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The Yeti's Den (I'm BAAAAAAAAAAACK!)

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Re: The Yeti's Den (Boxers, Tyson/Ali Fight)

Postby Woodclaw » Sun Oct 18, 2009 1:44 am

Thorpacolypse wrote:Dang, Yeti, you're back with a vengeance. Nice stuff.


So very true. An extremly impressive streak of builds.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Re: The Yeti's Den (Boxers, Tyson/Ali Fight)

Postby AmericanYeti » Sun Oct 18, 2009 9:08 am

Onomatopoeia
Image
Picture Credit: Jscott30 on deviantart
PL 9
Str 18 Dex 12 Con 22 Int 14 Wis 14 Cha 6
Skills: Disable Device+6 (+8), Gather Information+8 (+6), Intimidate+8 (+8), Sense Motive+4 (+6), Stealth+10 (+13)
Feats: All-out Attack, Ambidexterity, Equipment 3, Diehard, Improvised Weapons 2, Lionheart, Master Plan, Martial Artist, Power Attack 2, Quick Draw, Sneak Attack, Talented (Intimidate, Stealth), Tough 3, Ultimate Toughness, Withstand Damage 2
Powers:
Regeneration 4 (Disabled 3 [per minute], Staggered 1 [per minute]) (4 pp)
Equipment:
Arsenal
Sniper Rifle (Loaded with Tranquilizer Darts) (Paralyze 4, Extras: Alternate Save [Fortitude], Ranged, Poison) (16 ep)
AP: Knife (1 ep)
AP: Pair of Pistols (Blast 5, Extras: Autofire, Power Feats: Split Attack)
AP: Sniper Rifle (1 ep)
Combat: Attack+10, Damage+4, Knife+5, Pistols+5, Sniper Rifle+6, Defense 19/14 while flatfooted, Initiative+1, Knockback-4
Saves: Toughness+9, Fort+8, Ref+4, Will+6
Abilities 26 + Skills 9 + Feats 23 + Powers 4 + Combat 38 + Saves 9 = 109 pp
Notes: Onomatopoeia scares the living hell out of me. It's not that he's pretty much unkillable. Well, not totally. It's just that he seems to be a total sicko who likes what he does. That he doesn't speak makes it even worse - it leaves exactly what he's thinking up to the reader. It makes him very, very disturbing. If you ask me, he's worse than the Joker. At least with the Joker, we have tangible proof that he's not all there - he makes wacky jokes, dresses like a clown, etc. There's no way he could pass in normal society. For all I know, Onomatopoeia could be sitting right next to me while I type this. Kevin Smith really did a good job with him. On to the build itself.
Normally, he only hits his offensive caps with the sniper rifle, but he'll make good use of what he finds laying around. He's stabbed with syringes and even strangled someone with a shower curtain. His fighting style is very simple. Hurt his enemy. He doesn't care what kind of punishment he takes doing it, he just wants to kill. He's pretty low on points because of his low skill power, but he's still dangerous because the people he's likely to fight are going to run themselves ragged trying to hurt him. Green Arrow just has trouble doing enough damage to put this guy down, so he's free to keep pummeling them until they die.
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Re: The Yeti's Den (Boxers, Tyson/Ali Fight)

Postby AmericanYeti » Sun Oct 18, 2009 9:18 am

Deadshot
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Picture credit: Adonihs on deviantart
PL 9
Str 14 Dex 18 Con 14 Int 14 Wis 14 Cha 14
Skills: Acrobatics+8 (+12), Drive+6 (+10), Gather Information+6 (+8), Knowledge (Streetwise)+10 (+12), Knowledge (Tactics)+4 (+6), Pilot+2 (+6), Sense Motive+6 (+8), Stealth+4 (+8)
Feats: Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Specialization (Wrist Guns), Burst Attack (Wrist Guns), Contacts, Deadeye, Equipment 3, Improved Initiative, Improved Ranged Disarm, Lionheart, Move-by Action, Precise Shot 2, Ranged Takedown (Wrist Guns), Power Attack, Quick Draw, Selective Burst Attack, Ultimate Aim
Fighting Styles:
Sniping (Sniper Rifle, 3 pp) Called Shot, Improved Aim, Sneak Attack, Ultimate Critical*
*This feat means that he scores a critical when using Ultimate aim
Powers:
Device 4 (Wrist Guns, Hard to Lose) (16 pp)
o Blast 6 (Extras: Autofire, Power Feats: Split Attack, Subtle)
Equipment: Armored Jumpsuit (Protection 2, Super-Senses 2 [Vision {Extended}, Infravision])
Arsenal
Sniper Rifle
AP: Heavy Pistol
AP: Submachine Gun
Combat: Attack+12, Wrist Guns+14, Damage+2, Wrist Guns+6, Sniper Rifle+6, Submachine+4, Pistols+4, Defense 22/16 while flatfooted, Initiative+8, Knockback-2
Saves: Toughness+4, Fort+5, Ref+8, Will+6
Abilities 28 + Skills 12 + Feats 24 + Powers 16 + Combat 48 + Saves 11 = 119
Notes: Deadshot sits right where I think he should - good enough to make mincemeat of any normal security forces and targets, but not quite good enough to hang with Batman and his ilk. With some good rolls, he can lay the Bat up for a while, but more often than not, he'll get his face pounded. Still, for what he is, he works absolutely perfectly. I kinda broke his caps with the sniper rifle. Sue me. He can drop a 15 damage shot with a bit of time and ultimate aim if he's concealed from his target - more than enough to kill any civilian. He hits his caps perfectly with his wrist guns, and he's arguably better with them. Any trick that any gunslinger's ever pulled in a John Woo movie, I tried to give him. He'll shoot guns out of hands, gun down crowds and pull off impossibly tight shots. He'd be a fun villain to play.
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Re: The Yeti's Den (Boxers, Tyson/Ali Fight)

