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

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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Sat Jul 31, 2010 6:30 am

I'm still testing out 3E. If I find that I can't become too comfortable with it, I'll switch back. But I'm going to finish my story in 2E and then do the next ones in 3E. Also, I don't really like the Heroes or Villains in DCA. In my opinion, Batman is NOT a 260 point character and it should be pretty easy to trim him down to 200-215 range. It just seems like they're all too powerful and cost way too much (except for the really big guns, who are right about the right range). The most obvious one to me is Prometheus - PL 14/300+ points? That's more than Superman! So I'm going to convert the DC characters, too, unless the Heroes books really turn it around. But on a more serious note to SandFox, I hope your family manages to turn it around. We're in financial straits, too, and I know it's tough.
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Re: The Yeti's Den (Commencing 3e!)

Postby Thorpacolypse » Sat Jul 31, 2010 10:42 am

AmericanYeti wrote:So I'm going to convert the DC characters, too, unless the Heroes books really turn it around. But on a more serious note to SandFox, I hope your family manages to turn it around. We're in financial straits, too, and I know it's tough.


I kinda felt the same way about the characters in the DCA book, but really, it's a matter of taste. For games with my group, they're perfect since we're all experienced (OK, OLD) gamers and a 150pp character in my group's hands needs guys like Prometheus or The Joker to give them a challenge. And that Justice League will be perfect for keeping my group on the straight and narrow since we have some notorious anti-hero types. Our first test of 2E a few years back when we ran that test adventure in the core book in the bank with Rant and Rave, one the players cut off Rave's head after they ran them down. :shock:

For my own setting and I prefer to run things when I'm testing or just doing my own thing, they're WAY too powerful. A lot of my earlier builds were that way, too, but I really started dialing things down as time has gone on. Kenson's Batgod build is awesome, but you're right, it could be a representative Batman at 50-60 less points, easy. I'll be rebuilding a lot of DC characters, too, even with the Heroes and Villains books coming out since I'm sure I'll want to dial them down. Advocate Jack's PL11 Catman is great, but I'd have him more PL9 in the Thorpacoverse, just because of personal taste.

And Sand Fox, I can certainly relate to the financial woes. We're in decent shape now, but we've been there before and with the medical bills rollin' in after my wife's surgery and such, we're certainly not rolling in dough right now either. Hope things turn around soon.
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Re: The Yeti's Den (I'm Back!)

Postby AmericanYeti » Sat Jul 31, 2010 11:33 am

They're that brutal? Haha, every time I've tested a character with Rant and Rave (never run the actual adventure for a group), I've felt sort of sorry for them after beating the tar out of them. What could they have possibly done to deserve decapitation?
P.S. My sympathies for your wife, how is she doing?

Cyclops
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"We have to astonish them."
PL 10
Str 2 Sta 4 Dex 6 Agl 3 Fgt 4 Int 4 Awe 2 Pre 2
Skills: Acrobatics+4 (+7), Athletics+6 (+8), Close Combat: Unarmed+4 (+8), Deception+4 (+6), Expertise: Tactics+12 (+16), Insight+4 (+6), Intimidation+6 (+7), Perception+8 (+10), Persuasion+4 (+6), Ranged Combat: Optic Blast+4 (+10), Stealth+4 (+7), Technology+6 (+10), Treatment+2 (+6), Vehicles+10 (+15)
Advantages: Assessment, Defensive Roll 2, Evasive Retreat, Equipment, Improved Aim, Improved Disarm, Inspire 3, Leadership, Martial Artist, Precise Shot 2, Rank: Leader of the X-men, Set-up, Teamwork, Uncanny Dodge: Visual
Languages: English
Equipment: Uniform (Protection 2, Comlink), 2 ep
Powers:
Optic Blast (35 pp)
o Damage 10 (Extras: Ranged, Power Feats: Accurate Attack, Power Attack, Ricochet Attack 2)
o AP: Damage 7 (Extras: Autofire, Ranged, Power Feats: Accurate, Ricochet Attack 3)
o AP: Damage 10 (Extras: Cone)
o AP: Damage 7 (Extras: Move-action, Ranged, Power Feats: Accurate, Combat Reaction [Using Evasive Retreat], Ricochet 3)
o Deflect 8
Offense:
Unarmed+8/+2
Optic Blast+10/+10
Tactical Blasts+12/+7
Defenses:
Dodge+12, Parry+8, Will+7, Fortitude+6, Toughness+8/+6 while flatfooted
Motivation: Responsibility
Complications:
Prejudice: As the face of the X-men, Cyclops faces no shortage of hatred for his mutant-abilities.
Relationship: Cyclops will often put himself in danger to ensure that Jean Grey is safe.
Rivalry: Wolverine's constant attempts to earn Jean Grey's affections have strained his relationship with Cyclops. They frequently argue and even come to blows.
Uncontrollable: Cyclops' optic blast is famously impossible to contain without his ruby quartz visor. If he loses it, he must fight blind or blast everything in sight (literally).
Abilities 54 + Skills 39 + Feats 17 + Powers 35 + Defenses 20 = 155
Notes: It looks like the first set of 3e builds I'll be doing will be X-men. Cyclops just jumped out at me as a relatively easy build to do, and the X-men are good for working on both individual and team dynamics in the new system. He's a fearsome blaster, able to do a lot of things with his optic blast and an equally impressive leader. He's also the team's pilot. Handy guy to have around, and the blast mechanic is a lot easier to handle with complications than flaws/devices on the blast.
Last edited by AmericanYeti on Tue Aug 17, 2010 11:54 am, edited 1 time in total.
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Re: The Yeti's Den (Commencing 3e!)

