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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8241642" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: red">Dynamick</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-PmVFRf7/0/733d7667/S/57ff506a0225dcc84695adf86ec2b542-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><span style="font-size: 10px">(Art by <a href="https://www.artstation.com/artwork/Ol6Wk" target="_blank">Dyana Wang</a>)</span></p><p></p><p>Michael MacDougall was a fairly normal young man, by all accounts, despite demonstrating a few minor super abilities from his birth. He always knew, down to the second, what time it was, and once someone explained how to solve a mathematical equation to him, he was able to solve it extremely quickly. But he wasn't particularly intellectually gifted beyond that, and so he didn't end up in one of the Think Tanks; not that it would have mattered, for they were on their last legs as his adolescence began. In any event, Michael generally kept his head down and didn't seek to draw attention to himself.</p><p></p><p>And then, when he was seventeen, another facet of his power manifested itself, as he discovered that he could cause explosions by touching things. It wasn't a situation where everything he touched blew up, as he had complete control over what happened. But not only could he make objects emit a destructive pulse of force through a simple touch, usually wrecking them in the process, he could cause that pulse to occur at any time after he'd touched the object, as though it was a timed explosive. (This had its downside, for although he was strangely immune to the pulses that he caused spontaneously, those which where delayed would affect him normally.)</p><p></p><p>Fascinated by this development, Michael spent most of his senior year trying to decide what he ought to do with this strange power. He briefly considered using it for material gain, but decided that this was a pathetic and contemptible goal. Instead, he should use it for the benefit of humanity. Unfortunately, he'd also spent that time reading anarchist literature, specifically some of the writings of the illegalists. Perhaps it was inevitable that someone who could blow things up at will would feel drawn towards a philosophy which held that criminal acts (like, say, blowing things up without permission) should be embraced.</p><p></p><p>Thus, Dynamick has become something of a criminal performance artist, causing wide-scale destruction but generally trying to avoid hurting people, in the belief that doing so will liberate people from their attachment to the concepts of property and ownership. When he engages in bank robbery, for example, he will normally destroy his share of the ill-gotten gains at the first opportunity. His minions for these operations are usually actors recruited to pose as criminals, and Dynamick generally pays them fairly.</p><p></p><p>However, he also seems to attract a certain type of partner in the process, a woman -- typically middle-class and well-educated -- who might initially believe that they can reform him while looking for a little danger in their lives. As Dynamick is not actually insane, just odd in his motivations, he's quite happy to accept these attentions until these would-be femme fatales become frustrated at their lack of success in changing him and move on. That actually takes a while in some cases, because, as one of them admitted to the police after her capture, "He's a bad bad man with a dynamite touch."</p><p></p><p><strong>Dynamick -- PL 9</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 1 | <strong>STA</strong> 2 | <strong>AGL</strong> 4 | <strong>DEX</strong> 4 | <strong>FGT</strong> 6 | <strong>INT</strong> 3 | <strong>AWE</strong> 3 | <strong>PRE</strong> 5</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Dynamite Touch:</em></strong> Array (18 points); Variable Trigger 5 - 6 points</p><ul> <li data-xf-list-type="ul"><strong><em>Basic Explosion:</em></strong> Burst Area Damage 9 - 18 points</li> <li data-xf-list-type="ul"><strong><em>Loud Explosion:</em></strong> Linked Burst Area Damage 3; Linked Perception Area Affliction 6 (Resisted by Fortitude; Dazed and Hearing Impaired, Stunned and Hearing Disabled), Extra Condition, Limited Degree - 1 point </li> <li data-xf-list-type="ul"><strong><em>Shaped Explosion:</em></strong> Cone Area Damage 9 - 1 point</li> </ul><p><strong><em>Lightning Calculator:</em></strong> Quickness 3, Limited to mathematics - 1 point</p><p><strong><em>Time Sense:</em></strong> Senses 1 (time sense) - 1 point</p><p></p><p><strong>Advantages:</strong></p><p>Daze (Deception), Defensive Roll 2, Equipment 4, Evasion 2, Favored Environment (planned situations), Grabbing Finesse, Improved Initiative, Redirect, Taunt, Uncanny Dodge.</p><p></p><p><em>Equipment:</em></p><p>20 points as needed for any given caper, often a vehicle.</p><p></p><p><strong>Skills:</strong></p><p>Acrobatics 6 (+10), Athletics 6 (+7), Deception 8 (+13), Expertise: Science 6 (+9), Expertise: Streetwise 8 (+11), Insight 8 (+11), Sleight of Hand 8 (+12), Stealth 8 (+12), Technology 6 (+9), Vehicles 4 (+8).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +8</p><p>Unarmed +6 (Close Damage 1)</p><p>Basic Explosion -- (Burst Area Damage 9)</p><p>Loud Explosion -- (Burst Area Damage 3 and Perception Area Fortitude 6</p><p>Shaped Explosion -- (Cone Area Damage 9)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 9, Parry 7, Fortitude 6, Toughness 7/2, Will 8.</p><p></p><p><strong>Totals:</strong></p><p>Abilities 56 + Powers 28 + Advantages 15 + Skills 34 + Defenses 15 = 148 points</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Anarchy--Motivation. Once You Pull the Pin, Mr. Grenade is No Longer Your Friend</em></strong> (does not have any immunity to own Area Effects that are Triggered.)</p><p></p><p><span style="font-size: 10px"><a href="https://www.youtube.com/watch?v=j4wT8nnpys" target="_blank">"It's good to be bad."</a></span></p></blockquote><p></p>
