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Postby MorningKnight » Fri Mar 13, 2009 12:07 pm

Shazam Grimlock gets his proper look, much thanks to Woodclaw.

MorningKnight wrote:GRIMLOCK SHAZAM

Image

Power Level: 12; Power Points Spent: 180/180

STR: +13 (36), DEX: +1 (12), CON: +6 (22), INT: +1 (12), WIS: +2 (15), CHA: +3 (16)

Tough: +15, Fort: +10, Ref: +2, Will: +6

Skills: Bluff 2 (+5), Computers 4 (+5), Diplomacy 8 (+11), Intimidate 6 (+13), Survival 4 (+6), Knowledge: History 4 (+5), Knowledge: Popular Culture 4 (+5), Know: Paleontology 4 (+5)

Feats: Attack Focus (Melee) 5, Fearsome Presence 4, Improved Overrun, Improved Pin, Power Attack, Improved Sunder, Startle, Move-By Action, Rage 1 (+1 Increased Duration x5 rounds)

Powers:
Massive Size (Growth 8 ) (+16 STR, +8 CON, +2 size categories; Power Feats: Innate, Extras: Duration 1 (continuous), Flaws: Permanent)
Cybernetic Skin (Protection 9) (+9 Toughness; Extras: Impervious)
Cybernetic Claws and Fangs (Strike 1) (DC 29, Power Feats: Mighty, Drawbacks: Custom 2 (Normal Identity))
Natural and Cybersenses (Super-Senses 6) (Low-Light Vision, Scent, Tracking: Scent 1 (half speed), Radio, Communication Link: Radio, Extended: Sight 1 (x10))
Enormous Stride (Speed 2) (Speed: 25 mph, 220 ft./rnd)
Enormous Might (Super-Strength 3) (+15 STR carrying capacity; +3 STR to some checks, Heavy Load: 58.9 Tons)
Lightning "Breath" (Blast 11) (DC 26, Alternate Powers: Lightning "Flash" (Dazzle 10) [Alt], Power Feats: Accurate 3 (+6))
Lightning "Flash" (Dazzle 10) [Alt] (DC 20, Affects: Two Sense Types (2/r) - Vision, Extras: Area, Cone (100 ft. cone), Flaws: Range 1 (touch))
Cybernetic Life Support System (Immunity 9) (Life Support)

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +33/+36)

Attacks: Unarmed Attack, +10 (DC 28 ), Cybernetic Claws and Fangs (Strike 1), +10 (DC 29), Lightning "Breath" (Blast 11), +11 (DC 26), Lightning "Flash" (Dazzle 10) [Alt], +10 (DC Fort/Ref 20)

Defense: +5 (Flat-footed: +3), Size: Huge, Knockback: -20

Initiative: +1

Drawbacks: Normal Identity - Common - Must Shout "GRIMLOCK" Loudly

Languages: Native Language

Totals: Abilities 29 + Skills 9 (36 ranks) + Feats 17 + Powers 92 + Combat 28 + Saves 9 - Drawbacks 4 = 180

Background: William Batson, orphan, struggled to make his living selling newspapers. On a cold, rainy night, a stranger passed him by, leading him into a subway entrance. The stranger continued into a darkened train tunnel, where Billy saw that he had a greenish hue. Discovering an ancient starship at the end of the winding caverns, Billy was confronted by a gigantic form, a robot of noble stature and strength, his metallic hide glimmering with emerald eldritch energy.

"Many of my brothers have fallen, but some of their spark still remains. Billy, I have sensed courage and nobility in you necessary to contain the power of one of the mightiest of all of my brothers. Will you accept this power to do right by this world?"

"I accept, sir," Billy answered.

"Then call out to the heavens, as loud as you can," Lantern Prime said, the ring on his right manipulator burning with fire. "Call for Grimlock."

"GRIMLOCK!" Billy called.

A flash of thunder split the cavern, and in the place of a young boy stood a titanic armored juggernaut in the form of a Tyrannosaurus Rex. Now, in times of crisis, the brave young boy, given new hope, can call upon the power of the greatest of the Dinobots. There are times when he can increase even that power by giving in to the original Grimlock's rage, but Billy is reluctant to tap that fury, lest he cause too much harm.

:arrow: Inspired by some discussion post "Lantern Prime" we combine my favorite Transformer with one of my favorite Paragons.

