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Postby Libra » Thu Apr 09, 2009 12:17 pm

Keep up the good work Morning Knight! :D
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Postby MorningKnight » Thu Apr 09, 2009 9:29 pm

Starrior

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

STR: +1 (12), DEX: +4 (18), CON: +0 (-), INT: +0 (10), WIS: +1 (12), CHA: +3 (16)

Tough: +12, Fort: Immune, Ref: +5, Will: +6

Skills: Acrobatics 8 (+12), Bluff 6 (+9), Concentration 11 (+12), Notice 7 (+8), Prof: Choose 4 (+5)

Feats: Accurate Attack, All-Out Attack, Power Attack, Dodge Focus 1

Powers:
Immunity 30 (Fortitude Saves)
Gravimetric Manipulation (Gravity Control 16) [Dyn: 2/r+7, max 32PP] (Radius: 80 ft., Strength: 80, Force: 819.2 tons; Alternate Powers: Gravitic Punch (Strike 11) [Alt] [Dyn: 1/r+1, max 32PP], Gravity Vortex (Trip 12) [Alt] [Dyn: 1/r, max 32PP], Flight 16 [Alt] [Dyn: 2/r, max 32PP])
Gravitic Punch (Strike 11) [Alt] [Dyn: 1/r+1, max 32PP] (DC 27, Power Feats: Mighty)
Gravity Vortex (Trip 12) [Alt] [Dyn: 1/r, max 32PP] (Extras: Knockback, Area, Shapeable (60 cu. ft.), Flaws: Range 1 (touch), Distracting)
Flight 16 [Alt] [Dyn: 2/r, max 32PP] (Speed: 1000000 mph, 8800000 ft./rnd)
Protection 12 (+12 Toughness; Extras: Impervious [5 ranks only])
Autorepair Systems (Regeneration 7) (Recovery Bonus 7 (+7 to recover))

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +9)

Attacks: Unarmed Attack, +8 (DC 16), Gravitic Punch (Strike 11) [Alt] [Dyn: 1/r+1, max 32PP], +8 (DC 27), Gravity Vortex (Trip 12) [Alt] [Dyn: 1/r, max 32PP], +8 (DC 20)

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

Initiative: +4

Languages: Native Language

Totals: Abilities 8 + Skills 9 (36 ranks) + Feats 4 + Powers 93 + Combat 30 + Saves 6 + Drawbacks 0 = 150

Starra's adopted brother Starrior, Garren.

A gravity manipulator who turns that power into superhuman strength and durability. He's very nasty and powerful, and when he was a villain, he was a nightmare.

Now, he's more restrained, but still willing to open up some bad stuff, if necessary.
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Postby MisterO » Fri Apr 10, 2009 8:02 pm

Man, I couldn't imagine the fight that would erupt between these two "siblings". Of the two who do you think would win out in the end? I'd have to give to Starrior, Gravity Control is nothing to mess with.
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Postby MorningKnight » Fri Apr 10, 2009 8:14 pm

Well, Starra lived through her fights with her brother, but mostly because she either had help or had gotten a little training. Starra's ability to go swarm or super dense gave her some edge in avoiding hammering or being pinned by Gravity Waves.

Still, with his Shapable Area attacks, Starrior was able to take multiple comers on at once, requiring a lot of trickery on the part of his opponents.

Dragonstar, Starra, Jette and Bison were delighted when Starrior took a face turn and joined them on the Guardians.
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Postby MorningKnight » Fri Apr 10, 2009 10:51 pm

The Luminator

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

STR: +12 (14/34), DEX: +2 (14), CON: +5 (14/20), INT: +2 (14), WIS: +3 (16), CHA: +1 (12)

Tough: +5/+12, Fort: +8, Ref: +3, Will: +6

Skills: Bluff 8 (+9), Computers 4 (+6), Diplomacy 8 (+9), Gather Information 8 (+9), Notice 4 (+7), Search 6 (+8), Sense Motive 6 (+9), Knowledge (arcane Lore) 6 (+8), Knowledge (popular culture) 6 (+8), Knowledge (physical sciences) 6 (+8), Knowledge (streetwise) 6 (+8), Profession (Librarian) 4 (+7)

