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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Mon Oct 02, 2006 10:15 am

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Superman

PL:
15 (225pp)

Abilities: STR: 16 [50] (+20) DEX: 12 (+1) CON: 16 [46] (+18) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4)

Skills: Diplomacy 8 (+12), Concentration 8 (+10), Notice 8 (+10), Gather Information 6 (+10), Handle Animal 4 (+8), Profession [Reporter] 11 (+13), Profession [Farmer] 3 (+5), Sense Motive 10 (+12)

Feats: Accurate Attack, Dodge Focus (6), Equipment (4), Inspire (4), Luck, Power Attack, Ultimate Effort [Ultimate Will Save]

Powers: Enhanced Strength 34 (Alternate Power: Blast 17; 35pp), Enhanced Constitution 30 (30pp), Impervious Toughness 10 (10pp), Super Strength 10 (20pp), Flight 15 (Alternate Powers: Super Speed 3; 31pp), Super Senses 12 (Extended Sight [3], Acute and Extended [3] Hearing, X-Ray Vision, Ultra Hearing; 12pp)

Combat: Attack +10 [Unarmed +20, Heat Vision +17] Defense 22 (14 flat-footed) Init +1 (+13 when not Flying)

Saves: Toughness +18 (10 Impervious) (18 flat-footed) Fortitude +18 Reflex +1 Will +8

Equipment: Fortress of Solitude [Size: Huge; Toughness: 20; Features: Communications, Computer, Concealed (3), Defense System, Hanger, Holding Cells, Isolated, Laboratory, Library, Living Space, Power System, Security System; 20 ep]

Drawbacks: Normal Identity [When Exposed to Kryptonite; Uncommon Occurence; Major Intensity; 4pp], Power Loss [All Powers; When Not under a yellow Sun; Uncommon Occurrence; Minor Intensity; 4pp], Vulnerable [Magic; Common Occurrence; Moderate Intensity; 3pp], Weakness [Kryptonite; Uncommon Occurrence; Major Intensity; 4pp]

Abilities 30 + Skills 14 (56 Ranks) + Feats 20 + Powers 138 + Combat 32 + Saves 6 – Drawbacks 15 =225/225

:arrow: Wow my 50th character, what scares me that I did this is less then a month of work. Oh well, guess I'm addicted. Here’s the man. And he’s a monster. He hits like a freight train, and flies nearly as fast as the flash runs (nearly being the operative word). As I said earlier during my Powergirl/Supergirl builds I planned on giving Supes a bigger meaner version of everything the girls had. I did that. Superspeed becomes an Alternate power, meaning Clark gets a small degree of super speed when he’s not flying. Aside from his equipment feats all of Clark’s feats represents things he does well naturally, not any kind of training. And he has an effective strength of around 100 for purposes of lifting (can you tell I’m not going for the Superman who can juggle planets?)

:!: Update: 4/9/06 :!:

Supes got the dial turned down on him, he's now a perfectly balanced PL 15 character, still strong enough to wipe the floor with almost anyone, but vulnerable enough to have to really slug it out against foes around his same level.

:!: Update: 6/26/06 :!:

Supes gets another drawback, and the extra points go into his heat vision.

:!: Update: 8/16/06 :!:

Switched Supes' Blast power to an alternate power of his Enhanced strength to cut down on cost. With the resulting extra points I was able to switch him over entirely to Enhanced Constitution.
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Postby MDSnowman » Mon Oct 02, 2006 10:18 am

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Talia Al Ghul

PL:
8 (135pp)

Abilities: STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 18 (+4)

Skills: Acrobatics 8 (+12), Bluff 5 (+9/+17)*, Climb 8 (+10), Computers 4 (+6), Craft [Chemical] 8 (+10), Diplomacy 5 (+9/+17)*, Disable Device 8 (+10), Drive 4 (+8), Escape Artist 8 (+12), Gather Information 13 (+17)*, Handle Animal 5 (+9), Medicine 12 (+13), Notice 8 (+9), Pilot 4 (+8), Search 7 (+9), Sense Motive 12 (+13), Stealth 13 (+17)*, Languages (English, Chinese, German, Spanish; Base: Arabic)

