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Eld's builds:Mr. Nobody, Thomas Rhymer, Morph Fiend

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Postby Arthur Eld » Fri Oct 03, 2008 9:00 am

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Hard to imagine someone with a snappy outfit like that being a loser...

Scorpion
PL 10 132


Abilities: STR 30/14 (+10), DEX 22/10 (+6), CON 30/14 (+10), INT 12 (+1), WIS 10 (+0), CHA 8 (-1)

Skills: Climb 6 (+16), Bluff 4 (+3), Gather Information 6 (+5), Intimidate 10 (+9), Notice 4 (+4), Sense Motive 4 (+4)

Feats: Diehard, Improved Grab, Power Attack

Powers: Device 5 (Scorpion Armor, hard to lose Impervious Protection 2, Additional Limb 1, Blast 9 (AP: Corrosion 6 (Extras-Line Area), AP: Strike 2 (PF: Mighty, Improved Critical 2) Enhanced STR 16, Enhanced DEX 12, Enhanced CON 16, Super-Movement 2 (Wall-Crawling) (AP: Leaping 2), Super-Strength 4

Combat: Attack +8, Defense +8

Saves: Toughness +12, Fortitude +10, Reflex +8, Will +3

Abilities 8+Skills 9+Feats 3+Powers 75+Combat 32+Saves 5=132

•Mac Gargan was a private investigator hired by J. Jonah Jameson to discover how Peter Parker got such good pictures of Spider-Man. Naturally, he failed, and Jameson then hired him to take part of an experimental procedure to give him animal traits. The process worked, making Gargan super-strong, quick, and tough. However, it also fractured his mind, and, armed with a suit with a cybernetic tail, Gargan, now known as the Scorpion, has become obsessed with getting revenge on both J.J and his frequent foil, Spider-Man.

•Scorpion has strength greater than Spider-Man, but he's no heavy-hitter. Still, with his tail's reach and ranged attacks (an electric blast and a spray of acid), he stands an outside chance of beating the Web-Head. Like, way outside, if Spidey had a cold, and a broken arm. And was temporarily blind. Still, he's a decent fighter, and could make a powerful street-level threat.
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Spider-Woman

Postby Arthur Eld » Sun Oct 05, 2008 3:42 pm

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All men want her, so quite naturally, all women hate her.

Spider-Woman (Jessica Drew)
PL 10 168pp


Abilities: STR 26/12 (+8), DEX 26/16 (+8), CON 26/12 (+8), INT 14 (+2), WIS 14 (+2), CHA 16 (+3)

Skills: Acrobatics 8 (+16), Bluff 4 (+7/+11), Climb 2 (+10), Disable Device 4 (+6), Gather Information 6 (+9), Knowledge (current events) 4 (+6), Notice 6 (+8), Pilot 2 (+10), Search 4 (+6), Sense Motive 4 (+6), Stealth 4 (+14)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus (melee) 2, Attractive, Defensive Attack, Dodge Focus 4, Evasion, Move-By Action, Redirect, Takedown Attack, Uncanny Dodge (hearing)

Powers: Blast 9 (Venom Blast), Emotion Control 9 (Flaws-Touch Range (-2), Sense-Dependent (olfactory) (-1) Uncontrolled (-1), Limited to Men (-1), Limited to Love (-1), Extras-Burst Area (+1) PF: Subtle, Linked Power Emotion Control 9 (Flaws-Touch Range, Sense-Dependent (olfactory), Uncontrolled, Limited to Women, Limited to Fear, Extras-Burst Area, PF: Subtle), Enhanced CON 14, Enhanced DEX 10, Enhanced STR 14, Flight 3, Immunity 3 (Disease, posion, radiation-Power Loss, upon first exposure) Super-Movement 1 (Wall-Crawling), Super-Strength 3

Combat: Attack +8, +10 melee (DC 23 unarmed, 24 Venom blast), Defense +12 (+4 flat-footed)

Saves: Toughness +8, Fortitude +9, Reflex +10, Will +6

Abilities 24+Skills 12+Feats 15+Powers 80+Combat 32+Saves 5=168

•Jessica Drew here, the first Spider-Woman, has a pretty mesed-up origin story, because hers has been massively ret-conned, which makes it confusing even by comic book standards. But what's important to know now is that she's worked for HYDRA, S.H.I.E.L.D., and been a member of the Avengers, (original, New, and Mighty).

