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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Mon Oct 02, 2006 8:41 am

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Booster Gold

PL:
10 (135pp)

Abilities: STR: 14 [30] (+10) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 16 (+3)

Skills: Bluff 8 (+11/+15), Diplomacy 8 (+11/+15), Gather Information 8 (+11), Notice 8 (+8), Profession [Business Administration] 8 (+8), Sense Motive 8 (+8)

Feats: Attractive, Beginner’s Luck, Benefit [Wealth], Dodge (4), Minions (7)

Powers: Device 11 [Power Suit – Enhanced Strength 16, Force Field 8 (Extra: Impervious [+1]), Blast 10, Super Senses 2 (Extended Vision, Infravision); 44pp], Device 2 [Flight Ring – Flight 5; 8pp].

Combat: Attack +10 [Unarmed +10, Force Blast +10] Defense 20 (13 flat-footed) Init +1

Saves: Toughness +10 (8 Impervious) (10 flat-footed) Fortitude +6 Reflex +6 Will +0

Abilities 18 + Skills 12 (48 Ranks) + Feats 13 + Powers 52 + Combat 32 + Saves 8 – Drawbacks 0 = 135/135

:arrow: Booster Gold doesn’t have any tradeoffs. He doesn’t really excel in one area over another, and as a result he's a little bit of a weak PL 10. He’s a well rounded character as a result. He can take a hit, he can dish one out, and has some decent detection powers. His skills really help him shine however. As such a skilled artist of B.S. he can talk his way out of almost everything.

:arrow: His minions is Skeets…

Skeets
PL
7 (105pp)
Abilities: Str 10, Dex 10, Con --, Int 16, Wis 16, Char 08
Skills: Knowledge [Civics] 12 (+15), Knowledge [History] 12 (+15), Knowledge [Technology] 12 (+15), Knowledge [Pop Culture] 12 (+15)
Feats: Eidetic Memory, Sneak Attack, Teamwork (2)
Powers: Shrink 8 (8pp), Flight 3 (6pp), Immunity 30 (Fortitude Effects; 30pp), Hardness 5 (5pp)
Combat: Attack +9 [Unarmed +0], Defense 19 (14 Flat Footed), Init: +0
Saves: Toughness +5 (5 Flat Footed) Fortitude +N/A, Reflex +6, Will +9
Abilities: 0 + Skills 12 (48 Ranks) + Feats 4 + Powers 49 + Combat 28 + Saves 12 – Drawbacks 0 = 105/105


:arrow: Skeets is really what makes Booster Gold a tough guy in a fight. The little guy will fly in and use an aid action. Suddenly Booster Gold will have a +4 bonus to his next attack.
Last edited by MDSnowman on Mon May 11, 2009 9:03 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:42 am

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Bronze Tiger

PL:
10 (135pp)

Abilities: STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2)

Skills: Acrobatics 10 (+13), Bluff 6 (+8), Climb 8 (+11), Intimidate 12 (+14), Knowledge [Streetwise] 8 (+9), Notice 8 (+8), Sense Motive 8 (+8), Stealth 12 (+15), Survival 8 (+8)

Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] (5), Challenge [Forceful Intimidation], Defensive Attack, Defensive Roll (2), Dodge Focus (6), Elusive Target, Evasion, Improved Block, Improved Disarm (2), Improved Initiative (2) Improved Pin, Improved Trick, Improved Trip, Instant Up, Power Attack, Rage [+4 Strength, +2 Fortitude & Will Saves], Startle, Stunning Attack, Takedown Attack (2), Tough, Uncanny Dodge [Hearing]

Powers: Strike 3 (Extra: Auto-Fire [+1]; Power Feat: Mighty, Improved Critical (3); 10pp)

Combat: Attack +9 (+14 Melee) [Unarmed +6; 17-20 Crit] Defense 24 (14 flat-footed) Init +11

Saves: Toughness +6 (4 flat-footed) Fortitude +5 Reflex +11 Will +5

Drawbacks: Involuntary Transformation [Berserker; Common Occurrence, Major Intensity; 4pp]

Abilities 24 + Skills 20 (80 Ranks) + Feats 36 + Powers 10 + Combat 34 + Saves 15 – Drawbacks 4 = 135pp

