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

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Re: MK's Nook: LOVEHAMMER, Pegasus, Ultimate Lumion

Postby MorningKnight » Sat Mar 13, 2010 9:56 pm

Skaramine
Image
Image

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

STR: +7 (16/24), DEX: +3 (16), CON: +7 (14/24), INT: +4 (18), WIS: +2 (14), CHA: +2 (14)

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

Skills: Acrobatics 4 (+7), Bluff 10 (+12), Concentration 8 (+10), Disguise 6 (+8/+48), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 8 (+12), Knowledge (arcane Lore) 8 (+12), Knowledge (streetwise) 8 (+12), Notice 8 (+10), Search 4 (+8), Sense Motive 4 (+6), Stealth 8 (+11)

Feats: All-Out Attack, Defensive Roll, Diehard, Dodge Focus 5, Endurance, Equipment 6, Evasion, Jack-of-All-Trades, Move-by Action, Power Attack, Ritualist, Startle, Takedown Attack 2, Uncanny Dodge (Visual)

Powers:
Fanatical Determination (Enhanced Constitution 10) (+10 CON, Feats: Diehard, Endurance)
Fanatical Strength (Enhanced Strength 8.) (+8 STR)
Super-Movement 1 (swinging)
Protection 2 (+2 Toughness)
To Cloud Men's Minds (Magic 8.) (glamour; Check Required (Arcane Lore))
Dazzle 8 (Alternate; affects: two sense types - vision, DC 18)
Emotion Control 8 (Alternate; DC 18; Cone Area (80 ft. cone - General); Limited to Emotion (Fear), Sense-Dependent (Vision))
Healing 8 (Alternate; DC 18)
Morph 8 (Alternate; morph: broad group - humanoids, +40 Disguise)
Battle Skar (Strike 1) (DC 23; Mighty, Thrown (Range: 50 ft., incr 10 ft.))
Snare 8 (DC 18)
Stun 3 (DC 13; Burst Area (15 ft. radius - General), Range (ranged))
Heavy Pistol (Blast 4) (DC 19; Accurate 2 (+4), Knockback 4)
Both Heavy Pistols Blazing (Blast 4) (DC 19; Autofire (interval 2, max +5); Accurate 2 (+4))

Equipment:
Grappel Gun [Super-Movement 1, swinging]
Multi-Tool
Protective Costume [Protection 2, +2 Toughness],
Utility Belt array
-(Battle Skars [Battle Skar (Strike 1), DC 23; Mighty, Thrown (Range: 50 ft., incr 10 ft.)]
-Binoculars
-Bolos [Snare 8, DC 18]
-Concussion Grenade [Stun 3, DC 13; Burst Area (15 ft. radius - General), Range (ranged)]
-Flash-Bang [(Dazzle 4, DC 14; Burst Area (20 ft. radius - General)]
-Flashlight
-Heavy Pistol [Heavy Pistol (Blast 4), DC 19; Accurate 2 (+4), Knockback 4]
-PDA
-Second Heavy Pistol [Both Heavy Pistols Blazing (Blast 4), DC 19; Autofire (interval 2, max +5); Accurate 2 (+4)]
-Smoke Grenade [Obscure 2; Cloud Area (10 ft. radius - General)]

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +19)

Attacks: Battle Skar (Strike 1), +12 (DC 23), Both Heavy Pistols Blazing (Blast 4), +16 (DC 19), Dazzle 8, +12 (DC Fort/Ref 18), Emotion Control 8, +12 (DC Staged/Will 18), Flash-Bang, +12 (DC Fort/Ref 14), Heavy Pistol (Blast 4), +16 (DC 19), Smoke Grenade, +12 (DC 15), Snare 8, +12 (DC Ref/Staged 18), Stun 3, +12 (DC Fort/Staged 13), Unarmed Attack, +12 (DC 22)

Defense: +10 (Flat-footed: +3), Knockback: -5

Initiative: +3

Drawbacks: Disability, common, minor, Limited Sense of Touch -2 to PER Rolls For Touch and -2 to Fine Manual De, Disability, uncommon, minor, Monstrous Appearance

Languages: English

Totals: Abilities 32 + Skills 23 (92 ranks) + Feats 22 + Powers 32 + Combat 34 + Saves 10 - Drawbacks 3 = 150

Terrified chattering sounded outside. The Warlock Shorer looked and saw smoke pouring out of a window across from his. The Rat-servitors who'd garnered up the courage to return to the sorcerer's side had been steeled against human foes, even those who used magic and technology to harm them. But the thing coming from the corner was something they couldn't deal with.
"No," Shorer gasped, dropping Skaramine. The masked vigilante coughed, able to breathe once more, but the panic slicing through the circular room in waves was too much for him to catch more than a single lungful.
Skaramine struggled to his feet, seeing a hideous face framed in the doorway. Some primitive instinct froze him at his core - its visage even more terrifying as his own concealed, badly burned features. "What the hell?"
"The Hound of Tindalos! I am undone!" Shorer howled. "Please! Help me!"
Where a moment ago stood a scarecrow-like, towering menace now resided a frightened old man, pleading for aid. On the street below, the homeless that Shorer had taken for bait to draw out his last remaining blood relation stood beside Darlene, looked up at the monstrosity from the dawn of time.
Though Shorer had named it a hound, it must surely have been because of its tracking ability, for the face was nothing like a canine, brawny shoulders dissolved into sinewy tentacles which split at the end into large, writhing starfish in obscene mockeries of human hands. The hound stretched out of the window, pulling along its serpentine torso along with it, insectile hind legs climbing up onto the sill. Smoke billowed around it, and its lungs heaved out a blasphemous screech of rage.
"We've all seen it," Shorer said. "And it has seen us. It will not stop feeding, for its belly is limitless. It has hunted me from the dawn of time, striding across millenia. My only buffer was this blasted neighborhood. It could not help but peer through every corner, millions of them laid out at my whim. I thought I had more time..."
Skaramine shook off his fear, pulling his pistols. He didn't know the efficacy of modern lead and copper against a creature which swam through the timestream after its prey, but there was nothing else he could do. He jumped up, filling the curved windowsill, and screamed back his own feral response. "No one else dies today!"


- From The Hunters in the Corners, by Douglas Wojtowicz, appearing in Cthulhu Unbound 2, from Permuted Press.

- My man, Skaramine, a man with a little bit magic, a little bit Street-Level Powerhouse, and a gun-wielding Costumed Detective. I use his name as a screen name in a lot of places, and he is the starring character of my first published short story. He is a hero who came to me in a dream, drawing his name from a character's morbid joke about herself as Servalan's daughter in my Blake's 7 fanfiction back in the 1980's. He's grown, and become one of my favorite mystery men.

