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BARON's 3ed thread!: Superman INTO THE LIGHT (part 3)

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PUNISHER

Postby BARON » Sun Aug 01, 2010 1:45 am

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THE PUNISHER * Power Level 9

“Consider it... punishment.”

Abilities
Strength 3, Stamina 2, Agility 2, Dexterity 4, Fighting 8, Intellect 3, Awareness 3, Presence 3

Powers
Dead Inside: Immunity 5 (interaction skills) * 5pts

Equipment
Armored Vehicle (alarm DC20, hidden compartments) * 10 points

Arsenal: Assault Rifle (laser sight), Fragmentation Grenades, Knife, Light Pistol (stun ammo), Shotgun, Sub machine gun, Smoke Grenades, Tear Gas * 23 points

Bulletproof Vest * 3 points

Hideout: Size - D (-2), Toughness - 10 (2), Features - concealed 2, garage, grounds (sewers), holding cells, security system DC20, workshop (5) * 7 points

Skills
Athletics 6 (+9), Close Combat: unarmed 4 (+12), Expertise: soldier 8 (+11), Intimidation 12 (+15), Investigation 8 (+11), Perception 6 (+9), Ranged Combat: guns 5 (+12), Stealth 10 (+12), Technology 5 (+8 ), Vehicles 4 (+8)

Advantages
Daze (intimidation), Defensive Roll 3, Equipment 9, Fearless, Improved Aim, Improved Grab, Improvised Tools, Power Attack, Precise Attack (ranged, concealment), Quick Draw, Ranged Attack 4, Skill Mastery (Expertise: military)

Offense: initiative +2, arsenal (assault rifle: ranged +13, Damage 5), (shotgun: ranged +13, Damage 5), (sub machinegun: ranged +13, Damage 4), (grenade: burst area, Damage 5), (tear gas: cloud area, Affliction 4), (pistol: ranged +13, Damage 3), knife (close +8, Damage 4), unarmed (close +12, Damage 3)
Defense: dodge 9 (7pts), parry 11 (3pts), will 10 (8pts), fort 8 (6pts), toughness 5/2 (+4 vs ballistic)

totals: abilities 56, skills 34, advantages 25, powers 5, defences 24 = 144pp

Complications:
flashbacks (Frank suffers traumatic flasbacks both from wartime and from the death of his family that will stun him)
enemies (The Punisher is either wanted dead or alive by pretty much everyone)
obsession (punishing the guilty)

ORIGIN STORY
Last edited by BARON on Sat Aug 25, 2012 8:48 pm, edited 38 times in total.
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Re: BARON's 3rd edition thread!!

Postby BlindPugh » Sun Aug 01, 2010 3:49 am

Awesome Punisher. Glad to see his H2H abilities not undersold.

Thanks for finding the time.
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Re: BARON's 3rd edition thread!!

Postby BARON » Sun Aug 01, 2010 10:28 pm

kind of unrelated, but i just ran a 3 player DCA game. We had Batman, Nightwing, and Wonder Woman. It was pretty darn fun and a good meaty session (played from 530pm - midnight). Some quality gaming. Superman created a super kryptonite at the Fortress of Solitude only to have it stolen from him and used as a weapon to threaten the entire world. Long story short, Joker ended up with Superman's powers. It was great. 8)
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Re: BARON's 3rd edition thread!!

Postby BlindPugh » Mon Aug 02, 2010 5:32 am

Joker with Superman's powers?
Now THAT'S a big bad!

Dammit now I really wish my group would get back from their holidays.
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Re: BARON's 3rd edition thread!!

Postby BARON » Mon Aug 02, 2010 9:23 am

yeah not only did he get superman's powers, but circe also enchanted all of joker's weapons. it was a mad plot to take the trinity out (then the JLA, then the world, etc)
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Re: BARON's 3rd edition thread!!

