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

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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby Arthur Eld » Wed Dec 16, 2009 3:56 pm

I think that's Yeti's way of reflecting the symbiote's tendrils.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby AmericanYeti » Wed Dec 16, 2009 10:10 pm

Right you are, Eld.

Moonstone/Dark Ms. Marvel
Image
"You don't belong here, failure. You're not Ms. Marvel anymore."
PL 11
Str 30 [10] Dex 16 Con 30 [10] Int 16 Wis 16 Cha 18
Skills: Bluff+10 (+14), Computers+4 (+7), Diplomacy+8 (+12), Intimidate+4 (+8), Knowledge (Behavioral Sciences)+12 (+15), Medicine+4 (+7), Notice+8 (+11), Profession (Psychiatrist)+10 (+13), Sense Motive+12 (+15)
Feats: Assessment, Benefit (Security Clearance), Bishonen, Challenge (Durable Lie, Simultaneous Bluff/Diplomacy), Distract (Bluff), Improved Grapple, Martial Artist, Sneak Attack, Taunt
Powers:
Blast 10 (20 pp)
AP: Insubstantial 4 (1 pp)
AP: Visual Dazzle 10 (1 pp)
Enhanced Constitution 20 (20 pp)
Enhanced Strength 20 (20 pp)
AP: Super-strength 10 (1 pp) (Heavy Load: 25 tons, Max Load: 50 tons)
Flight 4 (Normal Speed: 100 mph, Top Speed: 400 mph) (8 pp)
Impervious Toughness 10 (Flaws: Limited [Energy Attacks 4]) (6 pp)
Combat: Attack+10, Damage+10, Blast+10, Defense 20/15 while flatfooted, Initiative+3, Knockback-8/-10 against Energy
Saves: Toughness+10 (Impervious 6/10 vs. Energy), Fort+12, Ref+6, Will+6
Abilities 26 + Skills 18 + Feats 9 + Powers 77 + Combat 40 + Saves 8 = 178
Notes: Moonstone is a damn near perfect match for fighting Ms. Marvel. They have damn near identical power sets, but Carol Danvers has a skill advantage. What Moonstone has is a trickery (great word) advantage. She’s an expert manipulator, capable of winding anyone around her finger and is good at taking advantage of it. With sneak attack, she can do some pretty impressive damage.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby AmericanYeti » Thu Dec 17, 2009 1:39 pm

Namor
Image
"IMPERIUS REX!"
PL 13 (14 underwater)
Str 38/40 Dex 18 Con 38/40 Int 16 Wis 10 Cha 12
Skills: Craft (Electronics)+8 (+11), Diplomacy+4 (+5), Intimidate+12 (+13), Knowledge (Business)+10 (+13), Knowledge (Civics)+8 (+11), Knowledge (Tactics)+10 (+13), Knowledge (Technology)+8 (+11), Language 6 (English [good], Russian [good], Base: Atlantean), Sense Motive+6 (+6)
Feats: All-out Attack, Attack Specialization (Unarmed), Benefit 2 (Longevity, Status [Prince of Atlantis]), Environmental Adaptation (Underwater), Favored Environment (Underwater), Inventor, Lionheart, Luck, Martial Artist, Power Attack 2, Rallying Cry
Powers:
Animal Control 5 (Extras: Selective, Flaws: Limited [Sea Creatures], Power Feats: Mental Link) (11 pp)
Animal Mimicry 2 (Flaws: Limited [Aquatic Animals]) (16 pp)
Enhanced Constitution 2 (Flaws: Limited [Underwater]) (1 pp)
Enhanced Strength 2 (Flaws: Limited [Underwater]) (1 pp)
Flight 2 (Power Feats: Aquatic) (Normal Speed: 25 mph, Top Speed: 100 mph) (5 pp)
Immunity 2 (Aging, Disease) (Flaws: Limited [Half-effect]) (1 pp)
Impervious Toughness 12 (12 pp)
Super-strength 6 (Normal Load: 150 tons, Max Load: 300 tons) (12 pp)
Combat: Attack+12, Underwater+13, Damage+14, Underwater+15, Defense 22/16 while flatfooted/23 Underwater, Initiative+4, Knockback-13
Saves: Toughness+14/+15 Underwater, Fort+14, Ref+10, Will+12
Abilities 72 + Skills 18 + Feats 13 + Powers 61 + Combat 48 + Saves 9 = 218
Notes: Namor is vastly, vastly more powerful than his DC counterpart, Aquaman. While Aquaman's power creeps include ditching his sea horse and giving him a hand made out of water, Namor recently went toe-to-toe with the Sentry. The Sentry! It looked like Bob had the upper hand until Emma Frost telepathically neutralized him, but Namor held his own. He's got a lot of power and can match it with a lot of skill. Namor vs. Wonder Woman is a fight I'd love to see.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby AmericanYeti » Thu Dec 17, 2009 2:49 pm

