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LEGEND'S AMALGAMS: WRAITH (Gambit/Obsidian)

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BISMUTH (Toad/Tin) (PL 11)

Postby legend » Tue Apr 03, 2012 7:51 am

Image
STR 5, STA -, AGL 8, DEX 4, FGT 8, INT 3, AWE 2, PRE 2
Powers:
Construct: Immunity 40 (Fortitude Effects, Mental Effects); Impervious Protection 8 • 16 points
Corrosive Toxic Blow: Strength-based Damage 5, Penetrating 5, Secondary Effect, Alternate Effect (Weaken Toughness 10, Affects Objects Only, Linked to unarmed attack) • 19 points
Illusion of Humanity: Morph 1 (street musician Snapper Jones) • 5 points
Leap: Leaping 1 • 1 point
Advantages: Defensive Roll 3, Improved Initiative, Interpose
Skills: Acrobatics 3 (+11), Athletics 6 (+11), Close Combat: Unarmed 4 (+12), Technology 3 (+6)
Offenses:
Initiative +10
Corrosive Toxic Blow +12, Close, Damage 10 (Penetrating 5, Secondary Effect on 5 ranks)
Unarmed +12, Close, Damage 5
Defenses: Dodge 11, Parry 10, Will 4, Fortitude Immune, Toughness 11/8,
Power Points: Abilities 54 + Powers 51 + Advantages 5 + Skills 8 + Defenses 7 = 125
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Re: LEGEND'S AMALGAM BUILDS: BISMUTH (Toad/Tin)

Postby Aerlwyn » Tue Apr 03, 2012 10:36 am

So very cool Antimony one of my favorite Amalgam characters they did. Not sure if its just me but the picture for Antimony is not working.
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Re: LEGEND'S AMALGAM BUILDS: BISMUTH (Toad/Tin)

Postby legend » Tue Apr 03, 2012 11:12 am

Aerlwyn wrote:So very cool Antimony one of my favorite Amalgam characters they did. Not sure if its just me but the picture for Antimony is not working.


I found a new Antimony picture that should display normally.
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COBALT (Mastermind/Gold) (PL 11)

Postby legend » Tue Apr 03, 2012 1:47 pm

Image
STR 8, STA -, AGL 6, DEX 5, FGT 9, INT 5, AWE 4, PRE 2
Powers:
Construct: Immunity 40 (Fortitude Effects, Mental Effects); Impervious Protection 12 • 64 points
Illusion of Humanity: Morph 1 (wealthy businessmen Lucius Richmond) • 5 points
Radioactive Aura: Damage 3, Reaction, Resisted by Fortitude, Selective • 15 points
Radiation Blast: Ranged Damage 13, Alternate Effect (Ranged Damage 13, Resisted by Fortitude) • 27 points
Rocket: Flight 5 • 10 points
Advantages: Inspire, Leadership, Power Attack, Teamwork
Skills: Close Combat: Unarmed 4 (+13), Investigation 3 (+8), Ranged Combat: Radiation Blast 4 (+9)
Technology 7 (+12)
Offenses:
Initiative +6
Radiation Blast +9, Ranged Damage 13
Unarmed +13, Close, Damage 8
Defenses: Dodge 10, Parry 9, Will 11, Fortitude Immune, Toughness 12
Power Points: Abilities 68 + Powers 121 + Advantages 4 + Skills 9 + Defenses 12 = 214
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IRON (Unus/Iron) (PL 11)

Postby legend » Wed Apr 04, 2012 4:39 am

Image
STR 13, STA -, AGL 2, DEX 2, FGT 6, INT 2, AWE 3, PRE 3
Powers:
Construct: Immunity 40 (Fortitude Effects, Mental Effects); Impervious Protection 12 • 64 points
Hammer Fists: Strength-based Damage 3 • 3 points
Illusion of Humanity: Morph 1 (construction worker John Henry Steel) • 5 points
Magnetic Force Field: Enhanced Impervious Protection 4 • 8 points
Advantages: All-Out Attack, Fearless, Power Attack
Skills: Athletics 3 (+15), Close Combat: Grab 3 (+9), Intimidation 2 (+5)
Offenses:
Initiative +2
Hammer Fists +6, Close, Damage 16
Defenses: Dodge 6, Parry 6, Will 8, Fortitude Immune, Toughness 16
Power Points: Abilities 52 + Powers 80 + Advantages 3 + Skills 4 + Defenses 13 = 152
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NICKEL (Quicksilver/Mercury) (PL 11)