:arrow: As the first rank of Rage doesn't break PL12 caps, you have Grimlock pumping out DC 30 (Bludgeon) to DC 31 (Claws and Jaws) damage when raging, dropping to an even easier to hit Defense of +3. Even so, with +9 of his +15 Toughness as Impervious, he's going to be wading through lots of damage.
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Postby MorningKnight » Fri Mar 13, 2009 11:03 pm

Dragonstar

Image

Power Level: 10; Power Points Spent: 150/150

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

Tough: +3/+11, Fort: +8, Ref: +5, Will: +7

Skills: Acrobatics 8 (+10), Bluff 4 (+6), Concentration 8 (+11), Diplomacy 4 (+6), Disable Device 4 (+6), Intimidate 6 (+8), Language 4 (+4), Notice 4 (+7), Sense Motive 6 (+9), Knowledge: Arcane Lore 6 (+8)

Feats: Acrobatic Bluff, Favored Environment - Aerial 1, Move-By Action, Power Attack, Precise Shot 1

Powers:
Thermal Propulsion (Flight 4) (Speed: 100 mph, 880 ft./rnd)
Shield of Flames (Force Field 8.) (+8 Toughness; Extras: Impervious)
Mastery of Dragonflame (Element Control 10) (Element: Fire, Alternate Powers: Firebolts (Blast 10) [Alt], Cold Flames (Create Object 6) [Alt], Turning on the Heat (Environmental Control 4) [Alt], Descriptors: Fire)
Firebolts (Blast 10) [Alt] (DC 25)
Cold Flames (Create Object 6) [Alt] (Max Size: 6 5 cubes; DC 16, Extras: Movable (Radius: 30 ft., Strength: 30, Force: 1.6k lbs.))
Turning on the Heat (Environmental Control 4) [Alt] (Radius: 50 ft.; Heat (Extreme), Light, Hamper Move (25%))
Super-Senses 4 (Infravision, Radius (Type): Infravision, Detect: Magic 1)

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +13)

Attacks: Unarmed Attack, +10 (DC 18.), Firebolts (Blast 10) [Alt], +10 (DC 25)

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

Initiative: +2

Languages: Native English, French, Russian, German, Polish

Totals: Abilities 30 + Skills 14 (54 ranks) + Feats 5 + Powers 51 + Combat 38 + Saves 12 + Drawbacks 0 = 150

The cousin of Morning Knight, Joseph Ritter was not as tall, strong or handsome as Peter. And yet, he shared the same spirit that held the fires of the ancient dragons who had joined with their family centuries past.

Joey Ritter didn't have dragonkind's vast strength, but what he lacks in raw force, he makes up with pyrokinetic skill, senses, and knowledge.

:arrow: A semi-mystical fire manipulator who is part of my dragon hybrid family.

:arrow: I like having a hero who doesn't have flat, sixpack abs.
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Postby Libra » Sat Mar 14, 2009 10:55 am

So what direction do you planb in going next Morning Knight? :)
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Postby MorningKnight » Sat Mar 14, 2009 12:57 pm

Where the winds take me. :D
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Postby Libra » Sat Mar 14, 2009 1:48 pm

Hah! Crom laughs at your winds. . . 8)
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Postby MisterO » Sat Mar 14, 2009 5:54 pm

I have to say that Grimlock! really tickles me pink, it's like every 10-year-old-boy's fantasy: being able to turn into a humongous metal dinosaur! I mean what part of that wouldn't make a 10 year old Dino-maniac jump for joy?

EDIT: Hey it's my 100th post! Break out the cake!
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Postby MorningKnight » Sat Mar 14, 2009 6:23 pm

MisterO wrote:I have to say that Grimlock! really tickles me pink, it's like every 10-year-old-boy's fantasy: being able to turn into a humongous metal dinosaur! I mean what part of that wouldn't make a 10 year old Dino-maniac jump for joy?

EDIT: Hey it's my 100th post! Break out the cake!


Congrats, Mister O!

And yes, turning into a robot dinosaur was my dream as a kid too. Or flying the control pod for one. I'd mentioned Electric elsewhere, but he was a cybernetic dinosaur that could turn into a jet (namely, the control jet from the Mazinger head, the sleek one, not the one with the hover fans). Grimlock! is the natural progression of that.

'Course, I'm thinking of building Electric as a device now with two forms - robot-T-Rex and missile firing jet plane.

Decisions Decisions...
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Postby MorningKnight » Mon Mar 16, 2009 9:59 pm

Athena

Image

Power Level: 9; Power Points Spent: 135/135

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT:

+4
(18.), WIS: +2 (14), CHA: +3 (16)

Tough: +2/+6, Fort: +5, Ref: +8, Will: +5

Skills: Acrobatics 8 (+11), Climb 5 (+7),

Diplomacy 5 (+8), Disable Device 8 (+12), Intimidate 8

(+11), Investigate 8 (+12), Notice 8 (+10), Pilot

8 (+11), Stealth 8 (+11), Craft: Mechanical 8

(+12), Knowledge: History 4 (+8), Knowledge: Life

Sciences 4 (+8), Knowledge: Streetwise 4 (+8)