Sentry
Image
"When I use my powers of a million exploding suns -- I unleash a blackness across the world. He comes and attacks the world every time I try to save it. THAT is his PURPOSE. It killed my wife. I killed my wife. It killed -- it keeps coming and coming."
PL 13
Str 46 [18] Dex 14 Con 46 [18] Int 20 Wis 8 Cha 8
Skills: Craft (Mechanical)+12 (+17), Knowledge (Physical Sciences)+8 (+13), Knowledge (Technology)+12 (+17)
Feats: Benefit (Security Clearance), Improved Initiative 2, Interpose, Inventor
Powers:
Enhanced Constitution 28 (28 pp)
Enhanced Strength 28 (Power Feats: Power Stunts) (29 pp)
o AP: Blast 14 (1 pp)
o AP: Light Control 14 (1 pp)
o AP: Visual Dazzle 14 (1 pp)
Flight 9 (18 pp) (Normal Speed: 5,000 mph, Top Speed: 20,000 mph)
Immunity 14 (Fatigue, Life Support) (14 pp)
Impervious Toughness 14 (14 pp)
Super-senses (Hearing [Extended 3], Mental [Analytical], Vision [Extended 3, Rapid 2]) (12 pp)
Super-strength 12 (Heavy Load: 12.5 kilotons, Max Load: 25 kilotons) (24 pp)
Combat: Attack+8, Damage+18, Light Control+14, Defense 18/14 while flatfooted, Initiative+10, Knockback-16
Saves: Toughness+18 (Impervious 14), Fort+18, Ref+12, Will-1
Abilities 26 + Skills 6 + Feats 5 + Powers 142+ Combat 32 + Saves 10 = 224
Notes: Sentry is surprisingly cheap for someone who’s tough enough to theoretically scrap with Superman. I made him on the same level of physical power but I stripped away everything else except for his prodigious inventing ability. Replacing a kryptonite weakness is a crippling vulnerability to mental assaults, both psionic and otherwise. I'm surprised they haven't had Moonstone go to town on him yet, to be honest. Lacking the experience of Superman, he’s not even close to the same kind of technical fighter, even if wiki has him as an “Above Average Fighter.” I gave him a slightly more powerful and certainly more versatile blast, though. His light control is a bigger part of his arsenal than Superman’s heat vision. If I shortchanged him at all, let me know. I really am not a big fan of the character. As a matter of fact, I think he’s a backhanded “I hate Superman” type of guy. He has to do a lot to shake that in my eyes.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby Geekery » Thu Dec 17, 2009 8:20 pm

AmericanYeti wrote:Ares
Ares was I character I knew very very little about before reading the Dark Reign stuff. He's not my favorite member of the team, but he does what he needs to quite well. And everyone is afraid of him.


His re-introduction was awesome. I believe at the beginning of the current Mighty Avengers, Tony Stark tells Carol Danvers that "we need a Wolverine." So, they go and hire Ares off of the construction site where he's working.

Ms Marvel: What are you doing working here? You're the god of war!
Ares: Man's gotta make a living.
Ms Marvel: But you're the god of war!