•She's got super-human strength, agility and durability. She can fly, shoot energy blasts, and exudes pheromenes that make men attracted to her and women repulsed. Oh, and she's more or less immune to posions, diseases, and radiation. You take all that, add to it her training as an espionage agent, here years of experience as a super-hero, and you get one expensive character, although she's not all that powerful, only reaching her caps defensively. But she's got enough feats to manipulate said caps and in combat she's supposed to be moving around, blasting or hitting, relieng on not getting hit, and if she gets in a tight spot, her pheromenes, along with a decent Bluff against those attracted to her (which would be pretty much all men) will protect her. With all that being said, its no wonder Bendis is a big fan
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Postby Arthur Eld » Mon Oct 06, 2008 10:43 am

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Don't those mandible-things get in the way?

Turbo
PL 10 145pp


Abilities: STR 26/10 (+8), DEX 14 (+2), CON 12 (+1), INT 14 (+2), WIS 14 (+2), CHA 14 (+2)

Skills: Acrobatics 9 (+11), Bluff 4 (+6), Computers 4 (+6), Gather Information 4 (+6), Investigate 4 (+6), Knowledge (current events) 6 (+8), Knowledge (technology) 6 (+8), Notice 4 (+6), Profession (reporter) 4 (+6), Search 4 (+6), Sense Motive 6 (+8)

Feats: Accurate Attack, Attack Focus (ranged) 2, Defensive Attack, Dodge Focus 2, Elusive Target, Evasion, Improved Critical (Air blasts) 2, Improved Initiative, Move-By Action, Precise Shot, Teamwork

Powers: Device 16 (Torpedo Armor, hard to lose, Flight 6, Protection 8 (4 Impervious), Blast 10 (PF: Accurate, Extras-Autofire, AP: Air Control 10), Enhanced STR 16, Super-Strength 4,

Combat: Attack +6,+8 ranged, +10 Air blasts (DC 23 unarmed, 25 Blast, 18-20 crit), Defense +11 (+4 flat-footed)

Saves: Toughness +9 (4 Impervious), Fortitude +4, Reflex +6, Will +4

Drawbacks: Normal Identity (full-round action, -4pp)

Abilities 18+Skills 14+Feats 14+Powers 64+Combat 30+Saves 9-Drawbacks 4=145

•This is Michiko "Mickey" Musashi, current inheritor of the Torpedo armor, which was created by the alien Dire Wraiths to battle the Star Knights. Long story short, it ended in teenage Mickey's hands, she and her firned Mike used it to be heroes, they joined the New Warriors, and eventually Mike was killed by Dire Wraiths. After that, Mikey retired, and then joined the Loners.

•Outside of her armor, Mickey is just a young reporter with semi-decent interaction and investigative skills. Inside her armor, she focuses on being quick, hitting her opponents at range, and not getting hit in return. In combat, she should just blast, all the time. Damage output isn't amazing, but she's pretty accurate and with some luck, her Improved Critical and Autofire can help her dish out some really impressive hurt. Overall, she's less than really skilled, but has a fair amount of power to work with.
Last edited by Arthur Eld on Tue Jul 21, 2009 9:16 am, edited 1 time in total.
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Postby Arthur Eld » Mon Oct 06, 2008 12:33 pm

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Fear my beard-braid of doom!

Blastaar
PL 11 169pp


Abilities: STR 36 (+13), DEX 12 (+1), CON 34 (+12), INT 10 (+0), WIS 12 (+1), CHA 12 (+1)

Skills: Intimidate 12 (+13), Knowledge (tactics) 6 (+6), Knowledge (technology) 8 (+8), Sense Motive 4 (+5)

Feats: Diehard, Endurance, Tough 2, Power Attack

Powers: Blast 13, Flight 7, Impervious Toughness 10, Super-Strength 5

Combat: Attack +9 (DC 28 unarmed or Blast), Defense +8

Saves: Toughness +14, Fortitude +11, Reflex +4, Will +4

Abilities 56+Skills 8+Feats 5+Powers 60+Combat 34+Saves 6=169

•This is Blastaar, the Living Bomb-Burst, a Fantasic Four enemy and Negative Zoner who was king of his own planet before his oppressed subjects overthrew him. After that, he's tried to conquer Earth, regained his planet, and tried to rule the Negative Zone, and has always been opposed by Annihilus. Except now, the big A is dead, so the big B is king of the N-Zone. Although really, that's just a question of coolest nick-name. Living Bomb-Burst v. the Living Death That Walks, it goes to the latter every time.

