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Kerevision: Josiah X, Confessor II, Black Lantern Superman

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Postby kerianvalentine » Sun May 20, 2007 4:37 pm

From behind the Dark Templar, a swarm of Hydralisks bursts from the ground, spikes stabbing towards the Protoss.

Image

Hydralisk
PL 10/PP 150
Attributes: STR 18, DEX 14, CON 18, INT 10, WIS 14, CHA 10

Skills:
Intimidate 8+0 = 8
Notice 8+2 = 10
Stealth 8+2 = 10
Survival 8+2 = 10

Feats:
All-Out Attack, Diehard, Fearless, Fearsome Presence 5, Improved Critical [Spikes] 5, Improved Initiative 1, Interpose, Power Attack, Track

Powers:
Linked Burrowing/Visual Concealment [All Senses] 1
Protection 7
Spikes 8 [Selective Attack Cone Damage]
Immunity 10 [Mental Effects]
Communication Link [The Swarm] 1
Acid Spray 3 [Selective Attack Cone Drain Toughness]

Initiative/Defense: +6/18
Saves: FORT +10, REF +8, WILL +5, TOUGH +11
Attack/Damage: +7/+4

DVD Commentary:
Hydralisks are the big bad brothers of the little Zerglings. The player of a Hydralisk has some fairly unique and dangerous powers, not the least of which is the Spike Blast, which flings damage into the enemies at a wide range. The Hydralisks, like their Zergling cousins, can hide underground, concealing themselves only to pop up and slam his enemies down.

Hydralisks are immune to most Mental Effects, though they can still be swayed by a suitably powerful Psion [a Dark Archon or a Hivemind or the equivilant]. Hydralisk development revolves around evolving new abilities and improving their saves and Acid Spray - which is not a corrosion and is in fact an original reinterpretation of their powers.
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Postby Psistrike » Sun May 20, 2007 4:37 pm

Great stats and nice opponents if made minions for a space-based villain. Never played Starcraft myself though. :?
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Postby kerianvalentine » Sun May 20, 2007 5:04 pm

The Hydralisks are met from behind by Terran Firebats, blasting the Zerg - and the protoss, as well - with waves of searing hot flame.

Image

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

Skills:
Bluff 8+1 = 9
Climb 4+2 = 6
Disable Device 8+1 = 9
Intimidate 8+1 = 9
Knowledge [Tactics] 4+1 = 5
Notice 4+1 = 5
Profession [Firebat] 8+1 = 9
Search 4+1 = 5

Feats:
Improved Initiative, Interpose, Move-By Action, Teamwork 1

Powers:
Ablative Protection 6
Firebat Blast 7 [Selective Attack Secondary Effect Contagious Cone Damage]
Stimpack 2 [Personal Free-Action Boost [Speed], Side-Effect: Bruised]
Enhanced Impervious Fortitude 11
Immunity 9 [Life Support]
Super-Strength 4
Auditory Communications 3

Initiative/Defense: +5/18 [14 Flat-Footed]
Saves: FORT +15, REF +5, WILL +6, TOUGH +10
Attack/Damage: +4/+2

DVD Commentary:
Firebats are essentially Marines who've traded their stimpack damage and gauss rifles for a flamethrower.

Deconstructing the flamethrower [the most important difference between the Firebats and the Marines], the cone of fire ignores their own soldiers, setting alight any enemy in its path. Enemies are on fire for a full two rounds - they take damage twice, rolling their Toughness saves both times. In addition, any enemy touched by the burning units can also be set alight, meaning their secondary damage spreads. A Firebat can easily decimate whole groups of enemies, though obviously bigger, tougher units like Ultralisks screw them over. A lack of aerial attack also limits them against lategame foes.

Firebat improvement works the same way Marines do, boosting their skills and feats and adding new weaponry.
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Postby kerianvalentine » Sun May 20, 2007 6:09 pm

And now the Firebats spin, shocked by the appearance of more Dark Templars behind them. When they feel no pain, they realize they've been tricked, and the Dark Templars behind them descend with blades cutting deep, the High Templars joining them with their psionic magics.