Postby legend » Wed Apr 04, 2012 10:07 am

Image
STR 5, STA -, AGL 13, DEX 8, FGT 7, INT 4, AWE 2, PRE 1
Powers:
Construct: Immunity 40 (Fortitude Effects, Mental Effects); Impervious Protection 9 • 58 points
Illusion of Humanity: Morph 1 (photographer Lance Vale) • 5 points
Lighting Speed: Quickness 1, Speed 5 • 6 points
Malleable: Elongation 8, Immunity 5 (Falling Damage), Insubstantial 1, Movement 2 (Slithering, Sure-Footed) • 22 points
Advantages: Agile Feint, Fast Grab, Improved Grab, Improved Hold, Improved Initiative 2, Redirect, Set-Up 2, Teamwork
Skills: Acrobatics 3 (+16), Close Combat: Unarmed 5 (+12), Technology 8 (+9)
Offenses:
Initiative +21
Unarmed +12, Close, Damage 5
Defenses: Dodge 13, Parry 12, Will 4, Fortitude Immune, Toughness 9
Power Points: Abilities 70 + Powers 91 + Advantages 10 + Skills 8 + Defenses 7 = 186
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Re: LEGEND'S AMALGAM BUILDS: NICKEL (Quicksilver/Mercury)

Postby Thorpacolypse » Wed Apr 04, 2012 4:00 pm

Nice stuff, Legend. I forgot how much the Amalgam-verse rocked.
Shop J-Mart!

Service with a smilie! :)
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GREEN GUARDSMAN (Guardsman/Green Lantern)(PL 10)

Postby legend » Wed Apr 04, 2012 4:54 pm

Image Image
STR 9, STA 11, AGL 4, DEX 5, FGT 5, INT 3, AWE 3, PRE 3
Powers:
Battlesuit, Removable (-34 points) • 137 points
-Enhanced Abilities: Enhanced Strength 7, Enhanced Stamina 8, Enhanced Agility 1, Enhanced Dexterity 1, Enhanced Fighting 1, Enhanced Skills 10 (Close Combat: Unarmed 5, Ranged Combat: Force Gauntlets 5), Enhaced Defenses (Dodge 5, Parry 2, Fortitude 2) • 50 points
-Body Armor: Impervious Toughness 11 • 11 points
-Flight: Flight 14, Movement 4 (Environmental Adaptation: Zero-G, Space Travel 3) • 36 points
-Force Gauntlets: Array (32 points) • 40 points
• Force Constructs: Create 15, Precise, Dynamic • 32 points
• Force Bolts: Ranged Damage 10, Dynamic • 2 points
• Force Bubble: Ranged Burst Area Immunity 10 (Life Support), Affects Others Only, Dynamic • 2 points
• Force Manipulation: Move Object 10, Damaging, Precise
• Mobile Constructs: Create 10, Movable, Dynamic • 2 points
-Protected Senses: Immunity 10 (Auditory Dazzle, Visual Dazzle), Half Effect • 5 points
-Self-Sustenance: Immunity 10 (Life Support) • 10 points
-Sensors: Senses 11 (Radar – Accurate Extended Radio; Sonar – Extended Accurate Ultra-Hearing; Heat – Infravision) • 11 points
-Universal Translator: Comprehend Languages 4 • 8 points
Advantages: Improved Initiative
Skills: Deception 3 (+6), Insight 2 (+5), Investigation 4 (+7), Perception 5 (+8), Persuasion 4 (+7), Technology 6 (+9)
Offenses:
Initiative +8
Force Gauntlets +10, Ranged, Damage 10
Unarmed +10, Close, Damage 9
Defenses: Dodge 9, Parry 7, Will 7, Fort 13, Toughness 11
Power Points: Abilities 50 + Powers 137 + Advantages 1 + Skills 12 + Defenses 4 = 204
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SPEED DEMON(Phantom Rider/Golden Age Flash & Etrigan)(PL 12)

