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Mr.O Presents an Incomplete Brawl!

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

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Postby MisterO » Sun May 10, 2009 3:50 pm

Thanks for the suggestions guys! I'll be rolling up the fight tonight and then be posting it possibly tomorrow night.

So who's up for some creepy crawlies? :twisted:
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Postby MisterO » Sun May 10, 2009 5:01 pm

Lilly Foster

Power Level 7


STR: +0 (10), DEX: +3 (16), CON: +0 (10), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

Toughness +0/+4, Fortitude +2, Reflex +6, Will +7

Skills: Bluff 8 (+10), Concentration 4 (+6), Diplomacy 8 (+10), Handle Animal 8 (+10), Knowledge (life sciences) 2 (+4), Knowledge (theology & philosophy) 3 (+5), Sense Motive 4 (+6), Stealth 3 (+6)

Feats: Animal Empathy, Defensive Roll 3, Dodge Focus 3, Distract (Bluff), Equipment 1, Improved Defense 2, Improved Disarm 2, Redirect, Teamwork 2, Weapon Bind

Powers:
Insect Control Array 12
Base Power: Visual and Auditory Obscure 6 (Radius: 250 ft.; Extras: Selective Attack +1)
Alternate Power: Sonic Communication 4 (Extras: Omni-Directional +1; Flaws: Limited to insects -2)
Alternate Power: Comprehend 2 (speak to and understand bugs; Flaws: Narrow Group [insects] -2)
Alternate Power: Move Object 1 (Heavy Load: 50 lbs.; Extras: Range [perception] +1)
Alternate Power: Trip 10

Equipment: Camera, Commlink, Concealable Microphone, GPS Receiver, Leather Jacket [+1 Toughness]

Combat: Attack +4 (Grapple +4), Damage +0 (unarmed), +10 (trip), Defense +10 (Flat-footed +4), Knockback -2, Initiative +3

Complications: Accident (her aroma makes her easier to find with Scent), Fame (the girl who killed the SHRA), Honor (pacifism)

Totals: Abilities 18 + Skills 10 (40 ranks) + Feats 17 + Powers 28 + Combat 22 + Saves 10 + Drawbacks 0 = 105

Background:
Lilly Foster was doing her best to find her place in high school when her hopes for a normal life was lost when she saw every spider, tick, slug, snail, butterfly, horsefly, ant, termite, and beetle in her neighborhood following her to school. Lilly went immediately to a super-physician to discus her new found power. It was determined that her powers were biological in nature, unlike those with similar powers who use psionic influence, being a combination of pheromones (which has given her a permanent acidic smell) and ultra- and infra-sonic vocalizations. With this combination of abilities she can communicate with and control any arthropod, insect or arachnid within a one-mile radius.

Lilly thought that that was the end of it all. She would wear heavy perfume and keep tight lipped when outside so as to avoid any unwanted companions and all would be well. Such was not the case as the SuperHuman Registration Act was passed, making it illegal to have superpowers without a license. Lilly refused to register as it also meant that she was agreeing to be a part of the new Super Marine Corps which was an affront to her Reformed Quaker upbringing. Her arrest resulted in a new media firestorm about civil disobedience and the reach that the government had in the lives of its citizens. After being in minimum security prison for eleven months Lilly was released as the SuperHuman Registration Act had been deemed un-Constitutional by the Supreme Court.

After her release Lilly was approached by several super-teams who had opposed the SHR looking to recruit her. She turned down many of them as they had fought against their own friends in the streets over the issue which did not sit right with her pacifistic beliefs (now strengthened by her experiences). In the end it was a small super-team called the Irregulars that took her on for training.

While Lilly enjoys the opportunity to help bring justice to others she has not yet fully accepted the idea of being a "superhero". She refuses to use a code-name, feeling that it dehumanizes her to use almost derogatory aliases. The only "costume" she wears is that of a long tailed coat her mother made for her which is emblazoned with a fly in silver and gold threads with gold dragonfly heads for buttons. Her other, more unusual, adornment is the numerous spiders, ants and millipedes that have taken up residence in her coat and hair.

