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Tamaran's Journal (Saiga, Scavenger, Nightwolf)

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Tamaran's Journal (Saiga, Scavenger, Nightwolf)

Postby Tamaran » Thu Aug 30, 2012 3:17 am

Hello to all the people here on the Atomic Think Tank I'd like to give a shot at posting some characters, don't think I'll tackle doing conversions but would love feed back and any helpful advice on how I can make my characters better. Constructive criticism is welcome.

My Characters (DCU/Wildstorm):
Nightwolf (DCU/Wildstorm)
Tamaran (DCU/Wildstorm)
Saiga (DCU/Wildstorm)
Eveo (DCU/Wildstorm)
Juggalette (DCU/Wildstorm)

Other Games:
Camellia FitzWarin (Ghosts of Albion)
Ashlyn Krieger (Vampire the Requiem)
Bliss (Cyberpunk)
Darlene Walters (Doctor Who)
Marlenn of Minbar (Babylon 5)
Ensign Patrice Schumer (Star Trek: The Next Generation)
Jennifer Scott (Supernatural)
Isabella (Serenity)
Amersu Secura (Star Wars)
Riley Kensington (Leverage)
Lenora Cross (Hollow Earth Expedition)
Nightsky (Shadowrun)
Last edited by Tamaran on Sat Dec 01, 2012 8:05 am, edited 22 times in total.
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Re: Tamaran's Journal

Postby JoshuaDunlow » Thu Aug 30, 2012 9:04 am

Look forward to seeing them :)
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Re: Tamaran's Journal

Postby Tamaran » Fri Aug 31, 2012 1:58 pm

Place Holder
Last edited by Tamaran on Sat Dec 01, 2012 8:59 am, edited 8 times in total.
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Re: Tamaran's Journal (Tamaran)

Postby Tamaran » Sun Sep 02, 2012 4:26 am

I picked up the Hero Lab and it was my first time using it or making a character for Mutants & Masterminds / DC Heroes 3rd Ed... I hope to get some feedback and or any helpful tips you may have regarding my characters.
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Re: Tamaran's Journal

Postby ladydragonfly » Sun Sep 02, 2012 12:19 pm

Tamaran wrote:Image
"The weapon is the extension of the flesh, the flesh of the mind, the mind of the soul."

Tamaran

Abilities:
Strength 5/3, Stamina 4/2, Agility 8, Dexterity 6, Fighting 8, Intellect 3, Awareness 5, Presence 3

Powers:
Kherubim Physiology [Alien]
Enhanced Trait [Strength]: 2, Enhanced Trait [Stamina]: 2, Enhanced Trait [Toughness]: 2 (Personal-Sustained), Immortality: 1 (Return after 2 weeks, Personal-Permanent), Immunity [Aging]: 1 (Limited-Half Effect, Personal-Permanent) [13 pts]

Kherubim Senses [Alien]
Senses: 7 (Accurate, Acute, Extended, Hearing, Danger Sense [Hearing], Personal-Permanent) [7 pts]

Advantages:
Accurate Attack, Agile Feint, All Out Attack, Benefit [Cipher]: 2, Defensive Roll: 4, Equipment: 7, Evasion: 2, Fearless, Great Endurance, Improved Initiative, Power Attack, Quick Draw, Startle, Takedown: 2, Throwing Mastery: 4, Uncanny Dodge

Skills:
Acrobatics: 8 [+10], Athletics: 5 [+10], Deception: 3 [+5], Insight: 5 [+9], Intimidation: 3 [+8], Perception: 5 [+9], Stealth: 8 [+12], Technology: 3 [+5], Treatment: 3 [+5], Vehicles: 6 [+8]

Equipment:
Smartphone, Computer, Motercycle, Multi-tool, Shurikens, Stun Ammo, Submachine Gun, Suppressor, Katana.

Offense:
Shuriken +6, DC 20, Multiattack / Piercing, Crit 20
Submachine Gun +6, DC: 19, Multiattack / Ballistic, Crit 20
Katana +8 , DC 23, Slashing, Crit 19-20
Throw +6, DC 24, Bludgeon, Crit 20
Unarmed +8, DC 20, Bludgeon, Crit 20

Defenses:
Dodge 10
Parry: 10
Fortitude: 6
Toughness: 10/4
Will: 5

Abilities 76 + Powers 20 + Advantages 32 + Skills 16 (32) + Defenses 6 = Total 150

Complications:
Disability: Like most of the Kherubim Tamaran is infertile.
Enemy: Daemonites and the Earthborn Sisterhood.
Honor: Tamaran adheres to the Coda Warriors Honor Code.