Feats: Accurate Attack, Assessment, Attractive (2), Connected, Contacts, Distract [Bluff], Defensive Attack, Dodge Focus (6), Elusive Target, Evasion, Equipment (3), Fascinate [Bluff], Improved Block, Improved Initiative, Luck, Minions (7) [10 Assassins], Jack of All Trades, Skill Mastery [Bluff, Diplomacy, Gather Information, Stealth], Sneak Attack (2), Inspire (2), Uncanny Dodge [Hearing], Well-Informed

Powers: None

Combat: Attack +10 [Unarmed +2, Knife +3; 19-20 Crit; Heavy Pistol +4] Defense 21 (13 flat-footed) Init +8

Saves: Toughness +5 (5 flat-footed) Fortitude +4 Reflex +8 Will +4

Equipment: Uniform [+3 Toughness; Subtle; 4ep], Weapons [Heavy Pistol – [+4 Damage; 8ep], Alternate Powers: Knife - [+1 Damage; Mighty; Thrown; Improved Critical; 4ep], Grappling Gun – [Super Movement (Swinging); 2ep], Sword – [+3 Damage; Mighty; Improved Critical; 5ep]; 11ep]

Abilities 30 + Skills 34 (136 Ranks) + Feats 32 + Powers 0 + Combat 30 + Saves 9 – Drawbacks 0 = 135pp

:arrow: Here’s another beauty of the DC universe, Talia Al Ghul. She’s a tough PL 8, due mostly to her wide swathe of skills. However by herself she’ll lack a lot of punch in a fight. However she’s very specialized. She excels at subterfuge, seduction, infiltration, and if she has to, leading her assassins. To that end she has her assassins, a bit more “with it” than her father and his Ninja.

Talia’s Assassins
PL:
5 (60pp)
Abilities: STR: 12 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)
Skills: Bluff 8 (+9), Climb 4 (+5), Computers 6 (+7), Craft [Chemical] 6 (+7), Disguise 8 (+9), Notice 6 (+7), Search 4 (+5), Stealth 8 (+11), Languages (English, German; Base: Arabic)
Feats: Equipment (3), Improved Initiative, Power Attack, Sneak Attack
Powers: None
Combat: Attack +5 [Unarmed +1, Knife +2, Pistol +3] Defense 16 (13 flat-footed) Init +7
Saves: Toughness +4 (4 flat-footed) Fortitude +3 Reflex +3 Will +3
Equipment: Body armor [+4 Toughness; 4ep], Arsenal [Scoped Rifle [+4 Damage; Improved Range; Improved Aim; 9ep], Alternate Powers: Pistol [+3 Damage; 6ep], Knife [+1 Damage; 19-20 Crit; Mighty; Thrown]; 11ep Total]
Abilities 14 + Skills 13 (52 Ranks) + Feats 6 + Powers 0 + Combat 22 + Saves 5 – Drawbacks 0 = 60pp
Last edited by MDSnowman on Sun Aug 09, 2009 5:10 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:22 am

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Terra

PL:
10 (150pp)

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

Skills: Bluff 12 (+15)*, Climb 8 (+10)*, Concentration 8 (+8), Diplomacy 8 (+11), Knowledge [Earth Sciences] 8 (+9)*, Knowledge [Pop Culture] 8 (+9), Notice 12 (+12), Sense Motive 12 (+12)*, Stealth 4 (+5), Survival 12 (+12)

Feats: Accurate Attack, All-Out Attack, Attack Specialization [Earth Blasts], Benefit [Status], Defensive Roll (4), Dodge Focus (4), Improved Initiative, Move-By Action, Power Attack, Skill Mastery [Bluff, Climb, Knowledge (Earth Sciences), Sense Motive], Sneak Attack, Teamwork

Powers: Element Control [Earth] 12 (Extra: Wide Array [+1]; Power Feats: Instant Up; Dynamic; Dynamic Alternate Powers: Create Object, Blast, Trip (Extra: Burst Area), Flight (Flaw: Platform); 46pp)

Combat: Attack +6 (+8 Earth Blasts) [Unarmed +2] Defense 24 (15 flat-footed) Init +5

Saves: Toughness +6 (2 flat-footed) Fortitude +8 Reflex +4 Will +4

Abilities 18 + Skills 23 (92 Ranks) + Feats 18 + Powers 46 + Combat 32 + Saves 13 – Drawbacks 0 = 150pp.