•Owing to his alien heritage, Blastaar has super-strength, he's super-strong, and he can shoot energy blasts to either lay the smack-down or propel himself through the air. He's relatively straight-forward, and fairly powerful as well, seeing as how he's cosmic-level punching bag, which actually makes him quite dangerous for more Earth-bound heroes.
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Jason Todd

Postby Arthur Eld » Tue Oct 07, 2008 11:15 am

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That's really more of a maskish-helmet thing than a hood.

Jason Todd
PL 10 147


Abilities: STR 18 (+4), DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 16 (+3), CHA 16 (+3)

Skills: Acrobatics 8 (+12), Bluff 7 (+10), Climb 8 (+12), Disable Device 8 (+11), Disguise 4 (+7), Drive 4 (+8), Escape Artist 6 (+10), Gather Information 9 (+12), Intimidate 9 (+12), Investigate 6 (+9), Knowledge (streetwise) 6 (+9), Notice 8 (+11), Search 6 (+9), Sense Motive 6 (+9), Sleight of Hand 4 (+8), Stealth 9 (+13)

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Defensive Roll 2, Dodge Focus 2, Equipment 5, Improved Critical (unarmed, kris), Improved Initiative, Power Attack, Set-up, Sneak Attack, Startle, Takedown Attack, Teamwork, Tough 2

Equipment: Kris, Sub-machine gun, shuriken, Grapple line

Combat: Attack +11, +13 melee (DC 20 kris, crit 18-20, DC 19 unarmed, crit 19-20), Defense +12 (+5 flat-footed), Init +8

Saves: Toughness +8, +6 flat-footed, Fortitude +8, Reflex +9, Will +7

Abilities 42+Skills 27+Feats 23+Combat 42+Saves 13=147

•Jason Todd, the Robin who has fallen and risen again like a phoenix, rising from Arizona. He's been Robin, the Red Hood, Nightwing, Red Robin, but I prefer to call him good old-Jason. Well maybe not good, but you know what I mean. I'm not sure how I feel about the character being brought back, but he works effectively as a sort of dark Nightwing.

•As befits the description above, Jason is a more aggressive, more physical, less agile version of Dick Grayson. He's not as skilled of a detective, really not as skilled as anything, but hey, he's been dead for some time, cut him some slack. And as the Red Hood he proved himself a gifted criminal strategist. I gave him Power Attack to really dish out some damage, but he'll use it a lot, which will make him a lot less accurate, although he can still hit my Nightwing or Batman half the time if he doesn't use it. Course, they can hit him more than half the time, but as a result, he's slightly tougher than Nightwing. All in all, he's not quite in the Bat's league, but a fight between him and Dick would be fun to see.
Last edited by Arthur Eld on Tue Oct 07, 2008 12:05 pm, edited 1 time in total.
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Postby Arthur Eld » Tue Oct 07, 2008 11:59 am

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Green, uses lots of chemicals, crazy laugh...where have I seen this before?

Green Goblin (Norman Osborn)
PL 11 207pp


Abilities: STR 28/10 (+9), DEX 22/12 (+6), CON 24/10 (+7), INT 20/16 (+5), WIS 14 (+2), CHA 14 (+2)

Skills: Acrobatics 4 (+10), Bluff 9 (+11), Computers 4 (+9), Craft (chemical) 8 (+13), Craft (electronic) 8 (+13), Craft (mechanical) 8 (+13), Diplomacy 4 (+6), Gather Information 6 (+8), Intimidate 9 (+11), Knowledge (business) 4 (+9), Knowledge (life sciences) 6 (+11), Knowledge (streetwise) 6 (+11), Knowledge (technology) 8 (+13), Notice 6 (+8), Pilot 4 (+10), Sense Motive 6 (+8), Stealth 4 (+10)

Feats: Benefit 4 (Status, Wealth 3), Diehard, Equipment 4, Favored Environment 4 (airborne), Inventor, Master Plan, Move-By Action, Startle, Tough

