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Saving the world, one d20 roll at a time

Praetorian: *silent whispers*

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Grace

Postby Praetorian » Fri Mar 13, 2009 5:46 am

Grace
Image
It was ignorance that almost wiped the world clean of magic last time....it will not happen again!!

PL: 12
PP: 181

Abilities: STR 15; DEX 18; CON 16; INT 28; WIS 30; CHA 18

Saves: Tough 3 (+12 Imperv Force); Fort 5; Ref 6; Will 10

ATK: 6
DEF: 15
INI: 8

FEATS: Accurate Atk; Attractive (3 ranks); Benefit: Status (4 ranks, Rathumi Pricess/ Chosen One); Critical Strike; Diehard; Eiditic Memory; Favored Opponent (3 ranks; Magical Beings/ Users); Improved Block; Improved ini (1 rank); Inspire (2 ranks); Mobility; Ritualist; Seize Initiative; Talented Arcanist (Concentration, Knowledge {arcane}); Ultimate Save (2 ranks; 1 Tough, 1 Ref)

POWERS: Magick (16 ranks; Feats: Affects Insubstantial; Drawbacks: Power Loss {Unable to gesture})
-Blast (10 ranks; Extras: Alt Save {will})
-Forcefield (12 ranks; Extras: Impervious)
-Variable Power (7 ranks; Any one power w/ Magical Descriptor; Flaws: Distracting)
Flight: Wings (4 ranks; Feats: Improved Maneuverabilty*, Incredable Capability*; Drawbacks: Power Loss {bound}, Noticeable {large dragonfly wings})
-Strike (6 ranks)
-Deflect: Slow Projectiles (6 ranks)
Super Senses (2 ranks; Detect Magic; Magical Awareness)
Immunity (3 ranks; Aging, poison, disease)
Suspended Animation (1 rank; Flaw: Uncontrolled)

Skills: Concentration 14; Gather Information 10; Knowledge (Arcane) 17; Notice 11; Search 8

Complications: Charge* (Malikia); Oddity* (Rathumi)

Back Story: Grace is one of the last surviving Rathumi, a race of insect winged humans that existed Eons ago, when the world was still ripe with magic.She is considered the "chosen one" of her people, and is identified as such by the full dragonfly tattoo on her back and the dragonfly wing tatoos on her face. During the "Dark Age", when magic was almost wiped from the world, Grace fell into a suspened animation, not waking until 2211 A.D.
She became aware of Makikia, the first Rathumi born in eons, and realizes that the fate of renewing magic to this world rests within him.

**Grace is one of my favorite characters, and I have actually based a DnD race on the Rathumi just because of her. She is a very powerful sorceress, as well as a decent warrior. She was also a Princess among the Rathumi people back when Magic litered the world, as well as the "chosen one" of her people. She is thousands of years old, but thanks to her immunity to aging, she appears as an atheltic woman in her late 20's. She also has the rare ability to fall into suspended animation, though she can't activate it at will.

Her Flight has two feats that I created: Improved Maneuverablity and Incredable Capability.

Improved Manueverablity gives a +4 bonus to maneuvers requiring acrobatics while in flight. While flight is defaulted at Perfect, I consider this character, because of her type of wings, more agile in the air then most other winged flyers. Dragonflys are EXTREMELY agile flyers, able to change a large multitude of directions within little more then a minute.

Incredable Capability lets her move at half her ranks of flight while having access to her APs in flight, though she is only able to use them at half rank as well. It sacrifices 2 ranks of flight to be able to use 3 ranks of deflect or 3 ranks of strike. It is a feat limited to characters that have more then one pair of wings, such as the Rathumi do.

I also gave her Mobility as a feat, giving her +4 to her dodge bonus when moving away from an opponent, or while moving through a "threatened area"

Charge works like Responsiblity as a complication, though it is narrowed down to a single target or small group of targets. Again, one of my creations.
Oddity works like Prejudice as a complication, except for the fact that instead of a minority, you are considered SEVERLY rare, either racially or otherwise.
Circus freaks could take this instead of Prejudice, and I see it fitting for anyone of the Rathumi race, as there are only 3-4 of them alive during the Soulfire's origional run.

:arrow: EDIT: 3-5-08: I reversed my earlier descision on just giving her a full variable power. She still has one, but now it runs off her Magic ranks, and it only gives her 21 pp's in the variable pool to play with, which is below the 32 pp pool that her 16 ranks of magick gives.
I am more comfertable with this, as it lowers her a level, and is just all-around cleaner IMO.
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Green Arrow

Postby Praetorian » Fri Mar 13, 2009 5:48 am

Green Arrow
Image
I can shoot an arrow down the barrel of a gun, pierce a fly from 200 yards away, and split the head of a pin.....so, your odds that I'm gonna miss are looking mighty slim, punk.....care to give up?.

PL: 11
PP: 175

Abilities: STR 16; DEX 18; CON 16; INT 17; WIS 18; CHA 15

Saves: Tough 5; Fort 4; Ref 6; Will 4
*=+2 toughness from costume

ATK: 7
DEF: 6
INI: 8

FEATS: Accurate atk; Acrobatic bluff; Assessment; Atk Focus (2 ranks; Melee); Atk Focus (1 rank; Rngd); Atk Specl (2 ranks; Bow); Defensive Roll (2 ranks); Dodge Focus (2 ranks); Endurance (1 rank); Equipment (2 ranks); Evasion (1 rank); Improved Aim; Improved Crit (3 ranks; Custom bow & Arrows); Improved Grab; Improved ini (1 rank); Improved Sunder; Instant Up; Luck (2 ranks); Move-by Action; Power atk; Precise Shot (2 ranks); Prone Fighting; Quick Draw (2 ranks); Rngd pin; Seize Ini; Skill Mastery (1 rank); Sneak Atk (2 ranks); Takedown atk (2 ranks); Toughness (2 ranks); Track; Ultimate Aim (1 rank); Ultimate Deflect*(1 rank)