Code: Select all
Hair: Brown    Eyes: Hazel-green
Height: 5'3"   Weight: 128 lbs.
Age: 17        Ethnicity: Caucasian


Notes
I came up with this character while I was at work. I really just wanted there to be a character in Civil War that was there to tell both sides they were wrong to be fighting. I tried to give her non-Damaging powers and Feats that involve damage control as opposed to dishing it out. Her typical tactics is to lay down an Obscure effect for her team mates and Tripping to keep more troublesome enemies off her friends' backs.

Does anyone have any ideas for more powers to add to the array, ones that don't involve doing direct damage?
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Postby Libra » Wed May 13, 2009 8:07 am

She refuses to use a code-name, feeling that it dehumanizes her to use almost derogatory aliases.


New-fangled post-modernist! Nothing wrong with a good codename. 8)
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Re: Wonder Girl Rei

Postby marcoasalazarm » Thu May 14, 2009 9:37 pm

MisterO wrote:
marcoasalazarm wrote:For some reason (although it might be blamed to other Wonder Woman writeups on the threads), it feels like there's something missing from her Feats-namely, Diehard. Amazing Amazons are just that-and in spades.

Although it's probably just me.

One question: can I request more characters?


That was a feat I was considering but I wanted to make her more dependent on her speed and defense than on toughness. But I'll probably be doing an update for her soon enough.

And I'd be pleased to do more characters for you. What did you have in mind this time around?


There were a few links I posted way back, and I recently updated the deviantart page (well, *still* updating, but it's about 70% done with the latest batch), so you can pick and choose whichever you want.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Postby MorningKnight » Fri May 15, 2009 7:34 am

Lily is very neat.
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Postby marcoasalazarm » Fri May 15, 2009 8:29 am

That true. Cool backstory, all around.

And, in retrospective, it would have been nice to have someone who did not even so much as *thought* to take sides on the Civil War arc (because, heck, if they went out of their way to make a lot of good heroes complete villainous jerkasses because they were doing their civil duty-right or wrong-, then they should have taken the extra step and shown *one* story where *every side* is the 'villain'-so to speak).
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Postby MisterO » Sat May 16, 2009 8:26 pm

Thanks for the compliments guys!

I'm going to go on a sabbatical from the board. I'm exhausted from running these figures through my head. I'll probably be back in a few weeks with new and exciting stuff but right now I got very little left in the tank.

See ya later!
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Postby MorningKnight » Sat May 16, 2009 11:04 pm

Have a great rest, bro.
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Postby baixiwei » Wed May 20, 2009 8:18 pm

Lilly is cool. I just generally like lower-PL characters. She feels like a real person and I can definitely imagine what her "costume" would look like - very neat.

I have the same problem running dry on ideas. I haven't come up with much in a while. Should go plumb my dream journal for material. Hope to see you back soon - you have a lot of great original concepts!
Baixiwei's Character Builds and Conversions

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Postby MisterO » Thu May 28, 2009 4:33 pm

Placoderm

Power Level 10


STR: +8/+11~ (26/32), DEX: +4 (18), CON: +5 (20), INT: -1 (8), WIS: +3 (16), CHA: +0 (10)

Toughness +13 (5 Impervious), Fortitude +8/+11~, Reflex +8, Will +6/+9~

~When Raging

Skills: Intimidate 15 (+17), Search 15 (+14), Sense Motive 12 (+15), Stealth 4 (+4), Survival 8 (+11), Swim 14 (+18)

Feats: All-Out Attack, Attack Specialization (Grapple) 2, Blind-Fight, Chokehold, Diehard, Environmental Adaptation (Underwater), Evasion, Favored Environment (aquatic, +2 Attack, +2 Defense) 4, Fearless, Fearsome Presence 8, Improved Grab, Improved Grapple, Improved Initiative, Instant Up, Power Attack, Rage 2 (+6 Str, +3 Fortitude, +3 Will, and -2 to Defense for 10 rounds), Startle, Stunning Attack, Trance, Uncanny Dodge (Olfactory)