:arrow: Two builds in one day, I’m starting to get back into my old groove it appears. This build is a special request by my sidekick White Howler. Of course when I do a DC Comics martial artist these days I have to fit them into the pantheon of other DC martial artists that are well known. These days Bronze Tiger may no longer be in the top five martial artists, but it’s not due to a lack of power. He’s got a higher PL than Connor Hawke, but lacks his ranged combat skill. Since Bronze Tiger trained with the same sensei as Richard Dragon they have a lot of the same feats at their disposal. What really sets Bronze Tiger apart is his anger issues. His Berserker Drawback works the same as Wolverine’s every round he’s in a rage he needs to make a DC 15 Will save or fly into a rage and be unable to determine friend from foe until his rage wears off. Also the Rage works essentially like an uncontrolled power attack, once he uses it his attack bonus drops to 12 to compensate. Got to love those floating trade-offs.
Last edited by MDSnowman on Mon May 11, 2009 9:04 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:43 am

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Bulleteer

PL:
10 (150pp)

Abilities: STR: 12 [34] (+12) DEX: 12 (+1) CON: 12 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

Skills: Bluff 4 (+6/+10), Notice 8 (+10), Profession [Teacher] 8 (+10), Sense Motive 8 (+10)

Feats: All-Out Attack, Attractive, Improved Pin, Power Attack

Powers: Enhanced Strength 22 (22pp), Immunity 19 (Cold, Heat, Life Support; 19pp), Protection 13 (Extras: Impervious [+1]; 26), Leaping 3 (3pp), Super Strength 7 (Power Feat: Ground Strike; 15pp)

Combat: Attack +8 [Unarmed +12] Defense 16 (13 flat-footed) Init +1

Saves: Toughness +14 (13 Impervious) (14 flat-footed) Fortitude +10 Reflex +1 Will +4

Drawbacks: Vulnerable [Magnetic Powers; Uncommon Occurrence; Major Intensity; 3pp]

Abilities 18 + Skills 7 (28 Ranks) + Feats 4 + Powers 85 + Combat 28 + Saves 11 – Drawbacks 3 = 150 pp

:arrow: I decided to do a few random characters. I bring you The Bulleteer. Alix is pretty much your run of the mill brick, big, hits like a freight train, and almost impossible to harm. (Seriously she could shrug off a cruise missile without even needing to roll due to 13 ranks of impervious toughness). She’s still new at this heroing business and it shows in her feats and saves. She doesn’t have a wealth of options in combat, and unless a foe is provoking toughness saves only she’s a sucker for a smart fighter.
Last edited by MDSnowman on Mon May 11, 2009 9:05 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:44 am

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Captain Boomerang

PL:
9 (135pp)

Abilities: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 14 (+2) CHA: 14 (+2)

Skills: Bluff 8 (+10), Climb 6 (+8), Craft [Boomerangs] 14 (+17), Knowledge [Streetwise] 8 (+11), Knowledge [Technology] 12 (+15), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+11), Survival 8 (+10)

Feats: All-Out Attack, Attack Focus [Ranged] (6), Equipment (4), Evasion (2), Favored Opponent [Speedsters] (2), Improved Aim, Improved Critical [Boomerangs] (3), Improved Initiative (2), Inventor, Luck, Precise Shot (2), Quick Draw, Taunt, Teamwork (2), Track, Ultimate Effort [Ultimate Aim]

Powers: Device 2 [Boomerangs – Blast 2 (Mighty, Ricochet, Homing, Sneak Attack,; Alternate Powers: Blast 2 (Extra: Cone area; Power Feats: Mighty), Blast 2 (Extra: Auto-Fire; Power Feats: Mighty, Homing); 6pp]

Combat: Attack +6 (+12 Ranged) [Unarmed +2, Boomerang +4; 17-20 Crit] Defense 22 (16 flat-footed) Init +11

Saves: Toughness +6 (6 flat-footed) Fortitude +5 Reflex +12 Will +5

Equipment: Uniform [+4 Toughness; Distract [Bluff]; 5ep], 15 extra EP

Abilities 28 + Skills 20 (80 Ranks) + Feats 30 + Powers 6 + Combat 36 + Saves 15 – Drawbacks 0 = 135pp

:arrow: Will the Flash villains ever cease?!?! Apparently not. Therefore you have Captain Boomerang. I made him slightly more direct than most Flash Villains, against the Flash he’ll rely on his inventions (strictly limited to Boomerangs) and the ricochet and homing power feats on his boomerangs. From there he’ll rely on sneak attacks and his favored opponent feats to do damage. Outside of fighting the flash you’ll find he’s an effective “Bullseye-type” of villain relying on his accuracy to fight foes that outstrip him in raw power. Use his extra Equipment points as you see fit, either on vehicles or on a hideout.
Last edited by MDSnowman on Mon May 11, 2009 9:07 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:45 am

