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

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Re: MK's Nook: 3rd Ed Mace

Postby MorningKnight » Mon May 16, 2011 1:03 pm

Image

Dead Eyes
Peter Leskow Zombie Archer - PL 10

Strength 6, Stamina 6, Agility 0, Dexterity 2, Fighting 6, Intellect 1, Awareness 3, Presence 2

Advantages
Agile Feint, All-out Attack, Close Attack 3, Diehard, Evasion, Fearless, Great Endurance, Improved Aim, Improved Critical 3: Sledge Hammer: Strength-based Strike 3, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 6, Ultimate Effort: Fortitude Checks, Ultimate Effort: Willpower Checks, Uncanny Dodge

Skills
Close Combat: Unarmed 5 (+11), Deception 6 (+8), Expertise: Popular Culture 3 (+4), Expertise: Tactics 3 (+4), Insight 5 (+8), Intimidation 8 (+10), Investigation 7 (+8), Perception 6 (+9), Ranged Combat: Personal Arsenal 6 (+8), Stealth 8 (+8), Technology 7 (+8)

Powers
Personal Arsenal
. . Beretta 92F: Blast 3 (DC 18; Multiattack, Accurate: +2)
. . Bow and Arrow: Damage 6 (DC 21; Increased Range: ranged, Ricochet 2: 2 bounces, Precise, Homing: 1 extra attempt; Custom: Requires Both Hands Free)
. . Sledge Hammer: Strength-based Strike 3 (DC 24, Advantages: Improved Critical 3; Accurate: +2, Reach (melee): 5 ft.)
Unliving Flesh: Protection 2 (+2 Toughness, Advantages: Diehard, Great Endurance, Ultimate Effort: Fortitude Checks)

Offense
Initiative +0
Beretta 92F: Blast 3, +16 (DC 18)
Bow and Arrow: Damage 6, +14 (DC 21)
Grab, +9 (DC Spec 16)
Sledge Hammer: Strength-based Strike 3, +11 (DC 24)
Throw, +8 (DC 21)
Unarmed, +14 (DC 21)

Complications
Identity
Motivation: Responsibility
Obsession: Finding a cure for his Zombie-ism.

Languages
Native Language

Defense
Dodge 12, Parry 8, Fortitude 10, Toughness 8, Will 10

Power Points
Abilities 52 + Powers 22 + Advantages 19 + Skills 32 (64 ranks) + Defenses 25 = 150


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Background/History:[/b] Peter Leskow grew up as best friends with Roland Walker, and always felt as if he'd known Rolls for even longer than they'd been alive. After high school, the two young men split apart, keeping in touch by mail, but Peter knew there were things that Rolls didn't tell him.

Then came Afghanistan. Peter was a Force Recon Marine, and Rolls was a Task Force 160 pilot assigned to dropping the Force Recon troops into an area where the Soviets once had their deadly Chemical and Biological Weapons factory. Force Recon was supposed to go in and prevent it being taken over by Afghan insurgents. That was the official story. But Roland Walker was supposed to intercept a team of mysterious raiders looking to unleash hell upon the world. In the process, Peter was bitten by a zombie-like victim of a released contagion. Battling through the mystery commandos and zombies, Rolls managed to find an antidote for Peter's infection, staving off his transformation into a cannibalistic superhuman. But in return, Peter was granted enormous strength, nightvision, and almost superhuman endurance and resistance to injury.

Walker, wracked with guilt, brought his friend into Section 1188 - the Dead Man's Hand. Now, Peter is involved with fighting the secret wars that happen beyond the scope of everyday man, battling the creatures that go bump in the night, all the while realizing that he is one of their kind. In recognition of his new condition, he's gone by an update of his childhood hero name (Rock-Eye) as his Dead Man's Hand codename - Dead Eyes.

Personality/Motivation: Peter is a very emotional young man who grew up wanting to be a hero, just like the characters he saw on TV or read about in novels and comic books. It's part of what turned a shy young man into a Force Recon Marine, and later gave him the willpower to shrug off the effects of turning into a blood drinking ghoul. He is dedicated to his brother from another mother, Rolls. Though they are not related in any way, they have bonds of family that are impossible to break. Rolls thinks that Peter might be the reincarnation of Endiku, the man-bull who was Giglamesh's best friend (and an earlier incarna of the Eternal Champion). Peter just says it's because they were comic-book geeks when they were kids.

As a child, he was a huge fan of Captain America and Hawkeye, and his endless "who's better" conversations with Roland over Batman and Green Arrow earned him one of two nicknames, whether they were emulating Cap and Bats (Blackman and Captain Pollack) or the two archers (Black Arrow and Rock-Eye). Rock-eye was based on the Greek translation of Peter - the Rock, qualities which made him a patient, enduring sniper/marksman. He strives to live up to the ideals of heroism and idealism as his childhood heroes, even though he know's he's much more of the loudmouth archer than the noble sheild-bearer. He will not harm an innocent, ever, will not use tactics that could cause someone harm, and will destroy anyone who threatens bystanders. He particularly hates those who harm children.