Postby Sand Fox » Sat Jul 31, 2010 11:58 am

AmericanYeti wrote:I'm still testing out 3E. If I find that I can't become too comfortable with it, I'll switch back. But I'm going to finish my story in 2E and then do the next ones in 3E. Also, I don't really like the Heroes or Villains in DCA. In my opinion, Batman is NOT a 260 point character and it should be pretty easy to trim him down to 200-215 range. It just seems like they're all too powerful and cost way too much (except for the really big guns, who are right about the right range). The most obvious one to me is Prometheus - PL 14/300+ points? That's more than Superman! So I'm going to convert the DC characters, too, unless the Heroes books really turn it around. But on a more serious note to SandFox, I hope your family manages to turn it around. We're in financial straits, too, and I know it's tough.

Awesome; I can’t wait for the next chapter, buddy. And I agree with your philosophy on Batman builds. And thank you for your support. It is most appreciated.
Woodclaw wrote:The only one? I think not, for the moment I'm stitching to the 2E myself, while I'm not 100% happy with it (no gaming system is perferct in itself) the 3E doesn't touch many of my issues with the system so for now I want use the new one.

Horary! A thousand cheers for you, my fellow!

Thorpacolypse…they cut off Raves head?!? :shock: Whoa. The one time my group got close to killing was when a Hero’s girlfriend was murdered by the villain. After beating the tar out of him, said Hero had every intention of finishing the job. And most of the group was going to let him. However, I was both the GM and a player, so I knew out of game that his girlfriend was alive and the only chance of saving her was by forcing the bad guy to talk, something a tad more difficult when they aren’t alive. So, even though it was Metagaiming and breaking more then a few rules, I intervened, resulting in me and him having a fistfight. Man, that was an awesome session; good times, good times. :lol:
Once again, thank you for all your support

Sincerely, Sand Fox
"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 (Commencing 3e!)

Postby AmericanYeti » Sat Aug 07, 2010 11:08 am

Just reassuring you guys that I haven't vanished again. New job is taking up a bit of my time for right now, but I've got the weekends off, so I'll be back to building.
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Re: The Yeti's Den (Commencing 3e!)

Postby Sand Fox » Sat Aug 07, 2010 12:58 pm

AmericanYeti wrote:Just reassuring you guys that I haven't vanished again. New job is taking up a bit of my time for right now, but I've got the weekends off, so I'll be back to building.