Dark Reign has had some killer dialog (your quote for Ares is a perfect example), but those first six issues of Mighty Avengers have some of my all-time favorites.
no, grant morrison is never right about anything.
--BARON
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby Geekery » Thu Dec 17, 2009 8:24 pm

AmericanYeti wrote:Moonstone/Dark Ms. Marvel

Notes:She’s an expert manipulator, capable of winding anyone around her finger and is good at taking advantage of it.


That's what makes her so cool. It's almost a shame that "evil psychiatrist" doesn't get used more often in comics. It's always an evil physicist, or chemist, or biologist...
no, grant morrison is never right about anything.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby AmericanYeti » Sat Dec 19, 2009 8:04 am

Geek, I totally agree. The Evil Psychologists are some of my favorites, the best of them of course being Scarecrow. Also, while some of Dark Reign has been pretty eh, you have to expect that. Not all comic writers can be Frank Miller. I think that the best points of the line have been pretty damn good.

And now, to celebrate the 666th post in the thread...

Hellboy
Image
Picture Credit: Hideyoshi on DeviantArt
“Ah, crap…”
PL 10
Str 26 Dex 12 Con 30 Int 14 Wis 14Cha 10
Skills Bluff+4 (+4), Computers+2 (+4), Concentration+4 (+6), Intimidate+12 (+12), Investigate+8 (+10), Knowledge (Arcane)+10 (+12), Knowledge (History)+2 (+4), Language 10 (Ancient Lemurian [fair], Gaelic [good], German [fair], Russian [good], Base: English), Medicine+4 (+6), Notice+6 (+8), Search+6 (+8), Sense Motive+4 (+6)
Feats Attack Focus (Melee) 3, Benefit 2 (Security Clearance, Status [Infernal Royalty]), Connected, Diehard, Equipment, Fast Recovery, Improved Defense, Lionheart, Martial Artist, Luck, Rage, Startle, Takedown Attack, Ultimate Bluff, Ultimate Toughness
Fighting Styles:
Brawling (Right Hand of Doom, Unarmed, 6 pp) All-out Attack 2, Power Attack 2, Two-weapon Strike, Withstand Damage 3
Powers
Additional Limbs 1 (Prehensile Tail) (1 pp)
Gadgets 3 (Jacket Pockets, Easy to Lose) (18 pp)
• Charms: Deflect (All Attacks) 2 (Extras: Free Action, Power Feats: Subtle 2)
• Concussion Grenade (Strike 7, Extras: Explosion, Power Feats: Thrown)
• The Samaritan (Blast 6 [Extras: Penetrating, Flaws: Unreliable {5 uses}, Power Feats: Affects Insubstantial 2, Variable Descriptor {Holy}]
Immunity 5 (Heat) (5 pp)
Right Hand of Doom (Passive Container 4, Flaws: Limited [Right Hand]-1) (16 pp)
• Enhanced Feats (Improved Grapple, Weapon Break)
• Force Field 2 (2 pp)
• Strike 3 (Extras: Penetrating 8, Power Feats: Mighty) (13 pp)
• Super-strength 2 (2 pp) (Heavy Load: 6.4 tons, Max Load: 13 tons)
Regeneration 6 (Bruised 1 [per round], Injured 3 [per minute], Staggered 2 [per minute])
Super-strength 2 (4 pp) (Heavy Load: 1.6 tons, Max Load: 3.2 tons)
Equipment Cell Phone, Investigator’s Kit, 3 ep per mission
Combat Attack+6, Melee+9, Damage+8, Right Hand of Doom+11, Samaritan+6, Defense 18/14 flatfooted, Initiative+1, Knockback-6/-5 flatfooted
Saves Toughness+12/+10 flatfooted, Fort+10, Ref+4, Will+8
Complications Enemy (Rasputin), Prejudice (Appearance), Temper
Drawbacks Lacking Fine Manipulation in his Right Hand (Uncommon, Minor) (-1 pp)
Abilities 46 + Skills 19 + Feats 24 + Powers 48 + Combat 28 + Saves 9 – Drawbacks 1 = 173
Notes I didn't even realize this was the 666th reply to the thread, but since it is, I feel like it's time to dust-off my Hellboy build. He was due for an update, anyway. He's a little more expensive because I took out the unnecessary Dodge Focus, which is a feat I only really like to use in PC builds nowadays. He can slug it out with nasty creatures because not only can he punch like a bazooka (literally), he's surprisingly nimble for someone his size. In a fight, look for him to make good use of twin-weapon strike and punch a lot with his off-hand. I still think the Ultimate Bluff is a nice touch - he'll use it to keep a bad guy going while his healing factor lets him recover.
The Big Baby's a use of a hero point to increase the Gadgets Array. It would probably be something like Blast 10 (Extras: Autofire, Flaws: Distracting, Power Feats: Affects Insubstantial 2, Knockback 2, Variable Descriptor [Holy]) - pure monster.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby AmericanYeti » Sun Dec 20, 2009 10:32 am