Powers:
Features 2 (Brawny)
Growth 4 (+8 STR, +4 CON, +1 size category; Power Feats: Innate; Extras: Permanent +0)
Immunity 1 (drowning)
Protection 8 (Extras: Impervious 5; Power Drawback: Weak Point [stomach and loins])
Strike 3 (Power Feats: Improved Critical 3, Mighty)
Super-Senses 10 (Darkvision, Scent [Accurate], Ultra-Hearing, Tremorsense, Tracking [Scent, normal speed] 2; Power Drawbacks: Power Loss [Tremorsense when on land])
Swimming 3 (10 mph)

Combat: Attack +7/+9 in water* (Grapple +26/+28 in water*), Damage +8/+11~ (unarmed), +11/+14~ (claws), Defense +7/+9 in water* (Flat-footed +4), Large Size, Knockback -13*, Initiative +8

*Includes adjustments from Growth
~When Raging

Drawbacks: Disability (very common, moderate, mute) -4, Disability (uncommon, minor, illiterate) -1, Vulnerable (very common, minor, bright lights) -3, Weakness (common, major, out of water, -1 Constitution every minute) -7

Totals: Abilities 26 + Skills 17 (68 ranks) + Feats 33 + Powers 47 + Combat 32 + Saves 10 - Drawbacks 15 = 150

Background:
In the deepest jungles of South America they lived. Every ten years they would rise up from the depths of fetid swamps and marshes to raid the local villages killing with impunity, taking what they wanted (the flesh of humans and mates) down into their watery home. They were ancient monsters from the dawn of life itself, they had become the strongest predators in their native land. But then new men came to their home, men with deadly weapons that could kill from afar, that could penetrate the hard shells of their bodies killing them. Soon there were none left except for one youngling buried in the mud of their dwelling rested un-molested for decades, giving the tadpole like babe a chance at life in protective darkness of rivers and ponds.

An anthropological expedition from Heliopolis University made the terrible error of not believing the journal entries of Spanish Conquistadors and the legends of the Weki tribes. To them the idea of an armored fish-man was so ridiculous as to not even warrant consideration. The adolescent Placoderm killed and ate them all when they blundered into his home. And so the killings began again but this time the young beast learned what his ancestors did not: whenever the guns of men blazed he would run to safety, not to his home but to another farther body of water. In this fashion he has made his way to Heliopolis where is seems all manner of strange and unusual beings have taken residence.

Description:
The Placoderm looks like a bipedal version of his extinct brethren from the Devonian era. He is covered from his head to the base of his spine with thick, segmented plates of bone. His skin has tough scales in dark green with yellow spots on his arms and legs.

While the Placoderm may seem quite simple and bestial to most he is actually a born genius, by his kinds standards. The Placoderm is a deviant mutation from the tribe's norm in terms of intelligence; they were almost to the one rock stupid (Intelligence 4 at best). They would steal away human females not understanding that they could never possibly produce offspring with them. When the Spaniards came and began killing them none would change their typical en masse attack strategy leading to their near obliteration.

Notes:
The "Gill-Man" of my Monsters series. I wanted to create a version of that venerable beastie who could hold his own against most other super-heroes on land (for brief periods) and be an absolute terror in water. His main tactics are to follow his prey from water onto land, attack from hiding, and then take them back into the water where he is at the advantage.

Features (Brawny): Each rank of Brawny gives you a +1 bonus on Strength checks involving sustained applications of strength or pressure, including grapple checks and breaking objects, but not Strength based skills or melee or grappling damage. (This is the Super-Strength power Flawed so that it does not increase carrying capacity.)

And here is a picture of the skull of one of Placoderm's ancient ancestors the Dunkleosteus on the display at the Museum of Natural Antiquities In Heliopolis.

Image
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Postby MorningKnight » Thu May 28, 2009 5:03 pm

Placoderm is an outstanding return to form, MisterO.