A new job, that must be rather thrilling. What are you doing now, if I may ask?
Sincerely, Sand fox
"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.
"

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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Sat Aug 07, 2010 1:20 pm

I'm a camp counselor at the YMCA. It's a lot of fun, actually, as long as the kids don't get too crazy.
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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Wed Aug 11, 2010 4:53 pm

Hit-Girl
Image
“Alright you ****s, let’s see what you can do now.”
PL 7
Str 1 Sta 2 Agl 5 Dex 3 Fgt 6 Int 1 Awe 2 Pre 2
Skills: Acrobatics+5 (+10), Athletics+8 (+10), Deception+6 (+8), Expertise: Crime-fighting+4 (+6), Insight+4 (+6), Investigation+2 (+3), Perception+4 (+6), Ranged Combat: Guns+5 (+8), Stealth+4 (+9), Treatment+2 (+3)
Advantages: Agile Feint, Ambidexterity, Attractive, Close Attack, Diehard, Equipment 3, Martial Artist, Move-by Action, Quick Draw, Taunt
Fighting Styles:
Escrima (Clubs, Knives, Sword Stave, Unarmed, 8 pp) Accurate Attack, All-out Attack, Close Attack 2, Improved Critical: Clubs, Power Attack 2, Takedown
Equipment: Body Armor: Protection 2, Cell Phone, Grappling Hook, 1 ep
Arsenal (9 ep)
o Two Clubs
o Knife
o Sword Stave: Strength Based-Damage 4 (Extended Reach, Improved Critical)
o Two Light Pistols: Damage 4 (Ranged)
Offense:
Close Attacks+7, Pistols+8/+4
Escrima+9
o Sword Stave: +9/+5
o Clubs+9/+3
o Knife+9/+3
o Unarmed+9/+1
Defenses
Dodge+10, Fortitude+5, Parry+8, Toughness+4, Will+5
Motivation: Loyalty
Complications:
Identity: Her (minimal) life as Mindy McCready is a secret she protects even from her compatriots, although not friends.
Inexperience: Although she's a badass little killer, Hit-Girl does make an occasional rookie mistake and doesn't know when she's outclassed.
Obsession: Her father has brainwashed her into being a weapon pointed straight at Frank D'Amico.
Abilities 46 + Skills 22 + Advantages 20 + Defenses 13 = 101
Notes: Hit-Girl is the most adorable little murder machine I've ever seen. She's a frenzied attacker, overpowering her opponents who are mostly thugs who don't have a prayer of stopping her. When she faces somebody who does, she's in a little trouble. She is, after all, a ten year old girl so she's got a bit of a glass jaw. But oh man is she trouble for crooks with her speed, aggression and ingenuity. I thought that some of her scenes were a little disturbing, but that's what the filmmakers were going for, right?

ATTENTION FBI: I gave her attractive because she's adorable.
Last edited by AmericanYeti on Sat Aug 28, 2010 11:18 am, edited 1 time in total.
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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Tue Aug 17, 2010 9:31 am

