Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Kerevision: Josiah X, Confessor II, Black Lantern Superman

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby kerianvalentine » Thu Feb 22, 2007 8:33 am

Image
Ricochet (Johnny Gallo)
PL 10/PP 150
Attributes: STR 16, DEX 26, CON 14, INT 16, WIS 14, CHA 16

Skills:
Acrobatics 12+8 = 20
Bluff 4+3 = 7
Climb 8+3 = 11
Diplomacy 8+3 = 11
Escape Artist 12+8 = 20
Notice 8+2 = 10
Sense Motive 8+2 = 10
Sleight of Hand 12+8 = 20

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Beginner's Luck, Defensive Roll 3, Dodge Focus 10, Elusive Target, Equipment 1, Evasion 2, Grappling Finesse, Improved Initiative 2, Instant Up, Move-By Action, Power Attack, Precise Shot 2, Quick Draw, Ranged Pin, Redirect, Set-Up, Taunt, Teamwork 3, Throwing Mastery 4, Uncanny Dodge (Danger Sense)

Powers:
Leaping 2
Quickness 1
Super-Senses (Accurate Acute Extended 2 Radius Danger Sense [Mutant]) 6
Disc Throw (Mighty Thrown Strike 3)
Disc Blast (Thrown Area [Explosion] Strike 5)

Equipment:
Costume (Tactical Jumpsuit)

Init/Defense: +16/20
Saves: FORT +3, REF +8, WILL +3, TOUGH +5 (+9 in costume)
Attack/Damage: +7/(+3 Melee/+10 Disc Throw/+4 Thrown Object/+5 Disc Blast)

Notes:
Second member of the Slingers, Ricochet is a Spider-Man wannabe with discus-throwing action, bombs, and super-jumping/super-reflexes (represented as Quickness). He's pretty accurate and fairly dangerous, but he's also a good team player. Ricochet's also got that crazy danger sense deal - 1000 feet in all directions. He sorta breaks the rules, having Danger Sense as a 'mutant' ability, but I have no idea what he uses other than his mutant powers, so you can just stick something on there if you figure it out. I'm also not certain if Throwing Mastery works with Thrown Strike, but personally I'm house-ruling it to do so.

His attack bonus and saves are boosted.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Thu Feb 22, 2007 11:26 am

(Template) Herald Of Galactus (108)

Feats: Uncanny Dodge 2 (Telepathic, Cosmic)

Cosmic Control 15 (Alternate Power: Density, Alternate Power: Blast, Alternate Power: Space Travel, Alternate Power: Energy Absorbtion [Energy only], Alternate Power: Insubstantial, Alternate Power: Growth, Alternate Power: Healing, Alternate Power: Transform [6/Rank] )
Immunity 10: Life Support
Telepathy 3
Flight 1
Enhanced Attributes 50 (STR, DEX, CON, INT, WIS)




(Template) Ancient (40 PP)

Feats: Track, Sneak Attack 4, Uncanny Dodge (Mental)

Powers:
Immunity 2 (Aging, Power Loss: Feeding)
Super-Strength 5
Impervious Protection 5
Linked Mighty Strike/[Linked Transfer (Drain: Constitution, Boost: Strength)/Transfer (Drain: Strength, Boost: Constitution)] 2
Direction Sense (Extra: Not Limited To North, Limited: Limited To Touched Individuals, Variable: Multiple Tagged People)




Notes:

A Herald of Galactus and an Ancient, two very dangerous templates for villains or anti-heroes.

The Fallen One's array has been translated into the powers for the Herald Array, because they're based around the same idea.

