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

JoshuaDunlow wrote:Once again I am humbled by your "character kung fu", you truly are a master.



Typical Alchemical Weapons
Below are a number of typical potions and gasses used by Diablo. He typically caries between 4-40 potions in various pockets on his costume. He is known to always have a Regenerative Ointment soaked into his mustache.
• Emotion Control Gas: Affliction 4 (Dazed / Compelled / Controlled; Resisted by Will; Cumulative, Progressive) – 16 points
• Explosive Potion: Ranged Burst Area Damage 9 – 27 points
• Imitation Potion: Morph 3 (Humanoid Forms) – 15 points
• Matter Animation: Summon 10 (Active, Controlled, General Variable Type [any elemental]) – 50 points
• Molding Potion: Transform 10 (any object into differently-shaped object of same material; Continuous) – 40 points
• Molecular Conversion: Transform 10 (Solids into other solids; Continuous) – 50 points
• Paralysis Gas: Ranged Cloud Area Affliction 4 (Hindered / Immobilized / Paralyzed; Resisted by Fortitude; Cumulative, Progressive) – 24 points
• Protoplasmic Body Potion: Immunity 20 (Energy Damage), Linked Immunity 60 (Bludgeoning Damage, Piercing Damage, Slashing Damage; Limited to half-effect) – 50 points
• Regeneration Ointment: Healing 6 (Energizing, Restorative) – 24 points
• Sleep Gas: Ranged Cloud Area Affliction 9 (Fatigued / Exhausted / Asleep; Resisted by Fortitude; Progressive) – 48 points















TENTACLES (PL 8]
Strength 7, Stamina --, Agility 3, Dexterity 3
Fighting 2, Intellect --, Awareness 0, Presence --
POWERS
Extended Reach: Elongation 2 – 2 points
Robotic Body: Immunity 10 (Fire/Heat Effects; Limited to half-effect), Immunity 30 (Fortitude Effects), Impervious Toughness 10, Protection 10 – 55 points
ADVANTAGES
Chokehold, Fast Grab, Improved Grab, Improved Hold, Interpose, Power Attack, Teamwork
SKILLS
Close Combat (Unarmed) 6 (+8)
OFFENSE
Initiative +3
Unarmed +8 (Close, Damage 7)
DEFENSE
Dodge 5, Parry 4, Toughness 10 (Impervious 10)
Fortitude Immune, Will 2
POWER POINTS
Abilities 0 + Advantages 7 + Defenses 6 + Powers 57 + Skills 3 = 73 Total



Thorpacolypse wrote:Love that Doc Ock. I was just going to whip up something like that with the Tentacle minions but you sure did it better than what I had in mind.


prodigyduck wrote:
POWERS
Mental Link: Senses 1 (Mind Link with Tentacle Harness) – 1 point
Tentacle Harness: Removable (-12 points)
Cybernetic Tentacles: Summon Tentacles 5 (Controlled, Heroic, Horde, Multiple Minions 2) – 50 points
Tentacle Crawling: Enhanced Athletics 8 (Limited to Climbing, Movement 2 (Wall-Crawling 2), Speed 5 (60 mph) – 11 points
I like this build. Otto uses Set-up to Intimidate his foe, then transfers the benefits to a tantacle in its attack. IN addition, the tentacles can protect Otto with Interpose and coordinate with Teamwork. One build.... five foes to fight! Spidey has his work cut out for him.





JoshuaDunlow wrote:Interesting choice to make two sets of magical arrays.



HELLHORSE (PL 9)
Strength 6, Stamina 7, Agility 4, Dexterity 2
Fighting 3, Intellect -4, Awareness 3, Presence 2
POWERS
Fast: Speed 4 (30 mph) – 4 points
Large Size: Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points
Tough Hide: Protection 2 – 2 points
Wings: Flight 5 (60 mph; Wings) – 5 points
ADVANTAGES
Great Endurance
SKILLS
Perception 6 (+9)
OFFENSE
Initiative +4
Unarmed +3 (Close, Damage 6)
DEFENSE
Dodge 8, Parry 3, Toughness 9
Fortitude 13, Will 5
POWER POINTS
Abilities 30 + Advantages 1 + Defenses 16 + Powers 20 + Skills 3 = 70 Total
COMPLICATIONS
Disability: Hellhorse is mute and has no hands.


Users browsing this forum: No registered users and 6 guests