- Skaramine was originally another vigilante called Firehound (aka Specialist Joshua Rycerz), a gun-toting Punisher wannabe who engaged in an indiscriminate rampage against criminals after almost all of his family were killed. Only his sister had survived, and the soldier had come home to wage war. It was too much, and too wrong, eventually ending in an assault where his sister and dozens of innocent bystanders were killed. Horribly burned and burdened by regret over his violence, he sought death, but could not perish. Nursed to health and educated by a kindred soul named Kent, he was taught arcane arts to enhance his abilities.

- With a combination of illusory magicks and modern technology, Skaramine became an effective warrior in the field. His intellect and equipment are only one part of his true potential, however. His guilt and willingness to protect people from harm have given him the strength of a fanatic. While he doesn't possess impervious skin, he's tougher and stronger, his physical might enough for him to lift 700 pounds easily. Between this muscle and his gear, he can be all manner of fierce on the battlefield. He prefers not to use his two Colt 1911's (a gift from his mentor Kent) on targets who can't take it. He's learned not to kill, but also realizes that sometimes lethal force is justified.

- Skaramine's spells are slightly offensive minded with Dazzle and his Fear, but for the most part, he prefers not to use "combat magic." The throwing irons and his two Colts are good at a distance, and in hand-to-hand, he's there to inflict pain with his fighting style. The Fear Control is visually based as it is based upon the projected image of both his terror at seeing his destroyed face and the fearful dread as he recognized his sister's charred corpse and realizing it was his fault. That's a brain-cutting knife intended to fillet the fighting spirit of entire groups of thugs, softening them up for his Move-By-Action and Takedown Attack. With Ritualist and Arcane Lore, he can do things like Telelocation, Telepathic Contact, or a Mental Transform which can pluck the things man was not meant to know from the minds of innocent bystanders.
Last edited by MorningKnight on Sun Mar 21, 2010 6:36 pm, edited 1 time in total.
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Re: MK's Nook: Pegasus, Ultimate Lumion, Skaramine

Postby MorningKnight » Mon Mar 15, 2010 8:11 pm

Image

Playable Hulk

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

STR: +12 (10/34), DEX: +0 (10), CON: +14 (18/38), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

Tough: +14, Fort: +14 (+16 Raging), Ref: +0, Will: +2 (+4 Raging)

Skills: Intimidate 12 (+12), Notice 4 (+6), Sense Motive 8 (+10)

Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Diehard, Distract (Intimidate), Endurance, Fearsome Presence 5, Improved Grab, Improved Grapple, Improved Pin, Interpose, Power Attack, Rage (+3 Increased Duration x5 rounds), Startle, Takedown Attack 2, Ultimate Effort (Strength Checks)

Powers:
Enhanced Constitution 20 (+20 CON)
Enhanced Strength 24 (+24 STR)
Immunity 5 (condition: Cold, condition: Heat, condition: High Pressure, critical hits)
Impervious Toughness 8
Rage Buried Intellect (Enhanced Trait 12) (Traits: Computers +8 (+8), Disable Device +8 (+8), Knowledge (physical sciences) +12 (+12), Knowledge (technology) +12 (+12), Craft (electronic) +8 (+8); Unreliable (Roll A Die))
Super-Strength 9 [Dyn: 2/r, +5max 20PP] (+45 STR carry capacity, heavy load: 716.8 tons (1,200 tons Raging); +9 STR to some checks; Shockwave (+12, Cone: 120 ft., DC 20), Thunderclap (Area: 60 ft., DC 20))
Leaping 9 [Dyn: 1/r, max 20PP] (Alternate; Jumping distance: x1000 [22k feet/11k feet/5500 feet])

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20/+29 [+22/+31 Raging])

Attacks: Unarmed Attack, +8 (DC 27) (DC29 Raging)

Defense: +6 (Flat-footed: +3) (+4 [Flat-footed: +2]Raging), Knockback: -11

Initiative: +0

Drawbacks: Disability, uncommon, minor, Monstrous Appearance

Languages: English

Totals: Abilities 12 + Skills 6 (24 ranks) + Feats 27 + Powers 86 + Combat 20 + Saves 0 - Drawbacks 1 = 150

- Welcome to my Playable Hulk. This guy is a normal sized monster of great strength, not the Growth dude most people use. This is more representative of the amazingly, muscularly skilled Jack Kirby era Hulk, the kind who could power-stunt gliding over a bridge or making turns in mid-leap (Flight). At PL10, with all manner of combat feats, he is pure horror in a green candy coating. He possesses the All-Out Attack and Power Attack combination meaning that he can go +8 Attack/+17 Damage, or with his Takedown Attack and a standing jump of 11000 feet, throwing in Accurate Attack, he can mook sweep along a small horde at +13 Attack, dishing out +7 to everybody in the house - because I simply cannot see the big bruiser missing minions with a +13 to hit, or needing more than a +7 to flatten them. Of course, the Takedown Attack and Accurate Attack is meant to simulate the Hulk moments like swinging his arm and bowling over a small squad of enemies, or becoming a human steam plow through an army. It also would allow a neat SFX of the Hulk landing in the center of an army.

- Note the Unreliable Intellect-based skills - the "buried knowledge" of "Bruce Banner." The "Playable Hulk" seems to ME to be a fun case of the Hulk trapped as the Hulk (hence the lack of normal identity). His Int is 10 - Average - based off of the Gray Hulk or the brief Avengers Hulk/Hulk and Namor vs. the Avengers Hulk - making him moderately useful otherwise, provided dice rolls are lucky.

- Note too, this Hulk hits all the "fun-Hulk" points. He jumps 4.16 miles in a single-bound, he picks up 700 tons as a heavy load, easily does that "Hulk strongest one there is!" with his Ultimate Check, and with Raging can cause much more damage, blow well over the top of enemy Grapple Checks, and has all manner of Grapple Feats that lets him rule the roost. Playable Hulk going at Rage, All-Out Attack, and Power Attack has 0 Defense, but becomes an unbelievable beast - Attack becomes +7, and Damage goes to +18, given the limits of All-Out Attack and Power Attack. Since Steve says the first level of Rage doesn't count toward PL Limits and since hitting Raging, AOA and PA Hulk is ridiculously easy, I think it fits the bowel-voiding horror of the Big Green Mean Machine. Throw in his Thunderclap and Shockwaves, and the potential for Power Stunting other abilities, especially the Groundstrike or Burrowing, you have a creature who is fully worthy of being the legend, while fitting into PL10 easily by manipulating his numbers.