Peter is terrified of giving in to his monsterous nature, and struggles to control his blood rages. He is horrified, even if he kills an enemy combatant under his blood rage.

Quote: "Put the tentacles up, Cthooby. You have the right to remain silent. Damn it, I said put the tentacles up. Ok... spawn of an elder God or not, I'm kicking your ass. You happy now, Cthooby? Suck-faced calamari jump-punk!"

Powers/Tactics: Peter is not quite alive, and yet, he is filled with an unnatural vitality. As such, he possesses remarkable physical attributes, including incredible strength, regeneration, a low level of invulnerability (few small arms can harm him), and a few other sundry abilities. He can lift nearly two tons. His unliving nature not only provides him with near superhuman stamina, but increased toughness as well.

Peter is a resourceful combatant as well. He is a gunsmith par excellance, having tuned his pet Beretta M9A1 to become one of the most accurate weapons on Earth in his hands. He also personally designed his compound bow, enabling . As a marksman, he is simply amazing. He can ricochet shots off of surfaces to strike enemies from odd angles, and he can use shots to push buttons, knock things over, flip levers, or disarm enemies at a distance.

Peter's greatest abilities, however, are his willpower and stubbornness. He is almost impossible to frighten or intimidate, and his stubbornness not only protected him from the Resurrection Plague that transformed him, but also protects him from various forms of psychic assault. While not brilliant, he is smart and well versed in several subjects. He's a competent investigator as well.

Thanks to his Section 1188 clearance, he has several benefits available to him as well, including a license to kill.

Campaign Use: Peter Leskow, Dead Eyes is a monster hunting monsters. Not quite a vampire, not quite a zombie, he is as far from the cool, hip, sword-slinging Blade as he is from his childhood hero Captain America. He greatly fears his own true nature, which is that of being a revenant. His reluctance to feed keeps him from tapping the true depths of what real vampires are capable of, although he is certain of his own vampiric nature. Section 1188 is a powerful, covert organization charged with protecting the world against threats that are beyond the scope of normal espionage, military and law enforcement. As such, he is involved with cases ranging from supernatural creatures to alien invasions to dark and powerful cults despite his appropriateness for street-level crime and conventional superheroic campaigns.

Plot Seed: The Hatebound (The anti-Authority/JLA, gone mystical and evil) have captured the Eternal Champion (Roland Walker - Black Blade) and are preparing a ceremony to slay him in such a way that he will not be able to reincarnate ever again. Peter, desparate, seeks the PCs' aid in battling these enemies and recovering his friend. But what happens if Rolls dies anyway? Will a despondant Leskow lash out in rage, and can the PC's control him?

Plot Seed: Peter, after a battle with a full vampire, received horrible wounds, and when the blood rage struck, the closest meal is the mortally wounded vampire. Drinking deeply, Peter's body undergoes a greater change. His strength increases, he's almost completely immune to harm, he can grow claws and fangs, and he's gained the preternatural Vampiric speed (Teleport and Flight). He's also struggling against his increased appetite and blood rage. Now, the urge to feed is even stronger. Can the PC's find a way to cure him before he gives in to his darkness? Don't forget, with his strength increased, it also increases his improvised weapons attacks, and he still has the Fists of Rage.

Plot Seed: One of the PC's is a vampire or other creature of the night, and Peter investigates him. He's a relentless hunter, and he has official sanction to track down this monster. Can the PCs convince Peter that their ally is a noble hero and defender of the innocent?

Appearance: Peter has a boyishly young, unlined face, although his skin is pale and sallow and his brown hair is streaked with gray. The most unusual things about him are his eyes - brown with streaks of metallic blue that almost seem to glow in the dark when light reflects off them. Peter dresses in casual clothes, although his combat uniform is a dark jacket with tan-colored pants and sand-colored boots. He wears a tie-down thigh holster for his Beretta and carries spare magazines with it. When not prepped for combat, he wears his pistol and knife under a loose, open, untucked shirt worn over a t-shirt or a sweatshirt. On his right wrist (he's left handed) he often wears a studded leather bracelet, and he wears red "Chuck Taylor All Stars."