Feats: Connected, Interpose, Jack-of-All-Trades, Power Attack, Teamwork, Attack Specialization (Unarmed Attack), Attack Specialization (Cosmic Energy Control)

Powers:
The Ergocite (Device 21) (hard to lose)
Cosmic Energy Control 12 (DC 27)
--AP: Blinding Beam (Dazzle 12) (Alternate; affects: Vision, DC 22)
--AP: Healing 8 (Alternate; Energizing)
--AP: Light Control 12 (Alternate; Burst Area (60 ft. radius); Range (touch))
--AP: Super-Strength 10 (Alternate; +50 STR carry capacity, heavy load: 1.4k tons; +10 STR to some checks)
--AP: Communication 12 (Alternate; sense type: radio)
Enhanced Strength 20 (+20 STR)
Enhanced Constitution 6 (+6 CON)
Flight 6 (Speed: 500 mph, 4400 ft./rnd)
Space Travel 1 (Alternate; Speed: 1x light speed)
Force Field 7 (+7 Toughness; Impervious [4 ranks only])
Immunity 14 (dazzle effects, life support)
Comprehend 2 (languages - speak all, languages - understand all)
Super-Senses 8 (extended: Normal Vision 2 (x100), radio, infravision, x-ray vision)

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +22/+32)

Attacks: Unarmed Attack, +12 (DC 27), Cosmic Energy Control 12, +12 (DC 27), Blinding Beam (Dazzle 12), +10 (DC Fort/Ref 22)

Defense: +12 (Flat-footed: +6), Knockback: -8

Initiative: +2

Drawbacks: Normal Identity, common

Languages: Native Language (English)

Totals: Abilities 24 + Skills 18 (72 ranks) + Feats 7 + Powers 84 + Combat 44 + Saves 7 - Drawbacks 4 = 180

Description:
Character Name: The Luminator
Quote: "You can only fall so far, and it can only be dark for so long. Then you can splat and malinger, or you can rise and shine. I choose to rise and shine."
Power Level: 12 (180pp)
Concept: Transforming paragon with a glove of awesome power, returning from an emotionally crippling loss.
Occupation: Librarian
Real Name: Winston David Patton
Legal Status: Legal citizen of the United States
Identity: Secret
Place of Birth: Chicago, Ill
Marital Status: Widowed
Living Relatives: Albert and Jean (Parents)
Height: 5'9"
Weight: 160lbs
Eyes: Brown
Hair: Brown with streaks of gray

Background:
The canister had resisted any and all means of penetration by SPIRAL. some of the best scientists in the organization had tried to crack it, but it was of a material that defied conventional technology. Even one of the greatest heroes of the age, Fortune, was helpless before its mystery.

Only one young boy, Winston David Patton, the son of a SPIRAL intelligence officer, had a clue what was inside, and that was because the creature sent him dreams. The Ergocite had scanned far and wide across the globe, seeking one who not only was of the correct genetic pattern, but was of a psychological profile which would keep him from abusing the powers it granted to harm others or for profit. Young Winner had a powerful conscience and a fear of losing control that reigned him in. When the time came, the simple biotechnological entity - a powerful tool designed by a race believed to be Atlanteans to empower them to protect and defend the fragile Earth - slipped from its unbreakable prison and sought out the boy. Unfortunately, the time came when Winston was a mere 11 years old. His father had come under attack by Serpent's Tooth assassins, and the Ergocite was forced to save him by granting him the powers meant to emulate the Olympian Gods at a young age. Luckily, Winston was not only more than interested in Greek Mythology, but like most kids was inspired by superheroes. A quick telepathic information dump, an ectoplasmic second skin of protection, and he was more than a mere boy - he was Powerboy!