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Captain Cold

PL:
9 (135pp)

Abilities: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 16 (+3) CHA: 14 (+2)

Skills: Bluff 8 (+10), Computers 6 (+10), Craft [Electronics] 12 (+16), Intimidate 8 (+10), Knowledge [Life Sciences] 10 (+14), Knowledge [Technology] 12 (+16), Notice 4 (+7), Sense Motive 6 (+9), Stealth 6 (+9)

Feats: Attack Specialization [Cold Blaster] (3), Connected, Defensive Roll, Equipment, Improved Aim (2), Improved Critical [Cold Gun] (2), Improved Initiative (2), Inventor, Leadership, Luck, Master Plan, Minions (4) [5 Thugs], Quickdraw, Seize Initiative, Taunt, Teamwork

Powers: Device 5 [Cold Gun – Cold Control 7 (Extra: Continuous [+1]; Alternate Powers: Paralyze (Extra: Ranged, Alternate Save [Fort]), Drain Toughness (Extra: Ranged, Line Area; Flaws: Limited to Objects), Blast (Extra: Line Area), Blast (Extra: Auto-Fire); 15pp]

Combat: Attack +5 (+11 w/ Cold Blaster) [Unarmed +2, Cold Blaster +7; 18-20 Crit] Defense 22 (16 flat-footed) Init +7

Saves: Toughness +6 (5 flat-footed) Fortitude +2 Reflex +9 Will +9

Equipment: Costume [Protection 3; Environmental Adaptation [Cold]; 4ep], Flash Goggles [1ep]

Abilities 32 + Skills 18 (72 Ranks) + Feats 24 + Powers 15 + Combat 34 + Saves 12 – Drawbacks 0 = 135pp

:arrow: Here’s captain cold… Like all Flash villains he needs to fight dirty to win. He relies on the area portions of his attacks to catch speedsters off guard. He’s most devastating if he can catch Flash flat-footed, he can either unload with his auto-fire blast (doing big damage), or nail him with a ranged paralysis and freeze him solid. Like most flash foes he really needs his inventions and thugs to put himself into position to actually touch Wally.
Last edited by MDSnowman on Mon May 11, 2009 9:06 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:46 am

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Captain Marvel

PL:
13 (195pp)

Abilities: STR: 16 [44] (+17) DEX: 16 (+3) CON: 16 [32] (+11) INT: 10 (+0) WIS: 08 [28] (+9) CHA: 16 (+3)

Skills: Diplomacy 5 (+8), Intimidate 10 (+13), Knowledge [History] 5 (+5)

Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] (4), Beginner’s Luck, Fearless, Luck, Power Attack

Powers: ; Enhanced Strength 28 (Alternate Power: Strike 13 (Extra: Burst Area; Power Feat: Indirect); 29pp), Enhanced Constitution 16 (16pp), Enhanced Wisdom 20 (Alternate Power: Comprehend [Languages] 3 (Extras: Linked - Enhanced Skill [Arcane Lore] 12 ranks [+0], Linked - Super Senses [Extended x 2 Detect Demons] [+0]); 21pp), Immunity 10 (Life Support, Own Powers; 10pp), Impervious Toughness 10 (10pp), Protection 5 (5pp), Super Senses 2 (Extended Sight, and Hearing; 2pp), Flight 15 (Alternate Powers: Super Strength 11 (Power Feats: Super Breath, Ground Strike), Super Speed 6, Dimensional Movement; 33pp)

Combat: Attack +5 (+9 Melee) [Unarmed +17] Defense 20 (15 flat-footed) Init +3

Saves: Toughness +16 (10 Impervious) (16 flat-footed) Fortitude +15 Reflex +5 Will +10

Drawbacks: Normal Identity [Billy Baston; 4pp], Power Loss [Blast; When Unable to Speak; 1pp]

Abilities 22 + Skills 5 (20 Ranks) + Feats 10 + Powers 126 + Combat 30 + Saves 7 – Drawbacks 5 = 195pp