His "superhero" costume is a sleeveless purple and blue Underarmor t-shirt, archery gloves, blue leather motorcross pants, folded over pirate boots, and a flared pair of "eye wings" to emulate his childhood hero Hawkeye. Over the skin tight top is a loose, hooded vest with a backpack for carrying his sledge hammer and his quiver of arrows. On his left thigh is the holster for his Beretta.
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Re: MK's Nook: 3rd Ed Mace, Dead Eyes

Postby dwellerofthedeep » Fri May 20, 2011 2:47 pm

Zombie Archer--cool! I like the stats on the sledge hammer quite a bit. I was curious about the hammer when I saw the image. Haven't seen too many characters with that as a weapon.
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Re: MK's Nook: 3rd Ed Mace, Dead Eyes

Postby MorningKnight » Fri May 20, 2011 11:25 pm

He's a Marine - so while he is a trained marksman, he does need his blunt instruments.

It WAS going to be a Redneck Samurai Sword - ie: Rebar with an electrical tape-wrapped grip. But I found a little 3 3/4 inch scale sledgehammer that fit with the Hawkeye figure I was using as his base... and POW! Sledge Hamma!
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Re: MK's Nook: 3rd Ed Mace, Dead Eyes

Postby MisterO » Mon May 23, 2011 7:29 pm

A nice hero and pic by the way!

Say MK I took the liberty of googling your RL name to see if you had a blog or livejournal and found that you did stats for Able Team in a system I'm not familiar with. They're here and I think it would be interesting to see them written in M&M2e or 3e! I would like to do so myself but I don't have access to the resources to do so at the moment.

And could you explain what that Secret War bit is about?

P.S.: Shame on you! You never told us that you also wrote an Executioner comic!
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Re: MK's Nook: 3rd Ed Mace, Dead Eyes

Postby MorningKnight » Thu May 26, 2011 12:41 pm

MisterO wrote:A nice hero and pic by the way!


Thank you!

Say MK I took the liberty of googling your RL name to see if you had a blog or livejournal and found that you did stats for Able Team in a system I'm not familiar with. They're here and I think it would be interesting to see them written in M&M2e or 3e! I would like to do so myself but I don't have access to the resources to do so at the moment.


I should do them. They're definitely PL8 guys (with Mack at a full PL10). I has a couple blogs around, but honestly, my life ain't interesting enough to blog about. :(

And could you explain what that Secret War bit is about?


Various factions seek to control the nodes of Chi/Feng Shui around the world. There's time travelling future thugs, extra dimensional rebels (cyborg apes! - I need to stat up Battlechimp Potempkin and Orangutank!), the lords of the Yama hells, the ancient world's sorcerors, and modern-day Hong Kong. Control of the nodes give the owners the ability to change reality - hence the nature of the Secret War.



^_^ I'm shy about boasting.

Thanks much, O!
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Re: MK's Nook: 3rd Ed Mace, Dead Eyes

Postby MorningKnight » Thu Jun 02, 2011 3:45 pm

The Beast Hank McCoy 3rd ed - PL 10

Image

Oh my stars and garters...

Strength 6, Stamina 6, Agility 8, Dexterity 4, Fighting 11, Intellect 6, Awareness 5, Presence 5

Advantages
Agile Feint, Benefit, Ambidexterity, Benefit, Security Clearance: Avengers Security Clearance, Connected, Contacts, Defensive Roll 2, Evasion 2, Grabbing Finesse, Improved Grab, Instant Up, Leadership, Move-by Action, Taunt, Uncanny Dodge, Well-informed

Skills
Acrobatics 6 (+14), Athletics 6 (+12), Close Combat: Unarmed 3 (+14), Expertise: Science 6 (+12), Insight 3 (+8), Investigation 2 (+8), Perception 4 (+9), Stealth 4 (+12), Technology 4 (+10), Treatment 6 (+12)

Powers
Mutant Physiology
. . Fur: Feature 1
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 3 (Safe Fall, Sure-footed 1, Swinging)
. . Prehensile Feet: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Ricochet Attack (Burst Area for Strength: 30 feet radius sphere, Selective)

Offense
Initiative +8
Grab, +11 (DC Spec 14)
Throw, +4 (DC 21)
Unarmed, +14 (DC 21)

Complications
Fame: Former Avenger, long-time X-Man, reknowned hero
Motivation: Doing Good: A tried and true hero and full-time adventurer
Prejudice: Obviously nonhuman mutant
Relationships: Ex-girlfriends, including the Dazzler.
Responsibility: Duty to protect mutants, including efforts to cure the Legacy Virus at one time.
Duties as a SHIELD agent and member of the Secret Avengers

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 10, Toughness 8/6, Will 8

Power Points
Abilities 102 + Powers 25 + Advantages 16 + Skills 22 (44 ranks) + Defenses 12 = 177


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- One of my favorite of Marvel's heroes - the bouncing Beast. This is a guy who I've loved on the X-Men, in X-Factor, on the Defenders... but most importantly, where I first met him, the Avengers! He's coming back tomorrow in X-Men: First Class, and his appearance in the Last Stand was more than enough to give me blinders against the suck/inconsistency of the rest of the film, and to be extra forgiving of Kelsey Grammar.