Morlun from Spider-Man is the basis for the Ancient template. The end result is that with every punch delivered, the Ancient becomes stronger and healthier, while the opponent gets weaker and frailer. This is simulated via the 11-point Strike, which is linked to a Linked power in and of itself. The total cost for that power is 5/rank, and it should be kept low to simulate a need for extended contact to truly feed.
Last edited by kerianvalentine on Thu Feb 22, 2007 12:54 pm, edited 1 time in total.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Thu Feb 22, 2007 12:47 pm

Heard a little of the Slingers, very nice job on both of them. The Herald of Galatus [and The Lost One which I missed before] only need Immunity 10 for Life Support and Aging. Life Support includes all environmental conditions, which include temperature extremes, radiation, and vacuum.
User avatar
Psistrike
Mastermind
Mastermind
 
Posts: 2484
Joined: Sun Sep 18, 2005 3:11 pm

Postby kerianvalentine » Thu Feb 22, 2007 11:39 pm

Image
Pluskommander Mahr Vehl (Dr. Phillip Lawson)
PL 10/PP 150
Attributes: STR 16, DEX 20, CON 18, INT 30, WIS 20, CHA 16

Skills:
Acrobatics 8+5 = 13
Bluff 12+3 = 15
Computers 12+10 = 22
Craft (Technology) 12+10 = 22
Diplomacy 4+3 = 7
Disable Device 12+10 = 22
Knowledge (Physical Sciences 12, Technology 12)
Language (English)
Notice 8+5 = 13
Search 4+10 = 14
Sense Motive 4+5 = 9
Stealth 12+5 = 17

Feats:
Accurate Attack, All-Out Attack, Attack Specialization (Totalkannon) 4, Assessment, Benefit (Security Clearance), Connected, Defensive Attack, Defensive Roll 4, Elusive Target, Evasion 2, Improved Critical 3 (Totalkannon), Inventor, Master Plan, Move-By Action, Power Attack, Precise Shot 2

Powers:
Pluskommander Armor 6 (Alternate Form, Super-Strength 2, Shield 8, Supersenses [Ultravision, Extended Vision], Totalkannon [Blast] 5, Invisibility [4/rank] 1, Flight 2)

Init/Defense: +5/18
Saves: FORT +6, REF +6, WILL +6, TOUGH +8
Attack/Damage: (+8 Totalkannon/+5 Totalkcannon)


Notes:
Mahr Vehl, a.k.a. Ultimate Captain Mar-Vell. I really, really love that armor. Not necessarily limited to ranged, his Totalkannon attack can be used for a very, very up-close-and-personal touch (as seen in Ultimate Galactus Saga, when he blows the @!$# out of a Kree Killdrone at point-blank).
Note that the Pluskommander Battle Suit is not a device because it's implanted. You can't remove it...so sorry, Stark, Richards...no reverse engineering for you.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Fri Feb 23, 2007 12:09 pm

Image
Captain Marvel (Billy Batson)
"SHAZAM!"
PL 10/PP 155
Attributes: STR 30 [10], DEX 14, CON 30 [10], INT 12, WIS 18, CHA 16

Skills:
Diplomacy 4+3 = 7
Notice 12+4 = 16
Sense Motive 12+4 = 16

Feats:
All-Out Attack, Attack Specialization (Unarmed) 3, Dodge Focus 6, Eidetic Memory, Fearless, Improved Grab, Move-By Action, Power Attack

Powers:
Enhanced Attributes 20 [Strength 20, Constitution 20]
Comprehend 1 (Languages)
Solomon's Wisdom (Uncontrolled Clairvoyance 6)
Immunity 9 (Life Support)
Flight 3 [A.P.: Quickness 3/Speed 3]
Super-Strength 4
Protection 4
Indirect Line Ranged Damage 10 [Side-Effect: If Marvel Fails The REF Save, Drawback: Power Loss: Unable to Speak, Common, +2]

Init/Defense: +3/16
Saves: FORT +10, REF +10, WILL +7, TOUGH +14
Attack/Damage: +2 [+8 Unarmed]/+10

Drawbacks: Normal Identity (Billy Baston, Free Action +3)

Notes:
Captain Marvel, The World's Mightiest Mortal.