Powers: Device: Custom Bow and Arrows (8 ranks; Easy to Loose, PF: Improved Range)
-Blast (5 ranks; Extras: Autofire, Penetrating; PF; Mighty)Normal Arrow{/i}
--AP: Blast (6 ranks; Extras: Area{Explosion})[i]Grenade Arrow

--AP: Dazzle: Auditory (8 ranks; Extras: Area{Line})Siren Arrow
--AP: Dazzle: Visual (8 ranks; Extras: Area{Burst})Flash Arrow
--AP: Nauseate (6 ranks; Extras: Area{Cloud})Tear Gas Arrow
--AP: Obscure: Visual (6 ranks; Extras: Area{Cloud})Smoke Arrow
--AP: Snare (8 ranks)Net Arrow
--AP: Stun (8 ranks)Taser Arrow
--AP: Supermovement: Swinging (4 ranks)Grappling Arrow
--AP: Trip (8 ranks)Bola Arrow
--AP: Vibration Constrol (8 ranks; Extras: Area{Cone}; Flaws: Touch Rng)"Shatter" Arrow
-Strike (4 ranks; PF: Extended Reach, Mighty)
-Deflect (5 ranks; Extras: Ranged; Flaws: Limited{rnged only})

Skills: Acrobat 8; Climb 8; Concentration 10; Craft (electronic) 9; Craft (mechanical) 8; Disable Device 9; Escape Artist 9; Intimidate 7; knowledge (streetwise) 10; Knowledge ("Bowman" Tactics*) 12; Knowledge (business) 10; Notice 11; Pilot 6; Search 7; Stealth 9; Survival 11; Swim 8

Equipment:
Costume (Protection 2, camo{foilage}) 3 EP
Sword (5 EP)

Back Story: Oliver Queen was Star City's millionare playboy: brash, young, handsome...and talented when it came to women. However, going overboard on his yacht changed all that, as Queen was forced to fend for himself on a desert island. He learned how to hunt with a makeshift bow and arrows, and made it off the island after over-coming a gang of drug smugglers and handing them over to the authorities. He then decideed that it was time to give something back to the society that he had taken so much from...and he became the Green Arrow!!
Over the years, "Ollie" Queen has taken on two apperentices, Roy Harper Jr. and Mia Deardon, to take palce by his side as "Speedy", his bow-weilding sidekick, as well as having two or three children, one being his interm replacement, Connor Hawke. He has lost his fortune, been dead, ressurected, homeless, but now is well off, with his "Arrow Family", including his long time lover, Dinah Lance, a.k.a. Black Canary.

**aaahhhh...back to proper characters without TONS OF DAMN PP's *curses batman*. The Green Arrow is a nice, even build...something I am going to be doing quite a bit till I hit Wonder Woman and Superman.

I have done a few things with Ollie that I haven't seen in other builds. First, you will notice in the skills seciotn that there is a "Bowman's" tactics in knowledge. There are a set specific tactics that one, a set, or more bowmen will use in combat, and Ollie, having the "Arrow Family", knows all of them.
Next, you will notice that he has Deflect on his custome bow, as well as an "Ultimate Deflect". I put there in there because Ollie is one of two-to-three archers in the DC Universe that have an undeniable knack for shooting arrows, and other similar projectiles, out of the air, basically "nullifing" another slow moving projectile.

Ollie is also rather good at fighting WITH his bow as a staff weapon, so I added a bit to if for an Extended Reach, mighty strike.

You will also see that Ollie has an arrow that you won't exactly find mentioned in any list of his trick arrows: "Shatter" arrow. This is in there as part of the "Godfallen" touch, and to showcase that Ollie likes to create new "trick arrows" when he has the time. The Shatter Arrow is interesting in the way it works: It has a cone area Vibratory blast that gets released from the arrow head upon impact....so it has a touch rng on the attack itself, but a cone area.

You will also notice that I kinda "enhanced" the Siren Arrow, giving it a Line aree instead of the burst type. I like to think of it as a high pitch whistle in the arrowhead...so it gets a 5 ft wide, 200ft long area of Auditory Dazzle....meaning it screams as it flies through the air...kind of a nice way to make opponents look a different way...or alert team members...etc, etc...

Again...I loved doing the Green Arrow...it was nice to get back to a "basic" character style with a few tricks.
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Green Lantern- Hal Jordan

Postby Praetorian » Fri Mar 13, 2009 5:51 am

Green Lantern (Hal Jordan)
Image
This is MY sector...and your in trouble!

PL: 13
PP: 230

Abilities: STR 17; DEX 16; CON 17; INT 19; WIS 18; CHA 17

Saves: Tough 3; Fort 6; Ref 4; Will 8

ATK: 9
DEF: 8
INI: 7

FEATS: All Out Atk; Assessment; Atk Spcl (3 ranks; Oan Power Ring); Beneift: Status (3 ranks; Green Lantern); Contacts; Critical Strike; Defensive atk (2 ranks); Dodge Focus (1 rank); Favored Opponent (2 ranks; Sinestro Corps); Fearless; Improved Grab; Improved Ini (1 rank); Improved Pin; Inspire (3 ranks); Leadership; Luck (1 rank); Power Atk; Quick change (2 ranks); Ranged Pin; Second Chance (1 rank; Mind Control); Skill Mastery (1 rank); Strong Willed*; Takedown atk (2 ranks); Teamwork (3 ranks); Ultimate Save: Will (1 rank)

