The New Nook! Long Stride, Lovehammer, Whipsmart

Where in all of your character write ups will go.
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Skaramine
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Re: The New Nook Rises! Quantum Art and My Gryphon

Post by Skaramine » Sat May 06, 2017 10:35 pm

This is a lady who I've been working upon recently. I've been writing the novel about her. I wanted a cross dressing tough chick in the Victorian era, kicking ass and breaking stereotypes.

Robin Locke - PL 10
Image Image
Strength 2, Stamina 3, Agility 3, Dexterity 7, Fighting 7, Intellect 2, Awareness 5, Presence 3

Advantages
All-out Attack, Animal Empathy, Beginner's Luck, Connected, Defensive Attack, Defensive Roll 4, Diehard, Equipment 2, Improved Critical: Knife: Strength-based Damage 2, Languages 4, Power Attack, Ranged Attack 4, Skill Mastery: Deception, Takedown, Teamwork, Tracking, Well-informed

Skills
Acrobatics 4 (+7), Athletics 6 (+8), Close Combat: Unarmed 9 (+16), Deception 8 (+11), Expertise: Survival 8 (+10), Insight 5 (+10), Intimidation 4 (+7), Investigation 4 (+6), Persuasion 2 (+5), Ranged Combat: Personal Arsenal 3 (+10), Stealth 4 (+7), Treatment 4 (+6)

Powers
Adaptable: Feature 2 (Custom: Each rank allows you to use the Beginner's Luck Advantage Without Using A Hero Point)
Personal Arsenal
. . Knife: Strength-based Damage 2 (DC 19, Advantages: Improved Critical; Penetrating 4)
. . Light Pistol: Damage 4 (DC 19; Increased Range: ranged)
. . Thrown Knife: Strength-based Damage 1 (DC 18; Accurate 2: +4, Increased Range: ranged [2 extra ranks])
Soaking Damage: Regeneration 3 (painfully stubborn, Every 3.33 rounds; Subtle: subtle; Quirk: doesn't work vs the last damage taken during the encounter)
Traveller's Luck: Enhanced Trait 10 (Traits: Dodge +3 (+13), Parry +3 (+13), Advantages: Defensive Roll 4)

Equipment
Personal Arsenal [Personal Arsenal]

Offense
Initiative +3
Grab, +7 (DC Spec 12)
Knife: Strength-based Damage 2, +16 (DC 19)
Light Pistol: Damage 4, +15 (DC 19)
Throw, +11 (DC 17)
Thrown Knife: Strength-based Damage 1, +15 (DC 18)
Unarmed, +16 (DC 17)

Complications
Motivation: Thrills
Prejudice: Robin Locke is a Woman in a Man's Adventuring World

Languages
Arabic, Chinese (Mandarin), English, French, German, Russian

Defense
Dodge 13/10, Parry 13/10, Fortitude 8, Toughness 7/3, Will 8

Power Points
Abilities 64 + Powers 15 + Advantages 22 + Skills 31 (61 ranks) + Defenses 18 = 150


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Once upon a time, in an era when a lady's place was known and limited, even stifling, an adventurous young woman made herself a man of action.
Robin Locke didn't have to change her name to escape the constraints of 1897. All she had to do was don a mustache and become Un-Locked.

This is her in her late twenties, after beginning life on the run as a teenager, and hardening up thanks to cattle drives across the Southwest, and being Shanghai'd on a slow boat to China. She's been across Asia and back, and is about to enter the valley of the Wolf Girl in India.

She's a PL10, and insanely skilled. I based her off of the Ray Gun Hero from the Cosmic Book, and liked the Traveller's Luck. She nearly gets gutted in the first chapter by a bandit with a knife, but the Traveller's Luck explains how a wound which would have filleted another person only is messy, and partially disrobing of her. Maybe I should put some subtle on that Toughness - she shows a lot of scratches and cuts, but in the end, it's only a flesh wound.

Updated her toughness to lower it, giving her more of a Defensive Roll, and added "Soaking Punishment" from the Punisher and punishment thread.

This works a little better.
Last edited by Skaramine on Sun May 28, 2017 10:16 pm, edited 1 time in total.
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Re: The New Nook Rises!My Gryphon and Un-Locke

Post by Skaramine » Sat May 06, 2017 11:36 pm

LAdeez and gentle critters! Live from the Jab's builds King Shark base... I give you...

Requin Warrior - Aquatic - PL 10

Image

The bloody waters and projecting shark fin shirt, because why not?

Strength 12, Stamina 8, Agility 6, Dexterity 0, Fighting 6, Intellect 1, Awareness 4, Presence 4

Advantages
All-out Attack, Defensive Roll 2, Languages 1, Move-by Action, Power Attack, Startle, Takedown

Skills
Acrobatics 6 (+12), Athletics 5 (+17), Close Combat: Unarmed 2 (+8), Expertise: Mythology 4 (+5), Insight 6 (+10), Intimidation 9 (+13), Perception 6 (+10), Ranged Combat: Throw 8 (+8), Stealth 4 (+10)

Powers
Were Shark
. . Aquatic Adaption: Movement 1 (Environmental Adaptation: Choose Environment)
. . Immunity: Immunity 1 (Suffocation: Drowning)
. . Regeneration: Regeneration 5 (Every 2 rounds; Limited: Not Versus Magic, Fire or Silver descriptors)
. . Senses: Senses 8 (Accurate: Scent, Accurate: Detect Electrical Fields, Acute: Scent, Detect: Electrical Fields 2: ranged, Tracking: Scent 1: -1 speed rank)
. . Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
. . . . Powerhouse Legs: Leaping 6 (Alternate; Leap 500 feet at 120 miles/hour)

Offense
Initiative +6
Grab, +6 (DC Spec 22)
Throw, +8 (DC 27)
Unarmed, +8 (DC 27)

Languages
English, Japanese

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

Power Points
Abilities 82 + Powers 21 + Advantages 8 + Skills 25 (50 ranks) + Defenses 14 = 150