For the better part of a decade, Winner, as Powerboy, fought evil around the world, slowly growing in power and confidence. Finally, one day, he fought one of his deadliest battles. Serpent's Tooth had made a temporary truce with Vincent Destruv, who had designed a powerful cybernetic warrior capable of battling Powerboy blow for blow. The 17-year old Winston found himself in London, struggling against a twelve-foot killing machine hell-bent on destruction. Thousands died, including his girlfriend, Linda Browne. Winston had proposed to the young woman only minutes before the start of the rampage. When Powerboy learned that all this death and destruction was aimed at him, he was emotionally crushed. He felt that he had the blood of thousands on his hands. He collapsed into a state of despondance, wandering as a vagabond for a period of a year and a half after spending a month in a psychiatric hospital. For a year of that time, he found a home with a motorcycle club made up of other unusual people - mutants, mystics, and the failures of scientific experiments. When he found himself falling in love again, he abandoned the nomadic club.

Winner lost himself in Chicago as a librarian until he was again called to London five years after his apocalyptic battle with SATAN Blue. The cyborg, thought destroyed, was uncovered, having spent years repairing
itself. When it surfaced, Winner's companion revealed herself to be a magically endowed superhuman herself - Celtic Raven. She plead with him to help contain the rampaging cyborg. Winner couldn't bear to fail again, but as he watched Celtic Raven's fight against the monster, he forced himself to act. Older, stronger, and with an even greater sense of purpose, Winner took the battle to SATAN Blue and eventually destroyed every non-organic piece of the battle-borg, rendering him harmless.

Now, realizing his duty, he took the more mature name of Luminator
and continues his struggles for truth and justice in a world that desperately needs heroes.

Powers and Tactics:
The Ergocite is a living, non-sentient entity which serves to help a human emulate the powers of the mythological gods. Whether this organism is actually responsible for humans becoming nigh omnipotent creatures such as Zeus, Apollo, Odin and Thor, or just a development of Atlantean super-science is uncertain.

With the Ergocite, Winner is incredibly resistant to harm and able to survive naked (well, still wearing his Ergocite) in deep space, has highly enhanced sensory abilities, and can fly. He can lift enormous weights telekinetically by touch. His limit is 1400 tons. This is dependant, however, how much he can heft depends on whether he is focusing his power into energy bolts, or converting it to raw super-human strength. For raw lifting power and tapping his Cosmic Energies he can shove enormous weights over his head. Utilizing his power to generate energy bolts, his lifting ability is dramatically curbed to a mere one ton. He can also telekinetically lift over 50 tons. He can also enhance his speed enormously by channelling his energies into a spatial warp which allows him to travel 100 times the speed of light. His "starbolts" possess the concussive power of 100 sticks of dynamite or the equivalent of a military grade aerial bomb.

As of yet, he is incapable of scaling his abilities more dynamically, as he can only tap the tremendous energies in his Glove for certain limited uses, and there is a fixed amount of energy for his defensive shielding and life support, his enhanced senses and his basic flight ability. With time, he may prove even more versatile or perhaps even channel more energy through the Ergocite.

Given his invulnerability, Luminator prefers to go hand-to-hand first, since that is more easily scalable in combat than his starbolts which can tear through even tank armor, and a missed shot is likely to plow a mile away into a habited building.

With "softer" allies, he zips around the battlefield, absorbing punishment and drawing opponents to vent their power on him and containing collateral damage. At the speeds at which he can fly, he can intercept and absorb nearly every attack.

Without the glove, he is still a relatively capable opponent combatwise, having trained with skilled combatants over his teenaged years, and his years of experience make him a keen investigator.

:arrow: One of my first and best heroes, a beacon of light with a hint of darkness and sadness in his past, he has fallen, but still carries on the good fight.
Last edited by MorningKnight on Sat Apr 11, 2009 12:13 am, edited 3 times in total.
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Postby Ezram » Sat Apr 11, 2009 12:01 am

How does the Alternate on his Blinding Beam work?
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Postby MorningKnight » Sat Apr 11, 2009 12:03 am

Ezram wrote:How does the Alternate on his Blinding Beam work?


It's an alternate of his Cosmic Energy Control.

Most of his "transmission" powers (and his Super Strength) AP off of Cosmic Energy.
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Postby Ezram » Sat Apr 11, 2009 5:19 pm

I understand it now. I just wasn't familiar with your formatting method before :).
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Postby MorningKnight » Sat Apr 11, 2009 6:42 pm

Well, I'm glad you noticed it. I went and did some edits to clean up his story.
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Postby MisterO » Sun Apr 19, 2009 8:41 pm

Winston is a really great character MK! I like how you showed his entire career and from beginning to the present in your builds. I wonder what's going to happen to him next?
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Postby MorningKnight » Mon Apr 20, 2009 8:19 am

MisterO wrote:Winston is a really great character MK! I like how you showed his entire career and from beginning to the present in your builds. I wonder what's going to happen to him next?