:arrow: The Big Red Cheese, and check it out he actually managed to come in at a perfectly balanced PL 13! He does it by hyper focusing on his powers and letting everything else stay a little below par for someone his power level. The result is not unlike Superman. He’ll often rely on accurate attack against most targets only neglecting to use it against heavy hitters like Superman. In which case he’ll use all-out attack. Finally Billy’s money attack against Clark. He’ll cause a bolt of lightning to hit his square and the burst will catch anyone that he’s in melee with, meaning that Superman could take a serious hurting (especially due to the attack being magical in nature).
Last edited by MDSnowman on Mon May 11, 2009 9:07 am, edited 3 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:48 am

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Catman

PL:
9 (125pp)

Abilities: STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0)

Skills: Acrobatics 9 (+12)*, Bluff 8 (+8), Climb 13 (+18)*, Drive 8 (+11), Handle Animal 13 (+13)*, Intimidate 9 (+9), Notice 13 (+15), Sense Motive 9 (+11), Stealth 13 (+16), Survival 12 (+14)*, Swim 9 (+14)

Feats: Acrobatic Bluff, Animal Empathy, Attack Focus [Melee] (2), All-Out Attack, Dodge Focus (3), Equipment (2), Elusive Target, Improved Initiative (2), Improved Trip, Instant Up, Power Attack, Seize Initiative, Skill Mastery [Acrobatics, Climb, Handle Animal, Survival]

Powers: Device 1 [Catman Suit – Protection 3, Leaping 1, Super Senses 1 (Scent); 4pp]

Combat: Attack +9 (+11 Melee) [Unarmed +5, Cat Claws +7; 18-20 Crit] Defense 22 (15 flat-footed) Init +11

Saves: Toughness +6 (6 flat-footed) Fortitude +7 Reflex +7 Will +6

Equipment: Cat Claws [+2 Damage; Autofire; Mighty; 18-20 Crit; Second Chance (Climb Checks); 7ep]

Abilities 26 + Skills 29 (116 Ranks) + Feats 18 + Powers 4 + Combat 36 + Saves 12 – Drawbacks 0 = 125/125

:arrow: Catman is a classic third string villain. He’s not really a superb foe, but he’s good enough at what he does to give headaches. I moved away from the classic Catman as Cat Woman clone and moved closer to the Villains United Catman as someone Lex Luthor at least approached to join his group. Feel free to have Catman use Seize initiative. Against most foes that will give him the chance he needs to really hurt them with his Auto-fire claws. I didn’t see much on the exact abilities of the special cloth that the suit is made out of. Therefore I got creative and gave it several cat-like special abilities.
Last edited by MDSnowman on Mon May 11, 2009 9:08 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:49 am

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Catwoman

PL:
10 (150pp)

Abilities: STR: 14 (+2) DEX: 22 (+6) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 22 (+6)

Skills: Acrobatics 8 (+14), Bluff 7 (+13/+21)*, Climb 4 (+6), Computers 6 (+8), Disable Device 12 (+14)*, Escape Artist 15 (+21)*, Gather Information 8 (+14), Handle Animal 8 (+14), Knowledge [Streetwise] 10 (+12), Notice 10 (+11), Sense Motive 8 (+9), Stealth 12 (+18)*

Feats: Animal Empathy, Attractive (2), Benefit (Wealth), Defensive Roll (2), Dodge Focus (10), Elusive Target, Equipment (2), Evasion (2), Fascinate [Bluff], Improved Initiative (3), Improved Trick, Minion (1) [Cat], Skill Mastery [Bluff, Disable Device, Escape Artist, Stealth], Sneak Attack (3), Ultimate Effort [Ultimate Bluff Check], Uncanny Dodge [Hearing]

Powers: Device 2 [Whip – Snare 6 (Flaw: Range [touch]; Power Feats: Tether, Extended Reach; Alternate Powers: Super Movement [Swinging], Strike 3 (Power Feats: Mighty, Extended Reach (2), Improved Disarm (2)); 6pp]

Combat: Attack +13 [Unarmed +2, Claws +3, Whip (15ft. Reach) +5] Defense 24 (12 flat-footed) Init +18

Saves: Toughness +6 (4 flat-footed) Fortitude +5 Reflex +12 Will +5

Equipment:
:!: Burglar’s Tools –Binoculars, Caltrops, Multi-tool, Night Vision Goggles, Masterwork Lock Picks
:!: Cat Claws – Damage 1; Mighty; Penetrating; 3ep
:!: Leather Cat Suit - +2 Toughness Save