Wolverine
Image
"Go ahead. Pull the trigger. But after you do, bub... then you're mine."
PL 10
Str 5 Sta 8 Agl 5 Dex 5 Fgt 10 Int 0 Awe 5 Pre -1
Skills: Acrobatics+4 (+9), Athletics+8 (+13), Close Attack: Claws+2 (+12), Expertise: History+8 (+8), Expertise: Streetwise+8 (+8), Expertise: Survival+10 (+10), Expertise: Tactics+8 (+8), Insight+10 (+15), Intimidation+10 (+9), Investigation+4 (+4), Perception+10 (+15), Stealth+8 (+13), Technology+6 (+7), Vehicles+6 (+11)
Advantages: Animal Empathy, Beginner’s Luck, Benefit: Cipher, Close Attack Flurry*, Diehard, Equipment, Favored Condition: Enraged, Improved Initiative, Languages 3, Martial Artist, Move-by Action, Takedown 2
*A new Advantage, similar to the one in the last edition but not quite the same. Wolverine can take a full-round action to make two attacks instead of one, but both of them are at a -4 penalty.
Fighting Style:
Karate (Unarmed, Claws, 4 pp) All-out Attack, Instant Up, Power Attack, Withstand Damage
Powers:
Adamantium Skeleton (5 pp)
o Feature: Unbreakable Skeleton
o Protection 2 (Extras: Impervious)
Claws (7 pp)
o Strength-Based Damage 3 (Extras: Improved Critical, Quick Draw, Subtle)
o Super-movement (Slow-Fall)
Mutant Healing Factor (33 pp)
o Immortality 10: 1 hour
o Immunity: Aging, Disease, Poison
o Regeneration 10
Equipment: X-men Uniform: Commlink, 9 ep
Offense:
Close Attack+10
o Claws+12/+8 OR +8,+8/+8
o Unarmed+10/+5 OR +6/+6/+5
Defenses
Dodge+8, Fortitude+10, Parry+10, Toughness+10 (Impervious 2), Will+9
Motivation
Acceptance: Underneath Wolverine’s tough guy act, he genuinely wants to belong somewhere. He will go out of his way for his teammates and hopes they’ll do the same for him.
Complications
Accident: Wolverine’s berserker rages have hurt people he cares about in the past.
Disability: Weapon X’s sadistic experiments have stripped away Wolverine’s memories of his
past.
Enemy: Sabretooth and Wolverine have had and will continue to have truly epic wars.
Honor: Wolverine is at his heart a samurai and follows a strict code of honor.
Obsession: Wolverine will stop at nothing to find out about his history.
Rivalry: Wolverine’s advances on Jean Grey have not gone unnoticed by Cyclops.
Temper: Wolverine has perhaps the most famous temper in comics.
Abilities 74 + Skills 51 + Advantages 20 + Powers 45 + Defenses 9 = 199
Notes: I know I already made a 3E Wolverine, but I came to the realization that I had a whole host of, if I may say so, pretty good builds at my disposal already. So I’m just going to do direct conversions of my builds from 2E, which should seriously expedite this process. Obviously, it takes some fudging here and costs could shift around a bit, but it’s a lot faster than doing it all from scratch. Wolverine is a fairly basic build overall, the only hitches being the Healing Factor and a new experiment of mine: extra attacks. I’ve always thought that Wolverine emphasized quantity over quality, throwing as many attacks as he could and hoping some got through. I wanted to find a way to really represent that without extra attacks but I couldn’t. Don’t expect the Advantage to show up willy-nilly, but I think it’s a pretty flavorful interpretation of Wolverine’s style and shouldn’t be unbalancing.
Last edited by AmericanYeti on Tue Aug 17, 2010 10:27 am, edited 1 time in total.
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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Tue Aug 17, 2010 9:38 am

Marvel Girl
Image
PL 10
Str 0 Sta 2 Agl 1 Dex 1 Fgt 2 Int 4 Awe 2 Pre 2
Skills: Deception+4 (+6, +8 with Attractive), Expertise: Behavioral Sciences+6 (+10), Expertise: Current Events+6 (+10), Expertise: Medicine+6 (+10), Insight+6 (+8), Perception+6 (+8), Persuasion+8 (+10, +12 with Attractive), Treatment+8 (+11), Vehicles+4 (+6)
Advantages: Attractive, Eidetic Memory, Equipment, Extraordinary Effort, Leadership, Teamwork, Trance
Equipment: X-men Uniform: Commlink, 9 ep
Powers:
Mutant Telepathy (50 pp)
o Comprehend: Read, Speak, Understand all Languages
o Communication 4 (Extras: Area, Selective)
o AP: Concealment 10
o AP: Illusion (All Senses except Tactile) 6
o AP: Mind Control 5
o Mind Reading 8
Mutant Telekinesis (74 pp)
o Enhanced Dodge 7 (7 pp)
o Protection 10 (Extras: Impervious 12)
o Flight 7
o Move-Object 10 (Extras: Perception)
o AP: Ranged Damage+10 (Extras: Perception)
Offense:
Close Attacks+1
Ranged Attacks+1
o Mind Control Per/+5
o Telekinesis Per/+10
Defenses
Dodge+8, Fortitude+4, Parry+5, Toughness+12 (Impervious), Will+8
Motivation
Doing Good: As a doctor, Jean Grey thinks of bigotry and hatred as diseases and strives to eliminate them from the world.
Complications
Fame: Jean Grey has put herself at the forefront of the Mutant Rights movement with all that entails.
Prejudice: As a mutant, Jean Grey faces a great deal of prejudice.
Abilities 28 + Skills 27 + Advantages 7 + Powers 123 Defenses 11 = 196
Notes: This is Jean without the Phoenix Force, but still a very capable mentalist. She's more naturally talented at Telekinesis than Telepathy so expect her to use it more often. Jean is fairly simple as far as telepaths go. The only notes really are that she's supposed to be staggeringly gorgeous and a very good doctor.
Last edited by AmericanYeti on Sat Aug 28, 2010 11:19 am, edited 3 times in total.
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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Tue Aug 17, 2010 9:43 am

