The official Mutants & Masterminds boards
Power Level: 10 (150 pp)
Abilities: STR: 14  (+6), DEX: 14  (+8), CON: 14  (+6), INT: 12 (+1), WIS: 10 (+0), CHA: 10 (+0)
Skills: Acrobatics 8 (+16), Bluff 8 (+8), Intimidate 8 (+10), Knowledge [Tactics] 4 (+5), Notice 8 (+8), Pilot 8 (+16), Search 4 (+5), Sense Motive 8 (+8), Stealth 8 (+16), Survival 4 (+4)
Feats: Acrobatic Bluff, All-Out Attack, Attack Specialization [Strike] (4), Defensive Roll (4), Dodge Focus (8), Elusive Target, Evasion, Fearless, Improved Critical [Strike] (2), Improved Initiative, Power Attack, Rage [10 rounds] (2), Sneak Attack (2), Uncanny Dodge [Hearing, Smell] (2)
Powers: Enhanced Constitution 8 (8 pp), Enhanced Dexterity 12 (12 pp), Enhanced Strength 8 (8 pp), Mind Shield 8 (8 pp), Paralyze 8 (Extras: Poison, Linked to Strike, Alternate Save (Fort); 24 pp), Strike 4 (Feats: Mighty, Penetrating; Extra: Linked to Paralyze; 6 pp), Super-Senses 9 (Normal Smell (Accurate, Acute, Tracking), Normal Hearing (Accurate, Extended), Ultra-Hearing; 9 pp)
Combat: Attack +2 (+10 w/ Strike); Damage +6 (unarmed), +10 (Strike; 4 Penetrating, 18-20 Crit); Defense +2 (+10 w/ Dodge Focus); Initiative +12
Saves: Toughness+6 (+10 w/ Defensive Roll), Fortitude +6, Reflex +11, Will +2
Abilities 14 + Skills 17 + Feats 31 + Powers 75 + Combat 8 + Saves 5 = 150
*Here we have Hellcat's ex-husband, Defenders villain, and poor man's Sabretooth.
*The idea is that when his Strike hits someone, it unleashes a toxin that can paralyze them. Man, was that a pain to figure out how to work in game terms. No Extras or Bonuses really cover "if X power hits, then Y power can then happen", at least, not how the toxin should probably work. I eventually ended up taking a pretty expensive route for his Paralyzing toxin to function how I think it should.
*The only appearance I have of this guy is a from an issue of Solo Avengers (though it may have been retitled Avengers Spotlight by then), where he fought against (who else?) Hellcat. And that is where my familiarity with him ends. Had to look him up in my old TSR Marvel Super-Heroes game to get an idea of his stats.
Finally came across what I had been looking for, but couldn't find when doing his build, and trying to get the Strike and Paralyzing toxin to work in conjunction: Linked Extra! So Mad-Dog gets a few more points to spend, which gets him some new Feats and an even better Reflex Save.
As was pointed out to me in a PM from Superdad, I neglected to give Mad-Dog's Paralyze an Alternate Save Extra, to reflect its toxic nature. Funny thing is, I checked my notes for when I was building him, and I had it written down, it just didn't make the transition from paper to computer monitor. So all is good now, I hope. Also took a moment to clean up how his Super-Senses are listed, following the format I started using later on.
“...for I am Turkey Volume Guessing Man!”
Turkey Volume Guessing Man
Power Level: 3 (45 pp; combat PL 1)
*A Thanksgiving inspired build for everyone who’s celebrating the holiday today. This is Turkey Volume Guessing Man, who appeared in a bit in the Mystery Science Theater 3000 classic episode, #814, Riding with Death. You can view the video here (it’s the first 3 minutes of the video), or if you have a slower connection, you can read a transcript here.
*What happened to inspire the bit: In the movie that Mike and the bots are watching, the hero (using the term loosely) of the movie calls a couple of bad guys “turkeys”. Of course, the MST3K guys latched onto the term and sprinkled it throughout the rest of the episode, culminating in the Turkey Volume Guessing Man bit.
*I hope everyone has a safe and happy Thanksgiving!
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