Abilities 38 + Skills 25 (100 Ranks) + Feats 33 + Powers 6 + Combat 34 + Saves 14 – Drawbacks 0 = 150/150

:arrow: This Catwoman build focuses on our favorite feline as a thief and not a fighter. That’s not to say she can’t fight, quite the opposite, her Sneak Attacks can be devastating, but she’s not going to beat her foes through shear combat talent. Her Minion is her cat, just powerful enough to be useful on a job. I did do one odd thing here. I made her whip a device and not equipment. It's not because the whip itself is special, instead the powers attributed to the whip represent her uncanny skill with the weapon. There’s nothing really fancy here, instead we have Catwoman as she was originally conceived, a clever, charming, cat burglar.

:!: Update: 5/21/06 :!:

Catwoman gets a facelift. Juggled her points a little bit, she’s slightly more combat ready now, but nowhere near a bruiser. However she is built to catch you flat footed and lay you out. She now has improved trick making her downright dangerous when she moves to feint a target.
Last edited by MDSnowman on Mon May 11, 2009 9:09 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:50 am

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Cheetah

PL:
10 (165pp)

Abilities: STR: 10 [18] (+4) DEX: 12 [30] (+10) CON: 10 [18] (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

Skills: Acrobatics 12 (+22), Bluff 8 (+10), Climb 5 (+9), Diplomacy 6 (+8), Knowledge [Arcane Lore] 6 (+8), Knowledge [History] 10 (+12), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+14), Survival 8 (+10), Swim 4 (+8), Languages (Swahili; Base: English).

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus [Melee] (9), Defensive Attack, Defensive Roll, Dodge Focus (10), Evasion (2), Move by Action, Power Attack

Powers: Additional Limb 1 (1pp), Enhanced Strength 8 (8pp), Enhanced Dexterity 18 (18pp), Enhanced Constitution 8 (8pp), Leaping 2 (2pp), Strike 2 (Power Feat: Mighty, Improved Critical; Alternate Power: Super Movement 2 [Wall Crawling x2]; 5pp), Super Speed 8 (Rapid Attack; 40pp)

Combat: Attack +5 (+14 Melee) [Claws +6; 19-20 Crit] Defense 25 (12 flat-footed) Init +42

Saves: Toughness +5 (4 flat-footed) Fortitude +4 Reflex +14 Will +4

Drawbacks: Normal Identity [Barbara Minerva; Full Action; 4pp]

Abilities 14 + Skills 20 (80 Ranks) + Feats 27 + Powers 82 + Combat 20 + Saves 6 – Drawbacks 4 = 165pp

:arrow: Here’s Cheetah. My big problem was how much Super Speed to give her. My first instinct was to give her a very small amount, but upon reading in Wikipedia that Zoom boosted her super speed I felt comfortable giving her 8 ranks. She is a bit of a monster however, she’s built for speed. Her insane Initiative bonus guarantees that most foes are going to be caught flat-footed by her. Her powers besides super speed add up to make her a nasty customer, she’s accurate, she does a respectable amount of damage, and she’s actually good in an acrobatic feint. Under the right circumstances she can mix it up with Wonder Woman for a few rounds, more if she’s played smart, and that’s ultimately the goal of this character. Also I know that Barbara suffers pain while in human form, those would be drawbacks on her normal identity.
Last edited by MDSnowman on Mon May 11, 2009 9:10 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:51 am

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Cheshire

PL:
9 (135pp)

Abilities: STR: 14 (+2) DEX: 20 (+5) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2)

Skills: Acrobatics 8 (+13), Bluff 6 (+8/+12), Climb 12 (+14), Craft [Chemical] 14 (+16), Disguise 4 (+6), Intimidate 8 (+10), Knowledge [Streetwise] 8 (+10), Knowledge [Technology] 12 (+14), Notice 8 (+8), Sense Motive 12 (+12), Stealth 12 (+17), Survival 6 (+6), Swim 6 (+8)

Feats: Accurate Attack, All-Out Attack, Attractive, Defensive Attack, Defensive Roll (2), Dodge Focus (10), Equipment (5), Evasion, Improved Block, Improved Critical [Claws], Improved Initiative (2), Improved Sunder, Improved Trip, Instant Up, Inventor, Power Attack, Sneak Attack, Startle, Takedown Attack, Uncanny Dodge [Hearing]

Powers: None

Combat: Attack +11 [Unarmed +2; Claws +5; 18-20 Crit] Defense 24 (12 flat-footed) Init +13

Saves: Toughness +4 (2 flat-footed) Fortitude +6 Reflex +10 Will +6

Equipment: Claws [+3 Damage; Improved Critical; Mighty; 5ep] 20 Equipment Points.