- His Ricochet Attack is to show how he can bounce across a room-full of opponents. I might go back and limit it later.

- I built Hank as an NPC, if only because he's got a LONG history in both Marvel, and in the Marvel Movie-verse. I left him as a PL10, because without his long experience, his powers aren't really Earth-quaking, but like the Black Canary, he's been there and has done more than enough to warrant being your go-to guy when you need a versatile player on your team.

- Much of the basis cribbed from the SAGA X-Men sourcebook, and my effort at converting one system to the other.
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Re: MK's Nook: Dead Eyes, X-Men's Beast

Postby MorningKnight » Sat Jun 04, 2011 1:01 pm

X-Men First Class Beast

First Class Beast - PL 10

Image
Of course I can fly it. I designed it.

Strength 7, Stamina 7, Agility 7, Dexterity 4, Fighting 7, Intellect 5, Awareness 2, Presence 0

Advantages
Agile Feint, Benefit, Ambidexterity, Defensive Roll 2, Eidetic Memory, Evasion, Great Endurance, Improved Grab, Improved Trip, Instant Up, Inventor, Move-by Action, Power Attack, Startle, Uncanny Dodge

Skills
Acrobatics 6 (+13), Athletics 2 (+9), Close Combat: Unarmed 6 (+13), Expertise: Science 8 (+13), Intimidation 6 (+12/+6), Investigation 4 (+9), Perception 4 (+6), Technology 8 (+13), Vehicles 4 (+8)

Powers
"Bigfoot" Mutations
. . Dextrous Feet: Extra Limbs 1 (1 extra limb, Advantages: Benefit, Ambidexterity, Improved Grab)
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Movement: Movement 3 (Sure-footed 1, Swinging, Wall-crawling 1: -1 speed rank)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Uncommonly Limber: Enhanced Agility 5 (+5 AGL)
. . Uncommonly Limber: Enhanced Dexterity 3 (+3 DEX)
Bestial Body
. . Badass Musculature: Enhanced Strength 3 (+3 STR)
. . Ferocious Appearance: Enhanced Trait 4 (Traits: Intimidation +6 (+12), Advantages: Startle)
. . Increased Bulk: Enhanced Stamina 3 (+3 STA)
. . Savage Form: Enhanced Fighting 4 (+4 FGT)

Offense
Initiative +7
Grab, +7 (DC Spec 17)
Throw, +4 (DC 22)
Unarmed, +13 (DC 22)

Complications
Motivation: Acceptance
Prejudice: Mutant

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 9, Toughness 9/7, Will 9

Power Points
Abilities 42 + Powers 55 + Advantages 12 + Skills 24 (48 ranks) + Defenses 17 = 150


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So, I saw First Class yesterday, and it lived up to its name. As a huge Beast mark, I figured I'd take a run at the movie version of young Hank. There are a lot of differences from the prior build, but I went with this with the help of the Totem's listing for Feline movement, which is closer to the Beast movement I really like.

I didn't see unmutated Hank demonstrate the strength to one-arm lift a guy, but I really felt he was a bit stronger than a 6. His big, cool fight was... without spoilers... a big, cool fight.

Again, I like this as a good starting player character.

(Note - the best live-action film flight scenes I've seen. Why couldn't Singer have put some of that into Superman Yawns... er... returns?)
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Re: MK's Nook: X-Men's Beast, First Class Beast

Postby MorningKnight » Sun Jun 12, 2011 7:21 pm

The real Angel - PL 10

Strength 3, Stamina 2, Agility 5, Dexterity 3, Fighting 6, Intellect 0, Awareness 3, Presence 3

Advantages
Agile Feint, Attractive, Benefit, Wealth (well-off), Defensive Attack, Defensive Roll 2, Evasion 2, Fast Grab, Improved Defense, Improved Initiative, Instant Up, Move-by Action, Power Attack, Takedown, Teamwork, Uncanny Dodge

Skills
Acrobatics 8 (+19/+13), Athletics 6 (+9), Close Combat: Grab 6 (+12), Close Combat: Unarmed 4 (+16/+10), Close Combat: Wing Slap: Strength-based Damage 2 2 (+8), Deception 6 (+9), Expertise: Business 6 (+6), Insight 4 (+7), Perception 8 (+17/+11), Persuasion 6 (+9), Treatment 4 (+4)