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REQUIN
Hero name: Requin, Project Greyfin
Birth name/Identity: Thomas Bruce Hojiro
Also Known as: Bruce Hojiro (preferred nomme du guerre), Joe Fins, Req (pronounced Wreck), Jabberjaw
Identity: Requin's identity and existence is easily known and learned by the general public, especially if he meets them. His status as an active US Marine Reservist is also public knowledge. Requin's activities in covert operations, however, is not.
Occupation: Professional adventurer, United States Marine
Gender: Male
Age: 27
Height: Prior to Change: 5'10", Currently: 7'2"
Weight: Prior to Change: 190 lbs, Currently: 900 lbs.
Eyes: Brown
Hair: Prior to Change: Black, often dyed with blonde or red frosting, Currently: None
Group Affiliation: USMC (ret'd), The A-Game (Blackwater-based premeir super-team), Dangerous Operations Group (the DOGs - covert super agency), Salamander's Fire (renounced when it was learned that the leader - Salamander - was not only his father, but the group was illegal)
Known Relatives: General Salamander (aka General Thomas A. Vance) (father), Hamako Hojiro (mother), possible unknown brothers, sisters and cousins.
Base of Operations: The Stadium (A-Game HQ), Blackwater, IL.

Origin:
Bruce Hojiro was the product of a tryst between General Thomas A. Vance and Hamako Hojiro. Hamako raised Bruce in the city of Blackwater, a dimensional nexus city which is in other universes' Chicago. Because of its odd placement, it is an attracting ground for all manner of supernatural beings, which Bruce discovered he was during an ambush in Afghanistan.

When the insurgents hit Bruce's Marine platoon, the young Marine charged to the protection of his fellow soldiers. He felt the bullets strike his back, but didn't feel them penetrate, even as he grew two feet in height, and multiplied his weight by a factor of five. He turned and attacked the Taliban killers, restraining himself as he realized that his strength had grown with his size and strength. Upon the cessation of the battle, Bruce realized that he was changed into a humanoid shark. He didn't know how to turn back, but in his current form, he was able to withstand all manner of weaponry, even an RPG rocket's direct hit, lift enormous weights, and had incredibly accute senses.

Due to his changes, he was drawn to the attention of the man who had sired him, a General Thomas Vance, also known in the US Military Black Operations divisions as General Salamander. Though Bruce wished to continue to assist his fellow Marines in "the Sandbox" the General said his abilities would be put to better use elsewhere. Over the course of several missions, Bruce, now codenamed Requin (a double pun on the French name for a Great White a.k.a. Requiem shark and the combination of what he does - ie: Wreck and win), learned of General Salamander and Salamander's Fire and their illicit activities. Rebelling, Requin turned to one group he could trust - the A-Game. One of its members, Armada, was a fellow Marine, and she believed his stories of what had been done. Together with the rest of the A-Game, the two American warriors brought down the crooked organization, driving General Salamander out of power, but into the shadows to continue his efforts. In the last battle, Requin learned that Vance had impregnated Hamako Hojiro because she had the blood of weresharks in her, and one of his abilities was to breed true with all kin of supernaturals.

Vance displayed multiple magical abilities himself, but these could have been mystic talismans as he was also quite capable with conventional military weapons - including having the strength to utilize 200-lb weapons systems such as heavy machine guns and automatic grenade launchers as rifles.

The AFL 4:

During his time with Salamander's Fire, Requin was entered into a transdimensional fighting tournament known as Angelcrusher's Fighting League - specifically to capture a creature Vance viewed as one of the most powerful forces in the multiverse, the Indescribable Whatchamacallit. To push Requin along into the contest, he told Bruce that the capture of the Whatchamacallit would allow Vance to help Bruce learn to return to human form. Feeling his monstrous nature would ever make him an outcast, Requin agreed, facing deep angst and trauma over the decision until he encountered Hazel Warren, otherwise known as the Newtropolis super-burglar Dandy Jane. As she was from a society where alien creatures were common, she was unphazed by Requin's appearance, and sensed his attraction toward her.

After the tournament, Requin had actually gained enough confidence to rebel against the General, helping out the Whatchamacallit by seeming to attack him in a staged battle that ended up with the two powerful brutes literally carving an escape route before Bruce punched Steven hard enough to propel him hundreds of yards distant and giving the chimeric superbeing room to leap away to safety.

The DOGS:
Requin was immediately inducted into Armada's own covert operations team - the Dangerous Operations Group. A false identity as a superhuman thug called "Joe Fins" - a name Bruce borrowed from Dandy Jane - was developed for undercover work. A second heroic/vigilante identity as Blacktooth was added as well. The DOGs are meant for multiple operations, all of which are, as their name implies, dangerous. This means both high-risk undercover and military-grade direct action against truly deadly threats. Requin has taken the opportunity to set up the fiction that "Joe Fins" is a "mook from anudder freak city, coolin' my heels while the heat dies down." He's been reluctant to draw Dandy Jane into his undercover operations status, despite her inspiration, as he does not want to implicate her in either dimension. Armada also warned him that if he ever commits a violent felony against a law-abiding citizen in Newtropolis, she will personally turn him into sushi and feed him to the rest of the A-Game.

Personality:
Bruce is a wry, good natured young man who realizes he is in a powerful and dangerous body. Most of the time he puts on the affectation of being a fun loving character, literally a cross between two of his favorite fictional creations - the Hanna Barberra character Jabberjaw and the Teenaged Mutant Ninja Turtles, especially off duty. However, as shown during the AFL tournament, he does have a berserker rage within him, something that reacted violently to intense supernatural powers that could be classified as demonic.

He also worries about being too forceful in combat, but his training alongside the A-Game has helped him immensely with fears of crushing a foe with a single blow. The greatest fear he has is of his potential for bloodlust. When he gets the urge to hunt, he heads off into the Blackwater Sea - an inland sea which was created by a powerful catastrophe that turned the Great Lakes into a large ocean, and flooded dozens of cities, including Chicago. There, he hunts and eats tuna to satisfy his hunger and need to kill. Otherwise, Requin as a hero sees lethal force as a final option.

Bruce has a healthy interest in women, and with his fellow single, male heroes, often goes out on the town dancing and drinking (fortunately, it takes literally five times the alcohol necessary to get him inebriated). One woman, however, has caught his attention, a thief from another dimension named Dandy Jane. While the A-Game has occasional dealings with the New Knights - mostly for multiversal events - it allows Requin to travel there, but he's torn between casually seeing someone who's a wanted criminal there and his duties as a hero in Blackwater. However, he really likes the Zoot Suit she had made for him.