Abilities 26 + Skills 29 (116 Ranks) + Feats 35 + Powers 0 + Combat 30 + Saves 15 – Drawbacks 0 = 135pp

:arrow: Another martial artist-type characters, Cheshire. While she’s got some martial artists skill she’s first and foremost an Assassin. Her martial arts skill really exists for her to use her dirty assassin tricks. First among those tricks is her inventor feat, she can that to brew poisons that link to her claw power (read: poison on claws) meaning anyone struck by her risks getting seriously messed up in melee. Another hallmark of the assassin his a pile of equipment. To that end Cheshire has 20 Equipment points to be spent however someone controlling her may want, whether it’s to buy a sword, knives, a hand gun, a grenade, or a sniper rifle. Her biggest weakness would be that she’s not built to get people flat footed. She can overcome her problem in that regard by using extra effort to get improved trick From there she can use bluff against foes who fall under her attractive feat, and intimidate against those who don’t.
Last edited by MDSnowman on Mon May 11, 2009 9:10 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:52 am

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Clayface

PL:
9 (165pp)

Abilities: STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 12 (+1) WIS: 10 (+0) CHA: 18 (+4)

Skills: Bluff 12 (+16), Intimidate 12 (+16), Notice 8 (+8), Profession [Actor] 12 (+12), Stealth 8 (+9)

Feats: Attack Focus [Melee] (6), All-Out Attack, Chokehold, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Startle

Powers: Immunity 9 (life Support; 9pp), Shapeshift 9 (72pp)

Combat: Attack +3 (+9 Melee) [Unarmed +5, Strike +9] Defense 15 (13 flat-footed) Init +1

Saves: Toughness +4 (4 flat-footed) Fortitude +11 Reflex +1 Will +5

Abilities 28 + Skills 13 (52 Ranks) + Feats 13 + Powers 81 + Combat 16 + Saves 12 – Drawbacks 0 = 165pp

:arrow: Clayface is a character with a lot of different versions in the DC continuity so I decided to do more of a DCAU version. Call it Ultimate Clayface if you want, but I always liked the Matt Hagen/actor version of the character. Clayface gets to be a pain for Batman to fight for one reason… his protection. There is almost nothing that Batman can do to lay him out. He needs to get crafty to beat Clayface. There’s not much to be said for Matt, if you’ve seen the BtAS episode “Feat of Clay” then you should know exactly what Matt is capable of. His shape shifting alone would make him a force to be reckoned with, but he’s also a monster in physical combat. Phew, Batman's normal Rogue's Gallery is done!
Last edited by MDSnowman on Mon May 11, 2009 9:11 am, edited 3 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:53 am

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Cyborg

PL:
10 (150pp)

Abilities: STR: 16 [34] (+12) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 12 (+1)

Skills: Bluff 8 (+9), Computer 12 (+14), Craft [Mechanical] 12 (+14), Craft [Electrical] 12 (+14), Disable Device 12 (+14), Drive 8 (+11), Intimidate 8 (+9), Knowledge [Technology] 12 (+14), Notice 8 (+9), Sense Motive 8 (+9)

Feats: All-Out Attack, Dodge Focus (6), Elusive Target, Improved Block, Inventor, Power Attack, Teamwork, Takedown Attack

Powers: Enhanced Strength 18 (18pp), Protection 7 (7pp), Blast 12 (Alternate Powers: Super Strength; 25pp), Super Senses 6 (Extended Sight, Distance Sense, Infravision, Time Sense, Radio, Ultra Hearing; 6pp)

Combat: Attack +8 [Unarmed +12, Sonic Cannon +12] Defense 20 (12 flat-footed) Init +3

Saves: Toughness +10 (10 flat-footed) Fortitude +9 Reflex +3 Will +3

Drawbacks: Vulnerable [Magnetics; Uncommon Occurence; Major Intensity; 3pp]

Abilities 26 + Skills 25 (100 Ranks) + Feats 13 + Powers 56 + Combat 24 + Saves 9 – Drawbacks 3 = 150pp

