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MK's Nook: Cyclops as Batman Sidekick, Mace Returns

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Postby Thorpacolypse » Fri Apr 24, 2009 8:05 pm

Loves me some Midnighter. Nice build, but you'll need to make that array of Equipment into Devices or they will break every time he uses them, if you're going by the core rules, anyway.

I like the Adaptation. That's a great way to handle a lot of what he's done. I was thinking of reworking my NPC Midnighter and I may have to swipe that idea.
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Postby MorningKnight » Fri Apr 24, 2009 9:13 pm

I was thinking devices, but I figure Midnighter has a trench coat LOADED with all manner of weapons. Breaking off a knife in someone's torso means he just has to pull a new one. I might make the Quarterstaff and the knucks a Device though. I might also go with Gadgets from Ultimate Power/Mastermind's Guide if only because Midnighter's actually got Gadgets 5 in Tri-Stat. I just don't have hard copies for either of those, just PDF's. Might do some Amazon ordering if I get a chance.

The Authority sourcebook from Guardians of Order (RIP oh sweet company) specifically has Adaptation for 'Nighty.
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Postby Libra » Sun Apr 26, 2009 11:10 am

I'm not a fan of The Midnighter, but he certainly looks suitably formidable Morning Night. :D
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Postby MorningKnight » Sun Apr 26, 2009 1:01 pm

Libra wrote:I'm not a fan of The Midnighter, but he certainly looks suitably formidable Morning Night. :D


Yes, he's an acquired taste. Still, he speaks to me. He does the bad things to bad people that I would do if I had been rebuilt by Henry Bendix.

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Postby Libra » Sun May 03, 2009 9:01 am

Ho-hum.
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Postby MorningKnight » Sun May 03, 2009 12:47 pm

Libra wrote:Ho-hum.


Because she doesn't know the words?

Ba-dump-chink!

To apologize, here's a Dark Champions: The Animated Series conversion.

Darkangel

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

STR: +3 (16), DEX: +5 (20), CON: +4 (18 ), INT: +2 (14), WIS: +1 (12), CHA: +3 (16)

Tough: +4/+7, Fort: +6, Ref: +7, Will: +4

Skills: Acrobatics 4 (+9), Climb 4 (+7), Computers 4 (+6), Diplomacy 4 (+7), Disable Device 4 (+6), Gather Information 4 (+7), Investigate 4 (+6), Language 1 (+1), Notice 4 (+5), Search 4 (+6), Sense Motive 4 (+5), Stealth 4 (+9), Knowledge (streetwise) 4 (+6)

Feats: Equipment 5, Power Attack, Improved Block, Improved Disarm, Dodge Focus 2, Attack Focus (Melee), Elusive Target

Powers:
Side/Spin Kick (Strike 5) (DC 23; Distracting; Mighty)
Knifehand Strike (Linked)
(Strength Bonus) Strike 3 (Linked; Penetrating; Distracting)
Strike 1 (Linked; DC 19; Penetrating; Distracting; Mighty)
Punch/Snap Kick (Strike 3) (Alternate; DC 21; Mighty)
Super-Strength 3 (Alternate; +15 STR carry capacity, heavy load: 1.8k lbs; +3 STR to some checks; Limited (Only for Disarm Checks))
Angel Costume (Device 2) (hard to lose)
Glider Cape (Flight 2) (Speed: 25 mph, 220 ft./rnd; Gliding)
Protection 3 (+3 Toughness; Impervious)
Super-Senses 2 (radio, ultravision)
Utility Belt Items (Device 3) (easy to lose)
Thermite Pellets (Blast 3) (DC 18; Burst Area (15 ft. radius), Penetrating; Unreliable (Uses))
Laser Torch (Corrosion 1) (Alternate; DC 16)
Swingline (Super-Movement 1) (Alternate; swinging)
Weakness Darts (Fatigue 4) (Alternate; DC 14)
Paralyze 3 (Alternate; DC 13; Limited (Only vs. Objects with Moving Parts))
Crime Scene Kit (Enhanced Trait 2) (Traits: Investigate +8 (+14))

Equipment: Utility Belt (Bolos, Boomerang, Shuriken, Sleep Gas Grenade, Smoke Grenade, Flash-Bang, Flashlight, Video Camera, Rebreather), Cell Phone

Attack Bonus: +7 (Ranged: +7, Melee: +8, Grapple: +11)