Powers: Device: Oan Power Ring (24 ranks, Hard to loose; Restricted: +8 will or higher)
-Create Object (9 ranks; Extras: Movable; Pf: Progression x2, Precise, Tether)
--AP: Forcefield (11 ranks; Extras: Impervious)
--AP: Snare (10 ranks; Extras: Backlash; PF: Reversable)
--AP: Illusions (6 ranks)
--AP: Summon Minions (5 ranks; Extras: Fanatical, Horde; PF: Progression x2, Sacrifice)
-Blast (13 ranks; PF: Split Atk, Penetrating)
--AP: Stun (10 ranks)
--AP: Strike (8 ranks; PF; Mighty)
--AP: Telekinesis (8 ranks; Extras: Perception; PF: Bracing)
-Immunity (9 ranks; Life support)
-Flight (12 ranks)
--AP: Space Travel (2 ranks)
--AP: Teleport (5 ranks; PF: Change Direction)
-Supersenses (10 ranks; Cosmic Awareness; Detect{Cosmic Energy}; Direction; Distance; Post-cog; Time sense; Tracking)
-Communication (8 ranks; Extras: Area; PF: Improved Range x2)
--AP: Comprehend Languages (4 ranks)
Device: Oan Power Battery (1 rank, hard to loose; Restrictedx2: Green Lantern)
--Removes Drawback: Power Loss-Failure ot recharge ring


Skills: Concentration 11; Diplomancy 9; Gather Information 8; Knowledge (tactics) 8; Notice 9; Pilot 11;

Drawbacks: Powerloss: Oan Power Ring {Failure to recharge every 24 hours}

Back Story: Hal Jordan is perhaps the greatest Green Lantern to ever exist amongst the corps. Not only does he have the heroics and the will to weild the ring to it's fulliest extent, but he has also been the catalyst in helping the other Green Lanterns learn how to overcome the Yellow impurity flaw in their rings. He served as host to Parrallex, the embodiment of fear itself, and the source of the yellow impurity, as well as spending time as the host for the Spectre, the spirit of God's Vengance.
Reborn to his human form, Hal came none too late, as his former teacher and friend, Sinestro, had formed an army of Ring bearers himself, dubbed the "Sinestro Corps". In a universal wide battle that pitted Oan Ring weilding Green Lanterns against the fear powered yellow rings that the Sinestro Corp used, Hal Jordan served as leader and spearhead in many of the battles, finally defeating the Sinestro corps, but at a cost that could rip existance assunder: the re-writing of the rule of "no lethal force" by the Guardians, and the start of "Blackest Night", the prophized battle of the Corps, including the introduction of Red, Orange, Blue, and Lavender Power Rings....something the Guardians have hidden the knowledge of for a very long time.

**As a Green Lantern, you can't get better then Hal Jordan. He is the quintissental soldier turned superhero, and has a will that most heros wish they had.
Hal is a great leader, valued team-mate, and amazing at support, so he has the feats to back all that up, plus the skills he would need to accomplish his goals as a intergalatic peace-keeper.

The Ring was a pain, because you just want to put EVERYTHING in there...but I decided against it and popped in the 6 main powers the Ring is known best for, and AP'd most of everything else into them...at least the stuff Hal uses most often. I gave him Create Object, and put his forcefield, Snare, Illusions, and Minions under that...as they are all creation style powers in the way that the Lanterns use them.

I then took blast, and put his Stun, Strike, and TK under that...symbolizing the more combative use of the rings..and things that he would need strngth for. Hal hits hard with his ring, and his TK gives him an effective str of 40 for moving objects and bracing buildings....meaning Hal can support anywhere from 6 tons of material as his heavy load, with the rings powers....sounds about right.

His flight has teleport under it, giving Hal, and other GL's, the ability to really move from here to there faster then flying, or space travel, should they choose.

He also a wide array of super senses, and also serves as a universal communicator, with his communication and comphrehend powers.

Hall doesn't ahve the greatest toughness save in the world, but GL's are dependant on their ring to get them through fights...so I thought that appropriate.

*Strong Willed: Created Feat that provides +4 vs. Mental effects and other will saves.
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Hawkman

Postby Praetorian » Fri Mar 13, 2009 5:54 am

Hawkman
Image
This is going to hurt...you...alot

PL: 11
PP: 183

Abilities: STR 29; DEX 17; CON 22; INT 21; WIS 17; CHA 16

Saves: Tough 6; Fort 6; Ref 3; Will 6

ATK: 9
DEF: 7
INI: 7

FEATS: All out atk; Ambidexterty; Assessment; Atk Focus (3 ranks; Melee); Atk Spcl (1 rank; Mace/Flail); Defensive atk; Diehard; Editic Memory; Equipment (3 ranks); Evasion (2 ranks); Favored Enviroment (2 ranks; in the air); Improved block (2 ranks); Improved Crit (2 ranks; Mace/Flail); Improved Defense (1 rank); Improved Disarm (2 ranks); Improved Grab; Improved Grapple; Improved Ini (1 rank); Improved Pin; Improved Sunder; Inspire (2 ranks); Move-by atk; Power atk; Rage (3 ranks); Ritualist; Seize Ini; Stunning atk; takedown atk (3 ranks)

Powers: Regeneration (2 ranks; PF: Reincarnation)3
Device: Nth Metal Costume (10 ranks; Hard to loose; PF: Restricted {+6 will or highter})41
-Flight (5 ranks)
-Enhanced Str (14 ranks)
-Enhanced Con (8 ranks)
-Super Senses (2 ranks; Extended vision x2)
-Regeneration (10 ranks)
-Immunity (6 ranks; Cold, Thin Atmosphere, Temporal energy, Spatial energy)
-Protection (4 ranks)

Skills: Concentration 7; Diplomancy 11; Intimidate 8; Knowledge (history) 12; knowledge (tactics) 12; Notice 9; Profession (archiologist) 12; Search 9; Survival 8

Equipment:
Arsenal (13 EP)
Spear
Mace
Warhammer
Sword
Flail
Battleaxe
Bow

Back Story: Carter Hall shares an unusual tie to two of histories most famous figures: Doctor Fate and Black Adam. Back in the time of ancient Egypt, the three were known as Prince Khufu (Hall), his royal sorceror Nabu (Fate), and their Champion, Teth-Adam (Black Adam). They came across a Thanagarian ship, and after the passing of it's passenger, the special metal of the ship was used to create three objects: a knife, a glove known as the Claw of Horus, and a scarab that allowd Prince Khufu to fly. Khufu and his lover, Chay-Ara, were betrayed by the priest Hath-Setm who used the knife to kill them. However, due to their strong conenctions as lovers, and exposure to Nth Metal, both Khufu and Chay-Ara would forever become re-incarnated over and over, destined to find one another. Their connection is so strong that, Kendra Saunders, the current re-incarnation of Chay-Ara, could use it to help bring Carter Hall back from the dead.