Personally, I love the build. I like warrior women who can kick butt. :lol:
I use Herolab myself for the bulk of my character building as well. I personally don't use enhanced scores for a physiology, simply because I don't seem them as something that can be nullified. So I just reflect that in my scores normally. I usually use the Enhanced Trait, when I need to separate a difference . Like a mutant whose power is super strength, which could be taken away by a mutant nullifier. Or Cybernetic enhancements, which could technically be removed with surgery.. etc. Otherwise , kudo's on the build.
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Re: Tamaran's Journal (Tamaran)

Postby Tamaran » Tue Sep 04, 2012 4:27 am

Thank you for the kudo's on her and I see what your saying about the enhanced stats for her, it's something that will prob go away in the next draft.
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Re: Tamaran's Journal (Tamaran, Saiga)

Postby Tamaran » Sat Sep 22, 2012 3:52 pm

Image

Saiga / Ekaterina Kalashnikov

Abilities:
Strength 0, Stamina 2, Agility 6, Dexterity 10, Fighting 2, Intellect 0, Awareness 5, Presence 2

Powers:
Combat Senses (Mutant): 2, Danger Sense [Auditory], Tracking [Olfactory] (2 pts)

Infiltrator (Mutant) – Concealment: 8, Extra Ranks 4, All Visual Senses, Blending, Passive (4 pts)

Weapon Creation (Technological): Array, Activation (Move), Easily Removable. (29 pts)
Hail of Bullets – Burst Area Blast: 10, Burst Area: 4 (250 ft Radius Sphere), Penetrating: 6, Selective, Variable Descriptor: 2, Broad Group (Technological Ballistics), Easily Removable.
Mow Em Down – Cone Area Blast: 10, Cone Area: 4, (500 ft Cone), Penetrating: 6, Selective, Variable Descriptor: 2, Broad Group (Technological Ballistics), Easily Removable.
Sniper – Blast: 10, Affects Insubstantial: 2 (Full Rank), Extended Range: 3, Penetrating: 10, Subtle, Variable Descriptor: 2, Broad Group (Technological Ballistics), Easily Removable.
Two Gun Mojo - Blast: 10, Multiattack, Penetrating: 6, Split: 2,Subtle, Variable Descriptor: 2, Broad Group (Technological Ballistics), Easily Removable.

Saiga Uniform – Impervious Toughness: 4, Removable. (3 pts)

Advantages:
Agile Feint, All Out Attack, Benefit [Ambidexterity]: 2, Defensive Attack, Defensive Roll: 6, Diehard, Evasion: 2, Fearless, Hide In Plain Sight, Improved Aim, Improved Critical: 4 (Weapon Creation), Improved Defense, Improved Initiative: 3, Languages: 2 (Russian*, English, German), Uncanny Dodge

Skills:
Acrobatics: 6 [+12], Insight: 4 [+9], Perception: 4 [+9], Sleight of Hand: 2 [+12], Stealth: 4 [+10], Vehicles: 2 [+12]

Offense:
Initiative: +18
Hail of Bullets: 10, DC 25,Burst Area: 4 (250 ft Radius, Crit 16-20
Mow Em Down: 10, DC: 25, Cone Area: 4 (500 ft Cone), Crit 16-20
Sniper: 10, DC 25, Extended Range: 3 (2000, 4000, 8000 ft), Penetrating: 10, Crit 16-20
Two Gun Mojo: 10, DC 25, Split: 2, (250, 500, 1000 ft), Crit 16-20
Unarmed +2, DC 15, Bludgeon, Crit 20

Defenses:
Dodge 12
Parry: 12
Fortitude: 5
Toughness: 8/2 (+4 Impervious)
Will: 6

Abilities 54 + Powers 38 + Advantages 27 + Skills 11 (22) + Defenses 20 = Total 150

Complications:
Disability: Cyberdata wiped her memories leaving her a blank slate.
Enemy: Cyberdata, an enormous corporation with ambitions of world-takeover.
Temper

:arrow: Ekaterina Kalashnikov was captured by Cyberdata, an enormous corporation with ambitions of world-takeover. Cyberdata was run by brilliant scientists who had created advanced cybernetics technology and had employed this technology to create "Special Hazardous Operations Cyborg" or S.H.O.C.s. The captured mutants were all used in the experiments that had led to the creation of the S.H.O.C.s, and had their mutant abilities enhanced with cybernetic implants. The mutants escaped and banded together as Cyberforce to put an end to Cyberdata's plans.