Image

High Templar
PL 10/PP 150
Attributes: STR 12, DEX 12, CON 12, INT 18, WIS 18, CHA 20

Skills:
Concentration 12+4 = 16
Diplomacy 4+5 = 9
Knowledge [Psionic Lore 8, Tactics 8]+4
Notice 8+4 = 12
Search 8+4 = 12
Sense Motive 8+4 = 12

Feats:
Assessment, Eidetic Memory, Fearless, Leadership, Master Plan, Move-By Action, Trance

Powers:
Ablative Shield 4
Ablative Force Field 4
Restorative Free-Action Personal Boost [Force Field] 1 [limited: 1/round]
Impervious Enhanced Will Save 11
Psionic Storm [Selective Attack Cloud Damage 10 [Progression 2]]
Illusion [4/Rank] 3 [Progression 1]
Telepathy 3
Communication Link [Protoss Crystals] 1
Comprehend Languages 1

Initiative/Defense: +1/20 [13]
Saves: FORT +1, REF +1, WILL +15, TOUGH +5
Attack/Damage: +2/+1

DVD Commentary:
Terrifying support units, the High Templars are the guys you want in the very back, unleashing their hellish Psionic Storms and Illusions to decimate and confound their foes. Like all Protoss, they have a Restorative Shield Boost, allowing them to replenish their psi-shields easily.

Improving High Templars relies on increasing their psionic powers, creating new abilities and making more dangerous techniques. However, some "Fallen Templar" characters might instead increase their physical strength and combat skills.

Art by Tanathiel of Deviantart.
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Postby Psistrike » Sun May 20, 2007 7:20 pm

We know you have a big fight planned with all of the Green Lanterns. But now I'm thinking you are planning another big fight with all of these Starcraft characters involved.
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Postby kerianvalentine » Mon May 21, 2007 9:39 am

The Goliaths come storming up the field, blasting away at the Protoss, their mechguns whirring as they clear away the 'alien scum'.

Image

Goliath
PL 10/PP 150
Attributes: STR 16, DEX 12, CON 16, INT 14, WIS 12, CHA 14

Skills:
Bluff 8+2 = 10
Disable Device 8+2 = 10
Drive 4+1 = 5
Intimidate 8+2 = 10
Knowledge [Tactics] 8+2 = 10
Notice 4+1 = 5
Profession [Soldier] 12+1 = 13
Search 4+2 = 6

Feats:
Accurate Attack, All-Out Attack, Benefit [Rank] 1, Dodge Focus 5, Fearless, Move-By Action, Power Attack

Powers:
Goliath Combat Walker 20 (Hard-To-Lose Device)

Goliath Combat Walker
Innate Continuous Permanent Growth 8
Homing 1 Targeted Explosion Ranged Damage 8
Immunity [Life Support] 9
Enhanced Impervious Fortitude 6
Autofire 2 Ranged Damage 4
Analytical Sight
Auditory Communications 3
Protection 9

Initiative/Defense: +1/15
Saves: FORT +5, REF +1, WILL +4, TOUGH +3
Attack/Damage: +7/+3

Trade-Offs:
+5 TOUGH/-5 DEFENSE

DVD Commentary:
The goal of the Goliath is to make playing both the mech and the pilot fun, and hopefully that's what I managed with this character. A Goliath pilot is a skilled fighter outside his mech, but inside that monstrosity, he becomes a Huge-Sized badass, armed with missiles and mechguns, and an impervious shell able to deflect bullets with the greatest of ease.

Improving a Goliath is just like improving any other Terran, except that a Goliath player has the option to increase his character or his mech's arsenal instead of just the character's. Suggested additions are a Firebat's flamethrower [to the Mech] or a Gauss Rifle [for the character], as well as enhancing the character's skills and feats as per the usual for these guys.
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Postby Libra » Mon May 21, 2007 11:42 am

A new Starcraft Game. Huzzah! :D
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.
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Postby kerianvalentine » Mon May 21, 2007 12:52 pm

The upbeat 'Shot In The Dark' theme song of The Green Arrow animated series starts playing, the singer belting out the song as an action sequence of Oliver Queen fighting plays on the Kerevision.

