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JD's 3E: Cosmic Herald Template, Weapon X Template

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Re: JD's 3E Thread: Marvel Redux (Beast)

Postby Thorpacolypse » Mon Nov 14, 2011 6:39 pm

Nice Hank. He's always been a fave. I see a lot of myself in him, I guess, but I'm not going to get into my mental issues here. :wink:
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Re: JD's 3E Thread: Marvel Redux (Beast)

Postby JoshuaDunlow » Mon Nov 14, 2011 7:33 pm

Thorpacolypse wrote:Nice Hank. He's always been a fave. I see a lot of myself in him, I guess, but I'm not going to get into my mental issues here. :wink:


Thanks, just want to do them justice.
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Re: JD's 3E Thread: Marvel Redux (Beast)

Postby Woodclaw » Tue Nov 15, 2011 1:00 am

JoshuaDunlow wrote:
Thorpacolypse wrote:Nice Hank. He's always been a fave. I see a lot of myself in him, I guess, but I'm not going to get into my mental issues here. :wink:


Thanks, just want to do them justice.


I agree with Thorpa these are some pretty good versions of the X-Men, but I really want to see what are you going to do with Angel.
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Re: JD's 3E Thread: Marvel Redux (Beast)

Postby JoshuaDunlow » Tue Nov 15, 2011 1:34 pm

Woodclaw wrote:
I agree with Thorpa these are some pretty good versions of the X-Men, but I really want to see what are you going to do with Angel.


Angel will be my next project
I don't even think i stated him up in my 2E archive.
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X-Men Redux: Angel

Postby JoshuaDunlow » Tue Nov 15, 2011 2:51 pm

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Angel - PL 7

Strength 2 (5 with wings), Stamina 3, Agility 7, Dexterity 2, Fighting 6, Intellect 3, Awareness 0, Presence 2

Advantages
Agile Feint, All-out Attack, Attractive, Benefit, Status: Chairman of the Board, Benefit, Wealth 4 (multimillionare), Defensive Roll, Equipment 1, Favored Environment: Aerial Combat, Great Endurance, Improved Defense, Power Attack, Takedown

Skills
Acrobatics 7 (+14), Athletics 4 (+9), Deception 6 (+8), Expertise: Business 3 (+6), Perception 6 (+6), Persuasion 6 (+8), Stealth 2 (+9)

Powers
Avian Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Feature: Concealable, Feature: Can fly Indoors; Wings)
Cold Insulation: Feature 1
Healing Factor: Regeneration 2 (Every 5 rounds)
Superior Senses: Senses 2 (Extended: Vision 1: x10, Extended: Hearing 1: x10)
Superior Wing Strength: Enhanced Strength 3 (+3 STR; Limited: Limited to his Wings)

Equipment
X-Men Costume [Commlink: Feature 1; Insulated: Feature 1; Protection: Protection 2, +2 Toughness; Quick Change: Feature 1]

Offense
Initiative +7
Grab, +6 (DC Spec 15)
Throw, +2 (DC 20)
Unarmed, +6 (DC 17/DC20 with wings)

Complications
Motivation: Thrills: Warren is in it for the thirlls and excitement.
Prejudice: Mutie Scum.

Languages
English

Defense
Dodge 8, Parry 7, Fortitude 7, Toughness 6/3, Will 6

Power Points
Abilities 50 + Powers 16 + Advantages 15 + Skills 12 (34 ranks) + Defenses 12 = 105

Builders Notes:
Warren suprisingly as much as I tried, is PL 7. I really wanted him to be Pl 8, but after filling him out, he was seriously under par point wise. Even after I expanded his secondary mutation of healing. But he is very much the same person he was back in the day, a spoiled rich kid, who is the chairman of the board for Worthington Industries. He's cocky, self confident, arrogant to a point. Who likes being what he is more for the thrills and excitement. He is dating Jean, not because of any particular like. Except she makes the perfect girl friend, attractive, and a model. His attitude will later lead to the downfall of their relationship.
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Marvel Reduce: Ice Man

Postby JoshuaDunlow » Tue Nov 22, 2011 9:42 pm

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Iceman - PL 7

Abilities
Strength 0, Stamina 4, Agility 1, Dexterity 4, Fighting 4, Intellect 1, Awareness 0, Presence 1

Advantages
Equipment 1, Improved Critical: Ice Weapons: Strength-based Strike 5, Improved Trip, Instant Up

Skills
Athletics 4 (+4), Close Combat: Ice Weapons: Strength-based Strike 5 3 (+7), Deception 4 (+5), Expertise: Accounting 6 (+7), Perception 4 (+4), Persuasion 4 (+5), Ranged Combat: Ice Creation: Energy Control 7 2 (+6)