Cyblade freed Ekaterina and she and Impact became close she took the name Saiga and joined the team trying to help Cyberforce to make sure no one else ever had to experience what they had been subjected to. Impact and Saiga, both left the group to try to live a “normal” life, stating emphatically that they wasn't interested in continuing there involvement in the team as it wasn't what ether of them ever wanted, but Impact was convinced by Ripclaw to rejoin the team and during one of the missions Impact was killed. Saiga then decided that she owed it to Impact, to take up fighting against the corrupt be it Cyberdata, the Daemonites or any other who threatened others freedom.
Last edited by Tamaran on Sat Sep 29, 2012 11:03 am, edited 10 times in total.
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Re: Tamaran's Journal (Tamaran, Saiga)

Postby JoshuaDunlow » Sat Sep 22, 2012 4:54 pm

Okay this character , is just 10 types of cool. Great build and excellent picture.
Not though, that on Variable Descriptor. Ballistic is probably more a 1 pt descriptor, instead of 2.
And don't forget to state what senses your Concealment covers.
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Re: Tamaran's Journal (Tamaran, Saiga)

Postby Tamaran » Sat Sep 22, 2012 8:28 pm

JoshuaDunlow wrote:Okay this character , is just 10 types of cool. Great build and excellent picture.
Not though, that on Variable Descriptor. Ballistic is probably more a 1 pt descriptor, instead of 2.
And don't forget to state what senses your Concealment covers.


I'm glad to see I did a good job on the character being new playing this game, so I thought to be able to say she could change her ammo type would require her to have Variable Descriptor: 2 (Ballistic) to shoot Toxic, Fire, Cold or Electric rounds?
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Re: Tamaran's Journal (Tamaran, Saiga)

Postby JoshuaDunlow » Sat Sep 22, 2012 10:59 pm

Tamaran wrote:
JoshuaDunlow wrote:Okay this character , is just 10 types of cool. Great build and excellent picture.
Not though, that on Variable Descriptor. Ballistic is probably more a 1 pt descriptor, instead of 2.
And don't forget to state what senses your Concealment covers.


I'm glad to see I did a good job on the character being new playing this game, so I thought to be able to say she could change her ammo type would require her to have Variable Descriptor: 2 (Ballistic) to shoot Toxic, Fire, Cold or Electric rounds?


Okay that sounds right then; well as long as the effect is technological. (it states thats a 2pt variable descriptor).
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Re: Tamaran's Journal (Tamaran, Saiga)

Postby Tamaran » Sun Sep 23, 2012 6:06 am

Image
"The weapon is the extension of the flesh, the flesh of the mind, the mind of the soul."

Tamaran (2.0)

Abilities:
Strength 5, Stamina 4, Agility 8, Dexterity 6, Fighting 8, Intellect 3, Awareness 5, Presence 3

Powers:
Kherubim Physiology [Alien]
Immortality: 1 (Return after 2 weeks, Personal-Permanent), Immunity [Aging]: 1 (Limited-Half Effect, Personal-Permanent) [3 pts]

Kherubim Senses [Alien]
Senses: 7 (Accurate, Acute, Extended, Hearing, Danger Sense [Hearing], Personal-Permanent) [7 pts]

Advantages:
Accurate Attack, Agile Feint, All Out Attack, Benefit [Ambidexterity], Benefit [Cipher]: 2, Defensive Roll: 4, Equipment: 5, Evasion: 2, Fearless, Great Endurance, Improved Initiative, Power Attack, Quick Draw, Startle, Takedown: 2, Throwing Mastery: 5, Uncanny Dodge

Skills:
Acrobatics: 8 [+10], Athletics: 5 [+10], Deception: 3 [+5], Insight: 5 [+9], Intimidation: 3 [+8], Perception: 5 [+9], Stealth: 8 [+12], Technology: 3 [+5], Treatment: 3 [+5], Vehicles: 6 [+8]

Equipment:
Smartphone, Computer, Motercycle, Multi-tool, Shurikens, Katana.