To relax, Bruce is a voracious reader, enjoys classic cartoons and Three Stooges movies, and listens to a wide variety of music ranging across the 20th and 21st Centuries.

Powers and Abilities:
Bruce Hojiro was already an accomplished Marine before his change. He is still an Expert with the weapons of the Corps, including sniper rifles and various handguns, though most conventional firearms are too small for his hands. In hand to hand combat, he was, and still is, a world class martial artist.

As a wereshark, Requin possesses phenominal superhuman strength and durability. He can lift nearly 90 tons (and has been known to lift even more under extraordinary effort), his body is as durable as a foot thickness of steel - though bladed weapons do seem able to cause lacerations against him. His musculature is sufficient that he can swim at a speed of 30 miles per hour, withstand depths of 5000 feet, and intense cold.

Having the senses of a shark also makes Requin uncannily sharp. His sense of smell is capable of tracking quarry, even to the point of betraying hiding places and enabling him to react to an ambush just by the scent of foes. He can tell the differences between people quite easily, no matter the disguise, and see in near absolute darkness.

Requin's deadliest weapon, and the one he utilizes the least because of it, is his bite. He's been able to bite a city bus in half or penetrate the hull of a Coast Guard Cutter.

In combat, Requin's primary means of conflict are his prodigious fists, and he is quick to run interference and draw enemy fire.
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Re: The New Nook Rises!My Gryphon, Un-Locke, Requin

Post by Skaramine » Sun May 14, 2017 10:57 pm

Delilah (Femme Fatale) - PL 10

Image

Strength 3, Stamina 4, Agility 7, Dexterity 3, Fighting 7, Intellect 1, Awareness 6, Presence 7

Advantages
Attractive 2, Defensive Attack, Defensive Roll 7, Fascinate (Deception), Hide in Plain Sight, Improved Disarm, Improved Grab, Improved Hold, Improved Trip

Skills
Acrobatics 9 (+16), Athletics 7 (+10), Close Combat: Martial Arts Training.: Strength-based Damage 4 5 (+12), Deception 7 (+14), Expertise: Current Events 8 (+9), Expertise: Streetwise 9 (+10), Insight 8 (+14), Intimidation 8 (+15), Perception 9 (+15), Persuasion 7 (+14), Sleight of Hand 8 (+11), Stealth 9 (+16)

Powers
Martial Arts Training.: Strength-based Damage 4 (DC 22)
. . Stunning Attack: Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Limited Degree)

Offense
Initiative +7
Grab, +7 (DC Spec 13)
Martial Arts Training.: Strength-based Damage 4, +12 (DC 22)
Stunning Attack: Affliction 8, +12 (DC Fort 18 )
Throw, +3 (DC 18 )
Unarmed, +7 (DC 18 )

Complications
Motivation: Responsibility: Attoning for the crimes she committed as an enemy agent.
Secret: She has red in her ledger.

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 11/4, Will 7

Power Points
Abilities 76 + Powers 5 + Advantages 16 + Skills 47 (94 ranks) + Defenses 6 = 150


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So I pulled out the Silver Age (I only have an e-copy of it, bought from Drive-Thru RPG) and started making builds.

The first was the Femme Fatale. Because with a Toughness of 11 with defensive roll... why the hell not? :)

I did a lot of finnagling with the standard stats, so you'll see that Deliliah is NOT a gunslinger by any means. Rather, she's a bareknuckle brawler of no small measure. I took the points freed up from lowering her Dex and not having to Ranged Attack and put them into a fighting Array (I still want to call arrays multipowers -_-), to duplicate the dear, departed "Sneak Attack" and "Stunning Attack" because, why not? If you want, you could take that Array, turn it into a device, give it range, and change the Close Combat to Ranged Combat and have yourself a Black Widow.

Artwork is by soys on Deviantart. ( http://soys.deviantart.com/ )
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Re: The New Nook Rises!My Gryphon, Un-Locke, Requin

Post by Spectrum » Sun May 14, 2017 11:08 pm

Lovehammer is a really cool idea. She sounds like a real ladette type character.
We rise from the ashes so that new legends can be born.

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Re: The New Nook Rises!My Gryphon, Un-Locke, Requin

Post by Skaramine » Sun May 14, 2017 11:11 pm

Col Steve Austin - PL 10

Image

Artwork by Paul Renard - http://paulrenaud.deviantart.com/

Strength 8, Stamina 4, Agility 5, Dexterity 5, Fighting 5, Intellect 2, Awareness 5, Presence 1

Advantages
Close Attack, Defensive Attack, Improved Critical: Unarmed, Improved Defense, Improved Smash, Improved Trip, Instant Up, Power Attack, Startle

Skills
Close Combat: Unarmed 6 (+11), Expertise (AWE): Survival 7 (+12), Intimidation 7 (+8), Perception 6 (+11), Vehicles 7 (+12)

Powers
Bionic Laser: Damage 9 (DC 24; Accurate 2: +4, Increased Range: ranged)
Bionic Legs: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Speed: Speed 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Bionic Strength: Enhanced Strength 6 (+6 STR)
Senses: Senses 4 (Extended: Hearing 2: x100, Extended: Sight 1: x10, Infravision)
Subdermal Armor: Protection 7 (+7 Toughness; Impervious)

Offense
Initiative +5
Bionic Laser: Damage 9, +9 (DC 24)
Grab, +6 (DC Spec 18)
Throw, +5 (DC 23)
Unarmed, +12 (DC 23)

Complications
Enemies: Maskatron, the Iron Curtain, the Venus Probe
Motivation: Patriotism
Responsibility: OSI Agent

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 11, Will 6

Power Points
Abilities 58 + Powers 56 + Advantages 9 + Skills 17 (33 ranks) + Defenses 10 = 150


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Yes, I named him Colonel Steve Austin, because who else is that guy in the Silver Age illustration? REALLY?

Yes, he has an extra laser, and he has Jamie's bionic ears as well, AND the bionic undercarriage that it took until the 90's Bionic reunion to mention that Steve and Jaimie both posessed to prevent their bodies from crushing themselves as they flipped over pickup-trucks or smashed slow motion boulders aside.

