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

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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Thu Oct 22, 2009 12:36 pm

House Rules

P.S., I'm now officially a heavyweight
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Thu Oct 22, 2009 8:04 pm

Man, you're just racking 'em up, Yeti! Also props for the pictures you've used (got most of them on my computer as well). Keep up the good work and show off that incredible building skill of yours.

P.S. Thanks for the props on Thor.


Thanks a lot. I appreciate that.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sat Oct 24, 2009 7:58 am

Metallo
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"I said I was more powerful than you. I said I would kill you. And now, I am going to do it."
Picture Credit: MetalMiku on deviantart
PL 12
Str 34 Dex 14 Con - Int 10 Wis 12 Cha 12
Skills: Intimidate+10 (+11), Disable device+6 (+6), Knowledge (Streetwise)+8 (+8), Knowledge (Technology)+4 (+4), Sense Motive+4 (+5)
Feats: All-out Attack 2, Fearsome Presence 4, Martial Artist, Power Attack 2, Startle
Powers:
Kryptonite Heart 3 (Active Container) (15 pp)
o Adds Drawback (Weak Point, 1 pp)
o Blast 10 (Flaws: Half Effect vs. Non Kryptonians)
o AP: Strike 10 (Extras: Cone, Flaws: Half Effect vs. Non Kryptonians)
Immunity 30 (Fortitude Effects) (30 pp)
Protection 16 (Impervious 8) (24 pp)
Shapeshift 3 (24 pp)
AP: Healing 12 (Extras: Ressurection, Total, Flaws: Personal, Source [Metal]) (1 pp)
Combat: Attack+10, Damage+12, Blast+10, Defense 18/14 while flatfooted, Initiative+2, Knockback-12
Saves: Toughness+16 (Impervious 8), Fort -, Ref+5, Will+4
Abilities 22 + Skills 8 + Feats 10 + Powers 99 + Combat 36 + Saves 7 = 175
Notes: What Metallo has going for him is that he is stupidly tough. Easy to hit, but very hard to hurt and if he is hurt, he can just reconfigure himself. He’s strong enough to qualify as a straight bruiser but he has his shapeshifting and kryptonite blast on top of that. A nasty foe for anyone to be sure, but especially dangerous against someone like Superman or his other Kryptonians because they don’t fight him at full strength.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sat Oct 24, 2009 4:57 pm

Jabroniville wrote:Wow, that Blast on Bullseye is actually a rather nice way of dealing with it. It truly makes him one with "Magic" accuracy, but still gives a proper Dexmonkey a chance to get out of the way. I may have to use that concept some day if I ever do Bullseye, instead of going the old route with that Feat.


Cool! Glad I could inspire. I read about it in W&W and the light just popped on. I like it because it preserves his gimmick without needing to give him an absurdly high attack bonus (much higher than 14 and his damage potential is too low). It separates him from "mere" marksmen like Deadshot and Green Arrow, too.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sat Oct 24, 2009 8:14 pm