Storm
Image
PL 10
Str 2 Sta 2 Agl 2 Dex 2 Fgt 4 Int 3 Awe 3 Pre 3
Skills: Close Combat: Unarmed+4 (+8), Deception+8 (+11), Expertise: Gardening+8 (+11), Expertise: Tactics+6 (+9), Insight+8 (+11), Intimidation+10 (+13), Perception+6 (+9), Persuasion+8 (+11), Ranged Combat: Weather Control+6 (+8), Stealth+6 (+8), Technology+4 (+7), Vehicles+8 (+10)
Advantages: Benefit: Diplomatic Immunity, Connected, Equipment, Favored Environment (Airborne) 2, Fearless, Languages 2, Leadership, Martial Artist, Startle, Status: Princess of Wakanda, Status: Weather Goddess
Languages: English, Swahili, Base: Arabic
Equipment: X-men Uniform (Commlink, Protection 2), 7 ep
Powers:
Weather Goddess (70 pp)
Flight 5
Immunity 5: Weather Descriptor
Super-sense: Weather
Variable Power 9 (Advantages: Move Action, Limitations: Weather-Only [-2])
Offense:
Unarmed+8/+2
Weather Control+8/+X
Defenses
Dodge+10, Fortitude+5, Parry+8, Toughness+4, Will+7
Motivation: Doing Good: Storm genuinely believes that defending the mutant cause is the right thing to do, so she does it as best she can.
Complications:
Fame: As Black Panther’s daughter, Storm is a very famous figure in Wakanda and her fame is growing in the rest of the world.
Phobia: Storm is terribly claustrophobic and if she should find herself in any enclosed space, she completely breaks down.
Prejudice: Storm is a well-known mutant and has faced her share of bigotry.
Secret: Storm’s criminal past is known to very few.
Abilities 42 + Skills 41 + Advantages 13 + Powers 70 + Defenses 19 = 185
Notes: This is my first 3E build that is noticeably set in my continuity. Storm is a princess of Wakanda now instead of the Queen, but other than that is pretty close to where she's normally portrayed. Exceptional blaster and controller and a fairly good leader. Her 45 Variable points are definitely a threat.
Last edited by AmericanYeti on Tue Aug 17, 2010 10:30 am, edited 1 time in total.
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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Tue Aug 17, 2010 10:22 am

Rogue
Image
PL 10
Str 11 Sta 11 Agl 2 Dex 2 Fgt 7 Int 1 Awe 1 Pre 1
Skills: Close Combat: Unarmed+2 (+9), Deception+6 (+7, +11 with Attractive), Expertise: Streetwise+6 (+7), Insight+4 (+5), Technology+4 (+5), Sleight of Hand+4 (+6), Stealth+4 (+6), Vehicles+2 (+4)
Advantages: Attractive, Equipment, Language, Martial Artist, Power Attack, Teamwork
Languages: French; Base: English
Equipment: X-men Uniform: Commlink, 9 ep
Powers:
Carol Danvers’ Stolen Powers (22 pp)
o Flight 8
o Impervious Toughness 6
Mutant Power (38 pp)
o Will-based Affliction 8 (Vulnerable, Exhausted, Incapacitated) linked to Mimic 5 (Flaws: Touch Range)
Offense:
Defenses
Dodge+7, Fortitude+11, Parry+9, Toughness+11 (Impervious 6), Will+5
Abilities 70 + Skills 16 + Advantages 6 + Powers 60 + Defenses 11 = 163
Notes: Rogue is good to have around with her good street skills and absorption powers, but her flying brick powers are icing on the cake. She's a powerhouse and can alter her game based on who she's facing. Just be sure not to touch!
Last edited by AmericanYeti on Fri Aug 20, 2010 8:18 am, edited 3 times in total.
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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Tue Aug 17, 2010 10:32 am