:arrow: Hehe turns out White Howler left a couple of people off of her request list. Here’s one of them, Terra. Terra fills a very important role, she’s able to be a spy without screaming “hey look at me I’m a spy”. Meaning she’s not your typical spy-character relying on firearms and trickery to fight. In fact Terra is a bit of a monster in ranged combat. She can level major damage on her foes at a distance with her Element control, or break up enemy formations with her area trip power as well. At first I was torn on how to handle her ability to fly around on chunks of stones that she was controlling. I was going to make it a function of her Element control, but to do that and attack in the same round she’d need the move action extra on her Element control. That didn’t seem right so I gave her flight as a dynamic alternate power. Aside from that she’s likely to be a tough foe to stop when she’s truly determined. It takes a flying enemy or ranged attacks to really put her in danger. In a team setting that makes her exceptionally dangerous, solo that’s less of a benefit.
Last edited by MDSnowman on Sun Aug 09, 2009 5:10 pm, edited 2 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:24 am

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The Top

PL:
9 (135pp)

Abilities: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 18 (+4) WIS: 16 (+3) CHA: 10 (+0)

Skills: Bluff 10 (+10), Disable Device 8 (+12), Knowledge [Arcane Lore] 2 (+6), Knowledge [Streetwise] 8 (+12), Notice 8 (+11), Sense Motive 6 (+9), Stealth 10 (+11)

Feats: Accurate Attack, All-Out Attack, Benefit [Status], Favored Opponent [Speedsters] (3), Improved Initiative, Luck, Minions (6) [25 Thugs / 5 Government Agents], Sneak Attack (2), Taunt

Powers: Gadgets 3 (18pp), Spinning 10 (Dynamic; Power Feat: Radius Sight, Alternate Power: Strike -Dynamic; 24pp)

Combat: Attack +8 [Unarmed +1] Defense 17 (14 flat-footed) Init +5

Saves: Toughness +11 (11 flat-footed) Fortitude +4 Reflex +4 Will +10

Abilities 20 + Skills 12 (48 Ranks) + Feats 17 + Powers 42 + Combat 30 + Saves 13– Drawbacks 0 = 135pp

:arrow: Ahh another Flash Villain. The Top like most Flash baddies relies on gadgets to provoke a pile of saves against the Flash. The Top also has the benefit of being hard for Wally to actually hurt. He can even be more dangerous by sacr8ficing some of that toughness to put up a strike aura to hurt anyone trying to touch him. And if that someone happens to be a speedster that Favored Opponent feat kicks in and can do a lot of damage by sacrificing a minimum amount of toughness. As for his Benefit and minions one of his latest incarnations was a the Vice President, so you can choose to ignore the benefit and use the thug minions instead of the government agents if you're not using it. As for his mental powers since from what I understood he died shortly after gaining that power they aren't reflected in this build.
Last edited by MDSnowman on Sun Aug 09, 2009 5:11 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:27 am

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Two-Face

PL:
8 (120pp)

Abilities: STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 08 (-1) CHA: 16 (+3)

Skills: Bluff 8 (+11), Diplomacy 8 (+11), Drive 9 (+11), Gather Information 10 (+14), Intimidate 13 (+16), Profession [Lawyer] 8 (+7), Sense Motive 12 (+11)

Feats: All-Out Attack, Attack Focus [Ranged] (4), Challenge [Mass Intimidation], Defensive Roll, Dodge Focus (6), Equipment (4), Improved Initiative, Inspire (3), Luck, Minions (17), Power Attack, Startle, Tough (2)

Powers: None

Combat: Attack +8 (+12 Ranged)[Unarmed +1, Tommy Gun +4] Defense 21 (13 flat-footed) Init +6

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

Equipment: Thompson Sub-Machine Gun [+4 Damage; Autofire; 12ep; Alternate Power: Heavy Pistol [+4 Damage] 13ep total], Mid-Sized Car [Strength: 30; Speed: 5; Defense: 8; Toughness: 9; Size: huge; Cost: 7ep]

Abilities 18 + Skills 17 (68 Ranks) + Feats 41 + Powers 0 + Combat 26 + Saves 17 – Drawbacks 0 = 120pp

