: 15 ft., DC 13), Flaws: Limited 1 (Applies only to Tactile Tendrils))

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +9/+13)

Attacks: Unarmed Attack, +6 (DC 18)

Defense: +4 (Flat-footed: +2), Knockback: -1

Initiative: +2

Languages: Native Language

Totals: Abilities 32 + Skills 7 (28 ranks) + Feats 5 + Powers 48 + Combat 16 + Saves 12 + Drawbacks 0 = 120pp

Builders Notes:
Some evil and twisted medical genius, by the name of Libra (*wink*) took the DNA of Jennifer Garner and Jessica Biel and merged their genetic material and created an ultimate amalgamation of his warped desires!

Unfortunately for him, his creation was much too smart and wise for his own good. And escaped only to become an Actress by day and a super hero by night!


Her Body can adapt itself at her whim and need to any attack or environment, and she can create these tactile tendrils that extend from her head. Allowing her to grapple and lift things like additional limbs. She can also fly.
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Postby NateDogg5257 » Sun Feb 08, 2009 7:06 pm

She can also fly.


Naturally :D
<Insert witty comment here>
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Post 523

Postby JoshuaDunlow » Sun Feb 08, 2009 7:11 pm

Image
I hold my Sword aloft and say these magic words..
"By the POWER of Greyskull!"


Deadpool, the Trickster
Power Level: 13; Power Points Spent: 288

STR: +5 (14/20), DEX: +5 (20), CON: +7 (20/25), INT: +2 (14), WIS: +3 (16), CHA: +5 (13/21)

Tough: +7/+10, Fort: +12, Ref: +10, Will: +10

Skills: Acrobatics 6 (+11), Bluff 9 (+14), Disable Device 8 (+10), Drive 3 (+8), Escape Artist 6 (+11), Gather Information 4 (+9), Language 4 (+4), Notice 6 (+9), Search 5 (+7), Sleight of Hand 4 (+9), Stealth 10 (+15), Survival 3 (+6), Swim 3 (+8/+5), Perform: Acting 5 (+10), Craft: Chemical 8 (+10)

Feats: Equipment 2, Dodge Focus 3, Attack Specialization - Device 1, Attack Focus (Ranged) 2, All-Out Attack, Acrobatic Bluff, Benefit - Security Clearance 1, Contacts, Defensive Roll 2, Power Attack, Precise Shot 1, Move-By Action, Improved Aim, Improved Initiative 1, Takedown Attack 1, Uncanny Dodge - Hearing 1, Benefit - Knowledge of the Fourth Wall 1, Attack Specialization - Device 1, Improved Critical - Device 1, Luck 3, Sneak Attack 2

Powers:
Breaking the Fourth Wall (Features 1) (Feats: Benefit - Knowledge of the Fourth Wall 1)
Immunity 2 (Disease, Poison)
Regeneration 15 (DC 25, Recovery Bonus 3 (+3 to recover), Recovery Rate (Bruised) 3 (recover 1 / round without rest), Recovery Rate (Unconscious) 2 (recover 1 / action), Recovery Rate (Injured) 2 (recover 1 / 5 mins), Recovery Rate (Staggered) 2 (recover 1 / 5 mins), Recovery Rate (Disabled) 3 (recover 1 / 20 mins), Power Feats: Persistent, Regrowth, Diehard)
Belt of the Trickster (Device 29) [Restr] (Powers: Teleport 6, Probability Control 6, Enhanced Trait 3, (Saving Throw) Protection 5, Enhanced Ability 8, Norse Flesh (Density 3), Shapeshift 7, Enhanced Ability 5, Super-Strength 4, Mind Shield 2)
- Teleport 6 (600 ft. as move action; DC 16, Alternate Powers: Dimension Hopping (Super-Movement 1) [Alt], Dimensional Control 6 [Alt], Power Feats: Change Direction, Change Velocity, Easy, Turnabout, Progression, Mass 3 (carry 1000 lbs), Flaws: Short-Range)
-- Dimension Hopping (Super-Movement 1) [Alt] (Dimensional: Asgaurd 1 (one dimension), Extras: Custom 2 (Portal))
-- Dimensional Control 6 [Alt]
- Probability Control 6 (Minimum Result: 6; Extras: Jinx, Area, Flaws: Limited to Jinx)
- Enhanced Trait 3 (Feats: Luck 3)
- (Saving Throw) Protection 5 (Saving Throw: Toughness, Extras: Impervious)
- Enhanced Ability 8 (+8 CHA; Ability: Charisma)
- Norse Flesh (Density 3) (+6 STR, +1 Toughness, Weight Multiplier: x2; Adds: Super-Strength 1, Immovable 1, Power Feats: Buoyant 1, Extras: Duration 1 (continuous))
-- Super-Strength 1 (+5 STR carrying capacity; +1 STR to some checks)
-- Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
- Shapeshift 7
- Enhanced Ability 5 (+5 CON; Ability: Constitution)
- Super-Strength 4 (+20 STR carrying capacity; +4 STR to some checks)
- Mind Shield 2 (Impervious +2 to Will saves vs. Mental effects)
Twin Asguardian Swords (Device 3) [Lose] (Powers: Strike 5)
Strike 5 (DC 25, Feats: Attack Specialization - Device 1, Improved Critical - Device 1, Power Feats: Mighty, Split Attack 1 (2 targets), Extras: Penetrating)