Postby BlindPugh » Mon Aug 02, 2010 11:13 am

Any plans for an actual play thread of your groups adventures?
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DAREDEVIL

Postby BARON » Mon Aug 02, 2010 11:41 am

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DAREDEVIL * Power Level 10

Abilities
Strength 3, Stamina 3, Agility 7, Dexterity 7, Fighting 12, Intellect 2, Awareness 7, Presence 4

Powers
Man Without Fear: Feature 1 (can use perception to counter bluffs), Senses 11 (Auditory: analytical, extended, ultra-hearing/Olfactory: analytical, acute/Radar: danger sense/Touch: detect heat) * 12pts

Equipment
Club: Array (5 points) 3 alternate effects * 8pts
- Movement 1 (swinging) * 1pt
- Enhanced Advantages (imp. trip, reach 3), Strength based Damage 1 * 5pts
- Strength based Damage 3 * 1pt
- Strength based Ranged Damage 2, ricochet * 1pt

Skills
Acrobatics 10 (+17), Athletics 7 (+10), Close Combat: club 2 (+14), Close Combat: unarmed 3 (+15), Deception 6 (+10), Expertise: law 14 (+16), Insight 4 (+11), Intimidation 8 (+12), Investigation 9 (+11), Perception 13 (+20), Ranged Combat: club 4 (+11), Sleight of Hand 4 (+11), Stealth 8 (+15)

Advantages
Accurate Attack, Agile Feint, Contacts, Daze (intimidation), Defensive Roll 3, Equipment 2, Evasion, Fearless, Hide in Plain Sight, Improved Smash, Instant Up, Move by Action, Power Attack, Precise Attack 2 (close & ranged, concealment), Quick Draw, Skill Mastery (perception), Takedown, Uncanny Dodge


Offense: initiative +7, club +14 (close, Damage 6), unarmed +15 (close, Damage 3)
Defense: dodge 12 (5pts), parry 12, will 12 (5pts), fort 8 (5pts), toughness 6/3

totals: abilities 90, skills 46, advantages 22, powers 12, defenses 18 = 188pp

Complications:
disability (blind)
enemy (Kingpin)
responsibility (sworn protector of Hell’s Kitchen)
secret identity (Matt Murdock)
weakness (DD’s senses can be severely disrupted by Sonics)

ORIGIN STORY
Last edited by BARON on Sat Aug 25, 2012 8:56 pm, edited 25 times in total.
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Re: BARON's 3rd edition thread!!

Postby Arthur Eld » Mon Aug 02, 2010 3:46 pm

Unarmed, Daredevil is only a PL 8 offensively. That doesn't seem quite right. Maybe some Improved Crit (unarmed)?
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Re: BARON's 3rd edition thread!!

Postby BARON » Tue Aug 03, 2010 12:43 am

measuring him up against nightwing. I could stand to do it. now he's a PL9 unarmed. :)

Any plans for an actual play thread of your groups adventures?


nah don't think so. not now anyway. i'll just drop little blurbs here and there in my threads and make you all jealous. haha...
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IRON MAN (in progress)

Postby BARON » Tue Aug 03, 2010 2:49 pm

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IRON MAN * Power Level 12

Abilities
Strength 10/1, Stamina 1, Agility 4/1, Dexterity 6/2, Fighting 8/2, Intellect 9, Awareness 2, Presence 3

Powers
Battlesuit: 174 points (removable, -34) * 140pts
* Anti-Theft Device: Feature 3 (DC30 technology check to use) * 3 points
* Body Armor: Immunity 10 (electricity, radiation descriptor), Protection 12, impervious * 34 points
* ECM: Concealment 1 (radar) * 2 points
* Power Up: Enhanced Agility 3, Enhanced Dexterity 4, Enhanced Fighting 6, Enhanced Strength 9 * 44 points
* Protected Senses: Immunity 5 (dazzle effects), activation 1, sustained * 4 points
* Rockets: Flight 8 (500MPH) * 16 points
* Self Sustenance: Immunity 9 (disease, all environmental conditions, poisons, suffocation) * 9 points
* Sensors: Communication 3 (radio at long range), Comprehend Languages 1 (), Senses 13 (accurate extended radio sense, detect life at range, electricity awareness that penetrates concealment, infravision, ultravision) * 27 points
* Weapons: Array (30 points) 5 alternate effects * 35 points
- Energy Absorption: Enhanced Strength 6, fades * 1 pt
- Plasma Beam: Ranged Burst Area Damage 10 (30 feet) * 30 pts
- Repulsor Beams: Ranged Damage 10, multi-attack * 1 pt
- Security Field: Energy Aura 7 (heat) * 1 pt
- Tractor Beam: Move Object 6 (3,200 lbs), perception * 1 pt
- Uni-Beam: Ranged Line Area Damage 10 * 1 pt