Magneto
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"Better to die on our feet than to live on our knees!"
PL 13
Str 14 Dex 14 Con 16 Int 22 Wis 16 Cha 22
Skills: Bluff+4 (+10), Craft (Chemical)+6 (+12), Craft (Mechanical)+6 (+12), Intimidate+10 (+16), Knowledge (Current Events)+10 (+16), Knowledge (History)+6 (+12), Knowledge (Life Sciences)+12 (+18), Knowledge (Technology)+8 (+14), Medicine+8 (+11), Notice+4 (+7), Perform (Oratory)+10 (+16), Sense Motive+8 (+11)
Feats: Attack Specialization (Magnetic Control) 3, Beginner’s Luck, Benefit (Status [Leader of the Brotherhood of Mutants]), Equipment 6, Fascinate (Oratory), Fearsome Presence 3, Inspire 3, Inventor, Leadership, Lionheart 2*, Master Plan, Minions 10 (10 PL 7 Mutants)
*This counts as Fearless
Powers:
Device 2 (Helmet, Hard to Lose) (8 pp)
Immunity 10 (Mental Effects)
Flight 4 (Normal Speed: 100 mph, Top Speed: 400 mph) (8 pp)
Force Field 14 (Extras: Impervious 11) (25 pp)
Magnetic Control 15 (Extras: Burst, Power Feats: Power Stunts, Selective) (47 pp)
Super-senses 3 (Detect [Metal] 3) (3 pp)
Combat: Attack+5, Magnetic Control+11, Defense 19/14 while flatfooted, Initiative+2, Knockback-14
Saves: Toughness+17 (Impervious 11), Fort+7, Ref+5, Will+10
Abilities 44 + Skills 23 + Feats 34 + Powers 90 + Combat 28 + Saves 14 = 233
Notes: Well here it is. Build 150. Not as big a milestone as 100, but certainly worthy of recognition. So I picked arguably the greatest super villain in history: Magneto. What makes him such a threat is that he’d be a damn good mastermind if he was just some schmoe with a purple helmet, but he’s not. He’s one of the most powerful mutants on earth. Easily more than a match for each X-men individually, he can take on three or four of them on at once by himself. Then, throw in his Minions (the nameless mutant gang he’ll have with him for most operations) WITH the equipment he might get WITH the higher level mutants he’ll invariably attract, he is most certainly a force to be reckoned with. His Magnetic Control is very powerful on its on but he has two free power stunts that he’ll be sure to make good use of.
Last edited by AmericanYeti on Sun Oct 25, 2009 8:05 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sat Oct 24, 2009 9:26 pm

Cyclops
Image
“The most important part of leading wasn't personality, tactics, or training. It was doing whatever it takes to get your team back alive.”
PL 10
Str 14 Dex 16 Con 16 Int 18 Wis 16 Cha 12 [20]
Skills: Acrobatics+4 (+7), Bluff+2 (+3, +7 in Battle), Intimidate+6 (+7, +11 in Battle), Knowledge (Tactics)+15 (+19), Notice+10 (+13), Pilot+11 (+14), Stealth+4 (+7)
Feats: All-out Attack, Combat Reaction (Use Move Action Blast with Evasive Retreat), Equipment, Evasive Retreat, Improved Aim, Inspire 3, Leadership, Lionheart, Luck 2, Martial Artist, Master Plan, Master Tactician, Power Attack 2, Precise Shot 2, Rallying Cry, Rhythm of Battle, Seize Initiative, Teamwork 3, Ultimate Inspire
Powers:
Blast 12 (Flaws: Uncontrolled) (12 pp)
AP: Strike 12 (Extras: Cone, Flaws: Uncontrolled) (1 pp)
Device 3 (Visor, Hard to Lose) (12 pp)
Adds following Power Feats to Blast
AP: Blast 6 (Extras: Autofire, Move Action)
AP: Blast 8 (Extras: Autofire)
AP: Deflect Ranged Attacks 12
Buys off Uncontrolled Flaw from Blast/Strike Array
Enhanced Charisma 8 (Flaws: Limited [Battle]) (4 pp)
Super-senses 1 (Communication Link [Jean Grey]) (1 pp)
Equipment: Uniform (Commlink, Protection 3)
Combat: Attack+12, Damage+2, Optic Blasts+12, Defense 20/15 while flat footed, Initiative+3,
Saves: Toughness+6, Fort+7, Ref+7, Will+7
Drawbacks: Color blind (1 pp)
Abilities 32 + Skills 13 + Feats 25 + Powers 30 + Combat 44 + Saves 13 - Drawbacks 1 = 157
Notes: Cyclops is the ultimate team player. He fits his role as a devastatingly powerful sniper perfectly and is maybe even better as a leader. A great tactician and leader of men, it’s no wonder why he leads the X-men. His main tactic is to stand flatfooted and blow away big targets and when he cuts loose with a full-on power attack, he can bring down a Sentinel. I suppose his Ultimate Inspire feat needs a bit of explanation, considering there is no roll involved with Inspire. I decided that he could take the feat and then with use of a hero point, guarantee himself a 20 on the next roll he made. It’s a good “lead by example” feat, as he really spurs them on with something impressive.