Could you tell that I was a Six Million Dollar Man and Bionic Woman nerd as a kid? (Venus Probe and Bigfoot were my favorite episodes)
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Skaramine
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Re: The New Nook Rises!My Gryphon, Un-Locke, Requin

Post by Skaramine » Sun May 14, 2017 11:13 pm

Spectrum wrote:
Sun May 14, 2017 11:08 pm
Lovehammer is a really cool idea. She sounds like a real ladette type character.
She'll party hard with you. But then she'll also get you hydrated so that you won't suffer a hangover, and call an Uber on her phone so you can get to work alive in the morning. :D

I really got to put down her boyfriend Dragonstar. (Fort 14 versus drinking a liquor store? Yeah, he's her kind of guy.)
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Re: The New Nook Rises! Femme Fatale and Bionic Hero

Post by Skaramine » Mon May 15, 2017 12:42 am

Grown Up Sidekick - PL 10

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

Advantages
Benefit, Wealth 2 (independently wealthy), Close Attack 4, Evasion, Improved Initiative, Interpose, Power Attack, Precise Attack (Close, Concealment), Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 8 (+12), Close Combat: Power Knuckles: Strength-based Damage 4 4 (+8), Close Combat: Unarmed 8 (+12), Expertise: Streetwise 6 (+7), Insight 4 (+5), Intimidation 6 (+7), Investigation 8 (+9), Perception 8 (+9), Ranged Combat: Discblades: Strength-based Damage 4 8 (+12), Stealth 8 (+12), Technology 4 (+5), Vehicles 6 (+10)

Powers
Reflexes from the Street: Senses 1 (Danger Sense: Auditory)
The Wing of Knights Armor (Removable)
. . Armored Costume: Protection 3 (+3 Toughness; Impervious [2 ranks only])
. . Discblades: Strength-based Damage 4 (DC 23; Increased Range: ranged [4 extra ranks]; Diminished Range 2)
. . Knight Lenses: Senses 1 (Infravision)
. . Power Knuckles: Strength-based Damage 4 (DC 23)
. . Shield: Enhanced Trait 8 (Traits: Dodge +4 (+14), Parry +4 (+14))
. . Swingline: Elongation 2 (Elongation: 30 feet, +2 to grab; Quirk: Limited Manipulation)
Urban Acrobat
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 1 (Swinging)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +8
Discblades: Strength-based Damage 4, +12 (DC 23)
Grab, +10 (DC Spec 16)
Power Knuckles: Strength-based Damage 4, +12 (DC 23)
Throw, +4 (DC 19)
Unarmed, +16 (DC 19)

Complications
Identity
Motivation: Justice

Languages
Native Language

Defense
Dodge 14/10, Parry 14/10, Fortitude 6, Toughness 6, Will 6

Power Points
Abilities 44 + Powers 31 + Advantages 13 + Skills 42 (84 ranks) + Defenses 20 = 150


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Mutants & Masterminds, Third Edition is ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

This is a "Nightwing" light.

But you know what? I like him. Granted, my version of Dick would be smarter, and far more charismatic, but this is good for a PL10 game, an optimized starting guy.

And yes, I went with Elongation with a Limited Manipulation for his Swingline in other purposes. Why? Because I can, and because Silver/Iron Age Robin was a whiz with the batarang and the swingline.
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Re: The New Nook Rises! Femme Fatale, Bionic Hero, Grown Up Sidekick

Post by Skaramine » Tue May 16, 2017 8:08 pm

Spriggan - PL 10

Image
Placeholder pic because I can't find a good pic of Spriggan online, nor my purpled-up John Cena giant man figure.


Strength 14, Stamina 8, Agility 2, Dexterity 2, Fighting 2, Intellect 0, Awareness 2, Presence 3

Advantages
Accurate Attack, All-out Attack, Close Attack 4, Daze (Intimidation), Defensive Attack, Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle, Teamwork

Skills
Acrobatics 2 (+4), Athletics 4 (+18), Expertise (AWE): Survival 4 (+6), Expertise: Popular Culture 5 (+5), Expertise: Tactics 4 (+4), Insight 6 (+8), Intimidation 6 (+11), Perception 4 (+6), Persuasion 4 (+7), Treatment 3 (+3), Vehicles 2 (+4)

Powers
Altered Physiology: Protection 6 (+6 Toughness; Impervious)
Fifteen Foot Titan
. . Big Man: Growth 5 (+5 STR, +5 STA, +2 Intimidate, -5 Stealth, -3 active defenses, +1 size rank, +5 mass ranks)
. . Power-Lifting: Enhanced Strength 3 (+3 STR; Limited to Lifting)
. . Strong Man: Enhanced Strength 5 (+5 STR)
Titanic Displays of Might
. . Groundstrike: Burst Area Affliction 10 (1st degree: Vulnerable, Hindered, 2nd degree: Defenseless, Prone, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Extra Condition, Linked: Fifteen Foot Titan; Limited: Spriggan and Targets Must Be On Same Surface, Limited Degree, Quirk: Instant Recovery for Hindered and Prone)
. . Growth Strike: Feature 8 (Quirk: Must Start At Normal Size, end at 15 foot height)
. . Rage (Penetrating 14)
. . Thunderclap: Cone Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Linked: Fifteen Foot Titan)

Offense
Initiative +2
Grab, +6 (DC Spec 24) (+8 (DC 14) at Normal Size)
Groundstrike: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Throw, +2 (DC 29)
Thunderclap: Cone Area Affliction 10 (DC Fort 20)
Growth Strike, +8 (DC 23)
Unarmed, +6 (DC 29), (+8 (DC 19) at Normal Size)

Complications
Motivation: Doing Good
Relationship: Spriggan is close to his sister Sprite
Temper: He's a big, tough jock who had learned to focus his aggressive nature into full-contact sports. Superhero fights are quite akin to football and wrestling, so he does tend to get hardcore aggressive.

Languages
English

Defense
Dodge 6 (8 Normal Size), Parry 6 (8 Normal Size), Fortitude 12 (7 Normal Size), Toughness 14 (9 Normal Size), Will 4

Power Points
Abilities 36 + Powers 58 + Advantages 14 + Skills 22 (44 ranks) + Defenses 20 = 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 ©2010-2017 Green Ronin Publishing, LLC. All rights reserved.