Feats: Equipment 14, Attack Focus (Melee) 4, Defensive Roll 1,
Attractive 1, Defensive Attack, Dodge Focus 2, Grappling Finesse,
Improved Block 1, Improved Critical - Unarmed Attack 2, Improved
Initiative 1, Luck 1, Power Attack, Redirect, Set Up, Takedown Attack
1, Sneak Attack 1

Equipment: Athena Costume (Night Vision Goggles; Camo Clothing; Commlink; Flash Goggles; Undercover Vest); Punchline



Punchline

Power Level: 9; Power Points Spent: 60

STR: +15 (40)

Toughness: +11

Features: Navigation System 1, Remote Control

Powers:
Flight 6 (Speed: 500 mph, 4400 ft./rnd)
Blast 10 (DC 25, Alternate Powers: Electrical Control 5 [Alt], Sonic Control 10 [Alt], Trip 10 [Alt])
Electrical Control 5 [Alt] (DC 20, Extras: Duration 2 (sustained), Aura, Flaws: Range 1 (touch))
Sonic Control 10 [Alt] (Radius: 50 ft.; DC 20)
Trip 10 [Alt] (Extras: Knockback, Area, Line (5x250 ft. line), Flaws: Range 1 (touch))
Concealment 2 (Other Sense Type: Radio)
Immunity 9 (Life Support)
Super-Senses 6 (Extended (Type): Sight 2 (x100), Radius (Type): RADAR)
Enhanced Trait 1 (Traits: Computers +4 (+4))

Attacks: Blast 10, +8 (DC 25), Electrical Control 5 [Alt], +12 (DC 20), Sonic Control 10 [Alt], +8 (DC Ref 20), Trip 10 [Alt], +12 (DC 20)

Defense: -4, Size: Gargantuan

[b]Totals:
Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 2 + Powers 55 + Combat 3 + Saves 0 + Drawbacks 0 = 60


Attack Bonus: +8 (Ranged: +8, Melee: +12, Grapple: +15)

Attacks: Unarmed Attack, +12 (DC 17)

Defense: +12 (Flat-footed: +5), Knockback: -3

Initiative: +7

Languages: Native Language

Totals: Abilities 32 + Skills 22 (86 ranks) + Feats 34 + Powers

0 + Combat 36 + Saves 11 + Drawbacks 0 = 135

Sally Dreiberg is the daughter of Dan Dreiberg and Laurie Jupetik. As
such, she has the best of both worlds with both technical skill and a
wicked bit of fighting ability. If necessary, she'll fall back to
Punchline (an homage name to her Grandfather, Edward Blake, the
Comedian) to drop all manner of hurt on an opponent.

She does wear her influences on her sleeve, so to speak, and she's much
more adept than her parents.

Both parents are alive, but are divorced. Dan ended up with custody of her.


:arrow: Punchline is built point for point from Talesin's awesome Nite-Owl build.

:arrow: Athena is a combination of Talesin's Nite-Owl and Thorp's Silk Spectre. She comes out as a good PL9 who can juggle her caps around easily to hit harder or smarter. That Improved Unarmed Critical also makes her pretty dangerous, and with her Takedown, she sweeps mooks like crazy.
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Postby MorningKnight » Wed Mar 18, 2009 8:05 pm

PL10 Doctor Manhattan

Image

You can't intimidate me, Jon! I've watched smurf porn!

Power Level: 10; Power Points Spent: 150/150

STR: +0 (10), DEX: +0 (10), CON: +5 (20), INT: +8 (26), WIS: +5 (20), CHA: -1 (8.)

Tough: +5/+12, Fort: +5, Ref: +0, Will: +10

Skills: Concentration 5 (+10), Intimidate 4 (+3), Notice 2 (+7), Search 7 (+15), Knowledge: Physical Sciences 6 (+14)

Feats: Fearless, Benefit - Security Clearance 1, Benefit - Scientific Standing. 1, Fearsome Presence 3