Postby AmericanYeti » Sun Oct 18, 2009 9:47 am

Catwoman
Image
"Show a man what he expects to see, and he won't look beneath the surface."
PL 9
Str 14 Dex 24 Con 14 Int 16 Wis 14 Cha 18
Skills: Acrobatics+8 (+15, +17 to Climb), Bluff+4 (+8, +16 with Attractive), Diplomacy+4 (+8, +16 with Attractive), Disable Device+11 (+14, +16 with Tools), Drive+4 (+11), Escape Artist+6 (+13), Gather Information+8 (+12), Handle Animal+6 (+10), Languages 7 (French [Good], Italian [Good], Base: English [Complete]), Knowledge (Art)+8 (+11), Knowledge (Current Events)+8 (+11), Knowledge (Streetwise)+10 (+13), Notice+10 (+12), Search+8 (+11), Stealth+10 (+17)
Feats: Acrobatic Bluff, Attractive 2, Benefit (Wealthy), Bishonen, Distracting Looks, Evasive Retreat, Equipment 3, Improvised Tools, Monkey Climb, Quick Draw, Sneak Attack, Taunt, Ultimate Seduction
Fighting Styles:
Karate (Cat Claws, Unarmed, 4 pp) Attack Specialization (Unarmed), All-out Attack 2, Instant Up, Power Attack, Stunning Attack
Whipfighting (Whip, 4 pp) Agonizing Strike, Attack Specialization (Whip), Martial Strike 2, Sneak Attack 2
Equipment
Costume (Climbing Kit, Features [Insulated], Low-light Vision, Protection 1, Strike 2 [Power Feats: Mighty]) (7 ep)
Motorcycle (9 ep)
Lock-Release Gun (1 ep)
Mastercraft Thieves' Tools (2 ep)
Whip (Along with AP: Super-movement [Swinging]) (6 ep)
Combat: Attack+10, Karate Unarmed+12, Whip+12, Damage+2, Claws+4, Whip+2, Defense 24/17 while flatfooted, Initiative+7, Knockback-2
Saves: Toughness+4, Fortitude+4, Ref+12, Will+5
Abilities 40 + Skills 28 + Feats 24 + Combat 48 + Saves 10 = 150
Notes: Catwoman is meant to give a hero like Batman fits as he tries to catch her, but she's just (and I mean just) dangerous enough to fight him and not consider it suicide. She has to fight dirty, using her looks to her full advantage. Her whip also comes into play, even though she doesn't hit her caps with it, simply because it means she can stay out of range of a more dangerous opponent. If she beats Batman, it's due to fiat on her part and bad rolls on his part. Her skills are more important than her combat ability, though. She is, after all, a burglar before she's a fighter. She bluffs and seduces like nobody's business against men. If Catwoman wants something from a man, chances are she'll get it. She managed to get Batman to fall in love with her and she's a criminal, the very embodiment of what he hates. If that's not capped Bluff/Diplomacy, I don't know what is.
Last edited by AmericanYeti on Fri Jan 01, 2010 1:40 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, Tyson/Ali Fight)