Image
“Now listen, sucka. I’m blacker than the Ace of Spades and more militant than you and your whole damn army put together. And while you’re out there chanting at rallies and brow-beating politicians, I’m taking out any money-front sucka that gets in my way. So I’ll tell you what: when your so-called revolution starts, you call me. And I’ll be right down front, showin’ you how it’s done. But until then, you need to shut the **** up when grown folks is talkin’.”
PL 10
Str 6 Sta 5 Agl 4 Dex 4 Fgt 8 Int 1 Awe 3 Pre 6
Skills: Athletics+8 (+14), Close Combat: Unarmed+4 (+14), Deception+4 (+10), Expertise: Streetwise+8 (+9), Insight+6 (+9), Intimidation+8 (+14), Investigation+4 (+5), Perception+6 (+9), Persuasion+4 (+10), Ranged Combat: Handguns+6 (+10), Stealth+2 (+6), Vehicles+2 (+6)
Advantages: Attractive, Close Attack 2, Connected, Contacts, Defensive Roll 2, Fascinate: Intimidation, Improved Disarm, Equipment 5, Languages, Luck, Move-by Action, Power Attack, Status: Black Dynamite, Takedown 2, Well-Informed
Languages: Mandarin, Base: English
Equipment:
Cadillac: Car (STR 7, Toughness 10) (14 ep)
Super-heavy Magnum: Ranged Damage 5 (11 ep)
o AE: Nunchucks: STR-Based Damage 2 (Improved Critical)
Powers:
“Dyn-o-mite! Dyn-o-mite!” (1 pp)
o Feature: Special Effect
Offense:
Unarmed+14/+6
Nunchucks: +10/+8
Super-heavy Magnum: +10/+5
Defenses
Dodge+8, Fortitude+6, Parry+13, Toughness+7, Will+5
Motivation: Responsibility - Black Dynamite feels that it is his duty to protect his hood, especially the orphans. ESPECIALLY the orphans.
Complications:
Enemy: Fiendish Doctor Wu has an unmatched zest for Kung-fu treachery.
Fame: Black Dynamite’s many triumphs on the streets and in the bedroom have made him a living legend in his hood.
Honor: Black Dynamite has a set of lines that he is reticent to cross and will apologize if he feels he has done so.
Quirk: Black Dynamite has the distinctive tendency to speak in third-person.
Responsibility: Black Dynamite promised his mother to take care of his junkie little brother Jimmy. Also, he collects debts as a favor for Madame Honey B.
Temper: Don’t interrupt Black Dynamite. Just don’t.
Abilities 74 + Skills 31 + Advantages 22 + Powers 1 + Defenses 12 =150
Notes: Black Dynamite is the star of Black Dynamite, the greatest blaxploitation comedy ever made, can you dig it? He’s awesome at pretty much everything he tries, enough so that I decided he should be a Ready-to-Play PL 10 superhero. Where he really excels, though, is his kung-fu skills and his charm. I don’t think he takes more than two or three solid shots in the movie, so he’s got very good defense, and nobody lasts more than five or six seconds against him in combat. And then he drops the immortal line “You can hit the sheets or hit the streets, makes no never mind to me.” Damn he’s slick. If you haven’t seen this movie, check it out.
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Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Tue Aug 17, 2010 10:38 am

Nightcrawler
Image
PL 9
Str 3 Sta 3 Agl 8 Dex 5 Fgt 8 Int 2 Awe 2 Pre 0
Skills: Acrobatics+11 (+19), Athletics+6 (+9), Close Attack: Unarmed+1 (+13), Deception+8 (+8), Expertise: Streetwise+4 (+6), Expertise: Theology+8 (+10), Incite+4 (+6), Intimidation+4 (+4), Technology+4 (+6), Treatment+6 (+8), Vehicles+4 (+9)
Advantages: Agile Feint, Close Attack 4, Equipment, Languages 2, Fascinate: Acrobatics, Improved Defense, Martial Artist, Set-up, Taunt, Ultimate Dodge
Fighting Styles:
Fencing (Sword, 3 pp) Defensive Attack, Improved Defense, Improved Disarm, Weapon Bind
Language: English, Latin; Base: German
Equipment: X-men Uniform: Protection 2, Commlink, Sword, 3 ep
Powers:
Demonic Appearance: (9 pp)
o Additional Limb 1: Tail
o Enhanced Advantage: Hide in Plain Sight
o Movement: Slithering, Wall-Crawling 2
o Senses: Infravision
Teleportation: (26 pp)
o Senses: Teleportation Awareness
o Teleport 7 (Advantages: Changed Direction, Change Velocity, Easy, Increased Mass, Turnabout)
Offense:
Close Attack+12
o Sword+12/+6
o Unarmed+13/+3
Defenses
Dodge+13, Fortitude+5, Parry+13, Toughness+5, Will+6
Motivation:
Acceptance: Nightcrawler's physical appearance makes him stand out a little more than most mutants.
Complications:
Prejudice: Not only is Nightcrawler a mutant, he looks like a demon. He faces more hate than even the rest of the X-men.
Abilities 62 + Skills 30 + Advantages 17 + Powers 35 + Defenses 16 = 160
Notes: Nightcrawler is a slippery little bastard. Very agile with teleportation to boot. He could be the hardest X-man to hit, which is good because he has a bit of a glass jaw and not a great deal of damage potential. But with feints, he can hit very reliably and he's good for setting up opponents for heavier hitters.
AmericanYeti: Evolution