Powers: Device 4 (Gauntlets, hard to lose, Blast 8 (PF: Split Attack, Improved Critical 3), Device 6 (Goblin Glider, hard to lose, Blast 8 (Extras-Explosion Area), Flight 4 (Flaw-Platform), Strike 1 (PF: Mighty), Enhanced STR 18, Enhanced DEX 10, Enhanced CON 14, Enhanced INT 4, Mind Shield 4, Regeneration 8 (Recovery Bonus 2, Recovery Rate: Injured 3, Disabled 1, Resurrection 2,) Super-Strength 3

Equipment: Costume (+2 toughness), Pumpkin bombs (Frag Grenades, AP: Flash-bang, Tear Gas grenades, Smoke bombs), Shuriken

Combat: Attack +9 (up to +13 in air) (DC 24 unarmed, 25 glider spike, 23 glider misses, 23 gauntlet blasts 17-20 crit), Defense +9 (up to +12 in air)

Saves: Toughness +10, Fortitude +9, Reflex +7, Will +6, +10 against mental effects

Abilities 16+Skills 26+Feats 18+Powers 98+Combat 36+Saves 7=207

•The first, and still the best Green Goblin, Norman Osborn was just another ruthless business man until he took a formula designed by his former partner (who he ousted) to increase a human's physical and mental attributes. The formula worked, but it also drove Norman insane, creating the murderous alter ego of the Green Goblin. Since then, he's gone on to be one of Spider-Man's most implacable foes, menacing the web-slinger again and again.

•Man, he's an expensive build. I probably won't do any other Goblins, cause they're so similar, expect for maybe Phil Urich, cause I always loved the character, and his powers are a tad different. Anyway, Normie here is strong, tough, and quick, but ultimately will fall short of Spidey. He only hits his caps in sir, but that's really where he should be most of the time. He relies more on area attacks than just being accurate, and that gives him more of a chance to his Spidey, but he really needs to find some way to nulify Pete's Spider-Sense to stand a chance (which he has done, and then, its pretty much his ballgame) and that's what Inventor is there for.
Last edited by Arthur Eld on Thu Oct 30, 2008 11:10 am, edited 1 time in total.
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Postby Thorpacolypse » Wed Oct 08, 2008 8:13 pm

That's a pretty pumped up Goblin there, Arthur, I like it. I like the Blastaar, too. I had him on my short list but hadn't gotten him. Glad you put up here. Like you said, he's a cosmic level punching bag, but you gotta love the jobbers like him!
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Postby Libra » Sat Oct 11, 2008 12:50 pm

Green, uses lots of chemicals, crazy laugh...where have I seen this before?


You've been hanging around the wrong kind of Toad? :wink:
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Postby Arthur Eld » Tue Oct 14, 2008 9:11 am

I was gonna say the Joker, but that works too.
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Postby Arthur Eld » Wed Oct 15, 2008 9:34 am

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"The plastic tips at the ends of shoelaces are called aglets. Their true purpose is sinister."

Question
PL 8 120pp


Abilities: STR 14 (+2), DEX 16 (+3), CON 16 (+3), INT 18 (+4), WIS 20 (+5), CHA 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 5 (+7), Computers 8 (+12), Concentration 4 (+9), Disable Device 8 (+12), Drive 2 (+5), Gather Information 12 (+14), Investigate 10 (+14), Knowledge (current events) 6 (+10), Knowledge (streetwise) 8 (+12), Medicine 2 (+7), Notice 6 (+11), Profession (Journalist) 4 (+9), Search 10 (+14), Sense Motive 8 (+13), Sleight of Hand 3 (+7), Stealth 8 (+11)

Feats: Attack Specialization (unarmed), Conspiracy Theorist 2, Contacts, Defensive Roll 2, Dodge Focus 2, Equipment, Improved Critical (unarmed), Improved Initiative, Skill Mastery (Bluff, Gather Information, Investigate, Stealth), Sneak Attack, Well-Informed, Ultimate Investigate

Equipment: Pseudo-derm mask (quick-change), Smoke bombs

Combat: Attack +8, +10 unarmed (DC 17 unarmed, 19-20 crit), Defense 20 (14 flat-footed)

Saves: Toughness +5, +3 flat-footed, Fortitude +5, Reflex +8, Will +8

Abilities 36+Skills 27+Feats 15+Combat 32+Saves 10=120

•He's gone by a few names over the year, but regardless of what you call him, Question is Question. A journalist by day, investigator and crime-fighter by night, he asks the questions and gets the answers, exposing harsh truths. He has fought both gang-level crime down on the streets as well as battling city-wide corruption at its highest levels.

