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MisterO wrote:The Red Horse
Power Level 11
STR: +4 (18), DEX: +3 (16), CON: +6 (22), INT: +0 (10), WIS: +3 (16), CHA: +8 (26)
Saves: Toughness +6, Fortitude +6, Reflex +10, Will +7
Skills: Craft (artistic) 15 (+15), Diplomacy 6 (+14), Notice 4 (+7), Perform (dance) 8 (+16), Perform (singing) 8 (+16), Search 7 (+7), Sense Motive 5 (+8), Sleight of Hand 7 (+10)
Feats: Beautiful Voice (Diplomacy), Endurance, Environmental Adaptation (High Altitudes), Favored Environment (Airborne) 4, Innocence, Inspire, Leadership, Lionheart, Master Performer (Super-Skill; 6pp) Powerhouse, Prehensile Lips, Steadfast, Swift, Wallop
Sun Sheriff Staff Style (Feats: Accurate Attack, All-Out Attack, Attack Specialization (Staff of the Sun) 3, Defensive Attack, Improved Block 2, Lighting Strike, Sweeping Strike)
Powers:
Device 5 Staff of the Sun (Easy to lose, Restricted use (Sun Chosen); Drawbacks: Conditional Ownership)
. . Earth Control 10 (Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)
. . . . Air Control 10 (Alternate; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons)
. . . . Healing 10 (Alternate; DC 20)
. . . . Plant Control 10 (Alternate; Radius: 50 ft., DC 20)
. . . . Strike 8 (Extras: Penetrating; Power Feats: Mighty, Affects Insubstantial 2 (full power))
. . . . Weather Control 10 (Alternate; mix-and-match 2, Radius: 5000 ft., DC 20)
Flight 4 (100 mph Flaws: Winged)
Martial Arts Stance 2 (Sun Sherrif Staff Style; Flaws: Weapon-dependent (Staff of the Sun))
Super-Senses 3 (awareness of Zigatron, tremorsense)
Combat:
Attack +0/+4*, Staff of the Sun +6/+10*, Grapple +4/+8*
Plant Control 10, Staff Strike +12, Unarmed Attack +4
Defense +12/+16* (Flat-footed +6/+8*), Knockback -3, Initiative +3
*Maximum score while airborne.
Complications:
Accident (removal of staff)
Enemy (Zigatron)
Fame (Greatest Show EVAH!)
Honor (The Laws of the Sun)
Responsibility (obligations to managers)
Totals: Abilities 48 + Skills 15 (60 ranks) + Feats 16 + Powers 36 + Combat 24 + Saves 11 + Drawbacks 0 = 150
Created With Hero Lab® - try it for free at http://www.wolflair.com!Feat: Innocence
The hero is so pure-hearted, young, naive or clueless to understand sexual innuendo. They are immune to any interaction skill or effect that plays upon carnal desires, such as Distracting Looks, Bishounen/Bishoujo, or Attractive.
Feat: Master Performer
The hero is a master of all forms of entertainment: they can sing, dance, act and play any instrument! As a free action they can assign up to 5 power points worth of Perform skills each round. They are so good, in fact, they can even perform under great duress. (This is the Variable [all of type: skills], Limited to Perform skills with Skill Mastery (all perform)).
Flaw: Winged -1
You fly by using your great wings to lift you aloft. When taking this flaw the maximum ranks of Flight you can have is 4. You lose the ability to fly when you are without an atmosphere, are in water or other liquids or if your wings are bound or restrained in some way. Your wings can be specifically targeted by an attacker. The DC to hit your wings is equal to your Dodge bonus +10. If your wings are hit by a damaging attack they have a Toughness save equal to halve your own, rounded down.
Edit 6-20-10






JoshuaDunlow wrote:Well that's not bad, you did a good job bringing down a character who costs well over 200 points if i remember. However i think i may have to completely re-work her powers so she can be reconceptualized. In otherwords, find an easier way of doing things. I don't really like how she turned out the first time i did her anyways, its just too clunky.



You may do a power stunt as described under Extra Effort in Mu&Ma core. As an alternative to becoming Fatigued you instead can use the Power Stunted power as a full-round action. There are limitations to this however: The power must be the same effect as the power it is being stunted off of; if you take damage of any kind you cannot use the power stunt; you cannot use the same power stunt twice in a row.