Image

This is he versus a great-white cage.
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Postby MisterO » Thu May 28, 2009 6:16 pm

MorningKnight wrote:Placoderm is an outstanding return to form, MisterO.

Image

This is he versus a great-white cage.


Thanks MK!:D

Good photoshop job whoever did it. Imagine if those things were living in the seas today!? The "Jaws" franchise would have had new life if they had that as their star.
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Postby MisterO » Thu May 28, 2009 6:29 pm

Here is part one of my jobber troop the Leg-Breakers!

Bovine

Power Level 8


"Call me 'bull-headed' one more time!!"

STR: +6 (22), DEX: +0 (10), CON: +9 (28), INT: -1 (8), WIS: -1 (8), CHA: +0 (10)

Toughness +9, Fortitude +9, Reflex +3, Will +2

Skills: Gather Information 4 (+4), Handle Animal 5 (+5), Intimidate 13 (+13), Craft (mechanical) 5 (+4), Knowledge (streetwise) 5 (+4)

Feats: All-Out Attack, Attack Focus (Melee) 4, Endurance, Fast Overrun, Fearsome Presence 5 (Bull Roar), Improved Critical (Horns) 4, Improved Overrun, Move-by Action, Power Attack, Rage 2 (+4 Strength, +2 Fortitude, +2 Will, and -2 Defense for 10 rounds)

Powers:
Healing 8 (Extras: Restoration +1, Action (standard) +1; Flaws: Personal -1; Power Feats: Regrowth)
Speed 2 (Speed: 25 mph)
Strike 3 Horns (Extras: Penetrating +1; Power Feats: Mighty, Split Attack [2 targets])
Alternate Power: Strike 3 Hooves (Power Feats: Mighty, Split Attack [2 targets])
Super-Strength 1 (heavy load: 1k lbs)

Combat: Attack +3 (Melee +7, Grapple +14), Damage +6 (unarmed), +9 (horns and hooves), Defense +7 (Flat-footed +4), Knockback -4, Initiative +0

Totals: Abilities 26 + Skills 8 (32 ranks) + Feats 22 + Powers 38 + Combat 20 + Saves 6 + Drawbacks 0 = 120

BIO: Richard "Bovine" Jackson was a former farm hand, mechanic and "Red-Neck Mafia" enforcer before a mis-timed New Year's kiss with his boss's daughter sent him on the run. Strapped for cash Richard signed up for a reclusive professor's experiments in human genetics. He emerged from the mad doctor's experiments a modern day Minotaur. He is now employed as the muscle for the mutant criminal Chiller in Heliopolis.

Chiller

Power Level 9


"One of the greatest injustices in this world is not being recognized for your talents."

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

Toughness +3*/+5, Fortitude +4, Reflex +6, Will +8
*Flat-Footed

Skills: Acrobatics 8 (+11), Bluff 12 (+13), Diplomacy 9 (+10), Gather Information 9 (+10), Intimidate 12 (+13), Investigate 4 (+8), Knowledge (civics) 4 (+8), Knowledge (current events, streetwise, tactics) 5 (+9), Notice 7 (+8), Search 8 (+12), Sense Motive 4 (+5)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Attack Focus (Ranged) 2, Attractive, Connected, Defensive Roll 2, Dodge Focus 2, Equipment 1, Power Attack

Powers:
Cold Control 9 (Radius: 2500 ft.; Extras: Selective Attack)
Alternate Power: Fatigue 9 Chilling Cold (Extras: Range [ranged])
Alternate Power: Drain Toughness 9 Biting Frost (Extras: Range (perception), Targeted Cloud Area (45 ft. diameter); Flaws: Limited to Objects)
Alternate Power: Snare 9 Ice Trap(Extras: Constricting)
Alternate Power: Trip 10 Ice Trip (Power Feats: Improved Trip)

Equipment: Undercover Shirt [+2 Toughness, Subtle]