Postby AmericanYeti » Sun Oct 18, 2009 10:49 am

The Joker
Image
"See, their morals, their code...it's a bad joke, dropped at the first sign of trouble. They're only as good as the world allows them to be. I'll show you. When the chips are down, these "civilized" people... they'll eat each other. See, I'm not a monster. I'm just ahead of the curve."
PL 10
Str 14 Dex 22 Con 20 Int 20 Wis 20 Cha 16
Skills: Acrobatics+4 (+10), Bluff+10 (+13), Craft (Chemical)+10 (+15), Escape Artist+6 (+12), Gather Information+6 (+9), Intimidate+8 (+11), Knowledge (Behavioral Sciences)+4 (+9), Knowledge (Streetwise)+6 (+11), Knowledge (Technology)+8 (+13), Knowledge (Tactics)+6 (+11), Notice+6 (+11), Sleight of Hand+8 (+14), Sense Motive+8 (+13), Stealth+8 (+14)
Feats: Equipment 3, Fearsome Presence 2, Inventor, Master Plan, Quick Draw, Rage 3, Sneak Attack 3, Taunt, Tough 3, Veteran Fighter, Well-informed
Fighting Styles:
Crane Style Kung Fu (Unarmed, Knife, 4 pp) Accurate Attack, Improved Critical (Unarmed), Improved Feint, Improved Initiative
Wing Chun (Unarmed, 4 pp) Counterattack, Grappling Finesse, Improved Grab, Improved Grapple, Improved Pin, Unarmed Flurry
Powers
Comedic Weapons (Gadgets 3, Easy to Lose) (18 pp)
o Acid Flower (Corrosion 6, Power Feats: Extended Reach 2, Subtle) (15 pp)
o "BANG!" Flag Gun (Blast 6, Power Feats: Distract [Bluff], Luck) (14 pp)
o Giant Hammer (Strike 4, Power Feats: Mighty) (5 pp)
o Joker Venom (Drain Wisdom 5 [Extras: Alternate Save [Will], Cloud, Poison]) (15 pp)
o Joy Buzzer (Stun 7, Power Feats: Subtle) (15 pp)
o Spring-Boots (Enhanced Feats 2 [Acrobatic Bluff, Leap of the Heavens]), Leaping 1 [Long Jump 24 feet, High Jump: 12 feet]) (3 pp)
Immunity 6 (Interaction Skills, Joker Venom) (6 pp)
Equipment Submachine Gun, Knife, 10 ep
Combat: Attack+10, Damage+2, SMG+4, Knife+3, Defense 22/16 while flatfooted, Initiative+6/+10 with Crane Style, Knockback-4
Saves: Toughness+8, Fortitude+8, Ref+9, Will+8
Abilities 52 + Skills 24 + Feats 28 + Powers 24 + Combat 44 + Saves 9 = 181
Notes: Joker is, as to be expected, a zany combatant. He fights with approximations of two styles of kung fu, or at least he does in what I think is the best place to study him fight - Mortal Kombat vs. DC. One of his better combos is a Wing Chun-style flurry of punches to the upper torso and face of his opponent, but his base style is Crane. He's hard to pin down and good at slipping in devastating attacks at the right time, hence Improved Feint and Improved Critical. He can choose to hit his offensive caps unarmed with Rage for a short burst or he can whip up a weapon from his gadgets array. He has a lot of options, and if I were a GM using him, I'd be sure to use those options in as many ways as I could to frustrate the players because otherwise, he'll get creamed in a stand-up brawl. Still, he's not to be underestimated because he's definitely good enough to make swiss cheese of even groups of normals.
Last edited by AmericanYeti on Wed Oct 21, 2009 12:34 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, Tyson/Ali Fight)

Postby AmericanYeti » Sun Oct 18, 2009 6:47 pm

Killer Croc
Image
"Dr. Whistler: So you killed them. Tore up their bodies. The police never found
all the pieces.
Croc: They should have looked in the sewers.
Dr. Whistler: Are you saying you hid them there?
Croc: After a while. Usually takes about 8 hours. (Laughs)"
PL 10
Str 32 Dex 18 Con 32 Int 8 Wis 10 Cha 8
Skills: Intimidate+10 (+13), Stealth+8 (+8), Survival+6 (+6), Swim+4 (+15)
Feats: Attack Specialization (Unarmed), Environmental Adaptation (Sewers), Fearsome Presence 5, Follow-Up Strike, Improved Initiative 2, Power Attack 3, Startle
Fighting Styles:
Wrestling (Unarmed, 3 pp) Chokehold, Crushing Pin, Improved Pin, Punishing Throw
Powers:
Growth 4 (Extras: Continuous, Flaws: Permanent, Power Feats: Innate) (13 pp)
Immunity 1 (Drowning) (1 pp)
Impervious Toughness 10 (Flaws: Limited [Bludgeoning] 5) (5 pp)
Protection 2 (2 pp)
Speed 1 (Normal Speed: 10 mph, Top Speed: 40 mph) (1 pp)
Strike 2 (Power Feats: Improved Grab, Mighty) (4 pp)
Super-senses 1 (Scent) (1 pp)
Swimming 3 (Normal Speed: 10 mph, Top Speed: 40 mph) (3 pp)
Combat: Attack+7, Unarmed+9, Damage+11, Bite+13, Defense 17/13 while flatfooted, Initiative+11, Knockback-14
Saves: Toughness+13 (Impervious 5, 10 vs. Bludgeoning), Fort+11, Ref+4, Will+3
Abilities 48 + Skills 7 + Feats 17 + Powers 30 + Combat 28 + Saves 3 = 133
Notes: Killer Croc only has two modes: kill and eat. Aside from Bane breaking his arm, Killer Croc consistently appears as Batman's most physically powerful opponent. He should hand Batman's rear to him everytime in a straight brawl, because even with Batman's higher PL, he can't really hurt Waylon. Croc's tactics include trying to eat Batman and sneaking up on Batman and then trying to eat him. The only place he can get the drop on the Bat is the sewer, where he's both more familiar with the territory and able to exploit the water to gain total concealment. He has two weapons, his bite and his hands. He starts off with his hands, but if he can stun his opponent, he'll follow up with a bite. Then, he grabs and it's pretty much over for his enemy. Also, I love the patient interviews in Arkham Asylum. That's where the exchange I used for the quote comes from and it just shows what a nasty SOB Croc really is.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Oct 18, 2009 8:01 pm