Powers
Aerial Skill: Enhanced Trait 11 (Traits: Dodge +5 (+14), Acrobatics +6 (+19), Close Combat +6 (+16); Limited: Only While Flying)
Armored Costume (Removable)
. . Protection: Protection 2 (+2 Toughness; Subtle: subtle, Impervious [4 extra ranks])
Combat Training: Enhanced Trait 17 (Traits: Dodge +4 (+14), Parry +4 (+10), Advantages: Defensive Attack, Defensive Roll 2, Evasion 2, Improved Defense, Improved Initiative, Instant Up, Takedown)
Immunity: Immunity 2 (Custom: High Altitude 1, Environmental Condition: Cold)
Sharp Eyes: Enhanced Trait 3 (Traits: Perception +6 (+17); Limited: Vision Checks Only)
Sky High Eyes: Senses 2 (Extended: Eyesight 2: x100)
Wings
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
. . Wing Buffet: Cone Area Move Object 5 (1600 lbs.; Cone Area: 60 feet cone; Limited Direction: Push only, Reduced Range: close)
. . . . Wing Slap: Strength-based Damage 2 (Alternate; DC 20; Reach (melee) 2: 10 ft.)

Offense
Initiative +9
Grab, +12 (DC Spec 13)
Throw, +3 (DC 18)
Unarmed, +16 (DC 18)
Wing Buffet: Cone Area Move Object 5 (DC 15)
Wing Slap: Strength-based Damage 2, +8 (DC 20)

Complications
Enemy: Magneto, Mastermind, Toad, and other "evil Mutants", the Sentinels and anti-Mutant forces
Motivation: Doing Good
Prejudice: Mutant with noticeable mutation

Languages
Native Language

Defense
Dodge 14/5, Parry 10/6, Fortitude 9, Toughness 6/4, Will 10

Power Points
Abilities 50 + Powers 48 + Advantages 8 + Skills 30 (60 ranks) + Defenses 14 = 150


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My take on the Angel, as I've been reading the original Uncanny X-Men Essential #1. Warren is a man who's HARD to hit, requiring someone as fast as Quicksilver or an area-attack monster like Magneto or a Sentinel to tag him. On the ground, he's fairly good as a combatant. Let him into the air, and he's a legend.

I didn't go with Favored Environment since I don't see Warren being in need of splitting his levels for maximum effectiveness.

The Wing Slap and Wing Buffet are some added tricks, there to provide a base for other power stunts with his wings as necessary. The Wing Slap also is so that it can stack with Charging "fly by" damage for his trick of smacking someone with his wings as he does his move-by attack.
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Re: MK's Nook: Angel at PL10

Postby MorningKnight » Tue Jun 14, 2011 12:15 pm

Shepherd

Image

Shepherd - PL 10

Strength 4, Stamina 4, Agility 8, Dexterity 6, Fighting 12, Intellect 0, Awareness 4, Presence 2

Advantages
Agile Feint, Defensive Roll 2, Equipment 3, Evasion, Hide in Plain Sight, Improved Initiative, Instant Up, Move-by Action

Skills
Acrobatics 4 (+12), Athletics 4 (+8), Close Combat: Unarmed 4 (+16), Expertise: Journalism 6 (+6), Expertise: Streetwise 6 (+6), Insight 2 (+6), Intimidation 10 (+12), Investigation 6 (+6), Perception 10 (+14), Ranged Combat: Boomerang 8 (+14), Stealth 4 (+12)

Powers
Beastial
. . Enhanced Ability: Enhanced Agility 6 (+6 AGL)
. . Enhanced Ability: Enhanced Dexterity 4 (+4 DEX)
. . Enhanced Ability: Enhanced Fighting 8 (+8 FGT)
Canine Movement
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Canine Senses: Senses 5 (Accurate: Olfactory, Acute: Olfactory, Low-light Vision, Tracking: Olfactory 1: -1 speed rank)

Equipment
Utility Belt (Boomerang, Commlink, Smoke Grenade, Taser)

Offense
Initiative +12
Boomerang, +14 (DC 20)
Grab, +12 (DC Spec 14)
Smoke Grenade, +6 (DC 19)
Taser, +6 (DC Fort 15)
Throw, +6 (DC 19)
Unarmed, +16 (DC 19)

Complications
Enemy - Junkyard (Dog-themed Powerhouse), Top Cat (Criminal Mastermind)
Identity - Conrad Austin
Motivation: Justice
Weakness: Sensory Affliction Attacks

Languages
English

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6/4, Will 9

Power Points
Abilities 44 + Powers 47 + Advantages 11 + Skills 32 (64 ranks) + Defenses 16 = 150


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Did a little work on Requin updated for 3rd Ed M&M, and decided that I love the olfactory senses on the Reptile Totem, and think they'd work perfectly for a Dog-powered guy.

Shepherd has only one ranged attack, but he's definitely a full martial artist complete with being hard to hit.