EDIT: I liked Baron's combat-roll away and sneak in a blast mechanic so much that I had to use it.
Last edited by AmericanYeti on Wed Dec 09, 2009 7:23 pm, edited 2 times in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Oct 25, 2009 4:21 pm

Storm
Image
“The elements marshal their infinite might at my beckoning! Power seethes in the roiling clouds! Now at my command - strike!”
PL 10
Str 14 Dex 14 Con 14 Int 16 Wis 16 Cha 16
Skills: Bluff+8 (+11), Disable Device+4 (+7), Drive+6 (+8), Intimidate+10 (+13), Knowledge (Tactics)+6 (+9), Languages 10 [English 4 [Complete], Swahili 3 [Good], Wakandan 3 [Good], Base: Arabic), Notice+6 (+9), Pilot+8 (+10), Profession (Gardener)+ 8 (+11), Sense Motive+8 (+11), Stealth+6 (+8)
Feats: Benefit 2 (Diplomatic Immunity, Status [Queen of Wakanda]), Connected, Equipment, Favored Environment (Airborne) 2, Fearsome Presence 3, Leadership, Lionheart, Startle
Powers:
Flight 3 (Normal Speed: 50 mph, Top Speed: 200 mph) (6 pp)
Immunity 5 (Weather Descriptor) (5 pp)
Super-senses 1 (Weather Sense) (1 pp)
Weather Goddess 9 (Multiple Powers of the Weather Descriptor) (54 pp)
SAMPLE: Lightning - Blast 12 linked to Audio Dazzle 7 (Extras: Burst)
SAMPLE Tornado - Strike 12 (Extras: Explosion, Sustained)
Equipment: X-men Uniform (Commlink, Protection 2)
Combat: Attack+10, Damage+2, Defense 20/15 while flatfooted, Initiative+2
Saves: Toughness+4, Fort+5, Ref+6, Will+7
Abilities 30 + Skills 20 + Feats 12 + Powers 65 + Combat 40 + Saves 11 = 178
Notes: Storm, like Cyclops, is an offset OPL 12/DPL 8. They both have a lot of raw power but use it differently. Cyclops is more like a scalpel, picking off individual targets at will while Storm is a sledgehammer, battering multiple foes with devastating weather attacks. Cooperating like they do, they’re all but unstoppable with just the two of them. Add in Wolverine, Phoenix and Colossus…damn.
Last edited by AmericanYeti on Sun Oct 25, 2009 6:52 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Oct 25, 2009 5:05 pm

The Phoenix
Image
"I'm always Jean. And I'm always the Phoenix. I died. I scattered in a trillion directions. And then started to pull together again, outside the White Hot Room. But I'm starting to see now. Parts of me... Parts of me never came home."
PL 9
Str 10 Dex 12 Con 14 Int 16 Wis 14 Cha 14
Skills: Bluff+4 (+6, +10 with Attractive), Concentration+12 (+14), Diplomacy+6 (+8, +12 with Attractive), Notice+6 (+8), Pilot+2 (+4), Sense Motive+6 (+8)
Feats: Attractive, Leadership, Teamwork, Untapped Potential
Powers:
Comprehend
Flight 5 (Normal Speed: 250 mph, Top Speed: 1000 mph) (10 pp)
AP: Flight 3 (Extras: Burst, Power Feats: Selective) (1 pp)
Telekinesis 9 (Extras: Damaging, Perception) (36 pp) (Heavy Load: 6 tons, Max Load: 12 tons)
AP: Create Object 9 (Extras: Impervious, Moveable) (1 pp)
AP: Telekinesis 8 (Extras: Burst, Perception, Power Feats: Selective) (1 pp)
Telepathy 8 (Extras: Area, Power Feats: Selective) (25 pp)
AP: Concealment (All-senses) (Extras: Burst, Flaws: Passive, Power Feats: Selective) (1 pp)
AP: Illusion (All-senses) 8 (Flaws: Phantasms) (1 pp)
AP: Mental Blast 6 (1 pp)
AP: Mind Control 8 (Extras: Conscious, Power Feats: Subtle) (1 pp)
AP: Strike 12 (Extras: Alternate Save [Will]) (1 pp)
Super-senses 3 (Communication Link [Cyclops, Professor X], Touch [Ranged]) (3 pp)
Combat: Attack+4, Damage+0, Defense 16/13 while flatfooted, Initiative+1, Knockback-1/-9 with Create Object
Saves: Toughness+2, Fort+5, Ref+4, Will+9
Drawbacks:
Holding Back (Major, -6 pp)
Abilities 20 + Skills 9 + Feats 4 + Powers 82 + Combat 20 + Saves 13 - Drawbacks 6 = 142
Notes: Even with a slight under powering compared to her teammates, Jean manages to be a total monster, mostly because her main damaging attacks are perception range. Unfortunately, her biggest attack is her telekinesis, which requires her to drop her Create Object shield. So she mostly says with Mental Blasts, which can still be devastating. She’s a heavy hitter to be sure. Then, there’s the Phoenix force. When she cuts loose, she exceeds even Thor in terms of power and her actions really start to have consequences for the entire galaxy. I'll stat up the full-power Phoenix force eventually, but even this build had me a little befuddled for a while. I'm just not used to building mentalists.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Oct 25, 2009 7:19 pm