Powers:
Atomic Mastery (Telekinesis 12) (Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; DC 27, Alternate Powers: Atomic Configuration (Create Object 10) [Alt], Atomic Relocation (Teleport 6) [Alt], Atomic Dissolution (Disintegration 8.) [Alt], Atomic Transmission (Teleport 14) [Alt], Power Feats: Custom 1 (Variable Effects), Accurate 2 (+4), Extras: Damaging)
Atomic Configuration (Create Object 10) [Alt] (Max Size: 10 5 cubes; DC 20, Power Feats: Precise, Extras: Movable (Radius: 50 ft., Strength: 50, Force: 12.8 tons))
Atomic Relocation (Teleport 6) [Alt] (600 ft. as move action, 20 miles as full action; DC 16, Power Feats: Accurate 2 (+4), Extras: Attack (Reflex))
Atomic Dissolution (Disintegration 8.) [Alt] (DC 23, Power Feats: Accurate 2 (+4))
Atomic Transmission (Teleport 14) [Alt] (1400 ft. as move action, 2 billion miles as full action; Power Feats: Progression, Mass 8 (carry 50000 lbs))
Immunity 9 (Life Support)
Molecular Transiency (Insubstantial 3) (Energy; Alternate Powers: Impervious Field (Force Field 7) [Alt])
Impervious Field (Force Field 7) [Alt] (+7 Toughness; Extras: Impervious)
Super-Senses 19 (Postcognition, Precognition, Microscopic Vision 4 (atom-size), Detect: Radiation Signatures 2 (ranged), Radius (All), Drawbacks: Power Loss 1 (Tachyon Fields), Flaws: Limited 1 (Pre and Post cognition only for Events in Manhattan's Life) [6 ranks only])

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4)

Attacks: Unarmed Attack, +4 (DC 15), Atomic Mastery (Telekinesis 12), +8 (DC 27), Atomic Relocation (Teleport 6) [Alt], +8 (DC Ref 16), Atomic Dissolution (Disintegration 8.) [Alt], +8 (DC Fort/Tou «)

Defense: +4 (Flat-footed: +2), Knockback: -9

Initiative: +0

Languages: Native Language

Totals: Abilities 34 + Skills 6 (24 ranks) + Feats 6 + Powers 83 + Combat 16 + Saves 5 + Drawbacks 0 = 150

:arrow: This is a playable PL10 version of Doctor Manhattan.

:arrow: As such, Doc has some limits, but in a PL10 game, he's still going to be formidable. He's easy to hit, if he's solid, but he can still soak up damage. And he can hit back very hard. Basically, this version of Doc will walk around in Intangiable form, figuring out how best to do something, then switch to his Force Field and utilize his Atomic Mastery (Damaging Telekinesis) to beat the snot out of someone. As it has Variable Special effects, this can be a a giant-sized version of him and his fist, a powerful beam, or a concussive force which sprays its targets across the ceiling or the snow or whichever trick an omnipotent god-being would feel like doing.

:arrow: He's slow and deliberate. He's not a dodge monkey, but being either intangiable or tough enough to handle a PL10 Paragon's punch, he doesn't need reflex saves or a dodge focus.

:arrow: And playable Doc Manhattan BETTAH wear some pantaloons.
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Postby MorningKnight » Wed Mar 18, 2009 8:41 pm

Alice Cullen

Image

Power Level: 10; Power Points Spent: 150/150

STR: +9 (28.), DEX: +4 (18.), CON: +5 (20), INT:

+2
(14), WIS: +2 (14), CHA: +3 (16)

Tough: +12, Fort: +10, Ref: +8, Will: +6

Skills: Diplomacy 8 (+11), Disguise 4 (+7),

Intimidate 7 (+10), Notice 8 (+10), Search 8

(+10), Stealth 8 (+12), Survival 10 (+12),

Knowledge: History 10 (+12)

Feats: Attack Focus (Melee) 2, Attractive 1, Jack-Of-All-Trades,

Move-By Action, Fighting Style: Kung Fu, Defensive Attack, Improved

Block 1, Improved Critical - Strike 1, Improved Sunder, Improved Trip,

Instant Up, Power Attack, Startle

Powers:
Acceleration (Linked) (Powers: Speed 2 [Link], Leaping 1 [Link],

Enhanced Trait 6 [Link])
Speed 2 [Link] (Speed: 25 mph, 220 ft./rnd)
Leaping 1 [Link] (Jumping distance: x2)
Enhanced Trait 6 [Link] (Traits: Reflex +2 (+10),

Feats: Improved Defense 1, Dodge Focus 2, All-Out Attack, Flaws:

Limited 1 (Tiring if Blood Not Consumed First))
Vampiric Bite (Linked) (Powers: Strike 1 [Link], Drain 1 [Link])
Strike 1 [Link] (DC 25, Power Feats: Mighty)
Drain 1 [Link] (DC 11, Drains: Single Trait (1/r) -

Constitution)
Immunity 3 (Aging, Disease, Poison)
Marble Like Skin (Protection 7) (+7 Toughness; Extras:

Impervious [3 ranks only])
Super-Strength 2 (+10 STR carrying capacity; +2 STR to some

checks)

Attack Bonus: +8 (Ranged: +8, Melee: +10, Grapple: +19)

Attacks: Unarmed Attack, +10 (DC 24), Strike 1 [Link], +10 (DC

25), Drain 1 [Link], +10 (DC Fort/Staged 11)

Defense: +8 (Flat-footed: +4), Knockback: -7

Initiative: +4

Languages: Native Language

Totals: Abilities 50 + Skills 16 (63 ranks) + Feats 13 + Powers

26 + Combat 32 + Saves 13 + Drawbacks 0 = 150

:arrow: I've wanted to make use of Eld's awesome Acceleration sub-power. And I really do like Alice from Twilight. She's the antidote for all the teenaged romance and angst when she tears bad guys apart.