:arrow: Here is Two-Face, he’s a minion machine, able to have 22 27pp Minions (use the generic thugs presented on page 229 of the 2e core book), 22 30pp Minions (Use the generic Criminal on page 226 of the 2e core books), 5 39pp minions (they're essentially Elite Thugs, but use the stats for Soliders on page 229 of the core book). Harvey has a serious glass jaw. He can’t stand up to real combat for long. He wins by pumping auto-fire into you while his minions assault you bolstered by his Inspire feat. Under those circumstances Harvey will often waste his decent attack bonus by power attacking randomly trying to put his foe down in one or two hits instead of peppering them patiently.
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Postby MDSnowman » Mon Oct 02, 2006 10:28 am

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Vixen

PL:
10 (150pp)

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

Skills: Acrobatics 8 (+10), Bluff 9 (+11/+15), Profession [Model] 6 (+8), Notice 6 (+8), Sense Motive 6 (+8), Stealth 8 (+10), Languages (English; Base: Swahili)

Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] (3), Attractive, Defensive Attack, Dodge Focus (8), Elusive Target, Improved Critical [Unarmed] (2), Improved Initiative, Instant up, Power Attack, Sneak Attack, Uncanny Dodge [Hearing]

Powers: Device 18 [Tantu Totem – Animal Mimicry 10; Restricted –Good of Heart; 73pp]

Combat: Attack +5 (+8 Melee) [Unarmed +2; 18-20 Crit] Defense 20 (11 flat-footed) Init +6

Saves: Toughness +2 (2 flat-footed) Fortitude +4 Reflex +5 Will +4

Abilities 22 + Skills 11 (44 Ranks) + Feats 23 + Powers 73 + Combat 14 + Saves 7 – Drawbacks 0 = 150pp

:arrow: Here we have Vixen. She’s essentially a very bare bones build. She doesn’t meet many of her Power Level caps, relying on her various applications of animal mimicry to do it for her. To that end her Power Level caps are pretty fluid. If she’s mimicing the attributes of a creature that doesn’t get her damage to +12 she’ll simply use her animal mimicry to take ranks of attack focus and attack specialization. The same can be said of her defense and toughness save. Her skills are also more likely to be filled in with her use of animal mimicry as well. Since Animal mimicry operates as a free action she can quickly switch between a defensive animal to an offensive one. If you’re interested in how she appears in JLU replace any ranks of growth she’d gain by mimicing an animal with ranks in density.
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Postby MDSnowman » Mon Oct 02, 2006 10:30 am

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Wonder Girl

PL:
10 (150pp)

Abilities: STR: 14 [30] (+10) DEX: 14 (+2) CON: 10 [22] (+6) INT: 10 (+0) WIS: 12 (+1) CHA: 18 (+4)

Skills: Concentration 8 (+9), Knowledge [Arcane Lore] 6 (+6), Knowledge [Tactics] 6 (+6), Notice 8 (+9), Sense Motive 8 (+9), Stealth 4 (+6)

Feats: Accurate Attack, Attractive, Benefit [Status], Defensive Attack, Equipment, Inspire (2), Luck, Power Attack, Rage [+4 Strength, +2 Fortitude & Will Saves; -2 Defense; 5 Rounds]

Powers: Device 1 [Bracers – Shield 4; Power Feat: Improved Block) 4pp], Device 6 [Lasso of Ares – Snare 6 (Extras: linked to Strike [+0]; Power Feat: Tether, Reversible;), Strike 8 (Zeus’ Lighting; Extras: Duration- Concentration [+1], Linked to Snare [+0]); 18pp], Enhanced Strength 16 (16pp), Enhanced Constitution 12 (12pp), Flight 5 (10pp), Super Strength 3 (6pp)

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

Saves: Toughness +10 (10 flat-footed) Fortitude +10 Reflex +3 Will +8

Equipment: Uniform [+4 Toughness; Subtle; 5ep]

Abilities 18 + Skills 10 (40 Ranks) + Feats 12 + Powers 66 + Combat 32 + Saves 12 – Drawbacks 0 = 150pp

:arrow: In my further attempt translate some of these junior characters in to 2e I hit Wonder Girl. And like Wonder Woman she’s expensive! She used to rely entirely on devices for her powers, but now that her father Zeus has gifted her with powers of her own she doesn’t rely on the items as much as she used to. Meanwhile her Lasso is a gift from Ares. The God of war has given her an excellent snare, and anyone snared ends up electrocuted. The lasso, coming from an evil god like Ares, also gives her the ability to rage, increasing her Fortitude and Will saves. Also she has leadership experience. Which really comes to the fore actually giving her an option Wonder Woman doesn’t normally have. In all Cassandra is a very well rounded character. She can lay on the pain, she’s got excellent combat feats, and she can take a hit. If she were a higher PL she may make a trade in favor of her toughness save.