Nightcrawler
Image
"Odd how even in the face of tragedy, there are often such wonders--such miracles--to be found."
PL 9
Str 16 Dex 26 [16] Con 16 Int 14 Wis 14 Cha 10
Skills: Acrobatics+11 (+19), Bluff+8 (+8), Craft (Mechanical)+4 (+6), Escape Artist+6 (+14), Intimidate+4 (+4), Knowles (Streetwise)+4 (+6), Knowledge (Theology)+8 (+10), Language 5 (Latin 2 [Fair], English [Good], Base: German). Medicine+6 (+8), Pilot+4 (+12), Sense Motive+4 (+6)
Feats: Acrobatic Bluff, Attack Specialization (Unarmed), Defensive Attack, Elusive Target, Equipment, Evasive Retreat, Fascinate (Acrobatics), Improved Pin, Martial Strike, Move-by Action, Set-up, Sneak Attack, Teamwork 2, Taunt
Fighting Styles:
Fencing (Sword, 5 pp) Accurate Attack 2, Counterattack, Defensive Attack 2, Improved Block, Improved Disarm, Weapon Bind
Powers:
Additional Limbs 1 (Tail) (1 pp)
Enhanced Dexterity 10 (10 pp)
Enhanced Feat 1 (Hide in Plain Sight) (1 pp)
Super-movement 3 (Slithering, Wall-crawling 2) (6 pp)
Super-senses 2 (Infravision, Teleportation Awareness) (2 pp)
Teleport 5 (Extras: Affects Others, Power Feats: Easy, Progression 2 [500 lbs], Turnabout) linked to Nauseate 5 (Flaws: Requires Grapple) (24 pp)
Equipment: X-men Uniform (Commlink, Protection 2)
Combat: Attack+10, Unarmed+12, Damage+4, Sword+6, Defense 23/16 while flatfooted, Initiative+6, Knockback-2
Saves: Toughness+5, Fort+5, Ref+12, Will+5
Abilities 26 + Skills 16 + Feats 20 + Powers 44 + Combat 46 + Saves 9 = 158
Notes: To come later...
Last edited by AmericanYeti on Wed Dec 09, 2009 8:53 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Oct 25, 2009 8:00 pm