Captain America II
Image
"I believe in you, Steve. I believe in Captain America."
PL 11
Str 16 [26] Dex 20 Con 16 Int 16 Wis 16 Cha 12
Skills: Acrobatics+6 (+11), Computers+4 (+7), Disable Device+8 (+11), Disguise+6 (+7), Drive+6 (+11), Gather Information+6 (+7), Intimidate+8 (+9), Knowledge (History)+8 (+11), Knowledge (Streetwise)+4 (+7), Knowledge (Tactics)+10 (+13), Language 8 (Russian [Fair], German [Good], Japanese [Fair], French [Poor], Base: English),, Medicine+2 (+5), Notice+10 (+13), Pilot+2 (+7), Sense Motive+4 (+7), Stealth+10 (+15), Survival+6 (+9)
Feats: Assessment, Beginner’s Luck, Cunning Fighter, Defensive Roll 2, Equipment 3, Improved Aim, Interpose, Martial Artist, Master Plan, Move-by Action, Lionheart, Precise Shot, Quick Draw 2, Ranged Takedown, Takedown Attack, Throwing Mastery 2
Fighting Styles:
Karate (Cybernetic Arm, Unarmed, 4 pp) All-out Attack, Instant Up, Power Attack, Stunning Attack
Powers:
Cybernetic Arm (18 pp)
o Anatomic Separation 1 (Detachable Arm)
o Concealment 1 (Metal Detection, Power Feats: Close Range)
o Enhanced Strength 10
o AP: Blast 5
o AP: Nullify Electronics 5
o Super-strength 2 (Flaws: Limited [Left Arm]) (Heavy Load: 1.6 tons, Max Load: 3.2 tons)
Datalink 4 (Flaws: Limited [Only Left Arm]) (2 pp)
Device 2 (Star-Spangled Shield, Easy to Lose, Power Feats: Indestructible) (9 pp)
o Shield 3 (Power Feats: Evasion)
o Strike 4 (Power Feats: Mighty)
o AP: Blast 8 (Flaws: Side-effect 2 [While the attack is in process, Captain America is disarmed], Power Feats: Homing, Ricochet)
Equipment: 20 ep to suit his mission, Armor (Protection 4, Commlink)
Combat: Attack+14, Damage+3, Cybernetic Arm+8, Shield+7, Shield Throw+8, Defense 23/16 while flatfooted, Initiative+5, Knockback-4/-3 while flatfooted
Saves: Toughness+9/+7 while flatfooted, Fort+7, Ref+10, Will+7
Complications:
Enemy (Dr. Faustus, Red Skull)
Reputation (Not the real Captain America)
Responsibility (Status as Captain America)
Abilities 36 + Skills 27 + Feats 25 + Powers 29 + Combat 54 + Saves 13 = 184
Notes: Bucky has been doing a good job as Cap, even if he’s not as comfortable in a leadership position. He has a lot of military experience, so he knows how to conduct himself in the field. Still, he’s not Steve yet. While he can toss the shield pretty well, its use is not quite as instinctive as it was for the original. Bucky is an excellent hand to hand combatant - somewhere between first and second tier. He won’t beat Iron Fist or Steve Rogers, but he’ll put a whooping on anyone less than that caliber. Another interesting note is that the Shield should not be his weapon of choice in hand to hand. He’s more dangerous with his cybernetic arm and uses the Shield mostly to block and throw. Also, Bucky’s a much more straightforward combatant than the original. He doesn’t waste time with flippy nonsense, he just does damage.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby AmericanYeti » Sun Dec 20, 2009 10:36 am