:arrow: Meyer-verse vampires are just shy of Paragons - quick Powerhouses mostly.

:arrow: Enjoy.
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Postby dwellerofthedeep » Thu Mar 19, 2009 9:11 am

Awesome PL 10 Dr. Manhattan, and a surprisingly cool Twilight build. Nice work MK.
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Postby MorningKnight » Thu Mar 19, 2009 9:20 am

Thanks, Dweller. It helps that I have a crush on Alice.

And coming from one of the best SF and Fantasy creature builders on the ATT, I'm honored. I love the warped creations of your brilliant mind.
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Postby MorningKnight » Thu Mar 19, 2009 8:10 pm

My first villain, a mindless machine of destruction from the Watchmen 25 years later universe.

I introduce FAILURE!

Failure

Image

Image by extremoflymo @ Deviantart

Power Level: 13; Power Points Spent: 191

STR: +16 (42), DEX: +0 (10), CON: -3 (4), INT: -3 (4), WIS: +0 (10), CHA: -2 (6)

Tough: +12, Fort: Immune, Ref: +2, Will: +10

Skills: Intimidate 18 (+18), Notice 6 (+6), Search 12 (+9)

Feats: All-Out Attack, Chokehold, Fearless, Fearsome Presence 10, Power Attack, Startle, Rage 2 (+1 Increased Duration x5 rounds), Fighting Style: Wrestling, Improved Grapple, Improved Grab, Improved Pin

Powers:
Nuclear Vitality (Immunity 30) (Fortitude Saves)
Nuclear Endurance (Protection 15) (+15 Toughness; Extras: Impervious [8 ranks only])
Inhuman Might (Super-Strength 8) (+40 STR carrying capacity; +8 STR to some checks; Power Feats: Groundstrike (Radius: 160 ft., DC 26), Shockwave (+16, Cone: 160 ft., DC 26))
Undead Vitality (Regeneration 11) (Recovery Bonus 10 (+10 to recover), Resurrection 1 (1 week), Drawbacks: Noticeable)
Deathly Aura (Radiation Control 5) (DC 20, Extras: Duration 2 (sustained), Aura, Flaws: Range 1 (touch))
Super-Senses 5 (Blindsight: Radar Sense, Detect: Radiation 1)
Growth 4 (+8 STR, +4 CON, +1 size category; Power Feats: Innate, Extras: Duration 1 (continuous), Flaws: Permanent)

Lift: 2100 tons

Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +28/+36)

Attacks: Unarmed Attack, +7 (DC 31), Deathly Aura (Radiation Control 5), +7 (DC 20)

Defense: +4 (Flat-footed: +2), Size: Large, Knockback: -14

Initiative: +0

Languages: Native Language

Totals: Abilities 4 + Skills 9 (36 ranks) + Feats 21 + Powers 119 + Combat 26 + Saves 12 + Drawbacks 0 = 191

:arrow: Failure was an attempt by Ozymandias to recreate a controllable version of Doctor Manhattan in an effort to begin creation of a new breed of superhumans. Instead of the big blue bald guy, he created a dessicated, undead thing that could barely be killed by conventional weaponry and was difficult to keep dead. When in 1989, the old Soviet Bloc seemed to be under the impression that Doctor Manhattan was no longer a threat, Ozymandias launched Failure at them. The impossibly strong, radioactive monstrosity was a nightmare, shredding tanks with his bare hands. It took the combined firepower of NATO and Warsaw Pact tank formations to destroy Failure. Unfortunately, a week later the monster rose from the dead and continued its rampage. It was Nite-Owl and Pallas (the Silk Spectre's renamed self) utilizing ARCHIE's firepower, with additional weaponry designed by Veidt to hammer Failure into defeat, and his corpse encased in concrete.