•Armed with little more than his keen wits, the Question is a classic street-level character, and a fun one to play solo, if you ask me. He's been called DC's Second Greatest Detective, and this build lives up to that name. He gathers infromation well, searches for clues, and is good at analyzing them. I gave him rather high mental scores to reflect his long experience as well as his sort of zen insight into things. When it comes to actually fighting crime, he relies on sneak attack, and needs to hit quick and hard, cause with his toughness, he won't last long. But that's what his mental scores are for, he doesn't bash his way through criminals, like Batman sometimes does, he thinks his way through and around them.

EDIT-5/25/10: Some changes to the Question, relatively minor. He's now a balanced PL/pp character, and is still one of the greatest detectives in comics.
Last edited by Arthur Eld on Tue May 25, 2010 9:00 pm, edited 4 times in total.
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Postby Arthur Eld » Wed Oct 15, 2008 3:36 pm

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Fingerless gloves, really?

Invincible
PL 10 150pp


Abilities: STR 36/16 (+13), DEX 12 (+1), CON 36/16 (+13), INT 12 (+1), WIS 12 (+1), CHA 12 (+1)

Skills: Bluff 4 (+5), Knowledge (pop culture) 6 (+7), Notice 2 (+3), Sense Motive 4 (+5)

Feats: Attack Specialization (unarmed), Beginner's Luck, Environmental Adaptation (space), Move-By Action, Power Attack

Powers: Enhanced STR 20, Enhanced CON 20, Immunity 4 (Aging, cold, disease, posion), Impervious Toughness 10, Super-Speed 5 (PF: Rapid Attack, AP: Flight 10 (10,000 MPH)), Super-Strength 5 (HL c. 55 tons)

Combat: Attack +5, +7 unarmed, Defense +7, Init +21

Saves: Toughness +13 (10 Impervious), Fortitude +13, Reflex +4, Will +4

Abilities 20+Skills 4+Feats 5+Powers 91+Combat 24+Saves 6=150

•Mark Grayson was just an ordinary boy, expect his father was the strongest superhero on the planet Earth, the alien Omni-Man. At the age of 17, Mark developed powers of his own, and, as one might expect, set out to fight crime about two weeks later with a homemade costume. Since then, he's become Invincible, teenaged protector of the Earth and its inhabitants.

•Invincible is a fun character, and looks to be a good one for solo play as well. He does a lot, which makes sense, considering shortly after his hero career begins, Earth's Mightiest heroes are all gone (with the exception of the Immortal). Despite the dilution of his fahter's alien DNA, he's still expectionally strong, stronger than any starting character from the core book,a nd only less Tough than one. As a result, he's not much of a fighter, but with Super-Speed, he doesn't need to be, cause he's gonna catch most everybody flat-footed, and with Rapid Attack he can dish some serious hurt to a large number of enemies. Course, only his Fort save is super, and a telepath could make mince-meat out of him.
Last edited by Arthur Eld on Tue May 25, 2010 8:38 pm, edited 3 times in total.
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Postby The Ilethryl Knight » Thu Oct 16, 2008 6:18 am

Cool Invincible you've got there. He's one of my favorite 'new' comic book heroes. He often flies out in space, so I was thinking maybe he should have Immunity to vacuum and radiation?
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Postby Arthur Eld » Thu Oct 16, 2008 9:00 am

Well, from what I've seen, he has to hold his breath in space, and with Endurance and a CON of 36, I think he can do that for some time. As far as radiation goes, again, with his toughness and Fort scores it would take something really impressive to get through that.

As a rule, I don't generally like giving Immunty to characters, especially when its not limited. For instance, I'm working on the Fantastic 4, and a lot of people have given Human Torch immunity to Heat and fire, but I don't think that's right. I mean, would you want a character totally immune to heat? I mean, what about Supes' heat vision?

I'm glad you brought that up, though, cause now I'm gonna go back and give Invince Environmental Adaptation (space).
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Postby Arthur Eld » Fri Oct 17, 2008 10:18 am

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Toss in Dracula, Werewolf-by-night, or Abbott and Costello, and we've got a hit on our hands!