That's 'cuz Winston's been around since I was 7 - though the starting at age seven was sort of retrograde in the story writing - ie: he WAS a superhero as a young boy - I was basically drawing and writing myself at my then age - I just actually gave him an origin.
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Postby baixiwei » Mon Apr 20, 2009 8:59 am

Luminator looks cool although I rarely like the alien device of power trope. Nice well-written background. I also like that he's from Chicago, which is also where I'm from.
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Postby MorningKnight » Mon Apr 20, 2009 9:16 am

baixiwei wrote:Luminator looks cool although I rarely like the alien device of power trope. Nice well-written background. I also like that he's from Chicago, which is also where I'm from.


The "power glove" thing is also an old thing, back when, as far as I knew, Green Lantern was the only one with a powerful alien device.

Though, in Luminator's case, it was more a Captain Marvel/Green Lantern thing, with a young boy becoming an adult paragon (with blasts) using a device instead of magic lightning.

I'm in the Chicago area too. :D
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Postby MorningKnight » Mon Apr 20, 2009 8:01 pm

Jack Caver (Mad World)

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"My job ISN'T helping people."
*chainsaw flicks out and begins to snarl.*


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

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

Tough: +3/+5 (flatfooted, without and with vest) +6/+8 (with defense roll, with and without vest), Fort: +6, Ref: +8, Will: +6

Skills: Acrobatics 4 (+8), Bluff 4 (+6), Climb 6 (+9), Computers 4 (+6), Diplomacy 4 (+6), Disable Device 4 (+6), Drive 8 (+12), Escape Artist 8 (+12), Gather Information 8 (+10), Intimidate 6 (+8), Investigate 8 (+10), Medicine 4 (+6), Notice 8 (+10), Pilot 4 (+8), Ride 2 (+6), Search 8 (+10), Sense Motive 4 (+6), Sleight of Hand 4 (+8), Stealth 4 (+8), Survival 4 (+6), Swim 2 (+5), Knowledge (current events) 4 (+6), Knowledge (tactics) 8 (+12)

Feats: Equipment 3, Chokehold, Combat Driver, Connected, Contacts, Defensive Roll 3, Evasion, Improved Initiative, Power Attack, Redirect, Takedown Attack, Uncanny Dodge (Auditory), Improved Grab

Powers:
Robotic Arm (Device 3) (hard to lose)
Enhanced Trait 2 (Feats: Improved Block, Improved Disarm)
Chainsaw (Corrosion 6) (DC 21)
Strike 5 (Alternate; DC 23; Mighty)

Equipment: Undercover Shirt, Commlink, Flash Goggles, Knife, Knife

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

Attacks: Unarmed Attack, +12 (DC 18), Knife, +12 (DC 19), Knife, +12 (DC 19), Chainsaw (Corrosion 6), +12 (DC Fort/Tou«), Strike 5, +12 (DC 23)

Defense: +12 (Flat-footed: +6), Knockback: -3

Initiative: +8

Languages: Native Language

Totals: Abilities 32 + Skills 30 (120 ranks) + Feats 17 + Powers 12 + Combat 48 + Saves 11 + Drawbacks 0 = 150

:arrow: Jack, just Jack (Jack Caver actually) from the Wii game Mad World. An ex-Marine Force Recon operator and Jefferson City Homicide Detective who has a bionic arm with a chainsaw, and a mad-on that just won't go away. He's infiltrated Jefferson City on a mission only he knows about, and he's NOT sharing it with anyone else, especially the folks in contact with him through his earbud commlink. He's bad ass with a capital BAD, taking on ninjas, zombies, robots and gigantic freaks without blinking an eye.

:arrow: Jack's robot arm has two functions - the most powerful one being his chainsaw. As there are no enemies he CAN'T hurt with that sticker, I gave him Corrosion, but not Mighty Corrosion as per some lightsaber builds. However, sometimes the Chainsaw can run out of juice, or Jack just prefers to punch a sucker. In those instances, I set it so that Jack's big robot fist just plain, honking HURTS.