- Defense is 6, Toughness and Fortitude are +14 (4/+16 Raging) - I took a hint from Epic - that Defense is there to feed his Attack Bonus. His Impervious is only for +8 Damage, but he still can shake off a lot of stuff with a +14 Toughness roll. With All-Out Attack, just by itself, you've got the Hulk operating at +13 Attack, +12 Damage, giving everyone else the chance to exclaim "HOW CAN SOMETHING SO BIG MOVE THAT FAST?" I think I'd be glad at having the Hulk running with AOA/PA numbers going +10 Attack/+15 Damage on general principles, since everything more is simply like pouring a whole bottle of Brut over your head - Overkill.

- I just have to say, this seems almost sinfully efficient, but then, we are looking at the mean machine himself. Like a PL10 Weather Controller, the Playable Hulk is literally a FORCE OF NATURE. Sure, the Official Handbook says the Hulk is "Class 100," but darn it, I like the Hulk having a "Light Load" of 240 tons, and giving all out of 716 tons. Note - he can use a Van as an Area Attack to 2500 feet out as a Huge weapon. Also, with a "thrown weapon" - Hulk would go All-Out Attack to get +9 Attack for "regular sized" objects - a manhole cover or motorcycle gives him a +12 Damage bolt of metal.

- And since the Hulk is all about breaking stuff - just remember, that +9 Super-Strength means that he's at +21 (12 + 9) to break things. That means he can force Damage Saves even against Super-Alloys, and metals like steel and titanium crumple under his prodigious fists. A Battleship is an object with +18 Toughness - the Playable Hulk can easily break a Battleship. If that's not enough for your player to be a worthy Hulk, your player has serious issues.

- I like this guy. I'd love to run him in a game. He'd be a real "smash" to play. *groan*
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Re: MK's Nook: Skaramine, Playable Hulk

Postby MorningKnight » Fri Mar 19, 2010 10:38 pm

Long John

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

STR: +9 (14/28), DEX: +2 (14), CON: +4 (14/18), INT: +7 (24), WIS: +5 (20), CHA: +0 (10)

Tough: +12/+13, Fort: +9, Ref: +6, Will: +8

Bug Attributes + Saves[b]
[b]STR: -5
(14/1), DEX: +2 (14), CON: +2 (14), INT: +7 (24), WIS: +5 (20), CHA: +0 (10)

Tough: +2/-2, Fort: +7, Ref: +6, Will: +8


Skills: Computers 8 (+15), Craft (electronic) 8 (+15), Craft (mechanical) 8 (+15), Disable Device 8 (+15), Intimidate 8 (+10), Knowledge (physical sciences) 8 (+15), Knowledge (technology) 8 (+15), Notice 4 (+9), Pilot 4 (+6), Ride 8 (+10), Search 4 (+11), Sense Motive 4 (+9)

Feats: Attack Specialization (Grapple), Attack Specialization (Unarmed Attack) 2, Beginner's Luck, Eidetic Memory, Fearsome Presence 2, Improved Grab, Improved Grapple, Improved Pin, Improvised Tools, Inventor

Powers:
Giant and Ant Sizes (Alternate Form 9)
Giant Form (Alternate Form) (Powers: Density 3, Fists The Size of Basketballs (Enhanced Trait 6), Growth 4, Protection 8, Super-Strength 3, Feats: Fearsome Presence 2)
Density 3 (+6 STR, +1 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1)
Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
Super-Strength 1 (+5 STR carry capacity, heavy load: 19.2 tons; +1 STR to some checks)
Fists The Size of Basketballs (Enhanced Trait 6) (Feats: Attack Specialization (Grapple), Attack Specialization (Unarmed Attack) 2, Improved Grab, Improved Grapple, Improved Pin)
Growth 4 (+8 STR, +4 CON, +1 size category)
Protection 8 (+8 Toughness)
Super-Strength 3 (+15 STR carry capacity, heavy load: 19.2 tons; +3 STR to some checks; Groundstrike (Radius: 90 ft., DC 19))
Long Long Legs (Speed 3) (Alternate; Speed: 50 mph, 440 ft./rnd)

Power Settings:
Bug Size (Alternate Form) (Powers: Flight 3, Shrinking 16, Strike 4, Feats: Improved Critical (Strike 4), Power Attack, Precise Shot)
Giant Form (Alternate Form) (Powers: Density 3, Fists The Size of Basketballs (Enhanced Trait 6), Growth 4, Protection 8, Super-Strength 3, Feats: Fearsome Presence 2)

Giant Attack Bonus: +7 (Ranged: +7, Melee: +7, Unarmed:+11, Grapple: +23/+27)
Giant Attacks: Unarmed Attack, +11 (DC 24)
Giant Defense: +7 (Flat-footed: +4), Size: Medium/Large, Knockback: -11/-12

Bug Attack Bonus: +16 (Ranged: +16, Melee: +16, Grapple: -13)
Bug Attacks: Strike 4, +16 (DC 19), Unarmed Attack, +16 (DC 10)
Bug Defense: +16 (Flat-footed: +8), Size: Medium/Fine, Knockback: +6

Initiative: +2

Languages: Native Language

Totals: Abilities 36 + Skills 20 (80 ranks) + Feats 4 + Powers 46 + Combat 32 + Saves 12 + Drawbacks 0 = 150

- The mantra is "Henry Pym sucks." But his powerset and skills don't. So, I built a size-changing smart guy.

- Big "Long John" is a melee monster. Because he has the arms and fists of a 16-foot tall man ('bout what Pym usually was when he was a First Avenger), I gave him a suite of feats to simulate that he's good at connecting, even though he's slow otherwise. He's at his caps, but he's not going to be "the strongest one there is" by any stretch. He makes up for it by skill. He's also not Impervious, which means he has to fight smarter. That means making use of his advanced size and leverage.

- Little "Long John" is nigh invisible, hard to hit, and can cause a lot of hurt since at fine size, he can attack vulnerable bits quite easily, and add enough mass to his punches to do a number on those vulnerable parts. He can also fly very fast for his size. He makes a good distraction and recon-scout at this size level.

- With Inventor and his crafts, Long John can whip up stuff for his team, as well as apply his scientific knowledge to sticky problems.

- A simple build for what could be a genre-redemption guy. Smart size-changer is easy to play and survive, while not stealing a niche.
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Re: MK's Nook: Skaramine, Playable Hulk, Long John

Postby dwellerofthedeep » Sat Mar 20, 2010 7:12 am

Nice size-changer. I quite like the additional stuff you added on top of shrinking/growing.
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Re: MK's Nook: Skaramine, Playable Hulk, Long John

Postby MorningKnight » Sun Mar 21, 2010 11:54 am

This is my first published fight, so be kind. It's a battle of the Hulks - PC level Hulks at least.