Iron Patriot
Image
"I want you all to listen very carefully. I'm not going to kill you. I'm not even going to arrest you. Because you work for me now. Not the Thunderbolts. ME. But know this. If you ever - EVER - interfere with me again...I will murder your families, your friends, your loved ones. I'll kill them in ways that will make even sociopaths like you WEEP. And then I will torture you to death. Slowly. And I will enjoy every last moment of it."
PL 12
Str 34 [28] Dex 20 Con 28 Int 22 Wis 14 Cha 14
Skills: Bluff+12 (+14), Craft (Chemical)+12 (+18), Craft (Electrical)+4 (+10), Craft (Mechanical)+8 (+14), Gather Information+10 (+12), Intimidate+10 (+12), Knowledge (Business)+8 (+14), Knowledge (Civics)+6 (+12), Knowledge (Life Sciences)+10 (+16), Knowledge (Tactics)+2 (+8), Knowledge (Technology)+8 (+14), Pilot+10 (+15)
Feats: Benefit 7 (Status 6 [Head of HAMMER], Security Clearance), Contacts, Inventor, Luck 2, Master Plan, Move-by Action, Well-informed
Powers:
Device 19 (Iron Patriot Armor, Hard to Lose) (76 pp)
o Blast 14
o AP: Telekinesis 9 (Extras: Damaging) (Heavy Load: 4 tons, Max Load: 8 tons)
o Create Object 10 (Extras: Impervious, Flaws: Ablative, Limited [Bubble Shield])
o Datalink 10
o Enhanced Strength 6
o Flight 6 (Normal Speed: 2,500 mph, Top Speed: 10,000 mph)
o AP: Super-strength 7 (Heavy Load: 100 tons, Max Load: 200 tons)
o Immunity 9 (Life Support)
o Protection 5 (Extras: Impervious 11)
o Super-senses 2 (Vision [Extended], Radio)
Combat: Attack+10, Damage+12, Blast+14, Defense 20/15 while flatfooted, Initiative+5, Knockback-13
Saves: Toughness+14 (Impervious 11), Fort+11, Ref+10, Will+4
Drawbacks: Normal Identity (Outside of Armor, -4 pp)
Abilities 66 + Skills 25 + Feats 14 + Powers 76 + Combat 40 + Saves 6 - Drawbacks 4 = 224
Notes: And now, for my 200th build, I present the top cop in Marvel right now, Norman Osborn. He took a big page out of Lex Luthor’s book with this whole Dark Reign thing. So much so that I can’t help but hear Clancy Brown’s voice in my head whenever he speaks. Obviously, as Iron Patriot he’s similar to Iron Man, but doesn’t have the same level of versatility because he’s not as good as modifying the armor. He’s no slouch in the skill department, though. Stormin’ Norman can still invent quite well and I gave him a sky-high bluff score. His entire position right now is based on a steady line of BS that he’s shoveling to the public so they’ll believe he’s reformed. Also, I think he’s the first villain I’ve ever given luck. The man is blessed. Burn a villain point to have him survive anything he shouldn’t (like getting run through with his glider) or summon last-second reinforcements in the form of a legion of HAMMER troops and the Avengers.
Last edited by AmericanYeti on Mon Dec 21, 2009 8:51 am, edited 1 time in total.
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Re: The Yeti's Den (Battle for Stark Towers, p2, Build 200)