:arrow: I’ve heard Cyborg described as a fragile brick. To that end he doesn’t take a tradeoff in favor of his toughness save. He still packs a powerful punch. Meanwhile he’s a computer genius (my nod to the cartoon version of the character) he’s an excellent mechanic, and can do wonders with his inventor feat. He can interface with computers from up to five miles away, he can also use radio communication at the same distance. His wide variety of super senses also makes him extremely useful in recon situations.
Last edited by MDSnowman on Mon May 11, 2009 9:12 am, edited 2 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:54 am

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Deadshot

PL:
9 (120pp)

Abilities: STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 12 (+1) WIS: 08 (-1) CHA: 10 (+0)

Skills: Bluff 14 (+14), Drive 6 (+10), Gather Information 8 (+8), Intimidate 10 (+10), Notice 12 (+11), Pilot 6 (+10), Search 8 (+9), Sense Motive 8 (+7), Stealth 12 (+16)

Feats: Accurate Attack, All Out Attack, Attack Focus [Ranged] (2), Defensive Attack, Diehard, Elusive Target, Equipment (4), Evasion (2), Fearless, Improved Aim, Improved Critical [Fire Arms] (3), Improved Initiative (2), Power Attack, Quick Draw, Teamwork (2), Uncanny Dodge [Hearing]

Powers: None

Combat: Attack +9 (+14 Ranged) [Unarmed +1, .45s +4 Damage; 17-20 Crit] Defense 23 (16 flat-footed) Init +12

Saves: Toughness +5 (5 flat-footed) Fortitude +6 Reflex +11 Will +6

Equipment: Twin Colt .45s [+4 Damage; Autofire; Split Attack; Alternate Power: Super Movement [Swinging]; 14ep], Uniform [+4 Toughness; Subtle; 5ep], Targeting Mask [Attack Focus [Ranged] (3); Super Senses [Dark Vision]; 5ep], 1 Extra Equipment Point

Abilities 12 + Skills 20 (80 Ranks) + Feats 25 + Powers 0 + Combat 44 + Saves 19 – Drawbacks 0 = 120pp

:arrow: Deadshot, the man with the death wish. A Suicide Squad Lifer, and one mean gunman. In a way he’s a watered down version of Bullseye. He had his colts, and can use autofire to up his damage, but unlike Bullseye he’s not built to catch you flat footed. Deadshot will instead try to sneak up on you and attack. If he can’t take you out that way then he’s a pretty easy target if you can land a solid hit. His years with the Suicide Squad have left him with a lot of teamwork ability. I also gave him extra equipment points. He can use this to trade in his colts for a Sniper Rifle, or under normal circumstances you can use it to give him a knife so he’s not totally defenseless in melee.

:!: Update: 6/17/06 :!:

Aside from a spiffy new picture Deadshot gets a little beefing up. He’d not going to successfully gun down JLA members, but he should prove a little more of a challenge.
Last edited by MDSnowman on Mon May 11, 2009 9:13 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:55 am

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Deadman

PL:
10 (184pp)

Abilities: STR: 14 (+2) DEX: 16 (+3) CON: -- (+) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3)

Skills: Acrobatics 12 (+15), Bluff 8 (+11), Escape Artist 8 (+11), Gather Information 12 (+15), Notice 8 (+11), Profession [Circus Performer] 8 (+11), Sense Motive 8 (+11), Stealth 4 (+7)

Feats: Acrobatic Bluff, All-Out Attack, Defensive Attack, Dodge Focus (5), Elusive Target, Improved Block, Power Attack, Takedown Attack, Taunt

Powers: Astral Form 9 (Extras: Continuous [+1]; Flaws: Permanent [-1]; Power Feats: Selective, Subtle, Dimensional; 47pp), Immunity 30 (Fortitude Effects; 30pp), Possession 8 (24pp), Super Senses 1 (Spirit Awareness; 1pp)

Combat: Attack +10 [Unarmed +2] Defense 20 (13 flat-footed) Init +3

Saves: Toughness +0 (0 flat-footed) Fortitude +NA Reflex +3 Will +8

Abilities 16 + Skills 17 (68 Ranks) + Feats 13 + Powers 102 + Combat 30 + Saves 6 – Drawbacks 0 = 184pp