Iron Man
Image
"I need a day when there aren't twenty crises to deal with, but I don't see that coming any time soon."
PL 12
Str 36 [8] Dex 10 Con 8 Int 34 Wis 12 Cha 18
Skills: Bluff+2 (+6, +14 with Attractive), Computers+8 (+20), Craft (Electrical)+12 (+24), Craft (Mechanical)+12 (+24), Disable Device+4 (+16), Diplomacy+4 (+8, +16 with Attractive), Knowledge (Business)+10 (+22), Knowledge (Civics)+4 (+16), Knowledge (Technology)+14 (+26), Notice+4 (+5), Sense Motive+6 (+7)
Feats: All-out Attack 4, Attractive 2, Benefit (Wealthy), Eidetic Memory, Equipment 2, Improvised Tools, Inventor, Iron Stomach, Power Attack 2
Powers
Device 19 (Iron Man Mark VI Suit, Hard to Lose, Power Feats: Restricted 2) (74 pp)
o Enhanced Strength 28
o AP: Blast 14
o AP: Dazzle Visual 9 (Extras: Burst)
o AP: Disintegrate 7
o AP: Paralyze 7 (Extras: Targeted Cone, Selective)
o AP: Strike 12 (Extras: Line, Power Feats: Knockback, Split Attack)
o AP: Telekinesis 9 (Extras: Damaging) (1 pp) (Heavy Load: 4 tons, Max Load: 8 tons)
o Flight 6 (Power Feats: Good Maneuverability) (Normal Speed: 500 mph, Top Speed: 2000 mph)
o Immunity 9 (Life Support)
o Protection 16 (Extras: Impervious 12)
o Super-senses 3 (Radio, Vision [Extended 2])
o Super-strength 4 (Heavy Load: 100 tons, Max Load: 200 tons)
Quickness 4 (Flaws: Limited [Mental Actions]) (2 pp) (x25 speed)
Combat: Attack+10, Damage+13, Repulsors+12, Unibeam+14, Tractor Beam+9, Defense 19/14 while flatfooted, Initiative+0, Knockback-13
Saves: Toughness+15 (Impervious 12), Fortitude+4, Ref+3, Will+7
Complications:
Heart Condition: Tony's heart condition can leave him in dire straits if his power source is tampered with. If his heart goes aflutter, Tony gets a hero point.
Responsibility (Considers himself a moral guardian)
Abilities 30 + Skills 20 + Feats 15 + Powers 76 + Combat 38 + Saves 14 = 193
Notes: I wish Iron Man hadn't taken such a reputation hit of late. I really started liking him after I saw the movie. It's hard not to like him - Tony's pretty much James Bond with superpowers. About those powers, he can really pound on his enemies. Versatile and powerful like most battlesuit archetypes, the best way to take him down is catch him out of the suit. Otherwise, it's hard to bring him down because he can do pretty much everything and do it well. His best weapons are his repulsors (the line strike), which do a whole lot of damage and are good for hitting quick opponents. In melee, he suffers a bit because he doesn't have the martial artist feat and therefore provokes attacks of opportunity with every attack. Against superstrong foes, this could prove to be his downfall.
Last edited by AmericanYeti on Fri Jan 01, 2010 1:35 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Oct 18, 2009 8:14 pm