ThorpHulk versus DougHulk!

His forehead throbbed as he watched the screen, several hundred pounds of green, rampaging muscle shredding his way through steel doors and purple humanoids with each step. The Leader knew that, once again, the Incredible Hulk was tearing apart the base to find him.

It was almost too good to be true.

After all, after the next door, the Hulk was going to face the one thing that even the Hulk couldn't defeat - the Hulk! It had been child's play to develop a transdimensional trawl, and this creature was almost identical to the creature roaring for bloody vengeance. The Leader had done scans, and except for a few molecular and radiation anomalies, this was all the Jade-Jawed Giant that his opponent was.

He keyed the microtransmitter in "his" Hulk's ear.

"Wake up, you ape! Now I'll finally send my ultimate weapon to destroy you!" the Leader taunted.

With a snarl, the Dougverse Hulk shuffled to his feet, red eyes gleaming with anger. "Big-headed freak keeps promising Hulk a good fight, but he don't put it up. Keep wagging that tongue, Bighead. Hulk will strangle you with it."

The thundering fists of the ThorpHulk resounded, each of their impacts sounding like an artillery shell going off. The omnium steel bulkhead buckled. DougHulk lunged at the wall, fingers tearing into metal as if it were tissue paper. Under the assault of two Hulks, the bulkhead might as well have been made of gossamer. It gave up the ghost, leaving two stunned figures looking at each other. ThorpHulk was bigger, while DougHulk was a thick, squat fireplug of six and a half feet. Green eyes met red, and ThorpHulk sneered.

"Big Head try to trick Hulk with Red-Eyes! Hulk smash phony Hulk! Then Hulk smash Big Head!" ThorpHulk bellowed.

DougHulk's brutish brow furrowed. "Oh, a fake Hulk is going to be smashed all right. Only the Hulk is the Hulk!"

The Leader sat back, smirking. He wished that he had some popcorn for this.

Even as he thinks that, the ThorpHulk moves with incredible speed, getting in a first punch, a thunderclap pealing from the blow, leaving a dark smudge on the DougHulk's cheek and jaw. DougHulk is bruised, and enraged. He strikes back, the blow bouncing harmlessly off his larger opponent's shoulder.

[The two Hulks roll for Initiative. ThorpHulk rolls a 20 for a 24 Initiative. DougHulk rolls an 8 for an 8 Initiative. ThorpHulk goes first, and he's Raging at the sight of the imposter (having used his normal hitting power on Humanoids and his Super Strength is boosted to full (11). ThorpHulk roars and wallops DougHulk - ThorpHulk rolls a 19, which is a Critical Hit for that Unholy Improved Critical, but DougHulk is safely immune to Critical Hits! DougHulk has to save against a DC of 29 - he rolls a 19 (14+5) and suffers a Staggered and Stunned Condition. He spends his only Hero Point on an Improved Roll, gets a 12, leaving him only Bruised, and thus at -1 for the next hit. DougHulk fires back, Raging as well. He rolls a 15, which with his +8 Melee, easily hits the Def 13 ThorpHulk. ThorpHulk must roll to beat a DC29 Damage with his +16 Toughness - 17 +16 = 33. DougHulk's punch has no effect.]

"Hulk show puny green man how weak he is!" ThorpHulk bellows, one massive paw reaching out to snatch up the DougHulk. The big hand lands on DougHulk's head, a swat that knocks the smaller Hulk silly, but not so much that DougHulk can't burst from ThorpHulk's clawing hand.

"Leggo you big ape," DougHulk grumbles, knowing that he can't do anything.

[ThorpHulk has his Initiative, and moves to grab his tinier foe, rolls a 14 and snags DougHulk easily. DougHulk takes another Bruised Condition and is Stunned by the Grab. The Opposed Grapple Checks take place - ThorpHulk gets a 41 on his check, DougHulk gets a 43 on his check, and the massive ThorpHulk can't hold onto the stunned opponent.]

Furious, the ThorpHulk lashes out with a backhand. "Hulk have no time for puny fake. Hulk smash Bighead and end this now!"

The back of the hand whips around and releases a crack as it strikes DougHulk across the pectorals. The swollen green manboobs jiggle, serving only to annoy, not hinder the smaller Hulk.

"You'll make time, phony!" DougHulk growls, recovering his wits, rearing back and slamming his fists together. A powerful pressure wave ripples through the corridor, slamming into ThorpHulk. The sheet of Hyperpressure leaves the ThorpHulk with a bloody nose and ringing headache.

[The ThorpHulk looks to end this with a dismissive punch. He rolls a 19 and hits the flat-footed enemy easily, but DougHulk, even down to a 12 Toughness rolls an 18 and shrugs of the ThorpHulk's slap. DougHulk responds with a Shockwave, which the Hulk can't avoid with a Reflex Save, even rolling a 17. The ThorpHulk rolls his toughness and gets a 25, Bruised by the shockwave! Not that the bruise will remain next round.]

"Now you make Hulk angry! Hulk is strongest one there is!" ThorpHulk whirls and goes after DougHulk.

"Yeah, yeah. Hulk is Strongest there is - but I'm the Hulk!" DougHulk answers as the giant's fists streak through the air toward him. The blow is powerful enough to hurl bloody froth from DougHulk's mouth, even though the punch had more than enough force to snap a Battleship in half.

"See?" DougHulk spits, green foam hitting the floor between ThorpHulk's feet. "You hit like my grandmother. Let me show you how real Hulks smash!"

Swinging both interlaced fists uppward in a hammerblow uppercut, DougHulk snaps the ThorpHulk's head backward, creating another volcanic eruption of green blood and spit from the amazing blow. In his control room, the Leader hangs onto his console, trying to ride out the earthquake inducing impacts being traded by these two monsters.

[ThorpHulk All-Out Attacks and Power Attacks DougHulk. His Attack goes to 3 and his Damage goes to 19. Rolling a 12, ThorpHulk hits the Raging DougHulk, who must now save versus a DC of 34 - an impossible save, but DougHulk rolls a 20, so he's only Bruised again, dropping his Toughness to 11. DougHulk goes All Out and Power attack, changing his numbers to +7 and +19 respectively. DougHulk easily connects with ThorpHulk by rolling a 9. ThorpHulk rolls a 1 (!!!) on his Toughness save, a 17 which is a loss by more than 15. He'll be Unconscious, so ThorpHulk spends his lone Hero Point to Improve the Roll, and gets an 11 - he's Staggered and Stunned.]