:!: Update: 4/14/06 :!:

Cassie gets an update to match my Wonder Woman build.
Last edited by MDSnowman on Sun Aug 09, 2009 5:12 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:31 am

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Wonder Woman

PL:
13 (210pp)

Abilities: STR: 30 (+10) DEX: 18 (+4) CON: 30 (+10) INT: 14 (+2) WIS: 20 (+5) CHA: 18 (+4)

Skills: Acrobatics 4 (+8), Diplomacy 4 (+8/+20), Handle Animals 4 (+8), Intimidate 8 (+12), Knowledge [Arcane Lore] 7 (+11), Knowledge [Civics] 9 (+11), Knowledge [Tactics] 9 (+11), Notice 6 (+11), Ride 6 (+10), Sense Motive 12 (+17), Languages (English, Greek, Portuguese, Spanish, Chinese, Russian, Hindi; Base: Ancient Greek)

Feats: Accurate Attack, Attractive (3), Benefit [Status], Defensive Attack, Defensive Roll (3), Equipment (2), Improved Disarm, Improved Initiative, Power Attack, Quick Change, Rage (2) [+6 Strength, +3 to Fortitude and Will Saves; -2 Defense; 5 Rounds], Uncanny Dodge [Hearing]

Powers: Device 2 [Bracers of Aegis – Shield 7; Power Feats: Improved Block (2), Weapon Break; 8pp], Device 7 [Lasso of Truth – Snare 10 (Extras: Linked to Mind Control [+0]; Power Feats: Reversible, Tether), Mind Control 10 (Extras: Linked to Snare [+0]; Flaws: One Command (Speak the Truth) [-1]; Alternate Powers: Nullify [Magic], Healing); 21pp], Flight 5 (10pp), Immunity 1 (Age; 1pp), Super Strength 5 (10pp)

Combat: Attack +13 [Unarmed +10] Defense 23 (13 flat-footed) Init +8

Saves: Toughness +13 (10 flat-footed) Fortitude +11 Reflex +4 Will +9

Equipment: 10ep in Archaic Weapons and Armor

Abilities 70 + Skills 19 (76 Ranks) + Feats 28 + Powers 50 + Combat 38 + Saves 5 – Drawbacks 0 = 210pp

:arrow: Wonder Woman, like most JLA members, is a monster. She may be the all around meanest character I’ve built thus far. She has exceptional deflection ability against projectile attacks, she has top-notch toughness, and she has a top notch attack bonus. She’s also a highly trained warrior, having more than her share of feats. Also be sure to note her Rage feat, it allows her to reach the maximum damage of her Power Level cap. However if she wants to preserve her defense she can us a weapon bought via equipment for that purpose. That’s right… no invisible plane, MDSnowman don’t roll like that. Be aware that she also has an untrained bluff check of +4, +16 vs. Men. Meaning versus a male foe she’s exceptionally talented at feinting in combat.

:!: Update: 4/14/06 :!:

I removed the Deflection power from Diana's Bracers. They now give her a shield. It's crazy cheaper and leaves her a perfectly balanced PL 13.

:!: Update: 8/20/06 :!:

My Wonder Woman build felt really really thin. And going over what she’s capable of I knew I was really short-changing her. So the only way I could bridge that gap was to give Diana more power points to work with. To that end I’ve beefed up her lasso a bit, given her all the languages she should have and enough equipment where she can enter battle in pure war mode with armor (lowering her defense in favor of more tank-ability), and weapons (that allow her to maintain her defense without relying on rage.
Last edited by MDSnowman on Sun Aug 09, 2009 5:12 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:33 am

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Zatanna

PL:
10 (150pp)

Abilities: STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5)

Skills: Acrobatics 8 (+10), Bluff 4 (+9/+17), Craft [Structural] 8 (+11), Concentration 8 (+11), Diplomacy 4 (+9/+17), Gather Information 12 (+17), Knowledge [Arcane Lore] 12 (+15), Notice 8 (+11), Perform [Stage Magic] 12 (+17), Profession [Stage Magician] 8 (+11), Sense Motive 8 (+11), Sleight of Hand 8 (+10), Stealth 4 (+6)