Hawkeye
Image
"Every time the world has gone to hell someone take advantage of it. Stock market crashes and some dirtbag parachutes out with a billion dollars. Country goes to war, the mob has a field day...now this? This? And dressed in our uniforms? Representing something we've dedicated our lives to? Twisting it into something they can sell? No! NO! We don't wait for them to show their true colors. We know their true colors. We go there and we stop them before it all goes to hell again. We go there and we take back the Avengers from the hands of the Green Goblin maniac! We're the Avengers. We take it back."
PL 10
Str 14 Dex 20 Con 16 Int 14 Wis 16 Cha 10
Skills: Acrobatics+8 (+13), Bluff+8 (+8), Climb+10 (+12), Gather Information+4 (+4), Handle Animal+4 (+4), Intimidate+8 (+8), Investigate+6 (+8), Knowledge (History)+4 (+6), Knowledge (Streetwise)+8 (+10), Language 3 (Japanese [good], Base: English), Notice+12 (+15), Perform (Trick Shooting)+9 (+9), Sleight of Hand+8 (+13), Stealth+8 (+13), Survival+4 (+7)
Feats: Accurate Attack 2, Assessment, Defensive Attack 2, Equipment 3, Finishing Blow, Improvised Weapons, Martial Artist, Move-by Action, Quick Draw, Throwing Mastery, Trance
Fighting Styles:
Ninjitsu (Kama, Sword, Unarmed, 6 pp) Blind-fight, Chokehold, Defensive Throw, Hide in Plain Sight, Improved Disarm, Sneak Attack, Startle, Stunning Attack, Sword Flurry, Takedown Attack
Zen Archery (Bow, 6 pp) Attack Specialization (Bow), Deadeye, Improved Aim, Improved Ranged Disarm, Precise Shot 2, Ranged Takedown (Bow), Trance, Ultimate Aim, Veteran Fighter
Equipment
Bow (13 ep)
o AP: Black Eggs (Dazzle Visual 4 [Flaws: Touch] linked to Nauseate 2)
o AP: Shuriken
o AP: Smoke Pellets
o AP: Sword
o AP: Twin Kama (Strike 4, Power Feats: Mighty, Split Attack, Weapon Bind)
Hearing Aid (2 ep)
Suit (Protection 2, Features: Urban Camo) (3 ep)
Combat: Attack+13, Zen Archery+15, Damage+2, Sword+5, Bow+5, Kama+6, Shuriken+2, Defense 25/17 while flatfooted, Initiative+5, Knockback-2
Saves: Toughness+5/+3 without armor, Fortitude+6, Ref+9, Will+7
Drawbacks: Nearly Deaf (Common, Moderate, -2 pp)
Complications
Enemy (Bullseye)
Hatred (Norman Osborn)
Rivalry (Tony Stark)
Abilities 30 + Skills 26 + Feats 29 + Combat 56 + Saves 11 = 152
Notes: I did my best to separate Hawkeye from Green Arrow while still remaining faithful and I think I did it. Hawkeye is almost as good an archer and a much, much better melee combatant. He also has some pretty good ninja skills and equipment because of his current ID as Ronin. That didn't just come from nowhere, you know. I particularly like the Black Eggs, which have a devastating impact on the target's eyes and leaves them wide open for his sword.
Last edited by AmericanYeti on Fri Jan 01, 2010 1:46 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Oct 18, 2009 8:57 pm

The Punisher
Image
Picture Credit: RyanBarger on Deviantart
“I knew if I didn't move I was a dead man. Barracuda'd find me in the morning, kill me if I hadn't died already. That's all right, I remember thinking 'I'd just have to kick the $#!% out of him in hell.'”
PL 10
Str 20 Dex 16 Con 20 Int 16 Wis 14 Cha 8
Skills: Bluff+7 (+6), Concentration+8 (+10), Craft (Chemical)+6 (+9), Disable Device+4 (+7), Gather Information+10 (+9), Intimidate+12 (+11), Knowledge (Streetwise)+6 (+9), Knowledge (Tactics)+10 (+13), Language 7 (Arabic [Fair], Spanish [Good], Vietnamese [Fair], Base: English), Notice+10 (+12), Profession (Soldier)+10 (+12), Sense Motive+6 (+8), Stealth+6 (+9, +11 in urban environment)
Feats: Attack Focus (Ranged) 2, Assessment, Beginner’s Luck, Challenge (Forceful Intimidate, Slip Between Cover), Defensive Attack, Equipment 4, Endurance, Fearsome Presence, Improved Aim, Lionheart, Martial Artist, Master Plan, Move-by Action, Quick Draw, Tough, Track, Well-informed
Fighting Styles:
Brawling (Knife, Unarmed, 3 pp) Improved Disarm, Power Attack 2, Sneak Attack, Withstand Damage
Equipment: Camera (1 ep), Vest (Protection 3, Power Feats: Fearsome Presence 2, Urban Camo) (6 ep), Knife (3 ep), Gas Mask (1 ep), Nightvision Goggles (1 ep), Multi-tool (1 ep)
Arsenal (37 ep)
• Base Weapon: Rocket Launcher*
• AP: Rifle w/Laser Sight
• AP: Mastercraft Light Pistol w/Laser Sight, Suppressor
• AP: Flashbang Grenade
• AP: Frag Grenade
• AP: Shotgun
• AP: Sniper Rifle
• AP: Tear Gas Grenades
Combat: Attack+10, Ranged+12, Assault Rifle Pistol+14, Damage+5, Knife+6, Shotun+6, Sniper Rifle+6, Assault Rifle+5, Pistol+3, Defense 19/14 while flatfooted, Initiative+3, Knockback-4
Saves: Toughness+9, Fort+7, Ref+6, Will+6
Complications:
Enemy (Barracuda)
Hatred (Criminals)
Obsession (Vengeance)
Reputation (Psycho)
Abilities 34 + Skills 25 + Feats 25 + Combat 38 + Saves 9 = 131
Notes: My man. I couldn’t resist doing another Punisher. I just love him. There's so many ways to look at his character, especially in a world full of superheroes. Frank is either a borderline serial killer or just dealing with tragedy the only way he knows how. Either he truly loves killing or really believes he's right. Maybe it's all the above.
He’s really cheap (undercosted PL 9!) but he’s still more than enough to deal with street trash. He only hits his PL 10 caps with the rocket launcher, which I suppose makes sense: he’s street level until he pulls out the heavy, heavy ordnance. The main reason I included that beast of a weapon was to make sure he was never in need of a weapon attachment if he needs it. Does his shotun need a laser sight? He can afford it. A pack of always fun, never predictable incendiary grenades? No problem. He’s got a full arsenal with him all around the city – though not necessarily on him at all times – and the rocket launcher helps ensure that. Aside from that, I needed to make sure he could handle himself in every situation on his own, so he lacks specialization. He’s a good gunfighter, but no Deadshot, he can brawl but Daredevil beats him every time, he know his city but Batman has him beat there, etc. I think it really humanizes him, because without that specialization, he has to work to beat his enemies if they’re en masse. He can’t just count on his gimmick carrying him through.
Last edited by AmericanYeti on Mon Oct 19, 2009 1:13 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Mon Oct 19, 2009 8:17 am