Skills
Deception 6 (+9), Expertise: business 10 (+19), Expertise: military 2 (+11), Expertise: science 3 (+12), Insight 3 (+5), Perception 5 (+7), Persuasion 8 (+11), Technology 13 (+22)

Advantages
Benefit 5 (billionaire), Connected, Defensive Roll, Equipment 7, Inventor, Luck 2, Power Attack, Taunt, Ultimate Skill (technology)

Offense: initiative +2, repulsor rays +11 (ranged, Damage 13), unarmed +10 (close, Damage 12)
Defense: dodge 10/7 (6pts), parry 9/3 (1pt), will 9 (7pts), fort 7 (6pts), toughness 14/13

totals: abilities 42, skills 25, advantages 20, powers 140, defences 20 = 247pp

Complications:
addiction (tony is a recovering alcoholic)
fame (world famous industrialist and superhero)
relationships (tony has had numerous romantic flings over the years)
responsibility (tony stark wants to use his immense wealth to benefit mankind)
weakness (tony’s armor requires frequent charging and is tied to the artificial heart that both keeps him alive and the armor functioning)

ORIGIN STORY
Last edited by BARON on Sat May 04, 2013 9:12 pm, edited 31 times in total.
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Re: BARON's 3rd edition thread!!

Postby MindCrush » Tue Aug 03, 2010 3:19 pm

The only thing that I would note is that, because both are part of an array, Tony can'y fly and fire repulsors are the same time. Might cause some problems in arial combat.

Otherwise, a very solid build. I like it a lot.

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Re: BARON's 3rd edition thread!!

Postby BARON » Tue Aug 03, 2010 3:32 pm

if they're dynamic he can split the points. he can, for example, hover with one rank of flight and fire 12 ranks of blast.
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GHOST RIDER

Postby BARON » Wed Aug 04, 2010 10:01 am

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GHOST RIDER * Power Level 12

Abilities
Strength 9, Stamina 12, Agility 4, Dexterity 4, Fighting 6, Intellect 2, Awareness 3, Presence 3

Powers
Demonic Regeneration: Immortality 4 (4 days), can be killed by weapons of divine origin, Regeneration 5, quirk (doesn't work against divine weapons), persistent * 13pts

Demonic Transformation: Feature 1 (special effect: head wreathed in flame), Immunity 40 (fortitude, fire descriptor), Impervious Toughness 10 * 51pts

Enchanted Chain: Array (12 points) 2 alternate effects, easily removable (-4) * 10pts
- Enhanced Strength 7, limited to grab checks * 1pt
- Ranged Damage 4, multi-attack * 12pts
- Strength based Damage 3, reach 2 * 1pt


Hellfire Motorcycle: Enhanced Equipment 7 * 7pts
"Hellfire Motorcycle": Size M, Strength 3, Speed 7, Defense 10, Toughness 12, Features: remote control, Powers: Feature 1 (special effect: wreathed in flames), Immortality 4 (4 days), Movement 4 (dimensional to hell, wall crawling 2, water walking) * 35pts

Penance Stare: Affliction 12 (resisted by will: dazed/vulnerable, stunned/defenseless, incapacitated), extra degree, grab based, sense dependent * 6pts

Sense Evil: Senses 2 (mental: detect the guilty, tracking) * 2pts

b]Skills
Close Combat: enchanted chain 6 (+12), Insight 4 (+7), Intimidation 10 (+13), Perception 4 (+7), Ranged Combat: enchancted chain 4 (+8), Vehicles 12 (+16)

Advantages
Daze (intimidation), Fascinate (intimidation), Move by Action, Startle, Ultimate Effort (vehicles)

Offense: initiative +4, hellfire chain +12 (close, Damage 12), penance stare (grab based, Affliction 12)
Defense: dodge 11 (7pts), parry 10 (4pts), will 10 (7pts), fort 12 (immune), toughness 12

totals: abilities 86, skills 20, advantages 5, powers 89, defences 18 = 218pp

Complications:
Obsession (hunting and punishing the guilty)
Power Loss (Ghost Rider's hellfire powers don't work on the innocent)
Secret Identity (transforms into John Blaze. loses powers, stats become str 1, stam 1, agil 3, dex 4, int 1, aware 2, pres 2. transforms into Ghost Rider when innocent blood is spilled)