ThorpHulk glares at DougHulk, but he's a sitting duck, as even his prodigious healing and strength have failed him. The Jade Giant sees the damage he's inflicted on his opponent, and knows that the smaller Hulk isn't healing his injuries as fast as he can. That would be an advantage if ThorpHulk could coordinate his limbs for another shot.

The Red-Eyed bundle of man-sized Rage hasn't unlaced his fingers, and he swings down with all of his might, bellowing to high heaven.

"THIS IS HOW HULK SMASHES!"

Darkness descends on the battered and stilled ThorpHulk. The creature shrinks, the powerful blow having rendered him unconscious. In his place lies Bruce Banner, causing the DougHulk to take a step back.

"Banner? Hulk should have known all along that Banner was jealous of Hulk. Want to be like Hulk. But Banner should have known better!" DougHulk grumbled.

Still, something within the great beast stays his giant hand. Hulk will not kill, especially something as puny and helpless as a knocked out Bruce Banner. A swarm of humanoids form at one doorway, their blank, eraser-like heads focused on the Hulk and his unconscious counterpart.

"I knew I picked the right one for the job," the Leader replied. "Take them both my indestructable humanoids!"

The swarm of pink bodies hurl themselves at both Banner and the DougHulk. DougHulk Interposes and begins the process of fighting the horde, but his battle with ThorpHulk has left him vulnerable, and in a while, his Rage will run out. And then, the Leader would have his reckoning with his green counterparts.

[ThorpHulk is Stunned, so he can't do anything, and is a sitting target. DougHulk presses the attack. Same All Out/Power Attack as before. He hits ThorpHulk solidly, meaning that ThorpHulk has to take another ride on the Toughness Check Express. He rolls a 2 for an 18. The DougHulk lays out ThorpHulk on the floor with an hammerblow on a scale most naval bombardments wish that they could match.]

Score:
ThorpHulk - Unconscious.
DougHulk - Bruised x3, now at only Toughness 11.

- This was a humdinger of a fight. The first version, I had forgotten that DougHulk was immune to Critical Hits, and that was a case of a two-hit fight. ThorpHulk hits DougHulk, and DougHulk hits wall 250 feet away, and left unconscious. It didn't help that DougHulk's initial Toughness save roll was a 1.

- This one boiled down to use of Hero Points and some really good dice rolls in DougHulk's favor.

- The oomph in this fight really ramped up when both Hulks started utilizing their feats. The initial back and forth only had them at full Rage and using that muscle. When that wasn't enough, DougHulk managed a magnificent Toughness Save and pulled out the stops, as did ThorpHulk. These two are well-matched, and honestly, ThorpHulk could have lasted all day long brushing off Bruised Conditions every round, but DougHulk was dwindling quickly. Another pair of successful Bruised levels, and ThorpHulk would have eaten him like lime jello.

- As it is, the story leaves off with DougHulk, weakened by his battle, taking on the Leader. I don't have any humanoid stats, but I don't know if DougHulk can hold them off for long.
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Re: MK's Nook: LOVEHAMMER, Pegasus, Ultimate Lumion

Postby MorningKnight » Sun Mar 21, 2010 6:37 pm

MorningKnight wrote:Skaramine
Image
Image

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

STR: +7 (16/24), DEX: +3 (16), CON: +7 (14/24), INT: +4 (18), WIS: +2 (14), CHA: +2 (14)

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

Skills: Acrobatics 4 (+7), Bluff 10 (+12), Concentration 8 (+10), Disguise 6 (+8/+48), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 8 (+12), Knowledge (arcane Lore) 8 (+12), Knowledge (streetwise) 8 (+12), Notice 8 (+10), Search 4 (+8), Sense Motive 4 (+6), Stealth 8 (+11)

Feats: All-Out Attack, Defensive Roll, Diehard, Dodge Focus 5, Endurance, Equipment 6, Evasion, Jack-of-All-Trades, Move-by Action, Power Attack, Ritualist, Startle, Takedown Attack 2, Uncanny Dodge (Visual)

Powers:
Fanatical Determination (Enhanced Constitution 10) (+10 CON, Feats: Diehard, Endurance)
Fanatical Strength (Enhanced Strength 8.) (+8 STR)
Super-Movement 1 (swinging)
Protection 2 (+2 Toughness)
To Cloud Men's Minds (Magic 8.) (glamour; Check Required (Arcane Lore))
Dazzle 8 (Alternate; affects: two sense types - vision, DC 18)
Emotion Control 8 (Alternate; DC 18; Cone Area (80 ft. cone - General); Limited to Emotion (Fear), Sense-Dependent (Vision))
Healing 8 (Alternate; DC 18)
Morph 8 (Alternate; morph: broad group - humanoids, +40 Disguise)
Battle Skar (Strike 1) (DC 23; Mighty, Thrown (Range: 50 ft., incr 10 ft.))
Snare 8 (DC 18)
Stun 3 (DC 13; Burst Area (15 ft. radius - General), Range (ranged))
Heavy Pistol (Blast 4) (DC 19; Accurate 2 (+4), Knockback 4)
Both Heavy Pistols Blazing (Blast 4) (DC 19; Autofire (interval 2, max +5); Accurate 2 (+4))

Equipment:
Grappel Gun [Super-Movement 1, swinging]
Multi-Tool
Protective Costume [Protection 2, +2 Toughness],
Utility Belt array
-(Battle Skars [Battle Skar (Strike 1), DC 23; Mighty, Thrown (Range: 50 ft., incr 10 ft.)]
-Binoculars
-Bolos [Snare 8, DC 18]
-Concussion Grenade [Stun 3, DC 13; Burst Area (15 ft. radius - General), Range (ranged)]
-Flash-Bang [(Dazzle 4, DC 14; Burst Area (20 ft. radius - General)]
-Flashlight
-Heavy Pistol [Heavy Pistol (Blast 4), DC 19; Accurate 2 (+4), Knockback 4]
-PDA
-Second Heavy Pistol [Both Heavy Pistols Blazing (Blast 4), DC 19; Autofire (interval 2, max +5); Accurate 2 (+4)]
-Smoke Grenade [Obscure 2; Cloud Area (10 ft. radius - General)]

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +19)

Attacks: Battle Skar (Strike 1), +12 (DC 23), Both Heavy Pistols Blazing (Blast 4), +16 (DC 19), Dazzle 8, +12 (DC Fort/Ref 18), Emotion Control 8, +12 (DC Staged/Will 18), Flash-Bang, +12 (DC Fort/Ref 14), Heavy Pistol (Blast 4), +16 (DC 19), Smoke Grenade, +12 (DC 15), Snare 8, +12 (DC Ref/Staged 18), Stun 3, +12 (DC Fort/Staged 13), Unarmed Attack, +12 (DC 22)