Powers
Ice Armor: Protection 4 (+4 Toughness; Impervious [3 extra ranks], Sustained)
Ice Creation: Energy Control 7 (DC 22)
. . Cold Generation: Environment 4 (Alternate; Cold, Cold (Extreme), Radius: 250 feet)
. . Ice Shield: Deflect 6
. . Ice: Create 7 (Alternate; Volume: 125 cft., DC 17)
. . Icey Ground: Environment 4 (Alternate; Impede Movement (1 rank), Impede Movement (2 ranks), Radius: 250 feet)
Ice Slides: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Platform, Quirk: Leaves a structure behind)
Ice Weapons: Strength-based Strike 5 (DC 20, Advantages: Improved Critical; Variable Descriptor: close group - Ice Weapons)
Immunity: Immunity 10 (Common Descriptor: Cold)

Equipment
Costume [Commlink: Feature 1; Quick Change: Feature 1]

Offense
Initiative +1
Grab, +4 (DC Spec 10)
Ice Creation: Energy Control 7, +6 (DC 22)
Ice Weapons: Strength-based Strike 5, +7 (DC 20)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)

Complications
Fire & Heat Attacks: Fire & Heat Attacks reduce the effectivness of his Ice armor, melting it away by 1 rank for every attack. Whether he takes damage or not.
Prejudice: Mutie Freak

Languages
English

Defense
Dodge 5, Parry 5, Fortitude 7, Toughness 8, Will 5

Power Points
Abilities 30 + Powers 50 + Advantages 3 + Skills 9 (27 ranks) + Defenses 13 = 105

Builders Notes:
Not Written Yet, More to come later. But what I do know, is bobby is the youngest member of the 1st class. I made him on par with Angel, and much more accomplished with his powers. I was gonna do a retro iceman, but decided for this one. Impulsive, and Reckless, sums up bobby's attitude for a 19 year old. He is far to eager to be the hero, that he doesn't consider Cyclops's advice.
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Firestorm 3E

Postby JoshuaDunlow » Mon Dec 12, 2011 2:27 pm

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"I'm hot, can you handle me?"

Firestorm - PL 10
Real Name: Jesenia, Origin: Mutation, Profession: Bar Owner, Marital Status: Single

Abilities
Strength 1, Stamina 4, Agility 4, Dexterity 2, Fighting 7, Intellect 1, Awareness 1, Presence 2

Advantages
Attractive, Defensive Attack, Ranged Attack 5

Skills
Deception 4 (+6), Expertise: Business Managment 5 (+6), Intimidation 4 (+6), Perception 4 (+5), Persuasion 2 (+4), Ranged Combat: Fire Blast: Damage 10 3 (+5), Vehicles 3 (+5)

Powers
Child of Fire: Immunity 7 (Damage Effect: Fire, Environmental Condition: Heat, Environmental Condition: Cold)
Command the Flame: Element Control 10 (Element: Fire, 25 tons)
. . Burst of Fire: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere)
. . Fire Blast: Damage 10 (Alternate; DC 25; Increased Range: ranged)
. . Fire Forms: Create 10 (Alternate; Volume: 1000 cft., DC 20)
Fiery Resolve: Regeneration 10 (Every 1 round; Source: Source of Fire)
Heat Field
. . Force Field: Force Field 8 (+8 Toughness; Impervious; Limited: Impervious only against Physical Attacks [4 ranks only])
. . Heart of the Inferno: Damage 4 (DC 19; Reaction 3: reaction)
Heat Propulsion: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)

Offense
Initiative +4
Burst of Fire: Burst Area Damage 10 (DC 25)
Fire Blast: Damage 10, +10 (DC 25)
Grab, +7 (DC Spec 11)
Heart of the Inferno: Damage 4, +7 (DC 19)
Throw, +7 (DC 16)
Unarmed, +7 (DC 16)

Complications
Motivation: Undecided
Power Loss: Powers loose 1 rank for every 1 minute's worth of exposure to extreme cold conditions.
Secret: Identity
Weakness: Cold damage intensity is increased by 1 step.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 12, Will 6

Power Points
Abilities 44 + Powers 75 + Advantages 7 + Skills 9 (25 ranks) + Defenses 15 = 150
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Iconic Wonderwoman

Postby JoshuaDunlow » Thu Dec 29, 2011 3:26 pm

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Iconic Wonder Woman - PL 10

Abilities
Strength 5/10, Stamina 5, Agility 5, Dexterity 7, Fighting 7, Intellect 2, Awareness 4, Presence 2