Surprise Round
Bovine and the Beast Gang (x10; Boar, Panther, Rat, Tiger, Eagle, Shrike, Lizard, Spider, Centipede, Fox), Surprised
Urania and CSO Welker, Security Team (x4; Jenkins, Leroy, Mills, Wilson), Initiative 17/12, 6
-Urania will Ready an action. She will act when Bovine attacks the Security Team.
-Welker will attack Bovine with his weapon, since there are a number of Beasts in the way Bovine is considered to have cover, giving him a +4 bonus to Defense (17 Defense). Welker gets 17 on his attack roll, hitting Bovine dead-on. Bovine makes his Toughness Save (DC20) with 25. Jenkins attacks Rat, hits with 11. Rat gets a 6 on his Toughness save and is Staggered and Stunned. Leroy attacks Spider, hits with 17. Spider gets 17 on his Toughness save, and takes a Bruise. Mills attacks Lizard, hits with 22. Lizard beats his Toughness Save with 21. Wilson attacks Centipede, hits with 23. Centipede is Staggered and Stunned with 6 on his save.
Round 1
Bovine and the Beast Gang (x10; Boar, Panther, Rat [Staggered], Tiger, Eagle, Shrike, Lizard, Spider [Bruise], Centipede [Staggered], Fox) 1/11
Urania, Welker and Security Team (x4, Jenkins, Leroy, Mills, Wilson) 17/12, 6
-Welker will use a move action to see which of the Beast Gang was hurt by the opening salvo. They are currently standing twenty feet away so he has a -2 penalty to his Notice skill. Welker gets a natural 20 on his Notice check so he sees that Spider is slightly injured and that both Rat and Centipede are the worst off. He attacks Rat, hits with 14. Rat rolls his Toughness Save (DC20), fails with 13 and is now Stunned, Staggerd and Bruised. Welker will Surge so he can attack Centipede, hits with 20 and Centipede makes his save with 21. Welker is now Fatigued.
-The Beast Gang go into a Rage and move to attack the Security Team. Rat and Centipede hang back in reserve in case the battle goes bad. Boar and Panther are up first, they attack Leroy. Panther will strike first, he gets a 18 on his attack roll and hits. Leroy must save against DC20, gets 14. He is Stunned, Bruised and Injured. Boar instead of attacking will Aid Panther. Boar gets 12 on his Aid roll, giving Panther a +2 to his Attack his next turn. Tiger and Eagle will both attack Jenkins. Tiger misses with 12 and so does Eagle with 9. Spider and Lizard are up, they pair off to fight Mills. Spider misses his attack with 10 and so does Lizard with 5. Centipede will throw his knife at Wilson who is trying to take aim at the rushing Bovine. Centipede rolls a natural 20, automatically hitting Wilson and getting a Critical Hit. Wilson must make a DC23 Toughness save. He gets 11 and is Staggered, Disabled and Stunned. Fox and Shrike team up against Welker; Fox and Shrike are both taking an Aggressive Stance (full). Shrike hits high while Fox will hit low. Fox will make a Trip attack against Welker, he gets 16 on his roll getting Welker's legs; he gets 6 on his check, Fiat lets him re-roll the Trip with 19. Welker just beats that with 20. Shrike makes his move hitting Welker with 22; Welker makes his Toughness save with 20.
-Leroy will try to pistol whip (Toughness DC18) Panther, hits with 18. Panther makes his Toughness save with 20. Jenkins will try to shoot at Eagle with a -1 attack penalty for using a range attack in melee. He rolls 15 and hits Eagle; Eagle misses his save and takes a Bruise. Mills will attack Spider with his fists, he gets a natural 20 automatically hitting Spider. Spider gets a miserable 5 on his save, knocking him out! Wilson will move back, trying to keep out of range of the Beast Gang and Bovine.
-Bovine will attack Wilson. With Aggressive Stance (full) and Power Attack 2, Bovine hits with 16 and Wilson gets 17 on his roll. Wilson is now Stunned, Staggered, Disabled and Bruised.


BREAKING NEWS!
Anchorman: There is no news to report. Please return to your dinners.




marcoasalazarm wrote:Just bumping this.
MorningKnight wrote:Throwing more bumps.



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