Defense: +10 (Flat-footed: +3), Knockback: -5

Initiative: +3

Drawbacks: Disability, common, minor, Limited Sense of Touch -2 to PER Rolls For Touch and -2 to Fine Manual De, Disability, uncommon, minor, Monstrous Appearance

Languages: English

Totals: Abilities 32 + Skills 23 (92 ranks) + Feats 22 + Powers 32 + Combat 34 + Saves 10 - Drawbacks 3 = 150

Terrified chattering sounded outside. The Warlock Shorer looked and saw smoke pouring out of a window across from his. The Rat-servitors who'd garnered up the courage to return to the sorcerer's side had been steeled against human foes, even those who used magic and technology to harm them. But the thing coming from the corner was something they couldn't deal with.
"No," Shorer gasped, dropping Skaramine. The masked vigilante coughed, able to breathe once more, but the panic slicing through the circular room in waves was too much for him to catch more than a single lungful.
Skaramine struggled to his feet, seeing a hideous face framed in the doorway. Some primitive instinct froze him at his core - its visage even more terrifying as his own concealed, badly burned features. "What the hell?"
"The Hound of Tindalos! I am undone!" Shorer howled. "Please! Help me!"
Where a moment ago stood a scarecrow-like, towering menace now resided a frightened old man, pleading for aid. On the street below, the homeless that Shorer had taken for bait to draw out his last remaining blood relation stood beside Darlene, looked up at the monstrosity from the dawn of time.
Though Shorer had named it a hound, it must surely have been because of its tracking ability, for the face was nothing like a canine, brawny shoulders dissolved into sinewy tentacles which split at the end into large, writhing starfish in obscene mockeries of human hands. The hound stretched out of the window, pulling along its serpentine torso along with it, insectile hind legs climbing up onto the sill. Smoke billowed around it, and its lungs heaved out a blasphemous screech of rage.
"We've all seen it," Shorer said. "And it has seen us. It will not stop feeding, for its belly is limitless. It has hunted me from the dawn of time, striding across millenia. My only buffer was this blasted neighborhood. It could not help but peer through every corner, millions of them laid out at my whim. I thought I had more time..."
Skaramine shook off his fear, pulling his pistols. He didn't know the efficacy of modern lead and copper against a creature which swam through the timestream after its prey, but there was nothing else he could do. He jumped up, filling the curved windowsill, and screamed back his own feral response. "No one else dies today!"


- From The Hunters in the Corners, by Douglas Wojtowicz, appearing in Cthulhu Unbound 2, from Permuted Press.

- My man, Skaramine, a man with a little bit magic, a little bit Street-Level Powerhouse, and a gun-wielding Costumed Detective. I use his name as a screen name in a lot of places, and he is the starring character of my first published short story. He is a hero who came to me in a dream, drawing his name from a character's morbid joke about herself as Servalan's daughter in my Blake's 7 fanfiction back in the 1980's. He's grown, and become one of my favorite mystery men.

- Skaramine was originally another vigilante called Firehound (aka Specialist Joshua Rycerz), a gun-toting Punisher wannabe who engaged in an indiscriminate rampage against criminals after almost all of his family were killed. Only his sister had survived, and the soldier had come home to wage war. It was too much, and too wrong, eventually ending in an assault where his sister and dozens of innocent bystanders were killed. Horribly burned and burdened by regret over his violence, he sought death, but could not perish. Nursed to health and educated by a kindred soul named Kent, he was taught arcane arts to enhance his abilities.

- With a combination of illusory magicks and modern technology, Skaramine became an effective warrior in the field. His intellect and equipment are only one part of his true potential, however. His guilt and willingness to protect people from harm have given him the strength of a fanatic. While he doesn't possess impervious skin, he's tougher and stronger, his physical might enough for him to lift 700 pounds easily. Between this muscle and his gear, he can be all manner of fierce on the battlefield. He prefers not to use his two Colt 1911's (a gift from his mentor Kent) on targets who can't take it. He's learned not to kill, but also realizes that sometimes lethal force is justified.

- Skaramine's spells are slightly offensive minded with Dazzle and his Fear, but for the most part, he prefers not to use "combat magic." The throwing irons and his two Colts are good at a distance, and in hand-to-hand, he's there to inflict pain with his fighting style. The Fear Control is visually based as it is based upon the projected image of both his terror at seeing his destroyed face and the fearful dread as he recognized his sister's charred corpse and realizing it was his fault. That's a brain-cutting knife intended to fillet the fighting spirit of entire groups of thugs, softening them up for his Move-By-Action and Takedown Attack. With Ritualist and Arcane Lore, he can do things like Telelocation, Telepathic Contact, or a Mental Transform which can pluck the things man was not meant to know from the minds of innocent bystanders.


Art update for Skaramine - one of my watches on DeviantArt, the wonderful Vagabond X, did a picture of a "realistic Cobra Commander" which fits ol' Skar delightfully.
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Re: MK's Nook: Long John, Hulk versus Hulk!

Postby dwellerofthedeep » Tue Mar 23, 2010 1:41 pm

Neato.
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Re: MK's Nook: Long John, Hulk versus Hulk!

Postby The Ilethryl Knight » Thu Mar 25, 2010 9:07 am

Hulk vs Hulk was great! More fights, please.
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Re: MK's Nook: Long John, Hulk versus Hulk!

Postby MorningKnight » Thu Mar 25, 2010 5:59 pm

Thanks, Dweller and IK. I really had fun with the Hulk battle. (I might just have the leader pull in Thorp's Doomsday (PL10) so we can see what real damage can be unleashed.

Now, for a return to some other builds - I went over to my old thread, polished off the dusty old Martian Manhunter, and now I present to you -

J'onn J'onzz

Image
I have two dogs in this fight, and they're going to be smackin' each other until one of them accepts the name Susie.