Advantages
All-out Attack, Animal Empathy, Attractive, Close Attack 3, Great Endurance, Languages 1, Power Attack

Skills
Acrobatics 7 (+12), Athletics 7 (+12), Deception 5 (+7), Expertise: Arcane 2 (+4), Expertise: Philosophy 4 (+6), Expertise: Survival 5 (+7), Expertise: Tactics 5 (+7), Insight 4 (+8), Intimidation 5 (+7), Perception 6 (+10), Persuasion 4 (+6), Treatment 4 (+6)

Powers
Amazonian Strength: Enhanced Strength 5 ([0 active, 0/10 PP, 2/r], +5 STR)
. . Amazonian Speed
. . . . Enhanced Trait: Enhanced Trait 4 ([4 active, 0/10 PP, 1/r], Advantages: Improved Initiative, Interpose, Move-by Action, Redirect)
. . . . Speed: Speed 6 ([6 active, 0/10 PP, 1/r], Speed: 120 miles/hour, 1800 feet/round)
Lasso of Truth (Easily Removable)
. . Snare: Affliction 10 (1st degree: Hindered, 2nd degree: Immobile, DC 20; Alternate Resistance (Dodge), Increased Range: ranged; Diminished Range 2, Limited Degree)
. . Tell the Truth: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Limited Degree, Quirk 2: Target must be bound by the Lasso)
Magic Bracelets (Removable (indestructible))
. . Deflection: Enhanced Trait 6 (Traits: Dodge +3 (+10), Parry +3 (+10))
. . Protection: Protection 5 (+5 Toughness)
Resistance to Magic: Feature 1
Tiara (Removable (indestructible))
. . Throwing Tiara: Strength-based Damage 2 (DC 22; Increased Range: ranged; Diminished Range)

Offense
Initiative +5
Grab, +10 (DC Spec 15/20)
Snare: Affliction 10, +7 (DC Dog/Fort/Will 20)
Tell the Truth: Affliction 10, +10 (DC Will 20)
Throw, +7 (DC 20/25)
Throwing Tiara: Strength-based Damage 2, +7 (DC 22/27)
Unarmed, +10 (DC 25)

Complications
Honor
Motivation: Patriotism
Power Loss: Aphrodite's Law: Looses her Amazonian Strength if bound or chained by a man
Rivalry: Circe

Languages
English, Greek

Defense
Dodge 10/7, Parry 10/7, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 74 + Powers 34 + Advantages 9 + Skills 20 (58 ranks) + Defenses 13 = 150

Builders Notes:
I was happily surprised by this Iconic PL 10 variation of wonderwoman. I was able to squeeze in quite a bit of her original concept and powers.
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Re: JD's 3E Thread: Iconic PL 10 Wonderwoman

Postby prodigyduck » Thu Dec 29, 2011 11:19 pm

Very Nice! I always found WW to be one of the more expensive members of the League to build. This is impressive.
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Re: JD's 3E Thread: Iconic PL 10 Wonderwoman

Postby JoshuaDunlow » Thu Dec 29, 2011 11:41 pm

prodigyduck wrote:Very Nice! I always found WW to be one of the more expensive members of the League to build. This is impressive.


Just got to know how to combine it.. honestly from my original 2E , i had quite a few points left I didn't know what to do with.. So i expanded on her Iconic abilities which i couldn't add in 2E.
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Re: JD's 3E Thread: Iconic PL 10 Wonderwoman

Postby Thorpacolypse » Fri Dec 30, 2011 7:19 pm

Very nice job, JD. It's always fun to see, and work up, the icons at PC levels.
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LOTR: Legolas

Postby JoshuaDunlow » Sat Dec 31, 2011 5:16 pm

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Legolas 3e - PL 5

Abilities
Legolas - PL 5

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

Advantages
Animal Empathy, Attractive 2, Benefit, Status 3: Prince of Mirkwood, Benefit, Wealth 2 (indepently wealthy), Defensive Roll 2, Eidetic Memory, Equipment 4, Favored Foe: Orcs, Improved Critical 2: Bow, Improved Critical: Galadrim Arrow: Blast 3, Improved Initiative, Languages 2, Luck, Precise Attack (Ranged, Concealment), Quick Draw, Quick Draw, The Art, Tracking

Skills
Acrobatics 4 (+7), Athletics 5 (+7), Expertise (AWE): Survival 5 (+8), Expertise (PRE): Singing 2 (+4), Expertise: MIrkwood Forest 4 (+5), Insight 4 (+7), Perception 6 (+9), Persuasion 4 (+6), Stealth 5 (+8)