Attacks: Unarmed Attack, +8 (DC 18 ), Side/Spin Kick (Strike 5), +8 (DC 23), Strike 1, +8 (DC 19), Punch/Snap Kick (Strike 3), +8 (DC 21), Bolos, +7 (DC Ref 17), Boomerang, +7 (DC 20), Shuriken, +7 (DC 19), Sleep Gas Grenade, +7 (DC Fort/Ref 14), Smoke Grenade, +7 (DC 15), Flash-Bang, +7 (DC Fort/Ref 14), Thermite Pellets (Blast 3), +7 (DC 18), Laser Torch (Corrosion 1), +8 (DC Fort/Tou «), Weakness Darts (Fatigue 4), +8 (DC Fort 14), Paralyze 3, +8 (DC Staged/Will 13)

Defense: +9 (Flat-footed: +4), Knockback: -5

Initiative: +5

Languages: English (Native), Japanese

Totals: Abilities 36 + Skills 13 (49 ranks) + Feats 12 + Powers 24 + Combat 28 + Saves 7 + Drawbacks 0 = 120

:arrow: I decided to pull out Dark Champions: the Animated Series and try some Champions to MnM conversions. It's an inexact conversion, considering I'm using dice of damage for Strength Bonus figures, and stat for stat conversions for all the other attributes, rounding up or down to optimize.

:arrow: Darkangel is the non-powered starlet of the Dark Champions line since the original Hudson City book "Justice, Not Law" and one of my favorite characters. Many of her abilities translate perfectly to Equipment and Combat Feats, but I wanted to try something out in terms of "non-powered" powers like giving her Super Strength just to add scores to Super-Strength Checks, and various modes of Mighty Strike to duplicate Killing Attack (Penetrating Strike), Offensive Strike (with Distracting) and regular Martial Strike.

:arrow: A couple of her Utility Belt items needed to be devices as well.

:arrow: Enjoy.
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Postby MisterO » Sun May 03, 2009 5:44 pm

MorningKnight wrote:
Libra wrote:Ho-hum.


Because she doesn't know the words?

Ba-dump-chink!


Oh, dear!:roll: :wink: :lol:

:arrow: Enjoy.


Can do! Good work on this rather frightening lady MK!

One note though, Why use Super-Strength (Flaw: Only for Disarm checks) instead of just having more ranks of Improved Disarm?
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Postby MorningKnight » Sun May 03, 2009 8:00 pm

I spent too long with Champions and Hero Fifth Ed to not use a power where a Feat could be used. She has both, and you could probably give her the +4 Improved Disarm without much trouble, though an effective Str Bonus of +7 for Disarms either way... yeah.

Glad you enjoyed the bad pun too. :P
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Postby MisterO » Sun May 03, 2009 8:29 pm

MorningKnight wrote:
I spent too long with Champions and Hero Fifth Ed to not use a power where a Feat could be used. She has both, and you could probably give her the +4 Improved Disarm without much trouble, though an effective Str Bonus of +7 for Disarms either way... yeah.

Glad you enjoyed the bad pun too. :P


I can understand that.

Before I started making characters in MM I was a complete and utter Marvel Superhero Adventure Game (MSHAG) junky. I have HUNDREDS of characters saved up and some of the ones you see on my thread have been characters I've been tinkering with since 1999!
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Postby MorningKnight » Mon May 04, 2009 1:04 pm

Was that the TSR or the SAGA style Marvel - though I'm thinking more the TSR/FASERIP.
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Postby MisterO » Mon May 04, 2009 2:19 pm

MorningKnight wrote:Was that the TSR or the SAGA style Marvel - though I'm thinking more the TSR/FASERIP.


It was SAGA, I only found out about FASERIP when I read about it in the back of the Core Book (which I still have even if it is about to fall to pieces about now). Since then I have collected the FASERIP stuff when I can get it, usually at Half-Price Books.

I've come to like the systems charms such as being able to rather easily model a character without much monkeying around. You have a short list of power/ability levels and lots of known, published characters to compare yours to.
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Postby MorningKnight » Mon May 04, 2009 2:53 pm

I really loved the roster books. I have them and the original game's books, though I wasn't really keen on the card system.
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Postby MorningKnight » Tue May 05, 2009 8:50 pm

Pulsar

Power Level: 10; Power Points Spent: 150

STR: +3 (16), DEX: +7 (24), CON: +7 (24), INT: +0 (10), WIS: +1 (12), CHA: +3 (16)

Tough: +7/+12, Fort: +11, Ref: +11, Will: +5

Skills: Bluff 4 (+7), Disable Device 8 (+8), Drive 4 (+11), Gather Information 4 (+7), Notice 8 (+9), Search 8 (+8), Stealth 4 (+11), Knowledge (streetwise) 8 (+8), Craft (chemical) 8 (+8)