Wonder Woman
Image
"Hera, give me strength!"
PL 13
Str 34 Dex 20 Con 34 Int 16 Wis 22 Cha 18
Skills: Acrobatics+6 (+11), Bluff+4 (+8), Diplomacy+8 (+12), Intimidate+6 (+10), Knowledge (Arcane)+7 (+10), Language 4 (English [Complete], Base: Ancient Greek [Complete]), Notice+8 (+14), Pilot+8 (+13), Sense Motive+6 (+12)
Feats: All-out Attack 2, Benefit (Status [Themysciran Princess]), Cunning Fighter, Distracting Looks, Grappling Block, Improved Initiative 2, Inspire 2, Leadership, Luck, Martial Artist, Rallying Cry, Reversal, Takedown Attack, Teamwork
Fighting Styles:
Pankration (Unarmed, 5 pp) Attack Focus (Melee) 2, Crushing Pin, Improved Critical (Unarmed), Power Attack 3, Punishing Throw
Wrestling (Unarmed, 3 pp) Chokehold, Improved Disarm, Improved Grab, Improved Pin
Powers
Device 5 (Bracers of the Aegis, Hard to Lose) (20 pp)
• Deflect All-Ranged Attacks 12
• AP: Deflect Fast Projectiles 12 (Extras: Move-action)
Device 8 (Lasso of Truth, Easy to Lose, Power Feats: Indestructable) (25 pp)
• Mind Control 12 (Extras: Conscious, Flaws: Limited [Ensnared Targets], One Command [Tell the Truth])
• Snare 12 (Flaws: Touch Range, Power Feats: Extended Reach 3, Tether)
Flight 5 (Normal Speed: 250 mph, Top Speed: 1000 mph) (10 pp)
Impervious Toughness 12 (Flaws: Limited [Bludgeoning Attacks]) (6 pp)
Super-strength 8 (16 pp) (Heavy Load: 400 tons, Max Load: 800 tons)
Combat: Attack+12, Pankration+14, Damage+12, Defense 24/16 while flatfooted, Initiative+13, Knockback-6/-12 vs. Bludgeoning
Saves: Toughness+12 (Impervious 12 [Bludgeoning]), Fortitude+12, Ref+9, Will+9
Abilities 84 + Skills 14 + Feats 25 + Powers 77 + Combat 52 + Saves 7 = 259
Notes: Wonder Woman is an overpoweringly aggressive fighter. She prefers to slug it out with just her fists, but she's actually even more dangerous as a grappler. One good move she'll do is use Wrestling to grab her opponent, then switch to Pankration and use Punishing Throw. Once her opponent is on the ground, she'll use Crushing Pin or Chokehold to eliminate him. She’s got some other tricks, too – namely the lasso and bracers. The bracers make her nearly invulnerable to firearms, which is good because she’s not technically Impervious.
Last edited by AmericanYeti on Wed Jun 09, 2010 2:04 pm, edited 2 times in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Mon Oct 19, 2009 8:39 am

Ms. Marvel
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Picture Credit: Bakanekonei
"I sort of accidentally blasted him in the crotch. Seven times in the crotch."
PL 11
Str 30 [14] Dex 14 Con 30 [14] Int 14 Wis 12 Cha 10
Skills: Bluff+4 (+4, +8 with Attractive), Computers+5 (+7), Concentration+6 (+7), Intimidate+8 (+9), Knowledge (Tactics)+10 (+12), Notice+8 (+9), Pilot+10 (+12), Languages 3 (Russian [good], Base: English), Stealth+6 (+8)
Feats: Attractive, Benefit (Rank), Chokehold, Defensive Attack, Improved Critical (Unarmed), Improved Initiative 2, Inspire 2, Teamwork
Fighting Styles
Boxing (Unarmed, 3 pp) All-out Attack, Defensive Attack, Improved Defense, Power Attack
MCMAP (Unarmed, 3 pp) Crushing Pin, Power Attack, Punishing Throw, Reversal
Powers
Blast 5 (10 pp)
• AP: Visual Dazzle 5 (1 pp)
Enhanced Constitution 16 (16 pp)
Enhanced Strength 16 (16 pp)
Flight 4 (Normal Speed: 100 mph, Top Speed: 400 mph) (8 pp)
Impervious Toughness 10 (Flaws: Limited [Energy Attacks 4]) (6 pp)
Power Reserve 10 (20 pp)
• Base Effect: Boost Blast 5
• AP: Boost Dazzle 5 (1 pp)
• AP: Boost Super-strength 5 (Heavy Load: 50 tons, Max Load: 100 tons) (1 pp)
Combat: Attack+12, Damage+10, Blast+10, Defense 22/16 while flatfooted, Initiative+10, Knockback-8
Saves: Toughness+10 (Impervious 6/10 vs. Energy Attacks), Fort+10, Ref+8, Will+5
Abilities 18 + Skills 15 + Feats 16 + Powers 78 + Combat 48 + Saves 10 = 185 pp
Notes: Notes to come later...
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Mon Oct 19, 2009 9:00 am