Powers
Elf Physiology
. . Elven Grace: Immunity 4 (Aging, Environmental Condition: Heat, Environmental Condition: Cold, Sleep)
. . Movement: Movement 2 (Sure-footed 1, Trackless: Visual 1)
. . Senses: Senses 3 (Detect: Magic (mental) 1, Detect: Evil (mental) 1, Extended: Vision 1: x10)
Elven Cloak (Removable)
. . Concealment: Concealment 2 (Sense - Sight; Blending)
Master Archer: Enhanced Trait 4 (Advantages: Improved Critical 2, Precise Attack (Ranged, Concealment), Quick Draw; Variable Descriptor: close group - All Bows )

Equipment
Bow, Bow of the Galadrim [Galadrim Arrow: Blast 3, DC 18, Advantages: Improved Critical], Knife, Leather Armor

Offense
Initiative +7
Bow, +5 (DC 20)
Galadrim Arrow: Blast 3, +5 (DC 18)
Grab, +5 (DC Spec 12)
Knife, +5 (DC 18)
Throw, +5 (DC 17)
Unarmed, +5 (DC 17)

Complications
Fame: Legolas is the Prince of the woodland realm of Mirkwood
Motivation: Doing Good.
Quirk: Like many , elves have a natural hatred for Orcs from long years of struggle.
Rivalry: Though it starts as the usual elf and dwarf distrust, legolas ends up developing a friendly rivalry with Gimli, a game to prove who is the better warrior.

Languages
Elven, Ent, Westron

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 5/2, Will 5

Power Points
Abilities 46 + Powers 18 + Advantages 23 + Skills 13 (39 ranks) + Defenses 7 = 107
Last edited by JoshuaDunlow on Sun Jul 08, 2012 9:24 am, edited 5 times in total.
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Re: JD's 3E Thread: LOTR Legolas

Postby JoshuaDunlow » Sun Jan 01, 2012 5:34 pm

Character Teaser

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Here is a new image i have been working on, for a character. Please click for a larger image. And enjoy the eye candy, while I am working on a character profile.
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Millennium Continuity

Postby JoshuaDunlow » Sun Jan 01, 2012 5:57 pm

This is a work in progress that will grow given time.

The Millennium Continuity
  • Universe M1: Universe M1 is the main default universe for my setting. This setting has a mixed genre, often blending realism with the 4 color universe of most comic books.
  • Universe M2: Universe M2 is a High Fantasy variation of the M1 setting. Where Medievalism, Magic, and Powers blend. A perfect setting for the W&W material. It is also a universe that has several natural portals which lead to the M1 Verse and back. Many of the Magical beings which were created after the Catyclysm in the M1 Verse, eventually moved here. And several heroes from M1 are actually from the M2 Universe.
  • Universe M3: Universe M3 is a post apocolyptic world that is almost 200 years in the future of the M1 Universe. Where the supernatural and high-technology has blended in a dark surreal future.

Here are additional links off my 2E thread, so I don't have to copy it all again. (yeah i'm lazy)
- Unique Substances
- Setting Information
- Event Timeline Table
- M1 Power Level Guides
Last edited by JoshuaDunlow on Sun Jan 01, 2012 6:04 pm, edited 1 time in total.
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New Advantages for Millennium

Postby JoshuaDunlow » Sun Jan 01, 2012 6:00 pm

New Advantages for the Millennium Verse Setting
Here is a compilation of all the new feats i have created for use with the Millennium Verse Setting.

Mind over Matter:
A version of benefit, that changes the ability of fortitude saves from Constitution to Wisdom.

Quick Thinker:
You may use your Intelligence Bonus instead of your Dexterity to determine your base Initiative.

Descendant [Specific]
The descendant Advantage means that the hero or villain in question has a strong genetic disposition for either a Verdant or Adverse tampering. Meaning they can use any equipment that requires being a T`khan or Maecian descriptor as if they were one.

Chimera Strand [Ranked]
The chimera strand, shows that the person has been tampered genetically by one of the Maecians. And has the genetic information of several beings, based on the characters Stamina score. The first benefit of this feat is that DNA identification becomes useless upon the person in question (great for villains). They will never have the same genetic code. The second rank in the Chimera Strand grants them a half immunity against any power than manipulates their own powers (such as Nullify, and Power Manipulation). At the same time any person with his feat, this does not apply with powers of the Maecian descriptor. The Chimera strand is also a great descriptor and background info for the powers of Morph and limited Shape Shifting.
Last edited by JoshuaDunlow on Sun Jan 01, 2012 6:13 pm, edited 2 times in total.
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