DVD Commentary:
A MAJOR reshuffling for Captain Marvel after re-re-watching Clash, he's been given his Blast but now no longer has his massive impervious effect.
As far as I'm concerned, Solomon's Wisdom is perfect for the effect I want it to provide, and as well, he's only a scooch under Superman when it comes to Toughness - Supes hits him for sure, but it's less of a 'death blow' than it is for any other character.
In addition, because Captain Marvel now has his Shazam-Bolt, he's much more dangerous. Expect a Marvel/Superman battle soon.

May 16, 2007: I'm still unhappy with my Captain Marvel build, but not because of power scale - powerscalewise he's precisely where I want him.
No, the trouble is that I'm still trying to allocate points for various effects, and I can't decide how I want to play out his reliance on the Wisdom of Solomon. For example, Captain Marvel has wobblingly been shown to not be terribly intelligent about some very basic things [why he feels such-and-such way about girls, for example], because of Billy Batson. However, he's also not an idiot.
I played it as him relying on Solomon's Wisdom and his own normal Wisdom instead of him having prodigious intelligence. He doesn't have the -intellect- of Solomon; just the wisdom.
So let's see. On the SHAZAM checklist, my build now has:
Wisdom of Solomon
Strength of Hercules
Stamina of Atlas
Power of Zeus
Courage of Achilles
Speed of Mercury!

So for now, I'd call Captain Marvel complete. SHAZAM!
Last edited by kerianvalentine on Wed May 16, 2007 6:39 pm, edited 3 times in total.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Fri Feb 23, 2007 5:21 pm

Captain Marvel is a nice build, although no where near the true level of power he shows on JLU. Especially in his fight against Superman. Plus Life Support only requires 9 ranks for it.

Never read the Ultimate universe comics, this Mahr Vehl seems a lot diffrent from his 616 counterpart.
User avatar
Psistrike
Mastermind
Mastermind
 
Posts: 2484
Joined: Sun Sep 18, 2005 3:11 pm

Postby kerianvalentine » Fri Feb 23, 2007 6:05 pm

I have a personal rule when it comes to conversions. I want the characters to be instantly playable in a standard game, because then a newcomer or somebody who's strapped for concept just needs to rip my build and remove the name tacked on.

A Captain Marvel at his actual ranking only helps GMs. I think Kreuzritter follows a similar rule, if not for a similar reason.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Sun Feb 25, 2007 9:42 am

Image
Aurum
PL 10/PP 199
Attributes: STR 30, DEX 16, CON 30 [Impervious], INT 20, WIS 20, CHA 16

Skills:
Acrobatics 8+3 = 11
Craft (Alchemy) 12+5 = 17
Diplomacy 4+3 = 7
Knowledge (Arcana 12+5)
Medicine 4+5 = 9
Notice 12+5 = 17
Search 4+5 = 9
Sense Motive 12+5 = 17

Feats:
Accurate Attack, All-Out Attack, Attack Specialization (Unarmed) 4, Attack Specialization (Transmute 2), Defensive Attack, Diehard, Dodge Focus 4, Eidetic Memory, Fearless, Improved Grab, Improved Initiative, Improved Throw, Move-By Action, Power Attack, Stunning Attack

Powers:
Transmutation 10 (Drawback: Distracting 5 ranks)
Flight 4
Super-Strength 5

Init/Defense: +7/16
Saves: FORT +10, REF +8, WILL +10, TOUGH +10 (Impervious)
Attack/Damage: (+8 Unarmed/+4 Transmute)/+10

Drawbacks:
Normal Identity (Roger Golden, 4 points)

Complications:
Enemy (Ockham, Inquisitor, Rose Hunters)
Responsibility (City, Selena)
Fame
Secret (Identity)



Roger Golden
(60 PP)
Attributes: STR 12, DEX 12, CON 12, INT 20, WIS 20, CHA 15

Skills:
Acrobatics 8+1 = 9
Craft (Alchemic) 12+5 = 17
Diplomacy 4+2 = 6
Knowledge (Arcana 12+5)
Medicine 4+5 = 9
Notice 12+5 = 17
Search 4+5 = 9
Sense Motive 12+5 = 17

Feats:
Artificer, Assessment, Beginner's Luck, Connected, Dodge Focus 3, Eidetic Memory, Improvised Tools, Ritualist, Trance

'Powers':
Immunity (Aging)

Init/Defense: +1/13
Saves: FORT +1, REF +1, WILL +5, TOUGH +1
Attack/Damage: +0/+1



Notes:
Aurum, the Gilded Avenger. A tried-and-true Paragon, his build comes from my Captain Marvel format. He breaks my PL 10/PP 150 rule, but he's an original character so I'll let him slide.