Hawkman
Image
Picture Credit: i-m-catmonkey on deviantart
PL 11
Str 26 [22] Dex 16 Con 26 Int 16 Wis 10 Cha 10
Skills: Acrobatics+4 (+7), Bluff+4 (+4), Diplomacy+5 (+5), Gather Information+8 (+8), Intimidate+12 (+12), Language 15 (Ancient Egyptian [Good], German [Good], Japanese [Good], 6 unassigned, Base; English), Intimidate+10 (+10), Investigate+8 (+9), Knowledge (History)+14 (+17), Knowledge (Tactics)+8 (+11), Knowledge (Technology)+6 (+9), Sense Motive+10 (+10)
Feats: Beginner's Luck, Eidetic Memory, Environmental Adaptation (High Altitude), Lionheart,, Master Plan, Rage, Tough 3
Fighting Style:
Medieval Weapons Combat (Axes, Clubs, Swords, Polearms, 8 pp) Defensive Attack, Improved Critical (Mace), Power Attack 3, Takedown Attack 2, Weapon Break
Powers:
Device 2 (Flight Harness, Hard to Lose) (8 pp)
o Enhanced Strength 4
o Flight 3 (Normal Speed: 50 mph, Top Speed: 200 mph)
Device 4 (Nth Metal Mace, Easy to Lose) (12 pp)
o Strike 4 (Extras: Penetrating, Power Feats: Groundstrike, Mighty) linked to Nullify Magic 10 (Flaws: Touch Range)
Regeneration 1 (Ressurrection 1 [Per Week], Power Feats: Reincarnation) (2 pp)
Super-senses 3 (Vision [Extended 2, Rapid]) (3 pp)
Combat: Attack+10, Damage+8, Mace+12, Defense 21/15 while flatfooted, Initiative+3, Knockback-3
Saves: Toughness+11, Fort+9, Ref+6, Will+6
Abilities 38 + Skills 25 + Feats 17 + Powers 25 + Combat 42 + Saves 11 = 158
Notes: Notes to come later…
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Mon Oct 19, 2009 10:19 am

Iron Fist
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Picture Credit: anjinanhut on deviant art
“My name is Daniel Rand. I am Iron Fist and I know kung fu. Hi-yahh.”
PL 11
Str 18 Dex 24 Con 18 Int 12 Wis 18 Cha 14
Skills: Acrobatics+8 (+15), Bluff+6 (+8), Concentration+6 (+10), Escape Artist+6 (+13), Intimidate+6 (+8), Knowledge (Arcane)+8 (+9), Knowledge (Business)+4 (+5), Knowledge (History)+8 (+9), Knowledge (Streetwise)+6 (+7), Languages 9 (Japanese [Good], K’un Lun [Good], Mandarin [Good], Base: English), Medicine+6 (+10), Sense Motive+8 (+12), Sleight of Hand+7 (+14)
Feats: Acrobatic Bluff, All-out Attack 2, Assessment, Benefit (Wealthy), Elusive Target, Evasive Retreat, Improved Critical (Unarmed), Improved Feint, Improved Throw, Martial Arts, Move-by Action, Power Attack 2, Takedown Attack 2, Trance, Unarmed Flurry
Fighting Styles:
Muay Thai (Unarmed, Iron Fist, 5 pp) Attack Specialization (Unarmed), Improved Critical (Unarmed) 2, Power Attack 2, Stunning Attack
Taekwando (Unarmed, 2 pp) All-out Attack 2, Attack Specialization (Unarmed), Lightning Strike
Tiger Style Kung Fu (Unarmed, Iron Fist, 4 pp) Attack Specialization (Unarmed), Follow-up strike, Improved Critical (Unarmed), Startle
Wing Chun (Unarmed, 4 pp) Grappling Finesse, Improved Grab, Improved Grapple, Improved Pin, Sneak Attack, Unarmed Flurry
Powers
Iron Fist Form 2 (Flaws: Tiring, Power Feats: Power Stunts*) (8 pp) (Chi, Fire)
o Strike 4 (Extras: Autofire, Power Feats: Mighty, Improved Critical)
Chi Sense 3 (Basic Sense, Innate) (3 pp)
Protection 2 (2 pp)
*This is Enhanced Feats 2 (Luck 2, Flaws: Limited [Power Stunts])
Combat: Attack+14, Muay Thai+16, Taekwando+16, Tiger Style, Damage+4, Iron Fist+8, Defense 26/18 while flatfooted, Initiative+7, Knockback-3
Saves: Toughness+6, Fort+8, Ref+11, Will+8
Abilities 44 + Skills 22 + Feats 33 + Powers 13 + Combat 60 + Saves 12 = 184
Notes: As a martial artist nut (can you tell?) I can never resist reading a good wuxia romp. And that’s exactly what Iron Fist delivers every time. Even without his chi abilities, Danny is one of the finest fighters in Marvel. Throw in his powers and you have a hell of a force. He’s got a good repertoire of mundane martial arts from Muay Thai for a straight beating to Wing Chun for close and personal. I would like to cut him loose on somebody close to his level. Fireworks are sure to fly when he fights, win or lose.
Last edited by AmericanYeti on Tue Dec 22, 2009 4:27 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, Tyson/Ali Fight)