:arrow: Being both a detective AND a former Recon Marine, Jack is a skill monkey and a very skilled, ornery battler. As well, Jack's friggin' dangerous on a motorcycle, hence his high drive scores and his Combat driver feat.

:arrow: Much of his base build and skills were cribbed from the Iron Age Black Ops guy, with changes to account for his background and in game abilities.
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Postby MorningKnight » Fri Apr 24, 2009 1:46 pm

Midnighter

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OH SNAP!

Power Level: 13; Power Points Spent: 244

STR: +9 (28], DEX: +9 (28], CON: +9 (28], INT: +7 (24), WIS: +7 (24), CHA: +5 (20)

Tough: +12, Fort: +12, Ref: +11, Will: +10

Skills: Acrobatics 5 (+14), Bluff 6 (+11), Gather Information 8 (+13), Intimidate 9 (+14), Investigate 6 (+13), Stealth 4 (+13), Survival 7 (+14), Knowledge (tactics) 7 (+14), Knowledge (streetwise) 7 (+14)

Feats: Equipment 4, Improved Initiative 2, Blind-Fight, Assessment, Improved Block, Elusive Target, Move-by Action, Precise Shot, Luck 6, Track, Dodge Focus 3, Attack Focus (Melee) 2, Two Weapons 3, Master Plan, Accurate Attack

Powers:
Super-Strength 1 (+5 STR carry capacity, heavy load: 2.4k lbs; +1 STR to some checks)
Strike 4 (DC 28; Mighty, Custom (Use with Melee Weapons))
Impervious Toughness 8
Heightened Awareness (Enhanced Trait 8] (Traits: Notice +10 (+17), Search +10 (+17), Sense Motive +12 (+19))
Super-Movement 5 (sure-footed 2 (50% penalty reduction), swinging, trackless, slow fall)
Super-Speed 1 (+4 Initiative, Adds: Quickness 1, Speed 1; Rapid Attack (Radius: 5 ft.))
Quickness 1 (Perform routine tasks at 2x speed)
Speed 1 (Speed: 10 mph, 88 ft./rnd)
Adaptation 1
Protection 3 (+3 Toughness)
Super-Senses 7 (darkvision, danger sense: Choose Sense Type, precognition; Custom 2 (Precognition only for enemy Tactics, requires Tactics Roll))
Enhanced Trait 6 (Feats: Luck 6; Custom (Only For Combat))
Regeneration 7 (recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 1 (recover 1 / 20 mins), recovery rate (staggered) 1 (recover 1 / 20 mins), recovery rate (unconscious) 1 (recover 1 / round), recovery bonus 2 (+2 to recover))
Immunity 6 (aging, starvation & thirst, poison, disease, suffocation (all); Limited - Half Effect)

Equipment: Arsenal (Knife, Nunchaku, Quarterstaff, Shuriken, Taser, Brass Knuckles), Leather Jacket

Attack Bonus: +11 (Ranged: +11, Melee: +13, Grapple: +22/+23)

Attacks: Unarmed Attack, +13 (DC 24), Strike 4, +13 (DC 28], Knife, +13 (DC 29), Nunchaku, +13 (DC 30), Quarterstaff, +13 (DC 30), Shuriken, +11 (DC 25), Taser, +11 (DC Fort 24), Brass Knuckles, +13 (DC 29)
* +4 figured in from Strike damage added to his melee weaponry.

Defense: +12 (Flat-footed: +5), Knockback: -10

Initiative: +17/+21

Languages: Native Language

Totals: Abilities 92 + Skills 15 (59 ranks) + Feats 23 + Powers 68 + Combat 40 + Saves 8 + Drawbacks 0 = 246

This was an effort at converting from Tri-Stat to MnM. I'd done something similar with the Engineer, but Midnighter is just seven flavors of ass-whoop here. I didn't even try to make him 15pp/PL.

He's a mere PL12 defensively, but considering he can force a DC30 Damage save in melee combat, he's PL 14.

Fear him.
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