Origin:
Roger Golden was an amateur alchemist when it happened. Working over his last sample of philosopher's stone, Roger accidentally knocked one of his vials into the experiment. The result could be called catastrophic.
When the smoke cleared, Roger found himself...not himself at all.

Personality:
A genuinely Nice Guy. As Roger, he's a bit obsessed with unlocking the secret of True Alchemy for the world. As Aurum, he's too busy helping people to have an obsession.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Libra » Sun Feb 25, 2007 9:47 am

Hngh. Good solid stuff so far. If you keep this up you'll be a regular Golden Boy. 8)
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
User avatar
Libra
Cosmic Entity
Cosmic Entity
 
Posts: 19412
Joined: Tue Mar 22, 2005 1:46 pm
Location: The Green and Pleasent Isle

Postby kerianvalentine » Sun Feb 25, 2007 10:08 am

That was impressive. And speaking of impressive, let's take a whirl at:
Image
The Human Torch ('Jim Hammond')
PL 10/PP 150
Attributes: STR 16, DEX 20, CON N/A, INT 14, WIS 14, CHA 16

Skills:
Acrobatics 12+5 = 17
Computers 8+2 = 10
Diplomacy 4+3 = 7
Disguise 12+3 = 15
Escape Artist 4+5 = 9
Intimidate 12+3 = 15
Notice 8+2 = 10
Search 8+2 = 10
Stealth 12+5 = 17

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Dodge Focus 10, Elusive Target, Evasion 2, Fearless, Inspire, Instant Up, Leadership, Move-By Action, Power Attack, Precise Shot 2, Teamwork 2

Powers:
Linked Flight/Permanent Area [Trail] Strike 4
Fire Control 10 (Alternate Powers: Blast, Area (Burst) Blast, Obscure [Visual], Area [Burst] Obscue [Visual], Snare, Area [Burst] Snare, Stun, Area [Burst] Stun, Suffocate, Area [Burst] Suffocate)

Saves: FORT N/A, REF +10, WILL +5, TOUGH +10
Attack/Damage: +10/(+4 Area Strike/+10 Blast/+5 Area Blast)

Notes:
The original Human Torch, not human whatsoever but in fact an android. WTF is in order.
He's the leader of the New Invaders - remember Thin Man, US Agent, and Union Jack? He's the guy who binds 'em all together, and it shows. He's the guy who leads the pack, the inspirational golden-oldies hero who whips them into shape.
Oh, and he killed Hitler, too.

February 11, 2009: Needs a makeover something AWFUL...
Last edited by kerianvalentine on Wed Feb 11, 2009 4:10 am, edited 1 time in total.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby teleportingbassist » Sun Feb 25, 2007 10:26 am

He is much cooler than the current one! Why doesn't he have Immunity (Fortitude Saves)? It seems that it would fit. Great build!

And same on Aurum. It's really a great build.

1000 cookies/pies for the whole thread.
Image
"Well, here we are, Mr. Pilgrim, trapped in the amber of this moment. There is no why" Slaughterhouse-Five
User avatar
teleportingbassist
Zealot
Zealot
 
Posts: 1027
Joined: Tue Mar 07, 2006 10:56 am
Location: Campaign City, World

Postby kerianvalentine » Sun Feb 25, 2007 2:29 pm

He's built as a construct. If I remember correctly, Constructs automatically have no FORT saves, and fail any effect requiring one without getting a roll. Giving him immunity to Fort saves is sorta pointless; he can't use it.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Sun Feb 25, 2007 2:39 pm

Actually most constructs such as robots and androids are built with Immunity [Fortitude] to show they are immune to stuff living beings can be affected by. The only exception is when a power has the Affects Objects extra from UP, which allows a Fortitude save power to automatically affect them. Without Immunity [Fortitude] he would need to eat, breath, sleep, etc. like a living being does.