One of my favorite characters of the next iteration of the Freedom League was Spriggan. He was a Grower guy, and he had more than a couple skills, though, at very low levels. He's also the twin brother, or just brother, of the Wasp expy Sprite, who I'll get next.

Between 2E and 3E, the Growth levels went from +2 Strength and +1 Constitution (bonuses) per level to +1 Strength and +1 Stamina. This gave me the idea to just give Spriggan only as much Growth as necessary to boost his Stamina to equal his "full grown" Constitution bonus. The rest come from just plain old strength from his size. As he has superhuman toughness even as a "shrimp" (+9 Tough), I decided to say that his durability is a natural extension of the drugs which sparked his Growth. He's naturally bulletproof as a six foot or so football jock (and no slouch even with 4 Strength).

Spriggan has only one "full level" of Growth, using 4 points to be a doubling of height/rise in the size scale. Actually, he has five levels of Growth, which makes him fifteen feet tall, and about 3200 pounds. This fits into my favorite era of Hank Pym outside of Yellowjacket: Goliath. Face it, Marvel growers don't seem to have the same kind of unstoppable wow as the game can present them as, as per the Marvel TSR rules. There were times when Goliath punched his way through the bulkheads of the Crimson Cowl's hovership, and he went a half of a comic book slugging it out with the Dragon Man, who tested even the mighty Hercules. So, this "limited" Spriggan is fairly dynamic and capable with his strength and toughness.

Stuck at his normal height (due to tight quarters), Spriggan is still capable. PL6 Offensively (+8 Close Combat, DC 19 Unarmed), which is befitting a skilled normal, but defensively, he's PL 8.5 (+8 Parry/Dodge, +9 Toughness). If Spriggan choses, he can go All Out Attack and get to be PL 8.5 offense, and PL6 Defense appropriately (+13 Close attack, DC 19 Unarmed, +3/+3 Dodge/Parry, +9 Toughness). In an agents Game, he'd be pretty dynamic.

I took a look at his Advantages, and as befitting a football and wrestling jock, he already had some good manipulations of his limits with Defensive Attack and Power Attack (slipping aside defensive tackles, and plowing over enemy linesmen), as well as a plethora of grappling abilities. But being as his strength is at 14 already, and his Unarmed and Close Combat are a mere +6 at giant size, his Power Attack would have him at +1 (DC 34). If any grower could do what Hawkeye tried to do as Goliath to the cylinder of Adamantium in the seminal Avengers #66 (Volume 1), Spriggan definitely could dent the Adamantium.

Seeing as how he's basically unstoppable, but obscenely easy to avoid, I decided that with his experience, Spriggan picked up more appropriate Advantages to go with his massive size: All Out Attack and Accurate Attack. I even have ideas of how these Advantages would be worked for him in combat. The Worlds of Freedom Spriggan only cost 134 points for PL 10. I'd be a good GM and give him 16 more points to play with.

All Out Attack would be Spriggan going arms wide, which makes him a bigger target, but makes him absolutely more likely to hit his nimble opponent. He'd then be at Close Combat +11 (DC 29) (Thor Class, but then, someone like Thorp's Thor would be able to tag Spriggan very easily.)

Accurate Attack would be Spriggan using open-handed slaps rather than more focused, smaller fists. He doesn't hit as hard, (a mere DC 24), but when you're going up against a Spider-Man or other agile foe, you won't have to smack a ninja that hard.

I missed out on giving Spriggan Takedown instead of Power Attack, because if anyone sweeps mooks, it's going to be your team's giant-sized brick.

Another thing about Spriggan is that his tactics and Treatment are related to his sports knowledge. No, he's not going to be a physician or take Captain America's place anytime soon, but Treatment could mean the difference between a comatose and hospitalized team mate and getting that badly whomped Patriot or Scarab back into action a day or two later.
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Re: The New Nook Rises!Future Freedom League (Worlds of Freedom)

Post by Skaramine » Thu May 18, 2017 8:57 pm

Sprite Future Freedom League - PL 10

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

Advantages
Agile Feint, Attractive, Defensive Roll 3, Evasion 2, Hide in Plain Sight, Move-by Action, Redirect, Second Chance: Area Effect Attacks, Taunt, Teamwork, Uncanny Dodge

Skills
Acrobatics 7 (+10), Expertise: Chemistry 5 (+8), Expertise: Physics 5 (+8), Expertise: Popular Culture 2 (+5), Perception 2 (+4), Persuasion 4 (+6), Ranged Combat: Bio-Energy Bursts 7 (+10), Stealth 3 (+18), Technology 7 (+10), Treatment 4 (+7)

Powers
Bio-Energy Bursts
. . Bio Bolt: Damage 6 (DC 21; Increased Range: ranged, Multiattack)
. . Dazzle: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Vision)
Buzzing Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Linked: Fairy Sized: Shrinking 12; Wings)
Fairy Sized: Shrinking 12 (+12 Stealth, +6 active defenses, -3 size ranks; Normal Strength)

Offense
Initiative +3
Bio Bolt: Damage 6, +10 (DC 21)
Dazzle: Cumulative Affliction 10, +10 (DC Fort 20)
Grab, +3 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Complications
Identity: Rai Henry
Motivation: Doing Good
Relationship: Sprite is very close to her brother Jim (Spriggan)

Languages
Native Language

Defense
Dodge 15, Parry 9, Fortitude 6, Toughness 5/2, Will 8

Power Points
Abilities 36 + Powers 61 + Advantages 14 + Skills 23 (46 ranks) + Defenses 16 = 150


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Sprite also gets some upgrades, but this comes more from the fact that I don't see a wasp-sized girl parrying a punch from a martial artist, even if she is full-grown strength, which freed up points, and allowed me to give her a couple more skills, and give her something with a little punch to go with her Dazzle. I made her Bio-Energy Bolts "weaker" while at the same time Multi-Attack just for the sake of more closely matching the Wasp - especially her stunt of zapping a bunch of dudes in quick succession, like she did in Secret Wars.