**Carter Hall was very simple to do...simplier then anyone else, but I added a few things after reading about him.

He gets Ritualist, because one of his past lives was as a priest, and as such, he still has the power to "bless" objects, making them holy. He has done this with the water in a building's sprinkler system, and killed a group of vampires that way.

I also learned that it's not the Wings that allow a Thanagarian to fly, but rather the costume itself. The wings are laced with Nth Metal to help navigation and manuvering...but the power of flight comes from the shoes and belt that Hawkman wears.

I gave him a natural regeneration, with Reincarnation, because even if he was never Hawkman again, both Chay-Ara and Khufu would be born again in the mortal world.
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Hulk, Grey

Postby Praetorian » Fri Mar 13, 2009 5:56 am

Grey Hulk
Image
Hulk sorry he broke tricycle...Hulk go stand in corner....

PL: 13
PP: 192

Abilities: STR 30; DEX 14; CON 25; INT 12; WIS 16; CHA 11

Saves: Tough 7 (+7 ALL Imperv); Fort 7; Ref 2; Will 3

ATK: 3 (5 Melee)
DEF: 17
INI: 6

FEATS: Accurate Atk; All Out Atk; Assessment; Atk Focus (2 ranks; Melee); Chokehold; Contacts; Distract (2 ranks); Dodge Focus (1 rank); Facsinate (2 ranks); Fearless; Fearsome Presence (2 ranks); Improved Critical (2 ranks; Unarmed); Improved Grab; Improved Grapple; Improved Ini (1 rank); Improved Throw; Improved Trip; Interpose; Power Atk; Rage (4 ranks); Startle; Takedown Atk (2 ranks);

POWERS: Enhanced Str (12 ranks)
Enhanced Con (11 ranks)
Growth (4 ranks; Extras: Continous; Flaws: Permanent; Feats: Innate)
Super Str (9 ranks: Feats: Ground Strike, Bracing, Counter Punch, Thunder Clap)
-Leaping (5 ranks)
-Immovable (4 ranks; Extras: Unstoppable)
Immunity (16 ranks; Cold, Heat, High Pressure, Starvation/Thirst, Mental Effects {Limited}, Critical Hits, Bullistics)
Regeneration (12 ranks; Feats: Persistant, Diehard, Regrowth)
Impervious Protection (7 ranks)
Super Senses (4 ranks; Spiritual Awareness, Direction Sense, Distance Sense, Lowlight)
Morph (5 ranks; Extras: Continous; Feats: Metamorph x2)

Skills: Climb 4; Disguise 8; Intimidation 12; Notice 8; Sense Motive 8; Swim 4

Drawbacks: Full Power (Morph -1)
Involuntary Transform (Morph -3)

Complications: Enemy (Abomination, Leader, US Military, Absorbing Man, etc)
Hatred (Puny Banner)
Reputation (Monster)
Temper

Back Story: The Grey Hulk...Joe Fixit...a weaker, but more cunning Hulk. This is the ORIGIONAL form of Hulk, and, while weaker then it's green, savage counterpart, he is crueler and more cunning, even once working as a Las Vegas Legbreaker for the mafia, taking the name of Joe Fixit.

**This is my PL 13 Grey Hulk, another build that connects with my PL 13 Bruce Banner. While slightly weaker then Savage Hulk, Grey hulk is no laughing matter, and comes with a higher atk and defense then Savage. He also comes with more skills and Feats, to represent his increased intelligence and Cunning. He will use Intimidation more (Distract, Facsinate, Fearsome Presence, Startle) to get people to do what he wants then Savage will, and that stems more from his Joe Fixit years then natural ability.

He only gets a +6 to str from Rage, rather then the full +8 he would get, and his rage last abour the same time as Savage's, though Grey doesn't use it as much.

The majority of his powers are weakened, but what he looses in power, Grey hulk makes up by being faster and being able to hit a more then Savage, who relies on more "large damage" then being able to HIT the opponent.

I would consider Grey Hulk to be very much ON PAR with Thing in a fight.
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Hulk, Savage (Green)

Postby Praetorian » Fri Mar 13, 2009 5:59 am

Savage Hulk
Image
OHHHH YEAH!!!....I mean...HULK SMASH!!!!

PL: 13
PP: 192

Abilities: STR 35; DEX 12; CON 28; INT 7; WIS 14; CHA 7

Saves: Tough 9 (+8/ ALL Imperv); Fort 9; Ref 1; Will 2

ATK:2 (4 melee)
DEF:16
INI:1

FEATS: All Out Atk; Atk Focus (2 ranks; Melee); Chokehold; Crushing Pin; Fearless; Fearsome Presence (3 ranks); Improved Critical (4 ranks; Unarmed); Improved Grab; Improved Grapple; Interpose; Power Atk; Rage (6 ranks); Takedown atk (2 ranks);