Aurum is a great built for an alchemist, always great to see such characters.
User avatar
Psistrike
Mastermind
Mastermind
 
Posts: 2484
Joined: Sun Sep 18, 2005 3:11 pm

Postby kerianvalentine » Wed Feb 28, 2007 11:54 am

Gale Dorban
PL 10/PP 150
Attributes: STR 18, DEX 20, CON 14, INT 14, WIS 12, CHA 14

Skills:
Acrobatics 12+5 = 17
Disable Device 4+2 = 6
Escape Artist 12+5 = 17
Gather Information 4+2 = 6
Intimidate 12+2 = 14
Investigate 8+2 = 10
Notice 12+1 = 13
Sense Motive 12+1 = 13
Sleight of Hand 8+5 = 13
Stealth 12+5 = 17

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attack Specialization (Pistols) 3, Blind-Fight, Defensive Attack, Defensive Roll 6, Distract, Elusive Target, Equipment 4, Evasion 2, Fearless, Hide In Plain Sight, Improved Aim, Improved Critical 10 [Pistols], Improved Initiative 2, Instant Up, Move-By Action, Power Attack, Precise Shot 2, Quick Draw 2, Ranged Pin, Sneak Attack 4, Startle, Uncanny Dodge 2 (Sight, Hearing)

Powers:
Speed 2

Equipment:
Machine Pistol x2
Trenchcoat (+2 Toughness, 2 EP)

Init/Defense: +13/20
Saves: FORT +8, REF +7, WILL +5, TOUGH +10
Attack/Damage: +4 (+10 Pistols)/+4 [+9 Sneak Attack] (+3 Ranged Autofire 2, +8 Critical, +8 Sneak Attack, +13 Critical/Sneak Attack)



Notes:
Gale Dorban, the villain for an entire chapter of the excellent RPG "Rogue Galaxy". A dual-wielding bad boy, I won't say much more to avoid spoilers. He needs his trenchcoat and machine pistols to become a dangerous super.
His speed is based on the end scene (if you play it, you'll figure out why I gave it to him); for a more mundane gunslinger with similar stats, drop the Speed 2 and put it into his Improved Critical or something.
Note that even without his pistols, he can still kick you with near-cap Sneak Attack damage from his, well, kick.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Wed Feb 28, 2007 12:09 pm

Image

Ace McRex
PL 10/PP 150
Attributes: STR 28, DEX 12, CON 21, INT 10, WIS 15, CHA 10
Skills:
Craft (Technology) 12+0 = 12
Knowledge (Technology) 12+0 = 12
Notice 12+2 = 14
Pilot 12+1 = 13

Feats: Beginner's Luck, Improved Grab, Jack-Of-All-Trades, Luck 5, Ultimate Effort (Pilot)

Powers:
Growth 8 (Innate, Permanent), Protection 9, Strike 1 (Mighty), Super-Senses 3 (Low-Light Vision, Scent, Track)

Equipment:
Fighter Jet

Init/Defense: +1/12 (-4 due to size)
Saves: FORT +15, REF +12, WILL +8, TOUGH +14
Attack/Damage: +12/+8

Notes:
It's a Tyrannosaurus. In an F-14.

Stats cannibalized from page 235 of the core rule book. He's got two trade-offs: -4 Defense/+4 Toughness, and -2 Damage for +2 Attack.

Ace gets Ultimate Effort to represent that he can use his luck to pull off fantastic tricks in his flight.

Watch out, Tom Cruise.



EDIT: Picture from RPG Motivational Posters. No better pictures of that comic strip online, sadly...:-/
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 7 guests