Image

Green Arrow I (Oliver Queen)
PL 10/PP 150
Attributes: STR 16, DEX 18, CON 16, INT 16, WIS 18, CHA 20

Skills:
Acrobatics 8+4 = 12
Bluff 8+5 = 13
Climb 4+3 = 7
Computers 4+3 = 7
Concentration 8+4 = 12
Craft (Weaponry) 8+3 = 11
Diplomacy 8+5 = 13
Disable Device 8+3 = 11
Disguise 4+5 = 9
Escape Artist 8+4 = 12
Gather Information 8+5 = 13
Investigate 8+3 = 11
Knowledge [Business 4, Technology 8]+3
Notice 8+4 = 12
Search 8+3 = 11
Sense Motive 8+4 = 12
Sleight of Hand 8+4 = 12
Stealth 8+4 = 12
Survival 8+4 = 12

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Attack Specialization [Arrow Shot] 1, Attractive, Benefit [Wealth], Connected, Contacts, Defensive Roll 6, Elusive Target, Equipment 3, Evasion 2, Instant Up, Move-By Action, Power Attack, Precise Shot 2, Ranged Pin, Takedown Attack 2

Equipment:
Bow [Variable Descriptor 1 Accurate 1 Mighty Ranged Damage 5, A.P.: Accurate Snare 6, A.P.: Homing 1 Targeted Explosion Ranged Damage 4]

Initiative/Defense: +4/21 [16]
Saves: FORT +8, REF +8, WILL +8, TOUGH +3 [+9]
Attack/Damage: +8 [+12 Bow]/+3

DVD Commentary:
Stripping Oliver Queen down to the bare basics, you have a costumed adventurer with arrows, an incredible martial artist, and a fantastic bowman. I clipped Ollie's mass of trick arrows out, preferring to leave those up to Extra Efforting.

Ollie has a minor pair of trades: his defense is higher than his Toughness, and his attack is higher than his damage.

More of the Arrow family will be coming up, keep an eye out.
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Postby Psistrike » Mon May 21, 2007 2:10 pm

Very nice Green Arrow, love that you left his trick arrows to Extra Effort. Now we just need the rest of the Justice League Unlimited regulars and you can have an all-out brawl between them and the Legion of Doom. :lol:
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Postby kerianvalentine » Mon May 21, 2007 3:22 pm

Black Canary joins the fight, her sonic shriek blasting men around.

Image

Black Canary
PL 10/PP 150
Attributes: STR 16, DEX 18, CON 16, INT 14, WIS 14, CHA 18

Skills:
Acrobatics 8+4 = 12
Bluff 8+4 = 12
Disguise 4+4 = 8
Drive 4+4 = 8
Gather Information 8+4 = 12
Intimidate 8+4 = 12
Investigate 8+2 = 10
Knowledge [Streetwise 8]+2 = 10
Notice 8+2 = 10
Sense Motive 8+2 = 10

Feats:
Accurate Attack, All-Out Attack, Assessment, Attractive, Beginner's Luck, Blind-Fight, Connected, Contacts, Defensive Attack, Defensive Roll 5, Elusive Target, Equipment 2, Evasion 1, Inspire 2, Instant Up, Leadership, Luck 2, Move-By Action, Power Attack, Redirect, Set-Up, Sneak Attack 2, Stunning Attack, Takedown Attack 2

Powers:
Audial Burst Dazzle 5 [Power Loss: Unable To Speak -1, A.P.: Affects Objects Burst Drain Toughness 3, Power Loss: Unable To Speak -1]

Equipment:
Motorcycle [Speed +1]

Initiative/Defense: +4/22 [16]
Saves: FORT +6, REF +10, WILL +8, TOUGH +8
Attack/Damage: +8/+3

DVD Commentary:
Gotta give a nod to BARON's Black Canary build, my primary source for this one, though she's obviously been pumped up a bit.