She makes a good skill monkey science-wise. She won't be challenging Moon Son's technical acumen, but she and he could do some fantastic team efforts.
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Re: The New Nook Rises!Future Freedom League (Worlds of Freedom)

Post by Skaramine » Fri May 19, 2017 12:14 am

Centuria - Future Freedom League - PL 13

Image

Placeholder for Freedom League's Centuria with my personal drawing of my friend's own Centennia(she's at least 100 years old, hence the name.) Centennia is the intellectual property of The Cosmic Beholder (http://thecosmicbeholder.deviantart.com/).

Strength 15, Stamina 5, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 3, Presence 3

Advantages
Attractive, Close Attack 2, Improved Disarm, Improved Grab, Improved Hold, Interpose, Languages 1, Move-by Action, Power Attack, Teamwork

Skills
Acrobatics 4 (+6), Close Combat: Unarmed 7 (+9), Expertise: Current Events 6 (+8), Expertise: Pop Culture 4 (+6), Intimidation 4 (+7), Investigation 4 (+6), Perception 7 (+10), Persuasion 4 (+7), Ranged Combat: Throw 7 (+9), Technology 4 (+6), Treatment 3 (+5), Vehicles 2 (+4)

Powers
Beyond the Powers of Mortal Men: Immunity 10 (Life Support)
Beyond the Powers of Mortal Men: Protection 10 (+10 Toughness; Impervious)
Beyond the Powers of Mortal Men: Senses 6 (Penetrates Concealment: Choose Sense, Ultra-hearing, Ultravision)
Impossible Strength
. . Bracing: Immunity 5 (Custom: Being Moved 5) (Check Required - Strength)
. . Countering Punch: Deflect 13
. . Groundstrike: Burst Area Affliction 13 (1st degree: Dazed, Hindered, 2nd degree: Stunned, Prone, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 23; Burst Area: 30 feet radius sphere, DC 23, Custom: Instant Recovery Only for Hindered/Prone, Extra Condition; Instant Recovery, Limited: Centuria and Targets Must Be on Same Surface)
. . Shockwave: Burst Area Damage 13 (DC 28; Burst Area: 30 feet radius sphere, DC 23; Limited: Centuria and Targets Must Be On Same Surface)
. . Super Breath 1: Cone Area Move Object 13 (200 tons; Cone Area: 60 feet cone, DC 23; Limited Direction: Push or Pull, Reduced Range: close)
. . Super Breath II: Cone Area Nullify 13 (Counters: Smoke and Fire Effects, DC 23; Cone Area: 60 feet cone, DC 23, Broad; Distracting, Reduced Range: close)
. . Super Breath III
. . . . Move Object: Cone Area Move Object 7 (Linked; 3 tons; Cone Area: 60 feet cone, DC 17; Limited Direction: Push or Pull, Reduced Range: close)
. . . . Smacking Terrain: Cone Area Damage 6 (Linked; DC 21; Cone Area: 60 feet cone, DC 16; Unreliable (roll))
. . Thunderclap: Cone Area Affliction 13 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 23; Cone Area: 60 feet cone, DC 23; Limited Degree)
Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Super Speed Quick Change: Feature 1
Tall Buildings In a Single Bound: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)

Offense
Initiative +2
Grab, +4 (DC Spec 25)
Groundstrike: Burst Area Affliction 13 (DC Fort 23)
Move Object: Cone Area Move Object 7 (DC 17)
Shockwave: Burst Area Damage 13 (DC 28)
Smacking Terrain: Cone Area Damage 6 (DC 21)
Super Breath 1: Cone Area Move Object 13 (DC 23)
Super Breath II: Cone Area Nullify 13 (DC Will 23)
Throw, +9 (DC 30)
Thunderclap: Cone Area Affliction 13 (DC Fort 23)
Unarmed, +11 (DC 30)

Complications
Enemy: Because of her identity and paternity, Centuria has one big target on her, as well as the emnity of many foes she and the Freedom League have battled in the past.
Fame: Centuria does not often get an opportunity to lose herself in a civilian identity.
Motivation: Responsibility: Centuria struggles to uphold the ideals and legacy of the Centurion of this Universe as well as the Centurion who was her father.

Languages
English, Latin

Defense
Dodge 11, Parry 11, Fortitude 10, Toughness 15, Will 7

Power Points
Abilities 68 + Powers 80 + Advantages 11 + Skills 28 (56 ranks) + Defenses 27 = 214


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- I really loved the Freedom League of 2025 or whatever. I loved the Goliath/Wasp expys, and if there was someone I loved even more than them, it was Centuria.

- She comes in 3 points under price here than in 2E. And that's with a full PL13 super powers array which is just one energy blast short of heat vision. And I had fun working on that Super Strength Array, figuring, WHY NOT on no less than three variations of Super-Breath, one basic from the GM's Kit, and two based off of Speedster Tricks or Air Elemental/Weather powers.

- Ah, now I know why she's three points under, even with the extra super-breaths: Power Lifting is so much cheaper.

- How do you guys like my take on some of the other Super Strength stunts like Bracing and Countering Punch?

edit: Looking at my Centuria build, she also fits Centennia quite well too.
Last edited by Skaramine on Fri May 19, 2017 5:48 pm, edited 1 time in total.
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Re: The New Nook Rises!Future Freedom League (Worlds of Freedom)

Post by Gamebook » Fri May 19, 2017 8:01 am

Image

Centuria looks to be pretty much exactly Centennia from the webcomics by THE BEHOLDER (caps in original). As a character she was originally created for the City of Heroes game, you can tell by elements of the costume, specifically the cage-like greaves and bracers. She is the most powerful superhero in the world in that story universe. The site has a huge archive of superhero stories, but be warned that a lot of them are decidedly NSFW.