Shepherd is also a revival of my take on a friend's hero - the Lynx - who I appropriated, turned into a white guy, and then haven't written in forever. Shepherd returns my old pal's hero name and style, while giving me an ex-cop/reporter turned masked champion. I will miss the Motorlynx - his bike - and the Catspaws.
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Re: MK's Nook: Angel at PL10, Shepherd

Postby MorningKnight » Sat Jun 25, 2011 12:11 pm

Hal Jordan back build from DCA

Power Level: 14; Power Points Spent: 210/210

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

Tough: +2/+14, Fort: +10, Ref: +10, Will: +18

Skills: Bluff 4 (+7), Climb 4 (+6), Diplomacy 4 (+7), Investigate 4 (+5), Knowledge (civics) 8 (+9), Knowledge (tactics) 8 (+9), Notice 4 (+7), Pilot 12 (+15), Search 4 (+5), Sense Motive 8 (+11), Swim 4 (+6)

Feats: Attack Focus (ranged) 4, Attack Specialization (Unarmed Attack), Dodge Focus 6, Fearless, Inspire (+1), Quick Change, Teamwork, Ultimate Effort (Will Checks)

Powers:
Green Lantern Ring (Device 24) (Hard to lose, Restricted use)
. . AI and Database (Features 2)
. . Comprehend 4 (languages - read all, languages - speak all, languages - understand all, languages - you're understood)
. . Enhanced Trait 1 (Feats: Quick Change)
. . Flight 12 (Speed: 50000 mph, 440000 ft./rnd)
. . . . Space Travel 9 (Alternate; Speed: 500x light speed)
. . Force Beam (Blast 18) (DC 33)
. . . . Force Bubble (Immunity 9) (Alternate; [0 active, 0/36 PP, 3/r], life support; Burst Area (45 ft. radius - General), Range (ranged))
. . . . Movable Constructs (Create Object 12) (Alternate; [0 active, 0/36 PP, 3/r], Max Size: 12x 5' cubes, DC 22; Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons))
. . . . Telekinesis 18 (Alternate; [0 active, 0/36 PP, 2/r], Strength: 90, Carry: 1.1k tons / 2.2k tons / 3.3k tons / 6.6k tons)
. . Force Field 12 (+12 Toughness; Impervious)
. . Immunity 9 (life support)
. . Super-Movement 1 (zero-g)
. . Super-Senses 7 (analytical (type): Auditory, analytical (type): Visual, analytical (type): Chemical, communication link: Mental to Central Power Battery)

Attack Bonus: +6 (Ranged: +10, Melee: +6, Grapple: +8)

Attacks: Force Beam (Blast 18), +10 (DC 33), Unarmed Attack, +8 (DC 17)

Defense: +12 (Flat-footed: +3), Knockback: -13

Initiative: +3

Languages: Native Language

Totals: Abilities 28 + Skills 16 (64 ranks) + Feats 15 + Powers 97 + Combat 24 + Saves 30 + Drawbacks 0 = 210


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Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.

- This is a bit of reverse engineering of Hal from the DCA book back to second edition M&M.

Hal comes out as a clean PL14, but it took some extensive fudge-work on the defenses. Originally I had been surprized that he came out under cost, but then I noticed that I'd forgotten to buy Defense for him.

- PL14 is a good place for a guy who (while possessed by an alien god) nearly killed Superman with a hunk of Kryptonite the size of the Houston Astrodome.
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Re: MK's Nook: Shepherd, 2nd ED Hal Jordan

Postby MorningKnight » Sun Jul 10, 2011 1:58 pm

Cyclops as Batman Sidekick - PL 10

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

Advantages
Benefit, Wealth (well-off), Defensive Attack, Defensive Roll 3, Equipment 1, Evasion, Improved Defense, Improved Initiative, Takedown, Uncanny Dodge

Skills
Acrobatics 4 (+10), Athletics 6 (+9), Close Combat: Unarmed 2 (+14), Deception 6 (+10), Expertise: Streetwise 4 (+8), Insight 6 (+10), Intimidation 6 (+10), Investigation 6 (+10), Perception 4 (+8), Ranged Combat: Optic Blast: Blast 10 4 (+10), Sleight of Hand 2 (+8), Stealth 4 (+10), Technology 2 (+6), Treatment 2 (+6)

Powers
Optic Beam: Line Area Damage 10 (DC 25; Line Area (5 feet wide by 30 feet long): 5 feet wide by 30 feet long; Distracting)
. . Force Beam: Move Object 10 (Alternate; 25 tons; Accurate 2 (+4): +4; Distracting, Limited Direction (Push Only): Push Only)
. . Force Beamdozer: Cone Area Move Object 5 (Alternate; 1600 lbs., DC 20; Cone Area (60 feet cone): 60 feet cone, Damaging; Limited Direction (Push Only): Push Only, Reduced Range (close): close)
. . Optic Blast: Blast 10 (Alternate; DC 25; Distracting)
Protection: Protection 2 (+2 Toughness)