POWERS: Enhanced Str (13 ranks)
Enhanced Con (12 ranks)
Growth (6 ranks; Extras: Continous; Flaws: Permanent; Feats: Innate) [19]
Super Str (11 ranks: Feats: Ground Strike, Thunderclap, ShockWave) [27]
-Leaping (7 ranks)
-Immovable (7 ranks; Extras: Unstoppable)
Immunity (17 ranks; Cold, Heat, High Pressure, aging {Limited}, Vacumm {limited}, Starvation/Thirst, Mental Effects {Limited}, Critical Hits, Bullistics) [17]
Regeneration (14 ranks; Feats: Persistant, Diehard, Regrowth) [17]
Impervious Protection (8 ranks) [25]
Super Senses (3 ranks; Spiritual Awareness, Direction Sense, Distance Sense) [3]
Morph (5 ranks; Extras: Continous; Feats: Metamorph x2) [12]

Skills: Climb 5; Intimidation 10; Notice 4; Swim 5

Drawbacks: Full Power (Morph -1)
Involuntary Transform (Morph -3)

Complications: Enemy (Abomination, Leader, US Military, Absorbing Man, etc)
Hatred (Puny Banner)
Reputation (Monster)
Rivalry (Anyone Stronger than Hulk)
Temper

Back Story: The Incrediable Hulk, the Savage Version. A man trapped in a monster, the Hulk has the intelligence and temperment of a child, but the strength and durability that ranks higher then many gods.

**Wow...this is the first build in a long time I had to do with paying attention to costs everywhere. This one had to be PRECISE as hell, so as to work with my metamorph theory for Hulk.

First off...I was worried about the Atk, until I remembered that your STR bonus counts in Melee atks...and if it's anything that the Hulk does best...it's MELEE. His highest atk total, when in melee (with feats), is a 26 to hit...It helps having huge fists.

He has a higher Immunity them most other Hulks I've seen on the Forums, having resistances to aging, vacumms, and mental effects, and being completely immune to Critical Hits, Ballistics, Cold, Heat, High Pressure, and Starvation/ thirst.

His lifting capacity, at max ( no extra effort), gives him a 12.2k heavy laod...about the weight of a cruiser...yeah...seems about right for Savage Hulk..his push/ drag is 64k tons, letting him drag a battleship with ease, as a battleship is only 50k tons in MM standards. Whats the differance between a Cruiser and a Battle ship? about 2 ranks of Super Str.

The Hulks Grapple Check, at Max, sits at a highly Impressive 52 for the big guy...YIKES....(Black Adam 2040 just fainted)

Anyway...I will have the Grey Hulk up in a few days....I don't think I will be doing Professor Hulk..because there is no real way to balance P. hulks INT and Knowledge with all that str and ability....not as a PL 13
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King Shark

Postby Praetorian » Fri Mar 13, 2009 6:04 am

King Shark
Image
*hums the "Jaws" tune*

PL: 12
PP: 170

Abilities: STR 34; DEX 16; CON 31; INT 14; WIS 13; CHA 16

Saves: Tough 10; Fort 10; Ref 3; Will 1

ATK: 9
DEF: 6
INI: 7

FEATS: All out atk; Assessment; Atk Focus (2 ranks; Melee); Crushing Pin; Favored Enviroment{Underwater}(2 ranks); Fearsome Presence (2 ranks); Improved Grapple; Improved Ini (1 rank); Improved Pin; Power atk; Rage (5 ranks{1 rank increased Duration}); Startle

Powers: Growth (6 ranks; Extras: Continous; Flaws: Permanent; PF: Innate)
Additional Limb (1 rank)
Swimming (5 ranks)
Immunity (3 ranks; High Pressure, Cold, Breath Normally underwater)
Strike (6 ranks; Extras: Penetrating; PF: Mighty)14
--AP: Strike (9 ranks; Extras: Penetrating; Flaws: Requires Grapple; PF: Mighty)
Super Str (8 ranks)
Supersenses (3 ranks; Tremorsense {Under Water only}, Smell, Tracking{smell})

Skills: Intimidate 13; Knowledge (Oceanscape) 9; Swim 14

Back Story: Son of the Shark God, Nanaue is a large, vicious shark-like humanoid that has a heightened taste for blood. A known killer of land-dwellers and Atlanteans alike, he is currently serving as the new Aquaman's bodyguard, assigned there by the Dweller of the Depths...as well as a mole placed there by his father, the Shark God, with the intent that, when the time is right, to kill the new Aquaman.

**Big, vicious, and nasty, King Shark is a melee beast, so keep him far from you and you should be fine...but should you choose to get in close...make it quick and hard, becaue your going to need to with this ocean monster!
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Lara Croft

Postby Praetorian » Fri Mar 13, 2009 6:16 am

Lara Croft - Tomb Raider
Image
beware the guns in my HANDS...you idiot!!

PL: 10
PP: 150

Abilities: STR 13; DEX 17; CON 14; INT 19; WIS 17; CHA 15

Saves: Tough 2; Fort 4; Ref 5; Will 4

ATK: 5 (7 ranged)
DEF: 13
INI: 3

FEATS: Acrobatic Bluff; Ambidexterity; Atk Focus (2 ranks, Rngd); Attractive (3 ranks); Benifit: Status (5 ranks-Countess of Abbingdon); Benefit: Wealth (6 ranks); Connected; Contacts; Defensive Roll (2 ranks); Dodge Focus (2 ranks); Editic Memory; Elusive Target; Endurance (2 ranks); Equipment (6 ranks); Evasion (2 ranks); Improved Aim; Improved Trip; Instant up; Luck (2 ranks); Move-by Action; Precise Shot; Quick Draw; Second Chance (2 ranks; falling, triggering traps); Ultimate Effort (3 ranks; Ref, Aim, Ultimate Skill: acrobatics); Well-informed

POWERS: N/A

Skills: Acrobatics 13; Climb 8; Computers 6; Concentration 9; Disable Device 8; Drive 7; Gather Information 11; Investigate 11; Knowledge (Archeology) 16; Knowledge (History) 16; Languages* 7; Notice 10; Ride 7; Search 11; Sense Motive 9; Stealth 8; Survival 11; Swim 8