Rogue
Image
Picture Credit: Ammotu on Deviantart
“The first boy I ever kissed ended up in a coma for three weeks.”
PL 10
Str 32 [10] Dex 14 Con 32 [10] Int 12 Wis 12 Cha 12
Skills: Bluff+6 (+7, +11 with Attractive), Disable Device+2 (+3), Drive+2 (+4), Knowledge (Streetwise)+6 (+7), Language 3 (French [Good], Base: English), Sense Motive+4 (+5), Sleight of Hand+5 (+7), Stealth+4 (+6)
Feats: Attractive, Martial Artist, Power Attack, Teamwork
Powers:
Enhanced Constitution 22 (22 pp)
Enhanced Strength 22 (22 pp)
Flight 4 (Normal Speed: 100 mph, Top Speed: 400 mph) (8 pp)
Impervious Toughness 6 (6 pp)
Stun 10 (Extras: Aura, Sustained, Flaws: Uncontrolled) linked to Mimic Powers 6 (Flaws: Split Personality, Tainted) linked to Mind Reading 6 (Extras: Aura, Flaws: Touch Range, Uncontrolled) (49 pp)
Super-strength 6 (12 pp) (Heavy Load: 50 tons, Max Load: 100 tons)
Combat: Attack+9, Damage+11, Stun+10, Defense 19/14 while flatfooted, Initiative+2, Knockback-8
Saves: Toughness+11 (Impervious 6), Fort+11, Ref+5, Will+5
Abilities 10 + Skills 8 + Feats 4 + Powers 119 + Combat 36 + Saves 7 = 184
Notes: Rogue is a real headache to build. There are a bunch of ways to model her powers with the system and none of them that I've seen work perfectly. I'm not totally satisfied with what I did, but I think it gets the job done. Anyhow, this is classic Rogue with Ms. Marvel's powers. I grew up on the X-men cartoon, so this is the version that I'm most familiar with. She's dangerous, but only because of her powers. An unarmed attack can Stun you, steal your powers and get into your thoughts, not to mention knock you to the moon.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Tue Oct 27, 2009 4:33 pm

Colossus
Image
“This is why I don't make so many jokes. I never know when is good.”
PL 10
Str 36 [20] Dex14 Con 18 Int 12 Wis 14 Cha 10
Skills: Craft (Artistic)+10 (+11), Diplomacy+8 (+8), Intimidate+8 (+8), Knowledge (Art)+6 (+7), Language 3 (English [Good], Base: Russian), Notice+4 (+6), Pilot+1 (+3), Sense Motive+4 (+6)
Feats: All-out Attack 2, Improved Grapple, Interpose, Martial Artist, Power Attack 2, Punishing Throw, Startle, Takedown Attack, Teamwork 2
Powers:
Organic Steel Form 13 (65 pp)
Density 9 (+18 strength, Impervious Protection 4, Immovable 3, Super-strength 3, x10 mass) (27 pp)
Immunity 9 (Life Support) (9 pp)
Protection 6 (Extras: Impervious 10) (16 pp)
Super-strength 5 (Power Feats: Countering Punch, Groundstrike, Shockwave) (Heavy Load: 1.6 kilotons, Max Load: 3.2 kilotons) (13 pp)
Combat: Attack+6, Damage+14, Defense 16/13 while flatfooted, Initiative+2, Knockback-17
Saves: Toughness+14 (Impervious), Fort+8, Ref+3, Will+5
Abilities 28 + Skills 11 + Feats 12 + Powers 65 + Combat 24 + Saves 8 = 148
Notes: To come later…
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby Libra » Sun Nov 01, 2009 10:39 am

Keep up the good work American Yeti! :D
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Nov 01, 2009 1:50 pm