Equipment
Club, Protective Costume [Protection: Protection 2, +2 Toughness]

Offense
Initiative +10
Club, +12 (DC 20)
Force Beam: Move Object 10, +10 (DC 20)
Force Beamdozer: Cone Area Move Object 5 (DC 20)
Grab, +12 (DC Spec 13)
Optic Beam: Line Area Damage 10 (DC 25)
Optic Blast: Blast 10, +10 (DC 25)
Throw, +6 (DC 18)
Unarmed, +14 (DC 18)

Complications
Accident: Optic Beam loses alternate powers and is always on without Visor.
Enemy: Maxie Zeus, Batman's Rogue's Gallery, Kingpin, Blockbuster, Magneto, Ulysses (Taskmaster as hired by Maxie Zeus to deal with Cyclops)
Identity: Scott Summers Wayne, adopted son of Bruce Wayne.
Motivation: Acceptance: As both a Mutant hero and his adoptive father's (Bruce Wayne).
Motivation: Responsibility: To protect Gotham with his training and powers.

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 8/3, Will 8

Power Points
Abilities 84 + Powers 13 + Advantages 11 + Skills 29 (58 ranks) + Defenses 13 = 150


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

:arrow: The scene is an orphanage. Bruce Wayne is interested in the supposed deaths of Christopher Summers, a Waynecorp pilot, and his family. The only survivor of the crash of their plane is young Scott Summers. He arrives just hours previous to Charles Xavier showing up, and promises Scott to help find the man who was responsible for his family's tragic loss in their airplane "accident."

:arrow: After a brief encounter with Xavier, Wayne comes away with the adoption of Scott, though he has been given the information that Scott's blindness and eye injuries are a disguise for the true power of his eyes - that they are twin cannons of uncanny force. Finding a proper means of controlling those optic energies is easy for a brilliant man as Wayne.

:arrow: Scott has been inducted to the Batcave's secrets, training alongside Dick Grayson, who he considers to be his brother. Accepting the codename Cyclops based on his visor's appearance, he has been a crimefighter as long as Robin/Nightwing. Not quite as talented as his "brother" or his mentor, he still has been given considerable training with his blasts alongside Black Canary.

:arrow: working on making a costume for him.
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Re: MK's Nook: Cyclops as Batman Sidekick

Postby MorningKnight » Wed Jul 27, 2011 11:29 am

An update to my dude Mace, something a little neater, based on the Weapon-master idea of "Perfect Aim" as either a specific weapon or an item of opportunity - Removable. I like this a lot.

Also note that Mace is quite capable without his club or a weapon - PL9 Unarmed offensively, and PL9 on defense if his Magnetic Powers are neutralized (magnetic force field).

Arnold Dolenz - Mace - PL 10

Image

The new look for Mace. Drawing to come soon.

Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 7, Intellect 1, Awareness 1, Presence 0

Advantages
All-out Attack, Assessment, Defensive Roll 2, Evasion, Improved Initiative, Power Attack, Ranged Attack 2, Ranged Attack 6, Skill Mastery: Insight, Takedown, Teamwork, Uncanny Dodge

Skills
Acrobatics 4 (+9), Athletics 4 (+7), Close Combat: Unarmed 8 (+15), Expertise: History 4 (+5), Expertise: Streetwise 4 (+5), Insight 10 (+11), Intimidation 9 (+9), Investigation 6 (+7), Perception 7 (+8), Persuasion 6 (+6), Ranged Combat: Magnetism: Move Object 6 1 (+6), Stealth 3 (+8)

Powers
Magnetic Force Field: Force Field 2 (+2 Toughness)
Magnetic Precision: Enhanced Trait 6 (Advantages: Ranged Attack 6)
Magnetic Senses: Senses 4 (Detect: Magnetism and Metal 2: ranged, Direction Sense, Radio)
Magnetism: Move Object 6 (3200 lbs.; Limited Material: Ferrous Metals)
. . Flight: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)
. . Hurled Mace/ Hurled Metal: Strength-based Damage 4 (Alternate; DC 22; Increased Range: ranged; Custom 2: Removable: Mace or Metal of opportunity)
. . Mace/Metal Bash: Strength-based Damage 8 (Alternate; DC 26; Custom 2: Removable: Mace or Metal of Opportunity)
Metal Mace (Easily Removable)
. . Magnetically Enhanced Mace
. . . . Bootstrap Throw: Flight 8 (Speed: 500 miles/hour, 1 mile/round; Platform)
. . . . Groundstrike: Burst Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, Extra Condition; Limited: Mace and Targets must both be on same surface, Limited Degree)
. . . . Mace Whirlwind: Cone Area Move Object 10 (25 tons; Cone Area: 60 feet cone; Limited Direction: Push and Pull, Reduced Range: close)
. . Metal Club to be used by Mace for Combat: Feature 1 (Custom: Reach (5ft) Melee)