Postby legend » Thu Apr 05, 2012 4:27 am

Image
STR 10, STA -, AGL 6, DEX 3, FGT 6, INT 3, AWE 6, PRE 3
Powers:
Alter Ego: Morph 1, Metamorph 1 (Blaze Allen), Increased Action • 5 points
Enhanced Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Fire Aura: Damage 2, Reaction, Selective • 10 points
Hellfire Breath: Cone Area Damage 12, Unreliable (5 uses) Linked to Cone Area Weaken Toughness 12 (Resisted by Fortitude), Affects Objects, Unreliable (5 uses) • 36 points
Invulnerability: Immortality 10, Immunity 42 (Aging, Fire Effects, Fortitude Effects, Pain), Impervious Protection 11, Regeneration 10 • 94 points
Super-Speed: Leaping 1; Movement 3 (Wall-crawling 2, Water Walking), Limited to while moving; Quickness 6; Speed 12 • 18 points
Advantages: Agile Feint, All-Out Attack, Close Attack 6, Daze, Diehard, Evasion 2, Fearless, Improved Grab, Improved Hold, Improved Initiative 5, Interpose, Instant Up, Move-by Action, Power Attack, Seize Initiative, Takedown, Uncanny Dodge
Skills: Athletics 2 (+12), Close Combat: Unarmed 2 (+14), Insight 4 (+10), Intimidation 12 (+15), Perception 6 (+12)
Offenses:
Initiative +26
Hellfire Breath -, Cone Area, Damage 12 Linked to Weaken Toughness 12
Unarmed +14, Close, Damage 10
Defenses: Dodge 13, Parry 13, Will 12, Fort Immune, Toughness 11
Power Points: Abilities 64 + Powers 170 + Advantages 27 + Skills 12 + Defenses 20 = 293
Last edited by legend on Thu Apr 05, 2012 3:47 pm, edited 2 times in total.
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SPEED DEMON II (Ghost Rider/Flash) (PL 12)

Postby legend » Thu Apr 05, 2012 11:04 am

Image
STR 10, STA -, AGL 6, DEX 3, FGT 6, INT 3, AWE 6, PRE 3
Powers:
Alter Ego: Morph 1, Metamorph 1 (Wally West), Increased Action • 5 points
Chain: Strength-based Damage 2; Elongation 4, Limited to chain; Enhanced Advantages 7 (Chokehold, Improved Critical, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Quick Draw) • 11 points
Enhanced Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Fire Aura: Damage 2, Reaction, Selective • 10 points
Invulnerability: Immortality 10, Immunity 42 (Aging, Fire Effects, Fortitude Effects, Pain), Impervious Protection 12, Regeneration 10 • 96 points
Summon Cycle: Summon 4, Controlled • 12 points
Advantages: All-Out Attack, Close Attack 6, Daze, Diehard, Fearless, Improved Initiative, Move-by Action, Power Attack, Skill Mastery (Vehicles), Startle, Takedown
Skills: Athletics 2 (+12), Insight 4 (+10), Intimidation 12 (+15), Perception 6 (+12), Vehicles 12 (+15)
Offenses:
Initiative +10
Chain +12, Close (Elongation 4), Damage 12
Unarmed +12, Close, Damage 10
Defenses: Dodge 12, Parry 12, Will 12, Fort Immune, Toughness 12
Power Points: Abilities 64 + Powers 137 + Advantages 16 + Skills 18 + Defenses 18 = 253

Motorcycle: SIZE -2, STR 9, SPD 12, DEF 10, TOU 9, Fire Aura (Damage 2, Reaction, Selective)Immunity 12 (Damage from making Slam Attack, Fire Effects), Leaping 2 (Limited to while moving), Movement 2 (Wall-Crawling, Water-Walking, Limited to while moving), Impervious Toughness 9 • 59 points
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ARTEMISTY KNIGHT (Misty Knight/Artemis) (Playable PL 13)