Come and enter the Yeti's Den!

Geekery wrote:If life gives you lemons, build NPCs.
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AmericanYeti
Daredevil
Daredevil
 
Posts: 766
Joined: Fri Dec 07, 2007 10:36 pm
Location: Connecticut

Re: The Yeti's Den (Commencing 3e!)

Postby AmericanYeti » Tue Aug 17, 2010 10:51 am

Captain America
Image
"No. You move."
PL 12
Str 6 Sta 7 Agl 8 Dex 6 Fgt 13 Int 4 Awe 4 Pre 7
Skills: Acrobatics+10 (+17), Athletics+6 (+13), Close Attack: Unarmed+2 (+15), Deception+4 (+10), Expertise: History+6 (+10), Expertise: Tactics+14 (+18), Insight+8 (+12), Intimidation+8 (+14), Perception+10 (+14), Persuasion+4 (+10), Ranged Combat: Shield+6 (+12), Stealth+6 (+13), Vehicles+6 (+12)
Advantages: Agile Feint, Crushing Pin, Equipment, Evasion, Improved Trip, Improved Critical (Unarmed), Inspire 5, Leadership, Martial Artist, Power Attack, Ricochet Attack 2, Status: Cultural Hero, Status: Leader of the Avengers, Takedown 2, Ultimate Inspire*, Weapon Bind
*When Cap Inspires his teammates, he can spend another hero point to get an automatic 20 on his next check
Fighting Styles:
Judo (Unarmed, 4 pp) Chokehold, Defensive Attack, Defensive Throw, Improved Disarm, Improved Grab, Stunning Attack
Equipment: Chainmail: Protection 3, Comlink, GPS, 5 ep
Powers:
Super-Soldier Enhancements (5 pp)
o Enhanced STR 1 (Flaws: Limited to Damage)
o Leaping 2
o Speed 2
The Star-Spangled Shield (Flaws: Removable 2) (6 pp)
o Enhanced Dodge 4
o Enhanced Parry 1
o STR Based Damage 4
o AP: STR Based Ranged Damage 2
Offense:
Close Attack+13
o Shield+13/+11
o Unarmed+15/+7
Ranged Attack+6
o Shield+12/+9
Defenses
Dodge+10/+14 with Shield, Fortitude+10, Parry+13/+14 with Shield, Toughness+10, Will+9
Motivation
Patriotism: This is an obvious one, but Captain America's loyalty is to America itself, not its government and certainly not to SHIELD. This is a big distinction to make sometimes.
Abilities 110 + Skills 45 + Advantages 26 + Powers 11 + Defenses 10 = 202
Notes: Cap is another simple build. Martial Artist and Leader with an easy weapon. But damn is he effective. He cuts through minions like a buzzsaw and can be hard to put down for any length of time. And he's rarely by himself. When he's got the Avengers backing him up, he looks even more threatening.
Last edited by AmericanYeti on Fri Aug 20, 2010 9:45 am, edited 2 times in total.
AmericanYeti: Evolution

Come and enter the Yeti's Den!

Geekery wrote:If life gives you lemons, build NPCs.
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AmericanYeti
Daredevil
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Posts: 766
Joined: Fri Dec 07, 2007 10:36 pm
Location: Connecticut

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