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Re: The New Nook Rises!Future Freedom League (Worlds of Freedom)

Post by Skaramine » Fri May 19, 2017 2:09 pm

That is exactly the character and placeholder picture I used for the Future Freedom League's Centuria. But I used my own fanart of Centennia to make things less awkward.
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Re: The New Nook Rises!Future Freedom League (Worlds of Freedom)

Post by Skaramine » Fri May 19, 2017 7:05 pm

Moon Son Future Freedom League - PL 14

Strength 3, Stamina 3, Agility 1, Dexterity 1, Fighting 5, Intellect 6, Awareness 4, Presence 2

Advantages
Defensive Roll 4, Evasion, Improved Initiative, Inventor, Second Chance: Mind Control, Taunt, Ultimate Effort: Will Save, Uncanny Dodge

Skills
Athletics 4 (+7), Close Combat: Unarmed 4 (+9), Deception 8 (+10), Expertise: Behavioral Sciences 8 (+14), Expertise: Current Events 8 (+14), Expertise: Science 12 (+18), Expertise: Tactics 6 (+12), Insight 14 (+18), Perception 8 (+12), Persuasion 8 (+10), Ranged Combat: Telepathic Powers 12 (+13), Ranged Combat: Throw 8 (+9), Stealth 8 (+9), Technology 10 (+16), Treatment 4 (+10), Vehicles 5 (+6)

Powers
Atom Family Technology: Variable 5 (Slow)
Genetic Tampering: Immunity 1 (Aging)
I Sense the Mind of Another At Work!: Senses 1 (Awareness: Mental)
Telepathic Powers
. . Go Down: Damage 7 (DC 22; Alternate Resistance: Will, Increased Range 2: perception)
. . My Thoughts Are Your Thoughts: Mind Reading 14 (DC 24)
. . MY Thoughts: Affliction 15 (1st degree: Vulnerable, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 25; Increased Range: ranged)
. . Phantasms: Illusion 6 (Affects: All Sense Types, Area: 60 cft., DC 16)
. . Psychic Surgery: Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 20; Increased Range: ranged, Incurable)
. . You Will Fall NOW: Damage 10 (DC 25; Alternate Resistance: Will, Increased Range 2: perception; Distracting)
Telepathy: Mental Communication 4
Your Thoughts Are My Thoughts: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)

Offense
Initiative +5
Go Down: Damage 7 (DC Will 22)
Grab, +9 (DC Spec 13)
My Thoughts Are Your Thoughts: Mind Reading 14 (DC Will 24)
MY Thoughts: Affliction 15, +13 (DC Will 25)
Psychic Surgery: Affliction 10, +13 (DC Will 20)
Throw, +9 (DC 18)
Unarmed, +9 (DC 18)
You Will Fall NOW: Damage 10 (DC Will 25)

Complications
Enemy: As the only known living Atom Family member, Chase Atom has a lot of legacy enemies such as Factor Four, the Subterranean Serpent People, criminals of Lunar Society, as well as opponents he'd encountered as a member of the Freedom League
Motivation: Doing Good: Chase Atom has been an adventurer and explorer of the unknown since he was a child. By his mid-teens, he was already a veteran superhero.
Relationship: Chase's best friend is Ray Gardner Junior, aka Storm Knight (and he is working on a way to restore his friend to a normal humanoid form). Chase's Brother Max and his sisters Tesla and Victoria were lost in a dimensional vortex and presumed dead. His mother Andrea suffered a similar fate during the Omega incursion.

Languages
Native Language

Defense
Dodge 10, Parry 9, Fortitude 7, Toughness 7/3, Will 14

Power Points
Abilities 50 + Powers 95 + Advantages 11 + Skills 64 (127 ranks) + Defenses 27 = 247


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- If there's one thing I loved more in the Freedomverse than the Future Freedom League, it was The Atom Family. Oddly, Chase didn't appeal to me that much. I'm a big "action" guy and Telepaths tend not to be showy and spectacular. But then, I did some thinking and looking at Chase some more.

- Chase and the Atoms have been Fantastic-Fouring around the Freedomverse a great deal (since 2003!) meaning that Chase as Telepath is okay for information gathering, and maybe a few mental bolts in action. But - he's also like Charles Xavier, before his injuries in battle against Lucifer left him wheelchair bound. He's active, so he is a good PL6 if it comes to throwing punches and dodging trouble. He's athletic, and he's a skill monster with other things.

- Should the enemy team have their own psychic, Chase is a great defense, but Moon-Son is equally at home pulling a Reed Richards for the group. He has the ability to Mind Control, or even alter someone's mind forever, but those things are morally reprehensible to him. But, he is capable of them, and they are on the original character sheet.

- No art for him.
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Re: A Man Called Mace!

Post by Skaramine » Sun May 21, 2017 10:16 pm

Once more tinkering with my Man Called Mace. New art as well.

Skaramine wrote:
Tue Apr 25, 2017 11:12 pm
I'm NEVER satisfied with my characters. I must have two dozen Maces and even more "Lumions."

This is my more "baby Thor/Cap" style of A Man Called Mace.

All New Mace 2 - PL 10

Image
This artwork is a gift from Kent Clark - that's his real name - aka Vagabondx on Deviantart. Had to show this off.

Strength 7/3, Stamina 7/3, Agility 6, Dexterity 4, Fighting 10, Intellect 1, Awareness 4, Presence 4

Advantages
Agile Feint, Move-by Action, Power Attack, Ranged Attack 4

Skills
Acrobatics 4 (+10), Close Combat: Unarmed 3 (+13), Expertise: Tactics 4 (+5), Insight 4 (+8), Intimidation 3 (+7), Investigation 4 (+5), Perception 6 (+10), Ranged Combat: Magnetic Mastery 6 (+10), Stealth 4 (+10)

Powers
Electromagnetic Radar: Senses 6 (Accurate: Radio, Acute: Radio, Analytical: Radio, Radio, Radius: Radio)
Magnetic Levitation: Flight 1 (Speed: 4 miles/hour; Levitation Only)
Magnetic Mastery
. . 1 Magnetic Fields: Move Object 6 (3200 lbs., Advantages: Improvised Tools; Precise; Limited Material: Ferromagnetic Metals)
. . 2 Magnetic Pulse: Damage 6 (DC 21; Increased Range: ranged)
. . 3 Whirling Mace: Deflect 13 (Quirk: Requires Warhammer)
. . 4 Whirlwind: Cone Area Affliction 10 (1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Extra Condition; Distracting, Instant Recovery, Limited Degree, Quirk: Requires Mace)
. . 5 Bootstrap Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Quirk: Requires Metal of Opportunity)
. . 6 Bouncing War Mace: Shapeable Area Damage 3 (DC 18; Shapeable Area: 30 cft., DC 13, Increased Range: ranged; Quirk: Requires War Mace)
. . 7 Groundstrike: Burst Area Affliction 10 (1st degree: Dazed, Hindered, 2nd degree: Stunned, Prone, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Extra Condition; Custom: Instant Recovery on Hindered/Prone, Limited: Mace and Targets Must Be On Same Surface, Limited Degree, Quirk: Requires War Mace)
. . 8 Thrown Mace: Strength-based Damage 5 (DC 27; Increased Range: ranged; Diminished Range, Inaccurate 4: -8, Quirk: Requires War Mace)
Magnetic Reinforcement: Enhanced Trait 16 (Traits: Stamina +4 (+7), Strength +4 (+7))
War Mace: Strength-based Damage 5 (Easily Removable, DC 27; Inaccurate: -2)