Offense:
Initiative: +12
Shuriken +6, DC 21, Multiattack / Piercing, Crit 20
Katana +8 , DC 23, Slashing, Crit 19-20
Throw +6, DC 25, Bludgeon, Crit 20
Unarmed +8, DC 20, Bludgeon, Crit 20

Defenses:
Dodge 12
Parry: 12
Fortitude: 5
Toughness: 8/4
Will: 5

Abilities 84 + Powers 10 + Advantages 31 + Skills 16 (32) + Defenses 9 = Total 150

Complications:
Disability: Like most of the Kherubim Tamaran is infertile.
Enemy: Daemonites and the Earthborn Sisterhood.
Honor: Tamaran adheres to the Coda Warriors Honor Code.

:arrow: The Coda are a particular race of all female aliens who live on the planet Khera. They are trained in their own unique form of martial arts. Their weapon of choice is the Clef Blade, a weapon resembling a harpoon or a lance, though they often wield swords or even modern firearms. Coda warriors usually wear red markings on their face a sign (usually a circle) on the forehead and stripes on the cheeks) depicting their ranking within the sisterhood. A second class group of Coda warriors of different species have formed on various planets, carrying the blood of original Coda warriors only.

The Coda was founded on the planet Khera, home to the Kherubim. The Kherubim were a race blessed with longevity, but the downside was that they had become nearly infertile, in the mid 20th century, Zealot trained Grifter in the fighting style of the Coda, making him the first male Coda. When the Coda discovered this they marked Grifter a target for extermination as they believed the Coda ways are only to be carried by women. By now many Coda were working for the Cabal, an organisation founded by the Daemonites. Zealot, Grifter and Savant all were part of the WildC.A.T.s and Zealot also eventually trained WildC.A.T.s member Voodoo in the Coda martial arts. The WildC.A.T.s and Coda fought often. The WildC.A.T.s returned once to Khera where Zealot was nearly assassinated by her own Coda Sisters, just to make her a martyr for their cause. Zealot was disgusted with the Sisters betrayal of their ideals and returned to Earth with the other WildC.A.T.s and Tamaran returned with them.
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Re: Tamaran's Journal (Tamaran 2.0, Saiga)

Postby JoshuaDunlow » Sun Sep 23, 2012 5:31 pm

Looks very good, a lot of strengths and weaknesses worked together nicely.
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Re: Tamaran's Journal (Tamaran 2.0, Saiga)

Postby Tamaran » Sat Oct 20, 2012 12:13 pm

Scavenger / Marcus Slater

Abilities:
Strength 6, Stamina 5, Agility 7, Dexterity 8, Fighting 11, Intellect 2, Awareness 3, Presence 2

Powers:
Catapult Boots - Leaping: 3, Quirk: Boots take a round to reset after a jump, Removable. (2pts)

Knightfall Gauntlets - Safe Fall, Limited - Must be near a surface, Wall Crawling: 2, Strike: 3, Penetrating: 5, Removable. (9pts)

Manhunter Mask - Senses: 4, Darkvision, Radio, Ultra-hearing, Comprehend: 3 (Read, Speak, Understand All Languages, Removable. (8pts)

Ravager Armor – Protection: 4, Impervious: 4, Removable, Activation (Move Action). ( 5pts)

Advantages:
Accurate Attack, Agile Feint, Assessment, Chokehold, Defensive Attack, Equipment: 4, Evasion:2, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Jack Of All Trades, Move By Action, Power Attack, Redirect, Startle, Takedown: 2, Uncanny Dodge

Skills:
Acrobatics: +10, Athletics: +6, Deception: +2, Insight: +3, Intimidation: +10, Investigation: +4, Perception: +6, Persuasion: +2, Sleight of Hand: +8, Stealth: +10, Technology: +2, Treatment: +2, Vehicles: +8