Offense
Initiative +9
Grab, +7 (DC Spec 13)
Groundstrike: Burst Area Affliction 10 (DC Fort 20)
Hurled Mace/ Hurled Metal: Strength-based Damage 4, +13 (DC 22)
Mace Whirlwind: Cone Area Move Object 10 (DC 20)
Mace/Metal Bash: Strength-based Damage 8, +7 (DC 26)
Magnetism: Move Object 6, +14 (DC 16)
Throw, +13 (DC 18)
Unarmed, +15 (DC 18)

Complications
Identity: Arnold J. Dolenz
Motivation: Acceptance: Feels that he is simply not good enough to be a hero.
Motivation: Patriotism: Feels the duty to uphold the ideals of America.
Prejudice (Against himself, takes failures personally, sees victories as "dumb luck")
Obsession (Must always be right. If proven wrong, he beats himself up emotionally.)
Obsession (Must always correct mistakes, no matter what, no matter the cost to himself)

Languages
English

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8/4, Will 8

Power Points
Abilities 52 + Powers 29 + Advantages 13 + Skills 33 (66 ranks) + Defenses 23 = 150


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.

:arrow: Arnold J. Dolenz wanted to be a superhero ever since he was a little kid. With big ears and a goofy grin and a not very athletic build, he knew he could never really be a caped crusader with years of training. When his mutant powers did manifest, he was overjoyed. He had the power of MAGNETISM! He could shift a ton and a half of mass with ease, and hurl chunks of metal with the force of a small rocket launcher. The trouble was, when it came time to fight crime, he found himself suddenly in the middle of the park during a chase. His sole saving grace was that he was able to disarm the criminals of their guns, but they came after him with tree branches and lead pipes (which he learned were not that keenly effected by magnetic fields).

Beaten to within an inch of his life, he was rescued by Morning Knight at the last minute. Daryl saw a kindred spirit in Arnold, and had the superhuman medic Remedy restore Arnold to full health. It was then that Arnold realized that powers weren't everything. Morning Knight was a living example of that. Flaming fists gave Daryl the ability to hang with superhumanly tough opponents, but his skills and training were necessary to keep him from being labelled a murderer.

Arnold began his intensive training, and bolstered his powers with equipment, namely his namesake Mace, a heavy duty metal club, and his chainmail. Now, mentally and physically equipped to handle the worst the world could throw at him, Mace, the Magnetic Ace takes to the night to battle the forces of evil.

:arrow: Mace utilizes his iron mace and magnetic powers for multiple effects. He has grown so skilled with the combination of his mace as a blast that hits with the power of a rocket launcher, or in hand to hand combat with even more ferocious force. The newer version of Mace has a natural built-in compass, as well as the ability to detect radio frequencies, magnetic fields and ferrous metals. Mace's iron club is considered a device, but has no actual attack traits inherent in it (though the "feature" is actually simply equipment - iron mace). When used, his magnetism grants it a structural integrity able to hit with power on scale with most paragons and powerhouses. With range, he's not as brutally powerful, but he is still quite skillful, and can use his mace indirectly, able to smack opponents from behind and by surprise. He also, being a comic nerd, emulates some old Thor tricks, like spinning his iron club so fast, he produces a powerful whirlwind, or smash the ground with enough force to hurl people from their feet.

:arrow: Movement-wise, Mace is swift as a flier. Without the club, his magnetic levitation only gives him 16 miles per hour, but his flight has saved his life on many occasions. As long as he's holding his mace, he can hurtle along at 500 mph in a hoist by his own bootstrings manner - as long as he holds onto his weapon. This means he can hover and throw his mace with enormous strength, but has to actually grab it and bring it back to him if he wants to move with any real velocity.

:arrow: As Mace is a personal identification character, I've taken two favorite people to give him his character's name. Mickey Dolenz and Chris Barrie's wonderfully nuanced Arnold Judas Rimmer supply this lovable goof who won't quite give up his name. From Mickey, he has the mischevious energy. From Rimmer, he gets the depth of a bit of self-loathing (okay a lot) that he's not quite good enough to be a superhero, needing to have been trained by someone better, and needing tricks to give his natural abilities the versatility he needs to survive as a superhero.

:arrow: The new take on Mace comes from focusing on the fact that Dolenz can actually do most of his stunts with any old mass of metal as long as it's smaller than his "Move Object" weight. The mace itself provides a focus for his alternate Damage effects (in game terms, it's only a +2 club), as well as allowing him to fly faster, have five feet of reach, and pull off the Groundstrike and the Whirlwind.
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