:arrow: Failure has managed to escape more than a few times over the years, and Athena has been one of the leaders of Earth's heroes and defenders to deal with him, using Punchline's arsenal of weaponry. Failure is the sword of Damocles, the threat of Doctor Manhattan reborn, a ten foot-tall Godzilla whose terrifying rage has scattered entire armies before him. His very existence is the cause for the repeal of the Keene Act.
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Postby MorningKnight » Tue Mar 24, 2009 9:02 pm

Dragonstar PL11

Image

Power Level: 11; Power Points Spent: 165/165

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

Tough: +4/+12, Fort: +8, Ref: +7, Will: +10

Skills: Acrobatics 8 (+11), Concentration 8 (+12), Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 6 (+8), Investigate 10 (+12), Notice 8 (+12), Search 10 (+12), Sense Motive 12 (+16), Stealth 4 (+7), Survival 2 (+6), Knowledge: Physical Sciences 4 (+6), Knowledge: Popular Culture 4 (+6), Knowledge: Streetwise 8 (+10)

Feats: Attack Focus (Ranged) 1, Defensive Roll 2, Elusive Target, Evasion 1, Dodge Focus 2, Acrobatic Bluff, Well-Informed, Move-By Action, Assessment

Powers:
Enhanced Trait 1 (Feats: Quick Change 1)
Flame Field (Flight 4) (Speed: 100 mph, 880 ft./rnd)
Flame Field (Force Field 6) (+6 Toughness; Extras: Impervious)
Dragonfire (Hellfire Control 11) (DC 26, Alternate Powers: Dragonflame Constructs (Create Object 11) [Alt], Salving Flames (Healing 6) [Alt], Telekinesis 11 [Alt], Protective Dragonflame (Deflect 7) [Alt])
Dragonflame Constructs (Create Object 11) [Alt] (Max Size: 11 5 cubes; DC 21, Extras: Movable (Radius: 55 ft., Strength: 55, Force: 25.6 tons), Flaws: Feedback)
Salving Flames (Healing 6) [Alt]
Manipulative Flames (Telekinesis 11) [Alt] (Strength: 55, Carry: 8.5 tons / 17.1 tons / 25.6 tons / 51.2 tons)
Protective Dragonflame (Deflect 7) [Alt] (Deflects: All Ranged Attacks (2/r), Extras: Range 1 (ranged))

Attack Bonus: +10 (Ranged: +11, Melee: +10, Grapple: +11)

Attacks: Unarmed Attack, +10 (DC 16), Dragonfire (Hellfire Control 11), +11 (DC 26)

Defense: +10 (Flat-footed: +4), Knockback: -9

Initiative: +3

Languages: Native Language

Totals: Abilities 32 + Skills 25 (100 ranks) + Feats 11 + Powers 47 + Combat 36 + Saves 14 + Drawbacks 0 = 165

The cousin of Morning Knight, Joseph Ritter was not as tall, strong or handsome as Peter. And yet, he shared the same spirit that held the fires of the ancient dragons who had joined with their family centuries past.

Joey Ritter didn't have dragonkind's vast strength, but what he lacks in raw force, he makes up with pyrokinetic skill, senses, and knowledge.

Arrow A semi-mystical fire manipulator who is part of my dragon hybrid family.

Arrow I like having a hero who doesn't have flat, sixpack abs.

:arrow: inspired by the Blue Lantern build by Wildclaw, I've reorganized old Draggy a little bit and pushed him to PL11. A higher Wisdom and Cha change a couple of things, but in general, he's a plain PL11 without a lot of cap altering feats, but a versatile flame suite a la the Lantern-lite style.

:arrow: This of course means Morning Knight will be a bit pompous, and need a PL12 build to look down his nose as his "wimpy" cousin.
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Postby MorningKnight » Wed Mar 25, 2009 9:08 pm

Updated Morning Knight to go along with his cousin, Dragonstar. Turns out, MK gets frighteningly nasty at PL12, so much so that I docked a little off the top of his fire sword (Corrosion) to make him less terrifying. As it is, he's a living freight train of unleashed fire.

MorningKnight wrote:Here we go with a rebuild. I didn't like the dude as an Apollo-style Paragon. I've more fallen for the character as what he is in City of Heroes, a Fire/Regenerating scrapper.

Morning Knight
CoH Fire/Regenerating Scrapper

Image

Irony defined - a City of Heroes character drawn up on the DCAU Heromaker.

Power Level: 12; Power Points Spent: 180/180

STR: +5 (20), DEX: +3 (16), CON: +5 (20), INT: +1 (12), WIS: +4 (18.), CHA: +5 (20)

Tough: +5/+13, Fort: +5, Ref: +8, Will: +9

Skills: Climb 4 (+9), Concentration 8 (+12), Diplomacy 4 (+9), Gather Information 4 (+9), Intimidate 8 (+13), Investigate 8 (+9), Notice 8 (+12), Search 8 (+9), Sense Motive 6 (+10), Survival 2 (+6), Knowledge: Arcane Lore 4 (+5), Knowledge: Current Events 4 (+5)