Combat: Attack +6 (Ranged +8, Grapple +7), Damage +1 (unarmed), +10 (ice trip), +9 (ice snare), +9 (chilling cold), +9 (biting frost), Defense +12 (Flat-footed +5), Knockback -2, Initiative +3

Totals: Abilities 22 + Skills 23 (92 ranks) + Feats 14 + Powers 31 + Combat 32 + Saves 13 + Drawbacks 0 = 135


BIO: The man known as Chiller came on the scene in the mid-90's, quickly rising to the top of the most dangerous Triad in Heliopolis's China-town. His powers over cold, ruthlessness and intelligence made him a force to be reckoned with. But his reign soon ended when his own men usurped him and installed a new leader, one who was human. He has brought together the Leg-Breakers to make himself the undisputed king of organized crime in Heliopolis.

Inferno Man

Power Level 8


"Eat this do-gooder -- Oh! Sorry Bo!"

STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Toughness +2*/+5, Fortitude +3, Reflex +8, Will +3
*Flat-Footed

Skills: Acrobatics 8 (+13), Bluff 8 (+8), Computers 4 (+4), Intimidate 5 (+5), Knowledge (streetwise, popular culture) 6 (+6), Sense Motive 5 (+5), Sleight of Hand 5 (+10), Stealth 5 (+10)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (Melee) 2, Attack Specialization (Flaming Corona), Defensive Attack, Defensive Roll 3, Dodge Focus 3, Elusive Target, Evasion, Improved Defense 2, Move-by Action, Power Attack, Seize Initiative, Uncanny Dodge (visual)

Powers:
Energy Aura 8 Flaming Corona
Alternate Power: Blast 9 Searing Flare (Extras: Duration [sustained] [6 ranks only] +2, Independent [6 ranks only] +0)
Alternate Power: Damage 10 Nova Burst (Extras: Targeted Explosion Area [100 ft. explosion] +1, Secondary Effect [Damage] +1)
Alternate Power: Visual Dazzle 8 Blinding Flare (Extras: Targeted Burst Area [40 ft. radius] +1, Secondary Effect [Damage] +1)
Alternate Power: Environmental Control 6 (extreme heat, bright light, distraction (flickering flames, DC10), Radius: 250 ft.; Flaws: Range [touch] -1)
Alternate Power: Suffocate 10 Hot Air (Extras: Range [ranged] +1)

Combat:
Attack +4 (Melee +6, Flaming Corona +8, Grapple +8), Damage +2 (unarmed), +8 (flaming corona), +9 (searing flare), +10 (nova burst), +8 (blinding flare), +10 (hot air), Defense +11 (Flat-footed +4), Knockback -2, Initiative +5

Totals: Abilities 18 + Skills 13 (52 ranks) + Feats 21 + Powers 37 + Combat 24 + Saves 7 + Drawbacks 0 = 120

BIO: Kotaro Miyamoto was run out of his mutant youth-gang for accidentally burning up their clubhouse in a fit of pique. Unwanted by all of the major gangs in Japan he went to America, the land of opportunity, to find his fortune. He found that many of the organized crime families were extremely leery towards super humans and Kotaro find himself with no place to live, no job prospects, and quickly running out of money. It was Chiller who eventually took him in, gave him a cover job at a bank he owned, and now employs him as his "trigger-man".
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Postby MorningKnight » Thu May 28, 2009 7:37 pm

Any team with a cowman in their ranks is cool to me. These guys would be perfect for the Silver Age Batman or Spider-Man to rumble with.

I really need to write up Rango, Taloner and Man Mountain again.
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Postby MisterO » Thu May 28, 2009 8:20 pm

MorningKnight wrote:Any team with a cowman in their ranks is cool to me. These guys would be perfect for the Silver Age Batman or Spider-Man to rumble with.

I really need to write up Rango, Taloner and Man Mountain again.


Thanks MK. I got the "jobber" bug from reading Tattoedman's and others threads this last week and decided to make my own.

And now here comes the second half of the Leg-Breakers!
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