Equipment: Twin heavy Pistols [Blast 4, DC 19, Power Feats: Split Attack 1 (2 targets)]

Attack Bonus: +11 (Ranged: +13, Melee: +11, Grapple: +16/+21)

Attacks: Unarmed Attack, +11 (DC 20), Blast 4, +13 (DC 19), Strike 5, +15 (DC 25)

Defense: +13 (Flat-footed: +5), Knockback: -8/-9

Initiative: +9

Languages: English, Norse, Spanish, Japanesse, German

Totals: Abilities 37 + Skills 21 (84 ranks) + Feats 23 + Powers 148 + Combat 42 + Saves 17 + Drawbacks 0 = 288

Builders Notes:

Okay, here's the wackiest idea. An Amalgam of Deadpool and loki, but im going for a spin here on that toki. Loki has given Deadpool a magical belt, which empowers him with the powers of a Trickster. This character is built as an NPC, i dont see any GM with their right minds putting this guy into the hands of a player. Besides, this gives something fun for the GM to throw at the players. >=) A really twisted GM will give Deadpool an increased Dimensional Travel, so he can breach the 4th wall.
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Postby Libra » Mon Feb 09, 2009 1:07 pm

:shock:

Deadpool with power cosmic. . .

Nightmare Fuel. Nightmare Fuel Unleaded.
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Postby Seren » Mon Feb 09, 2009 6:04 pm

Libra wrote:Deadpool with power cosmic. . .

Which, of course, means he needs an opponent...

Let's see...
Cosmically powered sidekick...
Breaks the fourth wall...
Opposite and/or same as Deadpool...
Possibly DC-side...

(If nothing else, it would be interesting to watch your GM have a three-sided argument...)
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Postby Shadowbourne » Mon Feb 09, 2009 7:02 pm

That would be Assassin Bug....he is DC(?)...and JUST as wacky. Teleporter with seemingly NO ATTACK value whatsoever....and he breaks the Fourth Wall.
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Postby Libra » Tue Feb 10, 2009 10:25 am

:shock:
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Postby JoshuaDunlow » Tue Feb 10, 2009 3:19 pm

Shadowbourne wrote:That would be Assassin Bug....he is DC(?)...and JUST as wacky. Teleporter with seemingly NO ATTACK value whatsoever....and he breaks the Fourth Wall.


I'm not familiar with thar guy
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Postby Arthur Eld » Tue Feb 10, 2009 4:48 pm

You're thinking of Ambush Bug, actually. Relatively obscure, but from what I understand he recently had a limited series of his very own.
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Post 524

Postby JoshuaDunlow » Wed Feb 11, 2009 9:52 pm

The Black Bowman, Fantasy
Power Level: 10; Power Points Spent: 145/150

STR: +2 (14), DEX: +8 (16/26), CON: +2 (14), INT: +1 (13), WIS: +3 (16), CHA: +4 (18)