Feats: Defensive Roll 3, Accurate Attack, All-Out Attack, Assessment, Connected, Contacts, Defensive Attack, Diehard, Distract (Intimidate), Endurance 2, Fast Overrun, Fearless, Fighting Style: Sword-fighting, Improved Block 1, Improved Disarm 1, Improved Initiative 1, Power Attack, Taunt, Benefit - Premeir Hero 1, Inspire 1, Interpose, Leadership, Luck 4, Move-By Action, Takedown Attack 1, Uncanny Dodge - Audio 1, Attack Focus (Melee) 3, Dodge Focus 2

Powers:
Fire Shield (Shield 3) (+3 dodge bonus; Feats: Defensive Roll 3)
Flame Aura (Force Field 5) (+5 Toughness; Extras: Impervious)
Flame Rocket (Leaping 4) (Jumping distance: x25; Alternate Powers: Thermal Riding (Flight 4) [Alt])
Thermal Riding (Flight 4) [Alt] (Speed: 100 mph, 880 ft./rnd; Flaws: Gliding)
Thermal Rejuvenation (Regeneration 11) (Recovery Rate (Bruised) 2 (recover 1 / action), Recovery Rate (Disabled) 2 (recover 1 / hour), Recovery Rate (Injured) 2 (recover 1 / 5 mins), Recovery Rate (Staggered) 2 (recover 1 / 5 mins), Recovery Rate (Unconscious) 1 (recover 1 / round), Recovery Bonus 2 (+2 to recover), Flaws: Source (Intense Heat))
Fire Sword (Corrosion 11) (DC 26, Alternate Powers: Fire Shield Bash/Fire Fist (Strike 10) [Alt])
Fire Shield Bash/Fire Fist (Strike 10) [Alt] (DC 30, Power Feats: Mighty)

Attack Bonus: +6 (Ranged: +6, Melee: +9, Grapple: +14)

Attacks: Unarmed Attack, +9 (DC 20), Fire Sword (Corrosion 11), +9 (DC Fort/Tou «), Fire Shield Bash/Fire Fist (Strike 10) [Alt], +9 (DC 30)

Defense: +11 (Flat-footed: +3), Knockback: -9

Initiative: +7

Languages: Native Language

Totals: Abilities 46 + Skills 17 (68 ranks) + Feats 33 + Powers 50 + Combat 24 + Saves 10 + Drawbacks 0 = 180

Archived Version
Power Level: 10 (150 power points)

Abilities: STR 20(+5) DEX 20(+5) CON 24(+7) INT 16(+3) WIS 16(+3) CHA 16(+3)

Skills: Acrobatics 8 (+13), Bluff 8 (+11), Gather Information 6 (+9), Intimidate 12 (+15), Investigate 8 (+11), Knowledge (Streetwise) 8 (+11), Notice 8 (+11), Search 10 (+13), Sense Motive 8 (+11), Stealth 8 (+13)

Feats: Attack Focus (Melee) 5, Defensive Roll 3, Dodge Focus 5, Improved Initiative, Move-by Action, Power Attack, Startle

Powers:
Fireproof: Immunity 5 (Damage Type (Fire and Heat))
Rapid Thermal Rejuvenation: Impervious Toughness 3
Thermal Rejuvenation: Regeneration 12 (Ability Damage (1 hour),Recovery Bonus (+2),Recovery Rate (Bruised - 1 Round),Recovery Rate (Disabled - 1 hour),Recovery Rate (Injured - 5 minutes),Recovery Rate (Staggered - 5 minutes),Recovery Rate (Unconscious - 1 Round);PF:Persistent)
Firestrike: Strike 5 (E:Penetrating;PF:Mighty)
Rocket Thrust: PF:AP Leaping 5 (x50) (750 foot Running Long Jump, 375 foot Standing Long Jump, 188 foot Standing High Jump)
Thermal Senses: Super-Senses 3 (Danger Sense, Infravision,Tracking (Half-Speed))

Combat:
Attack +5, +10 Melee
Damage +5 Unarmed, +10 (Penetrating) Firestrike
Defense 20 (Flat-footed: 12)
Initiative +9
Grapple: +15 (Attack - +10,Strength - +5,Size - +0)

Saves: Toughness +10/+7* Fortitude +10 Reflex +8 Willpower +5
*Flat-footed

Lifting: 400 lb.

Complications:
Secret (Identity)

Drawbacks:
Power Loss Regeneration (Intense Cold Environments; Uncommon, Minor)
Power Loss Strike (Immersed in Water or Vacuum;Uncommon,Minor)
Vulnerable (Intense Cold and Ice;Common,Minor)

Cost Summary:
Ability 52 + Skills 21 (84 Ranks) + Feats 17 + Powers 35 + Combat 20 + Saves 8 - Drawbacks -4 = 150 / 150

Size: Medium

Description:
:arrow: Morning Knight in this form is a thermal-powered scrapper type. I took elements of the Living Weapon and the Costumed Detective and combined them with the special effects of the Living Flame.