Postby AmericanYeti » Sun Dec 20, 2009 10:35 pm

Beast
Image
"If you're leaving anyway, forgive me for fast-forwarding to my final rebuttal as I say -- on behalf of mutants everywhere... *Pthhhphth!*"
PL 9
Str 24 Dex 28 Con 24 Int 20 Wis 14 Cha 12
Skills: Acrobatics+6 (+15), Bluff+6 (+7), Computers+6 (+11), Concentration+8 (+9), Craft (Chemical)+6 (+11), Diplomacy+8 (+9), Knowledge (Civics)+8 (+13), Knowledge (Life Sciences)+10 (+15), Knowledge (Physical Sciences)+6 (+11), Medicine+12 (+14), Notice+8 (+10), Perform (Keyboards)+6 (+7), Sense Motive+6 (+8)
Feats: Acrobatic Bluff, Ambidexterity, Eidetic Memory, Equipment, Improved Grab, Set-up, Taunt, Teamwork
Powers:
Additional Limbs 1 (Prehensile Feet) (1 pp)
Speed 1 (1 pp) (Normal Speed: 10 mph, Top Speed: 40 mph)
Strike 2 (Power Feats: Mighty) (3 pp)
Super-movement 1 (Wall-crawling) (2 pp)
Super-senses 2 (Low-light Vision, Scent) (2 pp)
Super-strength 4 (8 pp) (Heavy Load: 5 tons, Max Load: 10 tons)
Equipment: Comlink, Medical Tools, 3 ep
Combat: Attack+9, Damage+7, Claws+9, Defense 21/15 while flatfooted, Initiative+9, Knockback-3
Saves: Toughness+7, Fort+7, Ref+9, Will+6
Abilities 62 + Skills 24 + Feats 8 + Powers 17 + Combat 40 + Saves 4 = 155
Notes: To come later...
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Re: The Yeti's Den (Battle for Stark Towers, p2, Build 200)

Postby AmericanYeti » Sun Dec 20, 2009 10:40 pm

Psylocke
Image
"So how 'about we see just how good you really are?"
PL 9
Str 16 Dex 20 Con 16 Int 12 Wis 16 Cha 14
Skills: Acrobatics+8 (+13), Bluff+5 (+7), Concentration+8 (+11), Disable Device+4 (+5), Language 3 (Japanese [Good], Base: English), Notice+8 (+11), Profession (Model)+4 (+7), Sense Motive+8 (+11), Sleight of Hand+6 (+11), Stealth+10 (+15)
Feats: Acrobatic Bluff, Ambidexterity, Assessment, Defensive Attack, Defensive Roll, Distracting Looks, Elusive Target, Equipment 2, Evasive Retreat, Follow-up Strike, Martial Artist, Power Attack, Quick Draw, Sneak Attack, Takedown Attack, Trance, Unarmed Flurry, Uncanny Dodge (Mental)
Fighting Styles:
Ninjitsu (Sword, Unarmed, 5 pp) Attack Specialization (Unarmed), Defensive Throw, Evasive Retreat, Hide in Plain Sight, Improved Critical (Unarmed), Improved Disarm, Stunning Attack
Powers:
Immunity 5 (Telepathy) (5 pp)
Strike 6 (Extras: Will Save) (12 pp)
o AP: Stun 6 (Extras: Will Save) (1 pp)
o AP: Telepathy 6 (1 pp)
Combat: Attack+10, Unarmed+12, Damage+3, Sword+6, Psychic Knife+7, Defense 24/17 while flatfooted, Initiative+5, Knockback
Saves: Toughness+3, Fort+6, Ref+8, Will+6
Abilities 34 + Skills 15 + Feats 24 + Powers 19 + Combat 48 + Saves 9 = 149
Notes: To come later...
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Re: The Yeti's Den (Battle for Stark Towers, p2, Build 200)