:arrow: So here’s Deadman. He’s an interesting fellow. I decided to put him under permanent Astral form (and at 9 ranks we don’t need to worry about where his body is, it can be anywhere on Earth). He can appear nearly anywhere on Earth if he feels like it. Naturally he can possess people. With the range of his astral form few people are safe from him in that respect. Boston is great as a background character he can be anywhere at any time and you’ll never know it. As a result there’s very little that he doesn’t know. There’s not much to say, aside from being a ghost he doesn’t really have any punch he’s using his possession power on someone.
Last edited by MDSnowman on Mon May 11, 2009 9:14 am, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 8:56 am

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Deathstroke

PL:
12 (195pp)

Abilities: STR: 14 [22] (+6) DEX: 14 [22] (+6) CON: 14 [22] (+6) INT: 12 [20] (+5) WIS: 16 (+3) CHA: 14 (+2)

Skills: Bluff 12 (+14)*, Climb 6 (+12), Disable Device 4 (+9), Drive 8 (+14), Gather Information 10 (+12), Intimidate 12 (+14)*, Knowledge [Tactics] 8 (+13), Notice 8 (+11), Profession [Mercenary] 8 (+11), Pilot 8 (+14), Search 6 (+11), Sense Motive 8 (+11)*, Stealth 12 (+18)*, Survival 8 (+11), Swim 6 (+12)

Feats: Accurate Attack, Assessment, Benefit [Wealth], Connected, Defensive Attack, Distract [Bluff], Dodge Focus (10), Elusive target, Equipment (4), Eidetic Memory, Improved Block, Improved Critical [Sword] (2), Improved Disarm, Improved Initiative (2), Improved Sunder, Improved Trip, Instant Up, Master Plan, Power Attack, Precise Shot (2), Seize Initiative, Skill Mastery [Bluff, Intimidate, Sense Motive, Stealth], Sneak Attack (2), Takedown Attack, Uncanny Dodge, Well-Informed

Powers: Enhanced Strength 8 (8pp), Enhanced Dexterity 8 (8pp), Enhanced Constitution 8 (8pp), Enhanced Intelligence 8 (8pp), Immunity 1 (Age; 1pp), Quickness 4 (Flaw: Limited – Mental Actions [-1]; 2pp), Regeneration 10 (Recovery Bonus 3; Recovery Rate 5; Ability Damage 1; Resurrection 1; Power Feat: Regrowth; 11pp), Super Senses 1 (Infrared Vision; 1pp)

Combat: Attack +15 [Unarmed +6, Sword +9; 17-20 Crit; SMG +4] Defense 26 (13 flat-footed) Init +14

Saves: Toughness +8 (8 flat-footed) Fortitude +8 Reflex +8 Will +8

Equipment: Uniform [+2 Toughness Save; 2ep], Com-link [1ep], Targeting Scope [1ep], Arsenal [Sub Machine Gun – (+4 Damage; Autofire; 12ep), Sword – (+3 Damage; 19-20 Crit; Mighty), Staff – (+2 Damage; Mighty; Extended Reach), Sniper Rifle – (+5 Damage; 19-20 Crit) 16ep]

Abilities 24 + Skills 31 (124 Ranks) + Feats 42 + Powers 47 + Combat 42 + Saves 9 – Drawbacks 0 = 195/195

:arrow: Is there nothing Slade can’t do? Heh the answer is no. I hear a lot about how Slade should be a suped up version of my Deadpool build. In a way I’d agree. But that Suping up also includes a weaker regeneration (as Slade’s regeneration is less obvious than Wade’s.) He’s got a load more feats, making him a terror in melee combat and just as dangerous with a ranged weapon. With his mental quickness all of Slade's mental actions are done at twenty-five times normal speed. Slade is also big on the Master Plan. He can use the bonus to enter a fight with an even greater bonus to attack. Foes like the Titans would be hard pressed to get a piece of him, especially since he’s actually harder to hit than Batman and Kid Flash. Slade’s no fool though, when he’s out numbered he’ll use hit and run tactics trusting in his skill to carry him through one on one fights. If forced to fight against numbers he’ll use Distract as crowd control. Slade has a +9 bonus to all Recovery Checks. He can recover from unconscious status in one round, staggered status in five minutes, disabled status in one hour. He recovers one point of ability damage per five hours. And he can recover from death once per week.

:!: Update: 6/2/06:!:

In preperation for his upcoming fight I trimmed some of the fat from Slade.He's still wildly dangerous but he relies a little more on his natural dexterity than before. His skills are also less insane across the board.
Last edited by MDSnowman on Mon May 11, 2009 9:14 am, edited 1 time in total.
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