Postby legend » Thu Apr 05, 2012 5:52 pm

Image
STR 10, STA 10, AGL 8, DEX 6, FGT 13, INT 2, AWE 6, PRE 3
Powers:
Bionic Arm: Enhanced Strength Damage 3, Enhanced Advantages 2 (Improved Grab, Improved Hold) • 5 points
Cyber-Demonic Accuracy: Bow Extended Range, Bow Multiattack 5, Easily Removable (-2 points) • 4 points
Immortal: Immunity 1 (Aging) • 1 point
Equipment:
Bow: Ranged Damage 5 • 10 points
Advantages: Accurate Attack, All-Out Attack, Attractive, Defensive Attack, Defensive Roll 3, Equipment 2, Evasion, Improved Aim, Improved Critical (Bow), Improved Disarm, Improved Initiative, Move-By Action, Power Attack, Precise Attack 2 (Ranged Concealment & Cover), Quick Draw, Skill Mastery (Investigation), Takedown 2, Ultimate Effort (Aim), Uncanny Dodge
Skills: Acrobatics 4 (+12), Athletics 6 (+16), Insight 1 (+7), Intimidation 8 (+11), Investigation 14 (+16), Perception 3 (+9), Ranged Combat: Bows 15 (+21), Sleight of Hand 2 (+9), Stealth 4 (+12), Treatment 1 (+3), Vehicles 2 (+8)
Offense:
Initiative +12
Bow +21, Ranged (Extended), Multiattack Damage 5 (Crit 19-20)
Bionic Arm +13, Close, Damage 13
Defense: Dodge 13, Parry 13, Will 12, Fortitude 14, Toughness 13/10
Totals: Abilities 116 + Powers 10 + Advantages 24 + Skills 30 + Defenses 15 = 195

Note: Artemisty Knight, Mary Marvel Girl, Polaris, and Wonder-Girl are all forms assumed by Dial H.U.S.K.
Last edited by legend on Sat Apr 07, 2012 8:50 am, edited 1 time in total.
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Re: LEGEND'S AMALGAM'S: ARTEMISTY KNIGHT (Misty Knight/Artemis)

Postby Jabroniville » Fri Apr 06, 2012 1:34 am

There's some interesting stuff here, and it makes me remember the handful of Amalgam comics I read at my friend's house way back in the day. The only problem was that I was a dyed-in-the-wool Marvelite, and so I was unfamiliar with at least 70% of the DC characters being merged- I was like "Who's Shatterstarfire supposed to be on the DC side?"
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MARY MARVEL GIRL (Marvel Girl/Mary Marvel) (PL 13)

Postby legend » Fri Apr 06, 2012 9:59 am

Image
STR 16, STA 1, AGL 2, DEX 1, FGT 2, INT 2, AWE 10, PRE 3
Powers:
Combat Sense: Enhanced Skill 8 (Close Combat: Unarmed), Enhanced Defenses 16 (Dodge 8, Parry 8), Enhanced Advantages 7 (Improved Defense, Improved Initiative, Precise Attack 4, Uncanny Dodge) • 27 points
Extra Sensory Perception: Senses 3 (Mental Awareness, Accurate, Acute, Extended Range, Radius) • 3 points
Mind Over Body: Enhanced Advantage (Great Endurance), Enhanced Fortitude 10 • 11 points
Telekinetic Field: Dynamic Array (30 points) • 35 points
• Force Shield: Impervious Protection 15, Dynamic • 31 points
• Project Force Field Projection: Create 7, Impervious, Movable, Subtle 2, Dynamic • 2 points
• Deflect 10, Redirect, Dynamic • 2 points
Telekinetic Force: Dynamic Array (30 points) • 35 points
• Psychokinetic Strength: Enhanced Strength 15, Dynamic • 31 points
• Telekinesis: Perception Ranged Move Object 7, Damaging, Precise, Subtle, Dynamic • 2 points
• Flight 14, Subtle, Dynamic • 2 points
Telepathy: Array (25 points) • 27 points
• Mental Attack: Mental Blast 6, Subtle • 25 points
• Mental Communication 3, Area, Selective, Subtle • 1 point
• Read Minds: Mind Reading 6, Cumulative, Subtle • 1 point
Wisdom of Minerva: Enhanced Awareness 7, Permamnent; Enhanced Will 5, Permanent • 19 points
Advantages: Attractive
Skills: Close Combat: Unarmed 0 (+10), Insight 3 (+13), Perception 2 (+12), Persuasion 3 (+6)
Offenses:
Initiative +6
Telekinesis -, Perception Ranged, Damaging Move Object 7
Mental Attack -, Perception Ranged, Mental Blast 6
Unarmed +10, Close, Damage 16
Defense: Dodge 10, Parry 10, Will 15, Fortitude 11, Toughness 16/1*
Totals: Abilities 30 + Powers 160 + Advantages 1 + Skills 4 = 195
*Without Force Shield