Feats: Improved Throw, Power Attack, Improved Critical (Unarmed Attack), Chokehold, All-Out Attack, Improved Critical (Strike) 2, Combat Driver, Accurate Attack, Improved Aim, Precise Shot

Powers:
Force Field 5 (+5 Toughness; Impervious)
Power Blast (Blast 12) (DC 27)
Stun Blast (Stun 8[b])[/b] (Alternate; DC 18; Range (ranged))
Power Punch (Strike 5) (Alternate; DC 23; Mighty)
Flight 3 (Speed: 50 mph, 440 ft./rnd)

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +11)

Attacks: Unarmed Attack, +8 (DC 18), Power Blast (Blast 12), +8 (DC 27), Stun Blast (Stun 8), +8 (DC Fort/Staged 18), Power Punch (Strike 5), +8 (DC 23)

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

Initiative: +7

Drawbacks: Vulnerable, common, moderate, Cutting Attacks

Languages: Native Language

Totals: Abilities 42 + Skills 14 (56 ranks) + Feats 11 + Powers 42 + Combat 32 + Saves 12 - Drawbacks 3 = 150

:arrow: The Pulsar from the Champions 5th Ed rules. I always liked Pulsar from the BBB, as he was fairly close to Cyclops in being a non-flying blaster. Sadly, he's a flier in 5th Ed, as well as being something of a commando. A little shifting here and there, and he'd be the NON-glass cannon, with good martial arts ability. One thing I do like about the newer Pulsar was the addition of the Powered Punch. Given his fighting skills, I added Improved Criticals to it to make it worth while.
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Postby Tattooedman » Tue May 05, 2009 8:56 pm

MorningKnight wrote:I really loved the roster books. I have them and the original game's books, though I wasn't really keen on the card system.



Yeah, those are fun little tools to have around if you're short an adventure idea. A couple of times I've used adventures on the fly for various groups using the adventure books they put out. Changing what I needed to keep the source a little less than obvious.
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Postby MorningKnight » Tue May 05, 2009 8:56 pm

Quantum (CU version)

Power Level: 13; Power Points Spent: 170

STR: +5 (20), DEX: +8 (26), CON: +9 (28), INT: +4 (18), WIS: +2 (14), CHA: +2 (15)

Tough: +9/+13, Fort: +10, Ref: +10, Will: +7

Skills: Concentration 6 (+8), Intimidate 8 (+10), Medicine 8 (+10), Notice 6 (+8), Search 6 (+10), Sense Motive 4 (+6), Knowledge (streetwise) 6 (+10), Knowledge (life sciences) 8 (+12)

Feats: Attack Focus (Ranged) 3, Benefit (Licensed Physician)

Powers:
Internuclear Forces (Cosmic Energy Control 14) (DC 29)
Quantum Bonds (Snare 14) (Alternate; DC 24)
Quantum Flare (Dazzle 14) (Alternate; affects: two sense types - vision, DC 24)
Create Object 13 (Alternate; Max Size: 13 5 cubes, DC 23; Limited (Barriers Only))
Quantum Grenade (Blast 9) (Alternate; DC 24; Explosion Area (90 ft. explosion))
Flight 4 (Speed: 100 mph, 880 ft./rnd)
Force Field 4 (+4 Toughness; Impervious)

Attack Bonus: +9 (Ranged: +12, Melee: +9, Grapple: +14)

Attacks: Unarmed Attack, +9 (DC 20), Internuclear Forces (Cosmic Energy Control 14), +12 (DC 29), Quantum Bonds (Snare 14), +12 (DC Ref/Staged 24), Quantum Flare (Dazzle 14), +12 (DC Fort/Ref 24), Quantum Grenade (Blast 9), +12 (DC 24)

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

Initiative: +8

Languages: Native Language

Totals: Abilities 61 + Skills 13 (52 ranks) + Feats 4 + Powers 48 + Combat 36 + Saves 8 + Drawbacks 0 = 170

:arrow: Quantum from the Monte Cook written Champions Universe update. As a 411 point character who could pump out 14d6 with an OCV of 12, she sits nicely at PL13, making her a premeir heroine. She's also very versatile with her alternate powers, enabling her to act in support, as well as aerial artillery.

:arrow: Quantum is underpointed for her power level, despite efforts at higher skills, thanks to a pitiful lack of feats. I might have given her some points for her Equipment donations to the Champions Base and Slingshot, but, I didn't think about it.
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