Equipment:Heavy Pistols (16 EP)
Adventure Gear (14 EP)
-Commlink Headset w/video Camera
-PDA (Immunty 1 rank-Waterproof)
-Binoculars w/lowlight
-Flashlight
-GPS (w/Extended Range x2)
-Grapling Hook (allows supermovement: Swinging, Wall Crawling {limted-radius=30 feet})
Arsenal (20 ranks)
-Frag Gernade
-Gernade Launcher
-Machine Pistol
-Shotgun
-Assult Rifle
-Knife
Motorbike (9 EP)
Average Croft Mansion (18 EP; Stately Manor Template)

Languages*: Russian, Mandarin, Italian, French, German, Egyptian, Arabic

Back Story: Lara Croft is a world reknowned Archeologist and adventurer, as well as the Countess of Abbingdon, a title she inherited after the dissappearance of her mother and father at the age of 15. She expierianced her first "trek" at the age of 12, when a plane containing her mothr and herself crashed in the mountains of Nepal. She spent several days makeing her way through harsh wilderness and terrifing circumstances to finally reach civilization.
She attended Oxford and became an olympic level gymnist, as well as a highly skilled all around athlete. She also became one of the worlds foremost figures in the field of active archology, spending her time more in the tombs and temples than in a museum or behind a desk.

**WOW...Her scores came out a PERFECT 150 pps...imagine that..Lara Croft...a perfect 10. I think her equipment is the most I've ever bought for a character to date, and it's actually below what she would have....appearantly there isn't just one croft mansion, but rather more like 15...course..she can't live in more then one at a time...so I'm not buying all of them.
Her Adventure Gear is done as an array, and much of what she has in it is modified: Her headset carries a small vid cam, as well as a comlink. Her Binoc's have lowlight abilities. Her Grappling Hook allows two super movements and has a reach of 20-30 ft. Her GPS has extended Range, working up to 5-6 miles. ANd lastly, her PDA is waterproof.
FOr a character without powers or devices, I can't believe she came out as a Level 10..but I'm happy with it actually. I think it fits Croft very well, between her acrobatics, fighting abilities, and intelligence.
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Lavonna Jackson

Postby Praetorian » Fri Mar 13, 2009 6:26 am

Lavonna Jackson
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wonder what this apple would taste like with some blood on it?

PL:5
PP:74

Abilities: STR 9; DEX 8; CON 9; INT 6; WIS 7; CHA 8

Saves: Tough -1; Fort -1; Ref 2; Will 3

ATK: 4
DEF: 12
INI: -1

FEATS: Beginners Luck; Hide in Plain Sight; Luck (2 ranks);

POWERS: Death Touch (14 ranks; Extras: Aura, Continous; Flaws: Permanent; Feats; Extended Reach, Progression x5)
Immunity (2 ranks; Own powers, disease)

Skills: N/A


Back Story: Lavonna Jackson is a second generation Ultra-Sapien born in Africa. Unfortunately, her powers have "short circuited", leaving her with a permanent aura of death that extends 50 yards from all around her.

**LOWEST CHARACTER TO DATE!!! I fought with Drain Con vs. Death Touch...but I settled on death touch with a continous, permanent aura, and gave her extended reach to give her that 5 ft reach, the progression x5 to ram that up to past 150 ft, giving her the 50 yards bit. She has no skills, as the town she lived nearest too would bring her food, at the expense of someone sacrificing themselves. As long as she was "happy" she spent her life living about 70 yards from the village outskirts.

What I really love about the character, specially in the art...is that if you read Hunter-killer #4, can you tell me how large animals like people, dear, snakes, etc..are all dead in her presence...BUT FLIES CAN SURVIVE!!!!! I didn't know a fly had like a +40 saving throw for fort...thanks, Mr. Silvestri.
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Martian Manhunter

Postby Praetorian » Fri Mar 13, 2009 6:33 am

Martian Manhunter
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Thanks to your arrogance and stupidity, I have now seen two worlds die. I will never forgive you for this.

PL: 13
PP: 423

Abilities: STR 32; DEX 17; CON 25; INT 18; WIS 16; CHA 16

Saves: Tough 7; Fort 13; Ref 3; Will 7
*+9 to toughness from protection

ATK: 6
DEF: 8
INI: 11

FEATS: All out Atk; Atk focus (2 ranks; Melee); Atk Specl (1 rank; Mental Blast); Benefit: Alt ID (4 ranks); Connected; Defensive Atk; Editic Memory; Evasion (2 ranks); Hide-in-plain sight; Improved Ini (2 ranks); Interpose; Leadership; Masterplan; Power atk; Stunning atk; Teamwork (3 ranks); Trance; ultimate Save: Will (1 rank); Uncanny Dodge: mental awareness (2 ranks); Well informed

POWERS: Enhanced Fort (6 ranks)
Enhanced Str (14 ranks)
Speed (14 ranks)
-AP: Flight (12 ranks)
-AP: Space Travel (1 Rank)
Protection (9 ranks; Impervious 7)
Invisibility (4 ranks)
Insubstational (4 ranks)
Quickness (6 ranks)
Immunity (9 ranks; Aging, Disease, Critical hits, Fire{limited-Pryokinesis})
Super Str (12 ranks; PF: Super Breath)
Super Senses: Visual (10 ranks; Infravision; Microscopic Vision x2 ranks; X-Ray vision; Extended x2; Ultravision)
-AP: Blast: Heat Vision (5 ranks)
Super Senses: Audio (4 ranks; Ultrahearing; Radio; Extended x2)
Super senses: Mental (3 rank; Tracking{Track Thoughts}; Detect Invisiable; Mental Awareness)
Telepathy (14 ranks; PF: Mental Link)
-AP: Illusion (8 ranks; 4 pnt type; Flaws: Phantasm; PF: Selective, Progression x2)
-AP: Stun (8 ranks; Extras: Alt Save{Will}; PF: Sedation)
-AP: Mental Blast (6 ranks)
-AP: Mimic Skills (6 ranks; Extras: Perception Rng, Affects Others)
-AP: Mind Shield (10 ranks)
Shapeshift (15 ranks;)