Feats: Artificer, Attack Specialization [Magic] (3), Attractive (2), Connected, Contacts, Dodge Focus (5), Fascinate [Bluff], Ritualist, Second Chance [Bluff, Arcane Lore] (2), Trance

Powers: Magic 12 (Fog of Forgetfulness; Extra: Wide Array [+1]; Dynamic; Dynamic Alternate Powers: Mystic Blast , Force Field, Shield, Element Control [Fire, Earth, Water, Air], Mind Control, Nullify, Telepathy, Transform [Mental] 8; 59pp)

Combat: Attack +4 (+10 Magic) [Unarmed +1] Defense 18 (12 flat-footed) Init +2.

Saves: Toughness +1 (1 flat-footed) Fortitude +1 Reflex +2 Will +10

Drawbacks: Power Loss [Magic When She can't speak; Uncommon Occurrence, Major Intensity; 3pp]

Abilities 30 + Skills 26 (105 Ranks) + Feats 17 + Powers 59 + Combat 14 + Saves 7 – Drawbacks 3 = 150pp

:arrow: I love magic user characters. There’s no excuse in the world that they shouldn’t be able to do everything. And of course between extra effort, Artificer, and Ritualist feats the same is true of Zatanna. Her background as a stage magician really makes for a fun skill set. Against men she’ll be perfect at feinting in combat, and can fascinate them with her charm. If you want her to mind wipe someone however she has to use extra effort to gain mental transform.
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Postby MDSnowman » Mon Oct 02, 2006 10:34 am

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Zoom

PL:
12 (200pp)

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

Skills: Disguise 6 (+8), Intimidate 10 (+12), Knowledge [Behavioral Science] 8 (+11), Sense Motive 12 (+12)

Feats: Accurate Attack, Attack Specialization [Unarmed] (4), Dodge Focus (18), Equipment, Evasion, Favored Opponent [Speedsters] (3), Improved Overrun, Luck, Master Plan, Move-by Action, Startle

Powers: Time Control 17 (Wall Run; Power Feats: Insubstantial, Rapid Attack, Water Run, Strike; 123pp)

Combat: Attack +2 (+10 Unarmed) [Unarmed +1] Defense 28 (10 flat-footed) Init +70

Saves: Toughness +6 (6 flat-footed) Fortitude +3 Reflex +10 Will +3

Equipment: Uniform [+5 Toughness; 5ep]

Abilities 18 + Skills 9 (36 Ranks) + Feats 33 + Powers 123 + Combat 4 + Saves 13 – Drawbacks 0 = 200pp

:arrow: As Flash Villains go I consider the current Zoom to be far and away the meanest. He can match Wally move per move, but is focused in different ways. Being able to keep up with Wally his use of Favored Opponent is much deadlier than most Flash Villains, because he actually has a shot at catching Wally Flat-footed. He can also use Startle to get through Wally’s meager sense motive check. He can also use extra effort to gain a ranged paralyze attack, which would be devastating against the Flash. Both men have the luck feat, or else most fights between then would be a quick draw contest, the person to win initiative taking the victory. However someone can choose to burn there hero point to gain the Uncanny Dodge [Hearing] feat.
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Postby MDSnowman » Mon Oct 02, 2006 10:38 am

Phew DC characters are all up, I have my Green Ronin Conversions ready to go too, but I'll need more time for my Marvel, Misc, and Original Builds.
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Postby Lechteron » Mon Oct 02, 2006 11:10 am

Yay for a new thread. Congrats.
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Stand beside me. Storm the Gates of Hell." - Storm the Gates of Hell by Demon Hunter
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Postby teleportingbassist » Mon Oct 02, 2006 11:55 am

Lechteron wrote:Yay for a new thread. Congrats.


What the quote said. That bug was getting annoying. For teh new thread, 209 assorted pies.
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Postby Deadmanwalking » Mon Oct 02, 2006 12:23 pm

Yay! New thread. Sorry it was necessary, but congratulations nonetheless.
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Postby Taliesin » Mon Oct 02, 2006 12:26 pm

Boo buggy old thread.

Hooray beer!...err, Hooray new thread! :D
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Taliesin
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