J'onn J'onzz

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

STR: +13 (36), DEX: +2 (14), CON: +13 (36), INT: +4 (18), WIS: +4 (18), CHA: +3 (16)

Tough: +13, Fort: +13, Ref: +7, Will: +8

Skills: Gather Information 3 (+6), Investigate 4 (+8), Knowledge (life sciences) 3 (+7), Knowledge (physical sciences) 3 (+7), Pilot 3 (+5)

Feats: Attack Specialization (Unarmed Attack) 2, Benefit (Choose Benefit), Dodge Focus 4, Eidetic Memory, Jack-of-All-Trades, Set-Up, Teamwork, Well-Informed

Powers:
Impervious Toughness 7
Morph 5 [Dyn: 2/r, +4max 0PP] (morph: broad group - humanoids, +25 Disguise)
. . Elongation 5 (Alternate; Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple)
. . Insubstantial 1 (Alternate; Fluid)
. . Invisibility 4 [Dyn: 2/r, max 10PP] (Alternate; Total concealment from all visual senses)
Super-Strength 6 [Dyn: 2/r, +4max 0PP] (+30 STR carry capacity, heavy load: 117.8 tons; +6 STR to some checks; Super-Breath (+10, Cone: 100 ft., DC 20))
. . Flight 6 [Dyn: 2/r, max 13PP] (Alternate; Speed: 500 mph, 4400 ft./rnd)
Telepathy 6 (DC 16, Adds: Communication 6, Mind Reading 6; Distracting)
. . Communication 6 (sense type: mental)
. . Mind Control 6 (Alternate; DC 16; Distracting)
. . Mind Reading 6 (DC 16)
. . Super-Senses 11 (Alternate; extended: Vision 3 (x1k), microscopic vision 4 (atom-size), x-ray vision; Distracting)

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +16/+22)

Attacks: Mind Control 6, +3 (DC Will 16), Mind Reading 6, +3 (DC Will 16), Telepathy 6, +3 (DC Will 16), Unarmed Attack, +7 (DC 28)

Defense: +7 (Flat-footed: +2), Knockback: -10

Initiative: +2

Drawbacks: Disability, common, moderate, Alien Appearance (Disguisable by Powers), Power Loss (All Powers), common, minor, Exposure to Flames +1, Vulnerable, common, major, Flame and Fire

Languages: Native Language

Totals: Abilities 78 + Skills 4 (16 ranks) + Feats 12 + Powers 45 + Combat 12 + Saves 9 - Drawbacks 10 = 150


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- J'onn J'onzz, the Manhunter From Mars. One more point, and I'd have slipped in his SuperSpeed as well, but for now, as a PC, J'onn is pretty much muscle, stealth, detective and mentalist in one package. Class 100 Strength - meaning he's slightly more powerful than the Vision (his direct counterpart), and able to trade punches with the strongest of Avengers, but still fairly soft if he ever makes the mistake of taking on the X-Men's telepathic powerhouses. He's not the Swiss Army God that Morrison made of him, but he's my take on what the Martian should have really looked like from Instant Superheroes (I like the Rogue Grue and Pseudo better too).

- No Life Support, but then, J'onn tends not to be flying naked in space alot. I'm sure he could Power Stunt enough Conditions off of Impervious Toughness as well.

- Again, for all that strength, he's no Grappler, but he does have enough Elongation to give him shades of acumen with that. If he had some wrestling/grappling feats, he'd be very scary in close quarters. Before shaving stuff for his Super-Strength and its Super-Breath feat, I did have two Attack Specializations in Grapple. It was good.

- Sooner or later, (maybe sooner) I'm going to do the Vision as well. Stay tuned!
Last edited by MorningKnight on Fri Mar 26, 2010 10:10 am, edited 1 time in total.
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Re: MK's Nook: Long John, Hulk versus Hulk!, Martian Manhunter

Postby Thorpacolypse » Thu Mar 25, 2010 6:17 pm

Very nice playable J'onn, one of my personal favorites. I like the way you handled his telepathy. It's potent, but not world class. Again, very nice.
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Re: MK's Nook: Long John, Hulk versus Hulk!, Martian Manhunter

Postby Woodclaw » Fri Mar 26, 2010 2:05 am

This is a quite enjoyable take on J'onn. My only doubt is that you left out his trademark intangibility stunt, since the character is supposed to be playable maybe you can make it an laternate power of super-strength (making it distracting).
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Re: MK's Nook: Long John, Hulk versus Hulk!, Martian Manhunter

Postby dwellerofthedeep » Fri Mar 26, 2010 8:18 am

I really like seeing how people on this forum tackle Martian Manhunter what with the odd way his powers fit together.

This looks fun to play, I must say.
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Re: MK's Nook: Long John, Hulk versus Hulk!, Martian Manhunter

Postby MorningKnight » Fri Mar 26, 2010 10:00 am

Woodclaw wrote:This is a quite enjoyable take on J'onn. My only doubt is that you left out his trademark intangibility stunt, since the character is supposed to be playable maybe you can make it an laternate power of super-strength (making it distracting).


See, I never see J'onn as being intangiable - that was more of a Justice League Cartoon thing, though with his shapeshifting, I can easily see him as having Permeate. I have room in the Slot for Invisibility to throw in Permeate or Intangiability 1 (Fluid). I'll pop right in and fix that up for you, and it'll make him even MORE stealthy. Actually, let me look at what I've got. I'll throw it an update.

dwellerofthedeep wrote:I really like seeing how people on this forum tackle Martian Manhunter what with the odd way his powers fit together.

This looks fun to play, I must say.


Thank you, Dweller.

Thorpacolypse wrote:Very nice playable J'onn, one of my personal favorites. I like the way you handled his telepathy. It's potent, but not world class. Again, very nice.


The highest of honors, Boss. Want to stock him on the shelves at J-Mart? After I give him some Insubstantiality, of course.
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Re: MK's Nook: Long John, Hulk versus Hulk!

Postby MorningKnight » Fri Mar 26, 2010 10:15 am

MorningKnight wrote:J'onn J'onzz

Image
I have two dogs in this fight, and they're going to be smackin' each other until one of them accepts the name Susie.

J'onn J'onzz

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

STR: +13 (36), DEX: +2 (14), CON: +13 (36), INT: +4 (18), WIS: +4 (18), CHA: +3 (16)

Tough: +13, Fort: +13, Ref: +7, Will: +8

Skills: Gather Information 3 (+6), Investigate 4 (+8), Knowledge (life sciences) 3 (+7), Knowledge (physical sciences) 3 (+7), Pilot 3 (+5)

Feats: Attack Specialization (Unarmed Attack) 2, Benefit (Choose Benefit), Dodge Focus 5, Eidetic Memory, Jack-of-All-Trades, Set-Up, Teamwork, Well-Informed