Jason Bourne
Image
“It’s easy. She’s standing right next to you.”
PL 7
Str 16 Dex 16 Con 18 Int 18 Wis 18 Cha 10
Skills: Acrobatics+4 (+7), Bluff+6 (+6), Climb+6 (+9), Concentration+2 (+6), Craft (Mechanical)+6 (+10), Disable Device+6 (+10), Drive+10 (+13), Gather Information+4 (+4), Intimidate+4 (+4), Knowledge (Streetwise)+6 (+10), Knowledge (Tactics)+6 (+10), Languages 15 (Arabic [Fair], Dutch [Fair], French [Good], German [Good], Russian [Poor], Spanish [Good], Base: English [Complete]), Notice+12 (+16), Pilot+2 (+5), Search+6 (+10, Sense Motive+7 (+11), Sleight of Hand+4 (+7), Stealth+6 (+9)
Feats: Assessment, Beginner’s Luck, Benefit (Enigma), Challenges (Jury-Rigger*, Quick Scan), Chokehold, Eidetic Memory, Improvised Weapons, Martial Artist, Martial Strike, Master Plan, Quick Draw, Sneak Attack, Veteran Fighter
*Since I count Challenges as half a feat, I’ll give out equivalent bonuses as Challenges. This challenge lets Bourne use the Jury-Rigging function of Inventor.
Fighting Styles:
Escrima (Improvised Weapons, Knives, Unarmed, 7 pp) Combat Reflexes, Defensive Attack, Counterattack, Improved Critical (Unarmed), Improved Disarm, Power Attack, Redirect, Stunning Attack, Takedown Attack, Weapon Bind
Combat: Attack+8, Damage+4, Defense 20/15 while flatfooted, Initiative+3, Knockback-2
Saves: Toughness+4, Fort+7, Ref+5, Will+7
Complications:
Amnesia
Enemy (Ex-Treadstone Assassins)
Hunted
Paranoia
Abilities 36 + Skills 26 + Feats 21 + Combat 36 + Saves 8 = 127
Notes: Jason Bourne is the super-est super spy out there. He’s an unstoppable martial artist, but his most potent weapon is his mind. He’s so smart and he always knows what to do. I don’t even think Batman would think to rig a toaster into a bomb powerful enough to level a house. You just can’t catch him no matter what. And then there’s the matter of him being harder to kill than a combination of Evel Kineval and a cockroach. That helps, too.
Last edited by AmericanYeti on Tue Nov 03, 2009 6:39 pm, edited 1 time in total.
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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Nov 01, 2009 1:52 pm

007
Image
“World domination. The same old dream. Our asylums are full of people who think they're Napoleon. Or God.”
PL 6
Str 18 Dex 16 Con 16 Int 14 Wis 12 Cha 20
Skills: Acrobatics+2 (+5), Bluff+7 (+12, +16 with Attractive), Climb+8 (+12), Computers+8 (+10), Diplomacy+7 (+12, +16 with Attractive), Disable Device+4 (+6), Drive+10 (+13), Gather Information+4 (+8), Intimidate+4 (+8), Knowledge (Current Events)+4 (+6), Knowledge (Tactics)+6 (+8), Notice+8 (+9), Pilot+4 (+7), Sleight of Hand+8 (+11), Stealth+6 (+9)
Feats: Benefit (Status [00 Agent]), Chokehold, Godlike Presence, Luck 2, Equipment 4, Martial Artist, Sneak Attack, Quick Draw, Taunt
Fighting Styles
Krav Maga (Unarmed, 3 pp) All-out Attack, Improved Disarm, Improved Trip, Power Attack
Equipment: Camo Clothing (1 ep), Nightvision Goggles (1 ep), Rebreather (1 ep), Undercover Shirt (Protection 2, Power Feats: Subtle, 3 ep), Sports Car (Alarm, Caltrops, Ejector Seats, Machineguns [Blast 5, Extras: Autofire], Navigation System, Oil Slick, Remote Control, Smokescreen, 29 ep), 15 ep for headquarters or another vehicle
Powers
Features 1 (Tracked by MI-6) (1 pp)
Gadgets 2 (Easy to Lose, Flaws: Limited [Equipment]) (10 pp)
Belt (Super-movement 1 [Swinging])
Pen Grenade (Strike 4 [Extras: Burst, Power Feats: Disguised, Triggered [3 clicks])
Walther PPK (Blast 3, Power Feats: Mastercraft, Subtle)
Watch Laser (Corrosion 4, Power Feats: Disguised, Precise)
Combat: Attack+6, Pistol+7, Damage+4, Pistol+3, Defense 17/13 while flatfooted, Initiative+3, Knockback-2
Saves: Toughness+5, Fort+6, Ref+6, Will+4
Complications:
Bond, if you could avoid killing every possible lead, it would be deeply appreciated