ORIGIN STORY

design notes...

still a work in progress before his test. stay tuned...
Last edited by BARON on Fri May 13, 2011 8:45 pm, edited 31 times in total.
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MR FANTASTIC

Postby BARON » Thu Aug 05, 2010 11:10 pm

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MR. FANTASTIC * Power Level 12

Abilities
Strength 1, Stamina 3, Agility 2, Dexterity 3, Fighting 3, Intellect 11, Awareness 5, Presence 2

Powers
Elasticity: Elongation 8 (up to 1,500 feet), Impervious Toughness 12, limited to physical damage, sustained, Protection 10, Shapeshift 4, quirk (limited colors) * 54pts

Hyper Intelligence: Mental Quickness 8 * 4pts

Equipment
Four Freedoms Plaza: Size: Large Toughness: 10 Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop • 17 pts
The Fantasticar: Size: Large, Strength: 7, Speed: flight 5, Defense: 8, Toughness: 8, Features: Remote Control * 18pts
Unstable Molecules Costume: Immunity 1 (own powers) * 1pt

Skills
Close Combat: stretching 6 (+9), Expertise: science 11 (+22), Insight 5 (+10), Perception 1 (+6), Technology 11 (+22), Treatment 2 (+13), Vehicles 6 (+9)

Advantages
Benefit 2 (independently wealthy), Connected, Contacts, Equipment 8, Inventor, Leadership, Skill Mastery 2 (science, technology), Teamwork, Ultimate Skill (physical sciences)

Offense: initiative +2, stretching +9 (close, Damage varies)
Defense: dodge 7 (5pts), parry 7 (3pts), will 9 (4pts), fort 7 (4pts), toughness 13

totals: abilities 68, skills 21, advantages 18, powers 58, defences 16 = 181pp

Complications:
Enemy (Victor Von Doom)
Fame (world famous scientist)
Relationship (married to Susan Richards)

ORIGIN STORY
Last edited by BARON on Sun Jul 17, 2011 3:08 pm, edited 24 times in total.
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HUMAN TORCH II

Postby BARON » Fri Aug 06, 2010 10:55 am

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HUMAN TORCH * Power Level 12

Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 4, Intellect 2, Awareness 2, Presence 3

Powers
Fire Control: Immunity 10 (all fire effects) * 10pts

Fire Control Stunts: Array (24 points) 3 alternate powers * 27pts
- Fire Ball: Ranged Damage 9, burst area (30 feet) * 1pt
- Fire Blast: Ranged Damage 14 * 28pts
- Nova Burst: Close Burst Area (60 feet) Damage 12, tiring * 1pt
- Sky Writing: Damage 4, sustained duration, shapeable area (250 feet) * 1pt


Flame On!: activation 1, Damage 8, reaction, Flight 7 (250MPH), Protection 5, impervious toughness 5, limited (no protection vs. cold, water, wind effects) * 51pts

Equipment:
Leather Jacket: toughness +1 * 1 point
Motorcycle: 10 points
Unstable Molecules Costume: Immunity 1 (own powers) * 1 point

Skills
Athletics 4 (+6), Deception 4 (+7), Perception 3 (+5), Ranged Combat: fire blast 7 (+10), Vehicles 8 (+11)

Advantages
Accurate Attack, Agile Feint, Defensive Roll 2, Equipment 3, Improved Initiative, Luck, Move by Action, Redirect, Set up, Taunt

Offense: initiative +7, fire blast +10 (ranged, Damage 14), nova flame (burst area, Damage 12)
Defense: dodge 12 (9pts), parry 8 (4pts), will 6 (4pts), fort 8 (5pts), 10/8 toughness

totals: abilities 44, skills 13, advantages 13, powers 88, defences 22 = 180pp

Complications:
Rivalry (the Thing)
Relationship (brother to Susan Richards)
Temper (Johnny can be a bit of a hothead from time to time, both literally and when he loses his figurative cool)
Weakness (without oxygen, the Human Torch can not maintain his flames)

ORIGIN STORY
Last edited by BARON on Sat Jul 09, 2011 8:23 pm, edited 24 times in total.
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