My Black Canary makes her a compliment to Ollie, a perfect partner for him while he's blasting away from a range. Dinah is built to do three things well - investigate, goonsweep, and boost Ollie with Leadership and Inspire. Her Canary Cry is her big-hitting attack, but everyone has to make sure to cover their ears if she pulls it out - it's not selective and it hurts like a mother.

Another note is that, like Ollie, Dinah has a defensive trade-off - she's slightly more nimble than he is, and equally capable martial arts-wise as the Arrow himself.

May 21, 2007: Updated Dinah already, giving her a Dazzle [which she should have] instead of that Disintegration.
Last edited by kerianvalentine on Mon May 21, 2007 8:31 pm, edited 1 time in total.
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Postby Psistrike » Mon May 21, 2007 3:26 pm

I pity her parents when she was growing up, must have had a lot of broken windows and televisions over the years. :lol:
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Postby kerianvalentine » Tue May 22, 2007 10:02 am

Now the second Green Arrow jumps in, Connor's bowstring blasting out arrow after arrow at the enemies around the team.

Image

Green Arrow II (Connor Hawke)
PL 10/PP 150
Attributes: STR 18, DEX 18, CON 16, INT 14, WIS 14, CHA 16

Skills:
Acrobatics 8+4 = 12
Climb 4+4 = 8
Concentration 8+2 = 10
Escape Artist 8+4 = 12
Notice 8+2 = 10
Search 8+2 = 10
Sleight of Hand 4+4 = 8
Stealth 8+4 = 12

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attractive, Defensive Attack, Defensive Roll 4, Elusive Target, Equipment 3, Evasion 2, Improved Critical [Bow] 5, Improved Pin, Instant Up, Move-By Action, Power Attack, Precise Shot 1, Ranged Pin, Takedown Attack 2, Training

Powers:
Mighty Autofire 2 Damage 4
Trip 5 [Improved Trip]

Equipment:
Bow [Variable Descriptor 1 Accurate 1 Mighty Ranged Damage 5, A.P.: Accurate Snare 6, A.P.: Homing 1 Targeted Explosion Ranged Damage 4]

Initiative/Defense: +4/23 [17]
Saves: FORT +7, REF +12, WILL +6, TOUGH +7
Attack/Damage: +9/+4

DVD Commentary:
Connor Hawke is the successor to the Green Arrow legacy, and boy does he have a lot to live up to. Stylistically, Connor has the same setup as Ollie - a TOUGH-for-Defense trade, good saves, and all-around martial arts badassery.

Here's where it gets different. Connor has none of Ollie's people skills, personality, or understanding of humans. He's been locked in a monastery for ages, after all, and he confesses to Kyle Rayner that he's never even kissed a girl! Therefore, while he has the Attractive feat like Ollie, he never actually hits any of his social caps, making him a little lackluster in that department. In addition, he has no Sense Motive ranks - he relies on his Training feat to see through feints, and people who lie to him are probably going to get away with it.

Connor is also more of a hardcore martial artist than Ollie. While he's not as expert with a bow, his base attack bonus is overall higher, and he does a lot more damage unarmed than Ollie does.

Since he lacks Ollie's skills, he's not as good at Costumed Adventure-ry, but we'll forgive him that, right, folks?
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Postby kerianvalentine » Tue May 22, 2007 11:02 am

The Power of Shazam! animated series is on. The opening sequence is Captain Marvel and the Marvel Family fighting a group of faceless enemies, with the Monster Society of Evil in the background. Black Adam's face is highlighted among the group.