James Bond thinks that interrogation is for pansies. He shoots first and gives asking questions a passing thought. Whenever he recklessly endangers his own mission with a firefight, he gets another hero point.
Obsession (Womanizing)
Reputation (Loose Canon)
The job is done and the ***** is dead

James bond is a cold-hearted bastard. As in he might actually be a sociopath. All that really matters to him is Queen and Country. Therefore, it doesn't concern him all that much when the women around him die. Whenever he can overcome that and try to save the Bond Girl's life (above and beyond a simple gunfight), he gets a hero point.
Abilities 30 + Skills 22 + Feats 16 + Powers 11 + Combat 26 + Saves 9 = 114
Notes: I like how Bond came out in relation to Bourne. He’s a little hard to pin down because of all his incarnations, so I cherry picked my favorite elements from Connery (the charm), Brosnan (the gadgets) and Craig (the badassery). Bourne is more of a goon sweeping, martial artist killing machine while Bond is more reliant on his equipment. Bond is still a hell of a fighter, both a good martial artist and gunfighter, but what sets him apart from other super-spies is his great array of gadgets. I love his gadgets structure, because he will always have exactly what he needs on hand thanks to Q. But really, my favorite touch on the build is Godlike Presence. He can force a DC 15 will save at any time to provoke any response he wants, be it infatuated love or burning hatred.

EDIT: I forgot to include his complications, which make him even more of a hero point machine.
Last edited by AmericanYeti on Tue Nov 03, 2009 7:39 pm, edited 2 times in total.
AmericanYeti: Evolution

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Re: The Yeti's Den (Boxers, New Run of Builds)

Postby AmericanYeti » Sun Nov 01, 2009 2:50 pm

Jackie Chan
Image
“Of course I’m scared, I’m not Superman.”
PL 7
Str 16 Dex 20 Con 18 Int 12 Wis 12 Cha 10
Skills: Acrobatics+10 (+15), Bluff+6 (+6), Climb+10 (+13), Diplomacy+6 (+6), Escape Artist+6 (+11), Knowledge (Streetwise)+6 (+7), Language 2 (English [Fair], Base: Mandarin), Notice+4 (+5), Sleight of Hand+6 (+11), Swim+4 (+7)
Feats: Acrobatic Bluff, Counterattack, Evasion, Improved Defense, Improvised Weapons 2, Lightning Strike, Martial Artist, Mobility, Move-by Action, Redirect, Takedown Attack, Taunt, Tiger Leap, Sneak Attack, Withstand Damage 2
Fighting Styles:
Drunken Boxing (Unarmed, 3 pp) Defensive Throw, Instant Up, Prone Fighting, Unarmed Flurry
Combat: Attack+6, Unarmed+8, Damage+3, Improvised Weapons+5, Defense 20/15 while flatfooted, Initiative+5, Knockback-2
Saves: Toughness+4, Fort+8, Ref+10, Will+4
Complications:
Can’t We Talk About This?
The characters that Jackie plays, regardless of any sort of combat ability they might have, tend to be cowards. Well, at least in terms of fighting. So much so that they’ll risk a lot more harm to escape a fight. Whenever he puts himself in more danger to set up a spectacular stunt and escape attackers, he gets a hero point.
Abilities 28 + Skills 15 + Feats 18 + Combat 32 + Saves 12 = 105
Notes: A Jackie Chan style character would be a total blast to play as. His complication means that he’ll always be loaded with hero points if you play him right (namely recklessly jumping through thins that can’t be jumped through, sliding down clothes lines and, of course, hurling him off of buildings). When it comes down to actual fighting, though, he’s all about mobility and trickery. Acrobatic bluffs, Move-by Attacks, Lightning Strikes and Redirect are valuable weapons in his arsenal to frustrate enemies. And he really needs them because he doesn’t quite hit his offensive caps, so he has to capitalize on his defensive advantage. Also, I am super happy with myself because he came out to exactly PL 7/105 and I did it points blind.
Last edited by AmericanYeti on Mon Nov 02, 2009 12:54 pm, edited 1 time in total.
AmericanYeti: Evolution

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Geekery wrote:If life gives you lemons, build NPCs.
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