Skills: Computers 8; Concentration 12; Diplomacy 8; Gather Info 9; Investigate 9; Knowledge (Martian History) 11; Knowledge (Martian Biology) 8; Pilot 7; Profession (Manhunter) 12; Search 9; Sense Motive 11;

Drawbacks: Vulnerable: psychic flames (+3); Weakness: Chocos (+3)

Complications: Mortal Enemy (Ma'alefa'ak), Hatred (lies)

Back Story: J'onn J'onzz is one of the last of his race, a native son to the Red Planet..a Green Martian. He was accidentally transported through time and space to the lab of Dr. Saul Erdel, who helped the lonely Martian deal with the grief of losing almost his entire race to a telepathic diesease concocted by his own brother, Ma'alefa'ak.
J'onn began to use his shapeshifting and telepathic powers to become, on this world, what he was on Mars: a Police Detective...a Manhunter! He was both Det. John Jones and the superhero known as the Martian Manhunter. He has been known to have power that rivals that of the Big Blue Boyscout, Superman!
Recently, after a fight with the long-thought-dead white martians, and a terriable ordeal where J'onn reverted back to the origional race of Martians, known as The Burning, the Martian Manhunter has ended his long fight, being laid to rest in a pyramid among the red sands of his native planet Mars.

**HOLY SHNIZZLE!!!...I can't believe they killed the Manhunter!!!!! WHY DC...WHY??????

ok...so...I didn't MEAN too...but the Martian Manhunter...cuz he is the literal "Swiss Army knife" of DC Superheros, outdoes batman in points.
All the stuff that J'onn can do is rather insane...from his shapeshifting and telepathic abilities, to his whole SLEW of supersenses, his ability to become insubstantial and invisiable, and now..to top it all off...he's darn INVULERABLE TO FLAME...unless it has a psychic signifiance...like "flames of passion"...

Lots of you would thinkg that I would have given him high ranks in any skill with the word "Martian" in it...but he knows no more then your average martian...he's not a doctor on Mars...he's a detective.

He has feats for leadership...but is more of a co-ordinator then a leader...which is why his Teamwork feat is at 3 ranks. He has everything he needs to be a decent detective, but he's not better then the batman...unless he was to use his telepathy.

I'm also not going to go for the whole "he's telpathic...he's super intelligent too" but that most telepaths seem to get...J'onn is smart..but he is an ALIEN...and still naive about some things...least he was before he became Fernus.

He prefers defense and diplomancy to physical fighting..but in no way is he a pushover...and I would hate to see him a superman go at it...cuz i think that would personally rival the Sentry-Hulk fight from Marvel...
Last edited by Praetorian on Fri Mar 13, 2009 6:43 am, edited 1 time in total.
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Monarch

Postby Praetorian » Fri Mar 13, 2009 6:35 am

Monarch
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Join me or perish

PL: 14
PP: 448

Abilities: STR 42; DEX 17; CON 41; INT 21; WIS 18; CHA 17

Saves: Tough 15; Fort 15; Ref 7; Will 7

ATK: 8
DEF: 10
INI: 19

FEATS: Accurate atk; All out atk; Assessment; Atk focus (2 ranks; Rngd); Atk focus(2 ranks; Energy atk); Defensive atk; Equipment (33 ranks); Fearsome Presence (2 ranks); Improved Crit (2 ranks; Energy atk); Improved Ini (4 ranks); Leadership; Masterplan; Minions (20 ranks); Power atk; Stunning atk; Takedown atk (2 ranks); Well-Informed

Powers: Energy Absorption (14 ranks;Healing; Extras: Energy Storage, Power Magnet; Flaws: Side effect{Involuntary Temporal Movement*}, Permanant; PF: Energy Conversion, Slow fade)
--DAP: Boost{super str}(14 ranks)
--DAP: Boost{Nullify-Energy}(12 ranks; Extras: Sustained, Nullify Field)
--AP: Boost{Temporal Movement:}(2 ranks; Flaws: Short range{two weeks forward}, Tiring)
--DAP: Boost{Flight}(12 ranks)
--AP: Boost{Transform-any energy into another}(12 ranks; 4 pnt type)
Enhanced Str (26 ranks)
Enhanced Con (26 ranks)
Datalink: Mental (7 ranks)
Immortality (1 rank)
Immunity (12 ranks; Life support, sleep, Starvation or thirst, aging)
Boost (10 ranks; 5 pnt type)
Blast: Energy (11 ranks; Extras: Penetrating; PF: Split atk, Slow Fade)
--AP: Blast: Energy (15 ranks; Extras: Area{burst})
Device: Monarch Armor (7 ranks; hard to loose)
-Immunity (2 ranks; critical hits)
-Protection (13 ranks)
-Communicate (8 ranks; PF: Selective; Dimensional)
-Supermovement{Dimensional}(2 ranks; Any dimension connected to the Bleed)

Skills: Computers 12; Concentration 7; Diplomancy 11; Intimidate 13; Knowledge{The Bleed} 12; Knowledge (tactics) 12; Notice 9; Pilot 12;

Equipment:
Space Battleship {115 EP; Add: Dimesional Movement{2 ranks}}x49
5,000 loyal soldiers {mintions}

Back Story: Nathanial Adams was subjected to a US government authorized suicide mission: investigate an alien ship, and then detonate a nuclear device next to it. However, unbeknownst to the goverment, the alien metal on the ship had amazing properties, as it melted into his skin at the same time as the nuclear device went off. He was in a statis for several weeks, later emerging as Captian Atom, an almost unstoppable hero.