Tough: +2/+9, Fort: +6, Ref: +10, Will: +6

Skills: Acrobatics 8 (+16), Bluff 8 (+12), Climb 8 (+10), Gather Information 6 (+10), Intimidate 6 (+10), Investigate 4 (+5), Notice 8 (+11), Ride 4 (+12), Search 7 (+8), Sense Motive 8 (+11), Stealth 8 (+16), Craft: Woodworking 8 (+9), Knowledge: History 4 (+5), Knowledge: Streetwise 8 (+9), Knowledge: Civics 5 (+6)

Feats: Attack Focus (Ranged) 4, Attack Specialization - Device 1, Defensive Attack, Defensive Roll 4, Dodge Focus 4, Evasion 2, Improved Aim, Improved Critical - Device 2, Instant Up, Precise Shot 1, Ranged Pin, Ricochet Attack 1, Quick Draw 1, Seize Initiative, Taunt, Ultimate Effort - Aim 1, Benefit - Status: Nobility (+12 free ep, Rank 3 Minion) 3

Powers:
Magic Bow & Arrow (Device 4) [Lose] (Powers: Magic Arrow (Blast 6))
- Magic Arrow (Blast 6) (DC 21, Alternate Powers: Arrow of Darkness (Obscure 6) [Alt], Vine Arrow (Snare 6) [Alt], Arrow of Stunning (Stun 4) [Alt], Grappling Arrow (Super-Movement 2) [Alt], Web Arrow (Trip 6) [Alt])
- Arrow of Darkness (Obscure 6) [Alt] (Radius: 250 ft.; Affects: One Sense Type (1/r))
- Vine Arrow (Snare 6) [Alt] (DC 16)
- Arrow of Stunning (Stun 4) [Alt] (DC 14, Extras: Range 1 (ranged))
- Grappling Arrow (Super-Movement 2) [Alt] (Swinging, Wall-Crawling 1 (half speed))
- Web Arrow (Trip 6) [Alt] (Power Feats: Improved Trip)
Magic Ring (Device 2) (Powers: Enhanced Ability 10)
- Enhanced Ability 10 (+10 DEX; Ability: Dexterity)

Equipment: Chain-Mail [No Cost]; Sword [No Cost]

Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +10)

Attacks: Unarmed Attack, +8 (DC 17), Magic Arrow (Blast 6), +14 (DC 21), Vine Arrow (Snare 6) [Alt], +14 (DC Ref/Staged 16), Arrow of Stunning (Stun 4) [Alt], +14 (DC Fort/Staged 14), Web Arrow (Trip 6) [Alt], +14 (DC 16), Sword [No Cost], +8 (DC 20)

Defense: +11 (Flat-footed: +4), Knockback: -4

Initiative: +8

Languages: Native Language

Totals: Abilities 31 + Skills 25 (100 ranks) + Feats 30 + Powers 20 + Combat 30 + Saves 9 + Drawbacks 0 = 145

Builders Notes:
I decided to see if i could whip up the Freedom League, as their Fantasy Medieval Versions. The Beaumonts are a minor noble family, that is rather prominant in the city of Freedom. So to be an adventurer he has to take up a secret identity, and juggle his social life and noble responsibilities with his desire to help others. Not much changed from his original build, though after entering him into Hero Lab i ended up with some different costs. I couldn't exactly replace him, so in this version his defense and attack are a little lower. But his bow power is more effective, with more colorful descriptors given to his alternate bow powers. He gains a few feats to simulate his nobility, which i will give a link to its simplified use in M&M. It sorta works as a Equipment + Minion Feat worked together.
Last edited by JoshuaDunlow on Sun Feb 15, 2009 9:51 am, edited 2 times in total.
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Postby JoshuaDunlow » Thu Feb 12, 2009 12:02 am

My marvel conversion table gets an update; As well as a few new guidelines to perfect conversion, however i think i need to make strength and constitution modifiers seperate columns.


Image

Converting FASERIP to 2nd Edition
This conversion is by no means perfect, their will be issues with strength and weapon damage, as well as Con and Protection/Forcefield. So choose your Power Level wisely. The only thing you need to worry about is Charisma and Saving Throws. Charisma if you wish can be based on Intuition if you wish, or the player/GM can just assign an arbitrary rank to this.

Notice the diminishing returns in super strength? Well this is just a hard ball estimate while keeping it close to the lifting capacities set in the Marvel Universe. Players are welcome to adjust super strength and their strength score appropriate to simulate different levels.