[QUOTE="Davies, post: 8241642, member: 30538"] [SIZE=7][COLOR=red]Dynamick[/COLOR][/SIZE] [IMG]https://photos.smugmug.com/My-First-Gallery/i-PmVFRf7/0/733d7667/S/57ff506a0225dcc84695adf86ec2b542-S.jpg[/IMG] [SIZE=2](Art by [URL='https://www.artstation.com/artwork/Ol6Wk']Dyana Wang[/URL])[/SIZE] Michael MacDougall was a fairly normal young man, by all accounts, despite demonstrating a few minor super abilities from his birth. He always knew, down to the second, what time it was, and once someone explained how to solve a mathematical equation to him, he was able to solve it extremely quickly. But he wasn't particularly intellectually gifted beyond that, and so he didn't end up in one of the Think Tanks; not that it would have mattered, for they were on their last legs as his adolescence began. In any event, Michael generally kept his head down and didn't seek to draw attention to himself. And then, when he was seventeen, another facet of his power manifested itself, as he discovered that he could cause explosions by touching things. It wasn't a situation where everything he touched blew up, as he had complete control over what happened. But not only could he make objects emit a destructive pulse of force through a simple touch, usually wrecking them in the process, he could cause that pulse to occur at any time after he'd touched the object, as though it was a timed explosive. (This had its downside, for although he was strangely immune to the pulses that he caused spontaneously, those which where delayed would affect him normally.) Fascinated by this development, Michael spent most of his senior year trying to decide what he ought to do with this strange power. He briefly considered using it for material gain, but decided that this was a pathetic and contemptible goal. Instead, he should use it for the benefit of humanity. Unfortunately, he'd also spent that time reading anarchist literature, specifically some of the writings of the illegalists. Perhaps it was inevitable that someone who could blow things up at will would feel drawn towards a philosophy which held that criminal acts (like, say, blowing things up without permission) should be embraced. Thus, Dynamick has become something of a criminal performance artist, causing wide-scale destruction but generally trying to avoid hurting people, in the belief that doing so will liberate people from their attachment to the concepts of property and ownership. When he engages in bank robbery, for example, he will normally destroy his share of the ill-gotten gains at the first opportunity. His minions for these operations are usually actors recruited to pose as criminals, and Dynamick generally pays them fairly. However, he also seems to attract a certain type of partner in the process, a woman -- typically middle-class and well-educated -- who might initially believe that they can reform him while looking for a little danger in their lives. As Dynamick is not actually insane, just odd in his motivations, he's quite happy to accept these attentions until these would-be femme fatales become frustrated at their lack of success in changing him and move on. That actually takes a while in some cases, because, as one of them admitted to the police after her capture, "He's a bad bad man with a dynamite touch." [B]Dynamick -- PL 9 Abilities: STR[/B] 1 | [B]STA[/B] 2 | [B]AGL[/B] 4 | [B]DEX[/B] 4 | [B]FGT[/B] 6 | [B]INT[/B] 3 | [B]AWE[/B] 3 | [B]PRE[/B] 5 [B]Powers: [I]Dynamite Touch:[/I][/B] Array (18 points); Variable Trigger 5 - 6 points [LIST] [*][B][I]Basic Explosion:[/I][/B] Burst Area Damage 9 - 18 points [*][B][I]Loud Explosion:[/I][/B] Linked Burst Area Damage 3; Linked Perception Area Affliction 6 (Resisted by Fortitude; Dazed and Hearing Impaired, Stunned and Hearing Disabled), Extra Condition, Limited Degree - 1 point [*][B][I]Shaped Explosion:[/I][/B] Cone Area Damage 9 - 1 point [/LIST] [B][I]Lightning Calculator:[/I][/B] Quickness 3, Limited to mathematics - 1 point [B][I]Time Sense:[/I][/B] Senses 1 (time sense) - 1 point [B]Advantages:[/B] Daze (Deception), Defensive Roll 2, Equipment 4, Evasion 2, Favored Environment (planned situations), Grabbing Finesse, Improved Initiative, Redirect, Taunt, Uncanny Dodge. [I]Equipment:[/I] 20 points as needed for any given caper, often a vehicle. [B]Skills:[/B] Acrobatics 6 (+10), Athletics 6 (+7), Deception 8 (+13), Expertise: Science 6 (+9), Expertise: Streetwise 8 (+11), Insight 8 (+11), Sleight of Hand 8 (+12), Stealth 8 (+12), Technology 6 (+9), Vehicles 4 (+8). [B]Offense:[/B] Initiative +8 Unarmed +6 (Close Damage 1) Basic Explosion -- (Burst Area Damage 9) Loud Explosion -- (Burst Area Damage 3 and Perception Area Fortitude 6 Shaped Explosion -- (Cone Area Damage 9) [B]Defense:[/B] Dodge 9, Parry 7, Fortitude 6, Toughness 7/2, Will 8. [B]Totals:[/B] Abilities 56 + Powers 28 + Advantages 15 + Skills 34 + Defenses 15 = 148 points [B]Complications: [I]Anarchy--Motivation. Once You Pull the Pin, Mr. Grenade is No Longer Your Friend[/I][/B] (does not have any immunity to own Area Effects that are Triggered.) [SIZE=2][URL='https://www.youtube.com/watch?v=j4wT8nnpys']"It's good to be bad."[/URL][/SIZE] [/QUOTE]
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