Powers:
Impervious Toughness 7
Morph 5 [Dyn: 2/r, +5max 0PP] (morph: broad group - humanoids, +25 Disguise)
. . Elongation 5 [Dyn: 1/r, max 0PP] (Alternate; Elongation: 100 ft., range incr 50 ft., +5 Escape & Grapple)
. . Insubstantial 1 [Dyn: 5/r, max 0PP] (Alternate; Fluid)
. . Invisibility 4 [Dyn: 2/r, max 10PP] (Alternate; Total concealment from all visual senses)
Super-Strength 6 [Dyn: 2/r, +4max 0PP] (+30 STR carry capacity, heavy load: 117.8 tons; +6 STR to some checks; Super-Breath (+10, Cone: 100 ft., DC 20))
. . Flight 6 [Dyn: 2/r, max 13PP] (Alternate; Speed: 500 mph, 4400 ft./rnd)
Telepathy 6 (DC 16, Adds: Communication 6, Mind Reading 6; Distracting)
. . Communication 6 (sense type: mental)
. . Mind Control 6 (Alternate; DC 16; Distracting)
. . Mind Reading 6 (DC 16)
. . Super-Senses 11 (Alternate; extended: Vision 3 (x1k), microscopic vision 4 (atom-size), x-ray vision; Distracting)

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +16/+22)

Attacks: Mind Control 6, +3 (DC Will 16), Mind Reading 6, +3 (DC Will 16), Telepathy 6, +3 (DC Will 16), Unarmed Attack, +7 (DC 28)

Defense: +7 (Flat-footed: +1), Knockback: -10

Initiative: +2

Drawbacks: Disability, common, moderate, Alien Appearance (Disguisable by Powers), Power Loss (All Powers), common, minor, Exposure to Flames +1, Vulnerable, common, major, Flame and Fire

Languages: Native Language

Totals: Abilities 78 + Skills 4 (16 ranks) + Feats 13 + Powers 46 + Combat 10 + Saves 9 - Drawbacks 10 = 150


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- J'onn J'onzz, the Manhunter From Mars. One more point, and I'd have slipped in his SuperSpeed as well, but for now, as a PC, J'onn is pretty much muscle, stealth, detective and mentalist in one package. Class 100 Strength - meaning he's slightly more powerful than the Vision (his direct counterpart), and able to trade punches with the strongest of Avengers, but still fairly soft if he ever makes the mistake of taking on the X-Men's telepathic powerhouses. He's not the Swiss Army God that Morrison made of him, but he's my take on what the Martian should have really looked like from Instant Superheroes (I like the Rogue Grue and Pseudo better too).

- No Life Support, but then, J'onn tends not to be flying naked in space alot. I'm sure he could Power Stunt enough Conditions off of Impervious Toughness as well.

- Again, for all that strength, he's no Grappler, but he does have enough Elongation to give him shades of acumen with that. If he had some wrestling/grappling feats, he'd be very scary in close quarters. Before shaving stuff for his Super-Strength and its Super-Breath feat, I did have two Attack Specializations in Grapple. It was good.

- Sooner or later, (maybe sooner) I'm going to do the Vision as well. Stay tuned!


First update on J'onn, I managed to fit Insubstantiality into his build. It's only to "fluid" but considering that he flies, can be one rank of Invisible while Insub (thank you Dynamic Arrays), he's a stealth-monkey par excellence.

To make room, I dropped his base Defense to +2 and added another Dodge Focus rank. That, PLUS he's got enough horsepower in a punch to break a battle tank means he's quite fun.
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Re: MK's Nook: Long John, Hulk versus Hulk!, Martian Manhunter

Postby MorningKnight » Fri Mar 26, 2010 8:59 pm

Vision PL10

Image

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

STR: +12 (10/34), DEX: +3 (16), CON: +5 (20), INT: +3 (16), WIS: +3 (16), CHA: +2 (14)

Tough: +9/+12, Fort: +10, Ref: +6, Will: +8

Skills: Computers 8 (+11), Diplomacy 8 (+10), Intimidate 8 (+10), Notice 4 (+7), Sense Motive 8 (+11)

Feats: Attack Focus (melee) 2, Beginner's Luck, Dodge Focus 4, Eidetic Memory, Fearsome Presence 4, Improvised Tools, Interpose, Jack-of-All-Trades, Online Research, Power Attack, Teamwork, Well-Informed

Powers:
Alternate Form 7
. . Maximum Density (Alternate Form) (Powers: Density 6, Immovable 5, Protection 4, Super-Strength 2)
. . . . Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2)
. . . . . . Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
. . . . . . Super-Strength 2 (+10 STR carry capacity, heavy load: 89.6 tons; +2 STR to some checks)
. . . . Immovable 5 (Resist Movement: +20, Resist Knockback: -5)
. . . . Protection 4 (+4 Toughness; Impervious [3 ranks only])
. . . . Super-Strength 2 (+10 STR carry capacity, heavy load: 89.6 tons; +2 STR to some checks; Groundstrike (Radius: 100 ft., DC 20))
Datalink 3 (sense type: radio)
. . Super-Senses 3 (Alternate; time sense, ultra-hearing, ultravision)
Enhanced Strength 12 (+12 STR)
. . Solar Eyebeams (Blast 12) (Alternate; DC 27; Distracting; Accurate (+2); Temp. Disability (Causes One Bruised Condition Every Use))
. . Stun 11 (Alternate; DC 21; Side-Effect (sometimes - Backlash - Suffers As per Blast of Same Rank); Affects Insubstantial 2 (full power); Power Loss (Must Be Insubstabtial))
Super-Strength 2 (+10 STR carry capacity, heavy load: 89.6 tons; +2 STR to some checks)

Power Settings:
Maximum Density (Alternate Form) (Powers: Density 6, Immovable 5, Protection 4, Super-Strength 2)
Minimum Density (Alternate Form) (Powers: Enhanced Trait 6, Flight 2, Insubstantial 3)

Attack Bonus: +6 (Ranged: +6, Melee: +8, Grapple: +20/+26)

Attacks: Solar Eyebeams (Blast 12), +8 (DC 27), Stun 11, +8 (DC Fort/Staged 21), Unarmed Attack, +8 (DC 27)

Defense: +8 (Flat-footed: +2), Knockback: -14/-16

Initiative: +3

Drawbacks: Disability, uncommon, minor, Monstrous/Alien Appearance

Languages: Native Language

Totals: Abilities 32 + Skills 9 (36 ranks) + Feats 19 + Powers 58 + Combat 20 + Saves 13 - Drawbacks 1 = 150


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- My take on the Vision is less difficult to work around. I had originally thought that I'd go the Immune Fortitude Effects/0 Con route, but it didn't feel right. Vizh had been taken out, stunned and otherwise put down by attacks which affected physiology - he was an android with almost human organs and such.

- Vizh has his solar eyebeams, his density levels, his gliding, and his "new" Datalink abilities. The Datalink gives him a good basis for Eidetic Memory, Jack of All Trades and Beginner's luck. While Intangiable, he's creepier (ghostly) AND stealthier.

- I kind of like this build... and it gives me the idea to do a new Wanda (may she return to sanity someday). Vision without Scarlet Witch is like eggs without bacon.
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