Note: Artemisty Knight, Mary Marvel Girl, Polaris, and Wonder-Girl are all forms assumed by Dial H.U.S.K.
Last edited by legend on Sat Apr 07, 2012 8:50 am, edited 1 time in total.
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Re: LEGEND'S AMALGAM'S:MARY MARVEL GIRL(Marvel Girl/Mary Marvel)

Postby Goldar » Fri Apr 06, 2012 12:48 pm

Awesome Artemisty Knight and Mary Marvel Girl profiles!

Terrific pics of both as well!
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POLARIS (Polaris/Doctor Polaris) (Playable PL 13)

Postby legend » Fri Apr 06, 2012 5:16 pm

Image
STR 2, STA 6, AGL 3, DEX 3, FGT 3, INT 2, AWE 4, PRE 3
Powers:
Absorb Electromagnetic Energy: Regeneration 10, Source (Electricity/Magnetism) • 5 points
Magnetic Control: Array (42 points) • 51 points
• Perception Create 13, Continuous, Innate, Movable, Precise, Subtle, Limited by Toughness rank and proximity of metals • 42 points
• Burst Area Nullify Technology 10, Broad, Simultaneous • 1 point
• Movement 3 (Permeate 3), Limited to metal • 1 point
• Perception Ranged Damage 13, Limited to metal • 1 point
• Perception Ranged Healing 20, Limited to objects, Limited to metal • 1 point
• Perception Ranged Move Object 13, Damaging, Precise, Limited to targets made of or carrying metal • 1 point
• Ranged Burst Area Affliction 13 (Resisted by Strength; Hindered, Immobile), Sustained, Limited Degree, Limited to targets made of or carrying metal • 1 point
• Ranged Damage 13, Variable Descriptor (Electric, Force), Accurate 5 • 1 point
• Ranged Transform 10 (assembled to disassembled), Continuous • 1 point
• Ranged Transform 10 (disassembled to assembled), Continuous • 1 point
Magnetic Flight: Flight 6, Subtle 1 • 13 points
Magnetic Force Field: Array (26 points) • 28 points
• Impervious Protection 13, Sustained • 26 points
• Create 8, Impervious, Subtle 2 • 1 point
• Electricity Damage 7, Reaction • 1 point
Magnetic Sense: Senses 10 (Detect Electromagnetics, Accurate, Acute, Ranged; Detect Metal, Accurate, Ranged; Direction Sense) • 10 points
Advantages: Attractive, Extraordinay Effort
Skills: Expertise: Geophysics 3 (+5), Insight 4 (+8), Intimidation 5 (+8), Perception 7 (+11), Persuasion 1 (+4)
Offenses:
Initiative +3
Magnetic Control +13, Ranged, Electric or Force Damage 13
Unarmed +3, Close, Damage 2
Defenses: Dodge 7, Parry 7, Will 14, Fort 12, Toughness 19/6
Power Points: Abilities 52 + Powers 107 + Advantages 2 + Skills 10 + Defenses 24 = 195

Note: Artemisty Knight, Mary Marvel Girl, Polaris, and Wonder-Girl are all forms assumed by Dial H.U.S.K.
Last edited by legend on Sat Apr 07, 2012 8:51 am, edited 1 time in total.
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