Offense:
Initiative: +7
Knightfall Gauntlets: +11, DC: 24, Crit: 20
Throw: +8, DC: 21, Bludgeon, Crit: 20
Unarmed: +11, DC: 21, Bludgeon, Crit 20

Defenses:
Dodge 11
Parry: 11
Fortitude: 5
Toughness: 9/5 (+4 Impervious)
Will: 3

Abilities 88 + Powers 24 + Advantages 24 + Skills 10 (19) + Defenses 4 = Total 150

Complications:
Secret Identity
Quirk: Compulsive Hoarder

Equipment:
Smart Phone, Computer, Handcuffs, Multi-tool, Rebreather, The Scrap Yard (HQ)

Scrap Yard:
Toughness: 6, Size: Medium, Concealed: 2, Defense System, Fire Prevention System, Grounds (Junk Yard), Gym, Living Space, Power System, Security System, Work Shop.
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Re: Tamaran's Journal (Saiga, Scavenger, Nightwolf)

Postby Tamaran » Sat Dec 01, 2012 9:00 am

Nightwolf / Unknown

Abilities:
Strength 2, Stamina 4, Agility 5, Dexterity 5, Fighting 10, Intellect 1, Awareness 4, Presence 1

Powers:
Nightwolf Mask (Removable, Indestructible, Magical) 35pts.
* Cunning Spirit - Senses: 12 (Accurate, Acute, Olfactory Senses, Tracking: Olfactory, Mystic Awareness, Danger Sense: Olfactory, Darkvision, Low-Light Vision)
* Spirit Armor - Protection: 3 (Impervious Toughness: 3)
Spirit of Justice - Magic: 10 (Accurate, Affects Insubstantial: 2 (Full Rank), Penetrating:5)
* Sin's of the Past (Alternate Power) - Affliction: 7 (1st Degree: Dazed, 2nd Degree: Stunned, 3rd Degree: Incapacitated, Resisted by Will, Increased Range: 2 (Perception), Progressive, Sense Dependent (Sight))
* Soothing the Pain (Alternate Power) - Healing: 5 (Action (Move), Energizing, Persistent, Restorative, Stabilize)
* Spirit Claws (Alternate Power) - Strike: 5 (Strength-based, Advantages: Improved Critical: 3 (17-20), Move by Action, Takedown: 2, Affects Insubstantial: 2 (Full Rank), Multiattack, Penetrating: 7, Split: 2 (3 Targets)
* Spirit Shift (Alternate Power) - Teleport: 5 (Accurate, Change Direction, Change Velocity, Easy, Extended, Turnabout)

Advantages:
Agile Feint, All Out Attack, Assessment, Benefit [Cipher], Close Attack: 3, Defensive Attack, Evasion 2, Grabbing Finesse, Hide In Plain Sight, Improved Initiative, Improved Trip, Jack of all Trades, Power Attack, Ranged Attack: 3, Uncanny Dodge

Skills:
Acrobatics: 5 (+10), Athletics: 5 (+7), Insight: 2 (+6), Intimidation: 4 (+5), Investigation: 6 (+7), Perception: 5 (+9), Sleight of Hand: 2 (+7), Stealth: 5 (+10)

Offense:
Initiative: +9
Spirit of Justice +10, DC: 25, 250/500/1000, Magical, Crit 20
Spirit Claws +13, DC: 22, Magical, Crit 17-20
Throw +8, DC: 17, Bludgeon, Crit 20
Unarmed +13, DC: 17, Bludgeon, Crit 20

Defenses:
Dodge 13
Parry: 13
Fortitude: 7
Toughness: 7/4 (+3 Impervious)
Will: 7

Abilities: 64 + Powers: 35 + Advantages: 17 + Skills: 17 (34) + Defenses: 17 = Total: 150

Complications:
Fractured Memories: Nightwolf has been around for a long time and something has fractured it's Memories to the point that it can't be sure of it's past.
Motivation (Justice) The Nightwolf is a Spirit of Justice.
Restricted Power: Nightwolf decides who is and isn't worthy to wear it. Those who are deemed unworthy suffer for the Sin's of there past (See the Power for more).
Trapped in a Mask: The longer anyone wears the Nightwolf mask the more it's will influences the host, untill his/her personality is subsumed under Nightwolf's own.
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