:arrow: The Knight draws energy from ambient heat and converts it into regenerative power. As such, in intensely cold environments without a heat source to draw energy from, his Regeneration dies out, and intense cold attacks hurt him. Also, since he sheaths his fists in flame, his strike disappears when immersed in environments where flame does not work, like Vacuum or underwater.

:arrow: I added heat-based senses. His Danger Sense comes from his ability to feel heat to an accute degree. A human wielding a knife or a gun being fired warns him of an incoming assault. With experience, he can get Detect and Blindsight Radius for detecting opponents by heat signatures.

:arrow: He can't fly, but the flaming force generated by his limbs allows him a heck of a rocket jump as well as protection from the falls from his normal leaping heights. Again, come experience, he will pick up Slow Fall which is essentially an upgrade of his Rocket Thrust. More tricks will involve Increased Knockback Trip and Deflect based off of his Rocket Thrust effects. Right now, these would only be under Power Stunts.

The Legend of the Knight, as related by Celtic Rose.
He's not quite what you'd expect from a flame powered young "sun god", being under six feet and well under 200 pounds, despite the enormous power in his flame sheathed limbs. Still, the Morning Knight is a formidable force spearing through the night skies in rocket-powered hops. He was much brighter, flamboyant even, when he was known as the Seraph, a bright, shining beacon of power and light that tore through the darkness and struck down the predators who hid in the shadows.

Then, the armor that Seraph summoned was gleaming white with a wing-like cape and a halo that burned around him which only further emphasized with exclamation points that this was an earthbound angel, come to the city as its indefatigable guardian.

But that was before the day of the Robot Devil, Satan Blue. It hadn't been the first demon-themed foe that the Angelic Avenger had ever battled. Far from it, as a name like Seraph brought the kooks out of the woodwork as if on cue, sort of like that buggy chap in New York City with all of his animal themed opponents.

Satan Blue was different. This wasn't some nut job or an extradimensional megalomaniac looking for an easy, name-brand feud with an "appropriate" arc enemy. Satan Blue was all business, a soldier's disembodied brain cased in tons of blue steel, nursing a true grudge against Seraph's earlier form - "Powerboy." This was a professional warrior who had been bested by a teenaged champion back when he was flesh and cold blood.

Satan Blue came to murder and destroy, slaying thousands before the Seraph could stop him cold in a battle that resulted in the center of the city being levelled for several blocks.

In the rampage of the Robot Devil, Seraph had lost two of the most important people in his life. His then blushing bride, the woman he'd fallen in love with over years of hardship through their teens, and the unborn child that rested in her womb. I can't tell you her name, but the boy was going to be named Joseph. Naming a person who had never existed is easy, it doesn't betray my dearest friend's secret. Satan Blue had killed an angel by destroying his heart and soul. Even when he returned as Morningstar, he was clad mostly in black and accented with blood red gauntlets signifying the blood on his hand and dark burnished bronze highlights and a war mask, like an ancent spartan warrior. The young man had returned as a dark and serious fighter, not a bright and noble protector.

Then Lucifer came from a mirror world. Lucifer was our angel-themed hero, taken steps further after the death of his love. Where the Seraph here fell into quiet and retirement, the other universe's angel truly embraced the fallen angel aspect. He conquered his planet in a campaign which would give him a world where he would never suffer again. Except, he didn't feel like resting, the quiet of absolute power didn't silence Lucifer's guilt, and he struck at our reality with a transdimensional army of conquest. Our knight saw his anger mirrored in the dark, flaming monster who sought total destruction. But the fallen bride, and the rest of us, his loving friends and partners, bolstered his will.

Morning Knight struck back. The fallen angel of our world had been forged into a gold and black warrior, tempered by a glance at the darkness that was brewing in his soul.

Our friend and hero returned. He still associated himself with the Morning, the rise of a new hope after a long darkness, but he distanced himself from the devil he'd seen himself become. He is Morning Knight now, and he still shines. However, this glow doesn't come from the arrogance of believing himself an angel.


Created With Mutagen! version 0.8.7a - beta


:arrow: supplemented the thermal Regeneration with a Fire Shield (which is just a cool effect in City of Heroes. Adding Defense Roll to the Shield Power gives him added toughness AND defense. Something I noticed that I could do in HeroLab. Caught flat-footed without the shield, his Toughness is only 10 and his Defense is only 8. With it, he's obviously harder to hit and harder to hurt.

:arrow: Added the new costume update as well. Docked off the thermal senses. Morning Knight is a fighter, and he's built to pour abuse onto villains.
Last edited by MorningKnight on Wed Mar 25, 2009 9:28 pm, edited 1 time in total.
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