Someone with Amazing strength has a Strength of 30 and 5 ranks of super strength. Though a player could decided to lower his strength to 25, so he can gain another rank of super strength instead. Remember , each rank of super strength is net +/- 5 points to the base strength score.


The Only questionable conversion is Endurance and Body Armor/Forcefield when converting into MNM. My own conversion guidelines, is convert Endurance into your new MnM Con Score. Now once you find your defensive powers rank, reduce your Con score by 2 points for every MnM Rank you have in Protection of forcefield to find your new Con Score. That is, unless your PL is high enough to let these stack.

Example: My Hero has Amazing 50 Endurance, which translates into a 55 Constitution Score. But has Excellent Body armor in marvel which converts into 5 ranks of protection. For every rank in protection or forcefield, subtract 2 points from the corresponding ability. So now my hero has 45 Constitution, and 5 ranks of protection.



As far as saving throws go, there is no sure fire way to figure this out. But please check out my Saving Throw Benchmarks topic, which should help scale this to suit the character.


TALENTS INTO SKILLS

Professional, Scientific, Mystic, & Others: In most cases if a character has a talent, this equates into 8 - 10 ranks in an appropriate skill. While those talents which you can put a second talent slot into, increases the skill rank from 13-16.

Weapons Skills are an appropriate Attack Specialization or Focus, the players choice. Remember this will usually mean the character will have to lower his base attack usually, to account for this difference. Though in most cases this almost never gets higher than a +2 bonus in MNM for a weapon skill group.

Martial Artist Talents convert into a Fighting Package from the Masterminds manual.
Martial Arts A = Aikido, Karate, Judo
Martial Arts B = Boxing Syle, Krav Maga, Tae Kwan Do
Martial Arts C = Capoeira, Jujutsu, Aikido
Martial Arts D = Jung Fu, Ninjutsi, Muay Thai
Martial Arts E = Escrima, Muay thai, Tae Kawn Do
Wrestling = Wrestling, or Sumo


A FEW NOTES ABOUT POWERS:
Damage in MSHRPG: In marvel protection is less effective against energy attacks, so use a limitation (2 ranks less vs. energy) flaw, this is not always the case but it usually is. While magical attacks, require their own protection rank to defend against them (normal protection, will not defend against magical attacks what so ever). Use a Magic Shield power, which is simular to Mind Shield. It just works against magical powers. But without the effects of Impervious in it. Though it still costs only 1pp/2 ranks. It provides a bonus to Will or toughness saves, against magical attacks. You can pick up the other as an extra.

Telepathy: Telepathy is a 3pp/rank power. Cause its base effect includes Telelocation, and 1 rank of Comprehend (Languages), adding 2 more power points to the cost.

Magic in Marvel: Magic is split up into three different schools of thought, Personal (which mimics most phyiscal spell applications), Universal (which mimics most mental spell applications), and Dimensional (powers you can draw upon from other entities). Just like in M&M, magic cannot be cast if your gagged and bound (2pt power loss drawback).

Astral Projection: Astral Projection, usually has a Dimensional Power feat. Which allows the character, to slip into the Astral Realm. Taking a physical form in the Astral Dimension, is quite different. See my Professor X build for more information on that.

Telekinesis/Magnetic Mastery: In the Marvel universe, these powers can reach levels in the game that could make them viable Variable powers. A telekinetic, can take a dimensional power feat as well. Allowing one to enter the Ethereal Realm.

Land & Air Speed
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Last edited by JoshuaDunlow on Fri Feb 13, 2009 12:31 pm, edited 1 time in total.
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Post 525

Postby JoshuaDunlow » Thu Feb 12, 2009 1:36 pm

Fearless Revisited

Fearless (Ranked, General)
In my own house rules, I am very iffy about giving full blown immunities in a Feat. So I have redesigned the feat to provide full immunity to Intimidation effects. And if you take a second rank in this feat, you gain a +4 bonus to resist the effects of Fear.
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Postby kafkonia » Thu Feb 12, 2009 6:18 pm

Arthur Eld wrote:You're thinking of Ambush Bug, actually. Relatively obscure, but from what I understand he recently had a limited series of his very own.


And a Showcase Presents... black-and-white reprint.
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