Postby Sand Fox » Mon Oct 19, 2009 1:33 pm

AmericanYeti wrote:She managed to get Batman to fall in love with her and she's a criminal, the very embodiment of what he hates. If that's not capped Bluff/Diplomacy, I don't know what is.


You mean aside from her being to hottest woman in all DC without showing any cleavage? :lol:
I’ve always been a big Catwoman/Batman fan. Anyway, great to see you posting again, and I am loving your work. When will you be continuing your story by the by?

Sincerely, Sand Fox

(P.S. Thank you for bumping my thread)
"Wherefore, my beloved brethren, let every man be swift to hear, slow to speak, slow to wrath:
For the wrath of man worketh not the righteousness of God.
"

James 1: 19-20
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Mon Oct 19, 2009 1:49 pm

Deathstroke
Image
"Who do you want me to kill?"
PL 12
Str 26 Dex 18 Con 26 Int 20 Wis 16 Cha 10
Skills: Acrobatics+8 (+12), Craft (Chemical)+8 (+13), Disable Device+8 (+13), Drive+8 (+12), Gather Information+8 (+8), Intimidate+8 (+8, +12 with Reputation), Knowledge (Streetwise)+6 (+11), Knowledge (Tactics)+16 (+21), Notice+16 (+19), Pilot+6 (+10), Sense Motive+10 (+13), Stealth+8 (+12), Survival+6 (+9)
Feats: Assessment, Connected, Equipment 4, Fearsome Reputation, Finishing Blow, Last Stand, Lightsleeper, Martial Artist, Master Plan, Master Tactician, Ranged Takedown, Takedown Attack, Veteran Fighter
Fighting Styles:
Aikido (Unarmed, 4 pp) Crushing Pin, Defensive Attack, Improved Grapple, Improved Pin, Improved Throw, Improved Trip
Bojutsu (Staff, 3 pp) Defensive Attack, Follow-up Strike, Improved Defense, Improved Trip
Escrima (Escrima Sticks, Knives, Unarmed, 6 pp) Accurate Attack, Improved Critical (Knife), Improved Disarm, Power Attack, Quick Draw, Stunning Attack
Hung Gar (Unarmed, 5 pp) Attack Focus (Melee), Improved Bock, Improved Trip, Martial Strike 2, Power Attack, Steadfast, Withstand Damage
Silat (Knives, Sword, Unarmed, 5 pp) All-out Attack, Improved Critical (Sword), Improved Throw, Power Attack
Powers:
Quickness 3 (Flaws: Limited [Mental Actions]) (2 pp)
Regeneration 11 (Bruise 1 [per round], Disabled 3 [per twenty minutes], Injured 4 [per round], Staggered 3 [per minute], Power Feats: Diehard, Ultimate Toughness) (12 pp)
Equipment
Mastercraft Assault Rifle w/Laser Sight (22 ep)
AP: Frag Grenade
AP: Knife
AP: Power Staff (Strike 3, Power Feats: Mighty; Blast 5)
AP: Sword
Body Armor (Protection 4) (4 ep)
Escrima Sticks (Strike 2, Power Feats: Mighty, Split Attack) (4 ep)
Helicopter (12 ep)
5 ep
Combat: Attack+13, Assault Rifle+15, Hun Gar+14, Damage+8, Hung Gar+10, Sword+11, Assault Rifle+5, Defense 22/16 while flatfooted, Initiative+4, Knockback-6
Saves: Toughness+12/+8 without Armor, Fortitude+8, Ref+9, Will+8
Abilities 56 + Skills 30 + Feats 39 + Powers 15 + Combat 50 + Saves 10 = 200
Notes: Deathstroke is a goddamn killing machine! Seriously, just ask him...Anyway, he's specially designed to cut through minions like a buzzsaw, either with a gun, a sword or his fists. With the strength and brainpower of ten men, he's too much for any normal security forces and more than a match for a good share of metahumans. He can mix up his attacks, too. On the off chance that a facility can keep him out on a frontal assault, he can still nail any target he wants with his sniper rifle. Oh, and he has a healing factor. Not to the extent that Deadpool or Wolverine do, but it's just one more thing to worry about.
Last edited by AmericanYeti on Wed Dec 09, 2009 7:31 pm, edited 2 times in total.
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