Image

Black Adam
PL 10/PP 152
Attributes: STR 34 [10], DEX 14, CON 30 [10], INT 12, WIS 18, CHA 16

Skills:
Notice 12+4 = 16
Sense Motive 12+4 = 16

Feats:
All-Out Attack, Attack Specialization (Unarmed) 4, Dodge Focus 5, Eidetic Memory, Fearless, Improved Grab, Move-By Action, Power Attack

Powers:
Uncontrolled Personal Boost [Skills] 3
Enhanced Attributes 20 [Strength 24, Constitution 20]
Comprehend 1 (Languages)
Immunity 9 (Life Support)
Flight 4 [A.P.: Speed 8]
Super-Strength 4
Protection 5
Indirect Line Ranged Damage 10 [Side-Effect: If Adam Fails The REF Save, Drawback: Power Loss: Unable to Speak, Common, +2]

Init/Defense: +3/15
Saves: FORT +10, REF +10, WILL +7, TOUGH +15
Attack/Damage: +0 [+8 Unarmed]/+12

DVD Commentary:
So here's Black Adam. Unlike Billy, Adam is bigger, faster, and tougher, able to take more hits and dish out more damage than Marvel.

As far as powers go, instead of the Wisdom of Solomon [which is a wholly uncontrolled Clairvoyance Billy uses to see things far away], he has the Wisdom of Zehuti - an uncontrolled Boost giving him access to a mass of knowledge.

Note that he also doesn't have Marvel's quickness, opting instead for a higher level of speed using the Swiftness of Heru.
Last edited by kerianvalentine on Tue May 22, 2007 1:17 pm, edited 1 time in total.
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Postby Psistrike » Tue May 22, 2007 11:23 am

His Strength should be 34 instead of 30. Now with the archers stated up, how about a Robin Hood style archery contest? :D
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Postby kerianvalentine » Tue May 22, 2007 2:44 pm

The Adventures of The Green Lantern Corps is playing again.

Image

Rot Lop Fan
PL 10/PP 151
Attributes: STR 12, DEX 16, CON 16, INT 18, WIS 16, CHA 14

Skills:
Acrobatics 8+3 = 11
Concentration 8+3 = 11
Diplomacy 8+2 = 10
Escape Artist 8+3 = 11
Gather Information 4+2 = 6
Investigate 4+4 = 8
Knowledge [Music] 8+4 = 12
Notice 12+3 = 15
Perform [Musical] 8+2 = 10
Search 8+4 = 12
Sense Motive 8+3 = 11

Feats:
Accurate Attack, Benefit [Green Lantern] 1, Blind-Fight, Connected, Contacts, Evasion 1, Fearless, Move-By Action, Power Attack, Uncanny Dodge [Hearing]

Powers:
F-Sharp Bell 11 [Hard-To-Lose Device]
Accurate Extended Acute Hearing
Radio-Sense
Ultra-Hearing

F-Sharp Bell
Dynamic Precise Accurate Vibration Control 10 [D.A.P.: Shield, D.A.P.: Force Field, D.A.P.: Flight, D.A.P.: Linked Selective Area Space Flight/Selective Area Immunity, D.A.P.: Create Objects, D.A.P.: Auditory Obscure, D.A.P.: Ranged Drain Toughness, D.A.P.: General Burst Damage, D.A.P.: Auditory Concealment, D.A.P.: Nauseate, D.A.P.: Burrowing, D.A.P.: Comprehend, D.A.P.: Boost [Knowledges]]
Morph 1 [Costume]
Mind Shield 1

Initiative/Defense: +3/15
Saves: FORT +7, REF +10, WILL +8 [+9], TOUGH +3
Attack/Damage: +4/+1

Drawbacks:
Blind [Uncommon, Minor, +1]

DVD Commentary:
Rot Lop Fan is the only Green Lantern I know of offhand that doesn't use the color green or a lantern of any shape or form. Instead, Rot Lop Fan is a blind alien with a magic bell - the "F-Sharp Bell", which gives him similar powers to the normal Green Lanterns, but with the base being sound instead of light.

He's also got some unique alien traits of his own, notably that he's wholly blind and has some really badass hearing abilities. Finally, Rot Lop Fan is more able to evade disaster, able to "hear" it from a long ways away.

Like all Lanterns, Rot Lop Fan has the Benefit [Green Lantern] feat.

May 24, 2007: Corps update FTW!
Last edited by kerianvalentine on Thu May 24, 2007 9:31 am, edited 1 time in total.
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