Offense
Initiative +6
1 Magnetic Fields: Move Object 6, +14 (DC 16)
2 Magnetic Pulse: Damage 6, +14 (DC 21)
4 Whirlwind: Cone Area Affliction 10 (DC Fort 20)
6 Bouncing War Mace: Shapeable Area Damage 3 (DC 18)
7 Groundstrike: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
8 Thrown Mace: Strength-based Damage 5, +6 (DC 27)
Grab, +10 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +13 (DC 22)
War Mace: Strength-based Damage 5, +8 (DC 27)

Complications
Fame
Identity
Motivation: Responsibility
Quirk
Relationship

Languages
English

Defense
Dodge 10, Parry 13, Fortitude 7, Toughness 7, Will 7

Power Points
Abilities 70 + Powers 44 + Advantages 7 + Skills 19 (38 ranks) + Defenses 10 = 150


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> 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.

> 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.

> This version is more directly a "bootstrap flier." When he was the teenaged sidekick of the Morning Knight, he used a pair of C-Clamps that he hung onto as he propelled them (and used one as a throwing weapon). Now, Mace can hover under his own power while he waits for his War Mace to return.

> 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.

> 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 War Mace itself provides a focus for his alternate Damage effects (in game terms, it's only a +3 club), as well as allowing him to bootstrap fly and pull off the Groundstrike and the Whirlwind, or just whip something big and heavy as hard and fast as an anti-tank missile. I also stole my own "mook sweeping" Shapable Area Damage from my Silver Sentinel. Because Mace loves pulling a Captain America as well as a Thor.
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Re: The New Nook Rises!Future Freedom League (Worlds of Freedom)

Post by Skaramine » Wed May 24, 2017 11:48 pm

Another item from the Worlds of Freedom Future Freedom League - PATRIOT!

No art. Anyone got a place for the art that's not gonna wreck trademark or copyright?

Patriot Future Freedom League - PL 11

Strength 7, Stamina 3, Agility 3, Dexterity 3, Fighting 3, Intellect 2, Awareness 3, Presence 3

Advantages
All-out Attack, Assessment, Benefit, Security Clearance 3: AEGIS Agent, Chokehold, Close Attack 9, Connected, Contacts, Defensive Roll 3, Diehard, Equipment 2, Evasion, Favored Foe: SHADOW and its operatives, Fearless, Great Endurance, Improved Critical: Unarmed, Improved Defense, Improved Initiative, Improved Smash, Languages 3, Leadership, Power Attack, Ranged Attack 5, Takedown 2, Teamwork, Weapon Bind

Skills
Acrobatics 8 (+11), Athletics 8 (+15), Close Combat: Unarmed 2 (+5), Expertise (AWE): Survival 6 (+9), Expertise: Civics 4 (+6), Expertise: Current Events 8 (+10), Expertise: History 4 (+6), Expertise: Tactics 8 (+10), Insight 6 (+9), Intimidation 6 (+9), Investigation 8 (+10), Perception 8 (+11), Persuasion 4 (+7), Stealth 8 (+11), Technology 4 (+6), Treatment 3 (+5), Vehicles 6 (+9)

Powers
Damage: Strength-based Damage 2 (DC 24; Reach (melee): 5 ft.)
Protection: Protection 4 (+4 Toughness)
Combat Training: Senses 1 (Danger Sense: Choose Sense Type)
Mask (Removable)
. . Immunity: Immunity 5 (Sensory Affliction Effects; Limited - Half Effect)
. . Senses: Senses 5 (Communication Link: Choose Medium, Infravision, Low-light Vision, Radio, Ultravision)
Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Super Soldier Serum: Enhanced Strength 3 (+3 STR)
Super Soldier Serum: Immunity 2 (Disease, Poison)
Super Soldier Serum: Leaping 2 (Leap 30 feet at 8 miles/hour)
Super Soldier Serum: Regeneration 12 (1.2 per round)

Equipment
Billy Club [Damage: Strength-based Damage 2, DC 24; Reach (melee): 5 ft.], Body Armor [Protection: Protection 4, +4 Toughness]

Offense
Initiative +7
Billy Club: Strength-based Damage 2, +12 (DC 24)
Grab, +12 (DC Spec 17)
Throw, +8 (DC 22)
Unarmed, +14 (DC 22)

Complications
Motivation: Patriotism
Relationship: The Future Freedom League is the only real family Patriot has really known.
Responsibility: Patriot has a responsibility to uphold (and improve) upon the legacy of the earlier Patriot heroes. He is also an AEGIS operative.

Languages
English, French, Japanese, Spanish

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 10/3, Will 8

Power Points
Abilities 48 + Powers 30 + Advantages 45 + Skills 51 (101 ranks) + Defenses 25 = 199


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- Mark Simmons is another Legacy hero, this time, a literal clone of the World War II Legend, HUAC traitor to the Liberty League, and brainjar android Aegis operative. After a while, the original's android form just wasn't cutting it. So, they made a new generation, a clone, raised by agents, and thus trained. Mark didn't like the truth that he was just a clone, but he was raised as human as possible. He's a good tactical brain on the team, as well as a skill monkey. He certainly isn't going to be knocking down any Powerhouses barehandedly - though his Billy Club MIGHT be able to distract and bruise one.

- For PL10, he's expensive by almost a full third, but with all of those advantages and skills, as well as his defenses, he might actually be able to survive a super-fight.
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.

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