Postby AmericanYeti » Sun Dec 20, 2009 10:44 pm

Iceman
Image
At home I was always the baby boy -- being coddled and protected! In the X-Men, I was the weak link -- the kid who couldn't hold his own! Is it any wonder I was never sure of myself!
PL 10
Str 14 Dex 14 Con 14 Int 12 Wis 10 Cha 14
Skills: Acrobatics+2 (+4), Bluff+8 (+10), Knowledge (Tactics)+2 (+3), Notice+8 (+8), Sense Motive+4 (+4)
Feats: Attack Focus (Ranged) 2, Equipment, Move-by Action, Taunt, Teamwork
Powers:
Icy Form 13 (65 pp)
o Cryokinesis 5 (Multiple Powers of the Cold Descriptor) (30 pp)
o Flight 2 (Flaws: Platform) (Normal Speed: 25 mph, Top Speed: 100 mph) (2 pp)
o Immunity 10 (Environmental Cold, Cold Damage) (10 pp)
o Impervious Toughness 8 (Flaws: Limited [Bludgeoning])( 4 pp)
o Protection 10 (10 pp)
o Strike 8 (Power Feats: Mighty) (9 pp)
Super-senses 1 (Infravision) (1 pp)
Equipment: Comlink, 4 ep
Combat: Attack+8, Ranged+10, Damage+10, Blast+10, Defense 20/15 while flatfooted, Initiative+2, Knockback-5/-9 vs. Bludgeoning
Saves: Toughness+10 (Impervious 8 vs. Bludgeoning), Fort+5, Ref+5, Will+4
Abilities 18 + Skills 6 + Feats 6 + Powers 66 + Combat 36 + Saves 10 = 152
Notes: To come later...
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Re: The Yeti's Den (Battle for Stark Towers, p2, Build 200)

Postby AmericanYeti » Mon Dec 21, 2009 8:09 am

Archangel
Image
"You have no idea what it's like to have your entire life pulled out from under you!"
PL 9
Str 18 Dex 22 Con 14 Int 14 Wis 12 Cha 16
Skills: Acrobatics+6 (+12), Bluff+4 (+7, +11 with Attractive), Diplomacy+6 (+9, +13 with Attractive), Intimidate+6 (+9), Knowledge (Business)+10 (+11), Notice+8 (+9), Profession (Executive)+8 (+10), Pilot+2 (+8), Stealth+2 (+8)
Feats: Acrobatic Bluff, Attractive, Benefit (Wealth), Distracting Looks, Endurance, Environmental Adaptation (High Altitude), Expert Aerialist 2, Favored Environment (Airborne) 4, Improved Grab, Martial Artist, Move-by Action, Teamwork
Powers:
Flight 5 (Drawbacks: Wings) (Normal Speed: 250 mph, Top Speed: 1000 mph) (9 pp)
Protection 2 (2 pp)
Strike 4 (Power Feats: Extended Reach, Improve Critical, Mighty) (7 pp)
Super-senses 2 (Vision [Extended]) (2 pp)
Combat: Attack+6, Airborne+10, Unarmed+8, Airborne Unarmed+12, Damage+4, Wing Slash+8, Defense 20/15 while flatfooted/24 while airborne, Initiative+6, Knockback-2
Saves: Toughness+4, Fort+6, Ref+12, Will+4
Abilities 36 + Skills 14 + Feats 16 + Powers 20 + Combat 32 + Saves 11 = 129
Notes: To come later...
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Re: The Yeti's Den (Battle for Stark Towers, p2, Build 200)

Postby BARON » Mon Dec 21, 2009 12:16 pm

I like the variable power on iceman. that would definately work. you might end up arguing with your GM a lot, but a clever player could make that really fun.
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Re: The Yeti's Den (Battle for Stark Towers, p2, Build 200)

Postby AmericanYeti » Mon Dec 21, 2009 6:57 pm

Thanks. I agree about the fighting with the GM, but I think it saves time - and in some cases, points too - to do a VP with the proper descriptor than just a massive dynamic array. You end up having a more readable sheet, more power and similar cost. Win all around.
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