Man-Bat
PL 9 101pp


Abilities: STR 26 (+8), DEX 16 (+3), CON 28 (+9), INT 6 (-2), WIS 12 (+1), CHA 10 (+0)

Skills: Aerobatics 6 (+9), Intimidate 10 (+10), Notice 8 (+9), Sense Motive 4 (+5), Stealth 6 (+9)

Feats: Attack Focus (melee) 2, Attack Specialization (unarmed), Improved Critical (unarmed), Improved Initiative, Move-By Action, Power Attack, Startle, Uncanny Dodge (hearing)

Powers: Flight 3, Super-Strength 2, Super-Senses 7 (Auditory Blindsight, Radius, ultahearing, Scent)

Combat: Attack +5, +7 melee, +9 unarmed (DC 23 unarmed, 19-20 crit), Defense +8

Saves: Toughness +9, Fortitude +9, Reflex +6, Will +4

Drawbacks: Normal Identity (Kirk Langstrom, Move Action, -2pp), One-way Transformation (Requires antidote, -4pp)

Abilities 40+Skills 9+Feats 9+Powers 17+Combat 26+Saves 6-Drawbacks 6=101

•Behold Man-Bat! Dr. Kirk Langstrom was developing a formula designed to give humans a version of bats' echolocation and decided to test it on himself, since he was going deaf. As one could predict, there was a side-effect, and Langstrom was transformed into a giant, anthropormorphic bat. He first came into conflict with Batman while trying to steal the components he needed to create an antidote to my condition.

•Well, he's pretty cheap, and that's just fine by me. Against Batman, he's no real threat, although with his formidiable physical stats, you can see how a less-experienced Bat could have to worry about him, and even now Bat needs to outhink the Man-Bat. Langstrom won't be able to lay a claw on the Bat, usually, but he can pretty much soak Bruce's attacks, and if he does hit, there could be a lot of trouble.
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Postby Arthur Eld » Mon Oct 20, 2008 9:37 am

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She's smart, beautiful, and she can take down the Hulk. Va-va-va-voom!

Wasp
PL 6 146pp


Abilities: STR 20/10 (+5), DEX 16 (+3), CON 12 (+1), INT 15 (+2), WIS 16 (+3), CHA 18 (+4)

Skills: Aerobatics 8 (+11), Bluff 6 (+10/+14), Craft (fashion) 8 (+10), Diplomacy 2 (+6/+10), Knowledge (business) 4 (+6), Pilot 2 (+5), Notice 6 (+9), Search 4 (+6), Sense Motive 6 (+9)

Feats: Attractive, Benefit (Wealth 2), Defensive Roll, Distract (bluff), Equipment, Improved Throw, Leadership, Move-By Action, Set-up, Taunt, Teamwork 2

Powers: Blast 5 (PF: Improved Critical), Comprehend 2 (Animals, Insects only) Flight 2 (Power Loss-When normal size, or when wings immobolized), Shrinking 20 (Extras-Normal Strength) Enhanced STR 10 (Limited to fully shrunk)

Equipment: Costume (+2 toughness), commlink

Combat: Attack +7 (+19 fully shrunk) (DC 20 sting, 19-20 crit, DC 20 unarmed), Defense +8 (+20 fully shrunk)

Saves: Toughness +4, +3 flat-footed, Fortitude +4, Reflex +8, Will +5

Abilities 27+Skills 12+Feats 10+Powers 58+Combat 28+Saves 10=145

•Janet van Dyne was a wealthy heiress, daughter of a prominent scientist, a man whose experiments resulted in his death. The man's assistant Dr Henry Pym, was asked by Jan to help her defeat the monster which had killed her father. Exposing her to Pym Particles, as well as further biogenetic enhancements, Janet was given superpowers and soon joined Pym as both his partner and long-time lover.

•Well, as I understand it, Shrinking doesn't count against PL caps, but I don't recall reading that in the core book (but that could be said about a few things) so Wasp has two PLs one when shrunk, one when not shrunk. With her Sting, as well as her increased strength at insect size, the Wasp can cause some serious hurt, because really, who can lay a finger on her? She won't be doing much damage, but she's better suited as a team player, anyway. Need someone to distract a monster by flying around its eyes, or zip inside a robot and start yanking out wires? Janet's your girl, and her years with the Avengers have made her a pro at aid actions, leading, and helping out teammates.
Last edited by Arthur Eld on Tue May 25, 2010 8:50 pm, edited 1 time in total.
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