Captian Atom, however, could never have known that his increadiable powers could subject him to random involuntary jumps in the temporal and dimensional stream. Several of these jumps have ended up making him insane...and Atom has recreated himself as the Monarch, a powerful warlord of untold power that dwells outside of the numerous realties, within the Bleed.

**.....ok...so I say it alot..but this time I mean it...WOW...the Monarch is a monster, even by himself. He brings numerous followers and starships to the field, as well as his general, Forerunner. He has IMMENSE power in his own right, but would rather "negotiate" first....though his terms of negotiation aren't the best "do this or perish"..."carry out my bidding and join me".

He is up there with Superman and Martian Manhunter in terms of power, as he can boost any power he has by force of will.

He wears the Monarch Armor because it is his lifesupport system..see...Captian Atom's "suit/skin" has a large gash in the chest...and he is leaking energy...if this was to continue...he would die, as both her and Major Force are beings of pure energy anymore, hence the immortality.

I just didn't feel like putting in the Alt form Energy power...because he can't change back from it anyway.
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Mr. Wink

Postby Praetorian » Fri Mar 13, 2009 6:41 am

Mr. Wink
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*un-earthly growl*

PL: 12
PP: 194

Abilities: Str 32; Dex 14; Con 26; Int 12; Wis 15; Cha 7

Saves: Tough 6 (+5 Imperv); Fort 8; Ref 2; Will 4

Atk: 5
Def: 18
Ini: 2

Feats: All out Atk; Atk Focus (3 ranks; Melee); Benifit: Status (3 ranks; Prince Nuada's Henchman); Chokehold; Crushing Pin; Diehard; Fearsome Presence (2 ranks); Improved Block (2 ranks); Improved Defense (2 ranks); Improved Grab; Improved Grapple; Improved Pin; Improved Throw; Power atk; Rage (3 ranks); Ranged Pin; Takedown Atk (3 ranks);

Powers: Growth (4 ranks; Extras: Continous; Flaws: Permanant; Feats: Innate)
Enhanced Str (8 ranks)
Enhanced Con (8 ranks)
Super Str (3 ranks)
Protection (5 ranks; Impervious)
Super Senses (4 ranks; Dark Vision, Scent, Tremorsense)
Immunity (27 ranks; Magical {Limited}, non lethal damage, aging, Starvation)
Metal Right Hand Container (5 ranks; Feat: Anatomic Seperation*)
-Strike (4 ranks; Feats: Mighty, Thrown x3, retractable*)
-Shield (4 ranks)
-Snare (4 ranks; Feats: Tether)

Skills: Climb 4; Craft (weapon-smith) 8; Intimidate 8; Knowledge (fae-world) 6; Search 8; Survival 6

Back Story: Wink is the 8 ft tall cave troll that is the right-hand man of Prince Nuada in Hellboy II: The Golden Army. He serves as one of the main opponents to Hellboy in this film.

**There is next to no information on this character, because their keeping much of the movie hush-hush till it's release in July, but as I already reserved the Wink figure online (doesn't even ship till July 17th), I gathered what information I could from several sources, and put the character together best I could.
Wink's big feature inthe movie, besides his size and the "GM PLot device", the Tooth Fairy Box, is his Metallic right hand, rumored to have been done to make him a "mockery" of Hellboy (to show that Hellboy isn't special, because the Elf-nation can do that to someone too). The differance in the hands, besides materials, is that Wink's hand can shoot out, like a cannon. It is attached to the rest of the limb by a heavy, metal chain, which allows it to restract, but also for Wink to swing his opponent around at the end of it, as his fingers can move even atthe end of the chain. Thats why I turned a single rank of Anatomic Seperation into a PF for the container.
I have done his "arm cannon" move off of strike and not blast, because it is much better in expanded mechanics then what blast is. Lets say he shoots out his arm...and wishes to use it much like a Morning star. Blast wouldn't allow that, but strike would, allowing him to hit up to his normal Thrown strike range (ok...so I am create some stuff as I go along....it's not COMPLETELY against the rules...nor is it entirely crazy). I made hte Feat of "retractable" for his strike, so that he can retract the arm as he wishes.

As for feats and Skills, I did something running off the concept they have for WW's book, Changeling. They describe Trolls in the setting as powerful, noble warriors. I took that concept, and applied it to what feats and skills I deemed worthy of a "battle troll", and tried to think like Del Toro, from what i know of several interviews with the main. Wink gets the Status of being Nuada's right hand man...er..troll...as well as getting 2 ranks of Fearsome Presence....that pretty much covers his "interation feats".
Wink gets Ranged Pin from his Metal Hand, as he can launch it and pin a person against a wall. His Max length with his arm is 150 feet. (i have no real knowldege of how far it goes out...his average is 30-40 feet...seems good enough for me.) coupel that with his improbed grab and improved Grapple, and improved Pin...and you got one dangerous troll. The only grapple additional feat that he doesn't get with his hand extended would be Crushing Pin, as there is no real way to apply pressure with his hand extended.

Trolls are also known in European folklore as being knowledgable metal smiths, so I gave Wink 8 ranks in Weapon Smith. I find it interesting after giving him this that many "modern" fantasy smiths have metal arms. I wasn't thinking that when I gave it to him...honest. I also gave him some search and survival skills..as trolls aren't stupid...their just not very sociable.

All in all...not bad for a creature that I found a few snippets here and there describing some abilityies...some artwork...and some European folklore knowledge...cuz I know Del Toro LOVES that stuff. I like where he sits, level wise, and it goes to show that with a good enough imagination, and some knowhow on several different things, you can get a decent idea of how a character probally works...even if it is 3-4 months before you get to see him in action.
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Power Girl

Postby Praetorian » Fri Mar 13, 2009 6:44 am

Powergirl
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...And now that the bad guys have been distracted....

PL: 13
PP: 333

Abilities: STR 48; DEX 18; CON 41; INT 19; WIS 18; CHA 18

Saves: Tough 15; Fort 15; Ref 4; Will 4

ATK: 11
DEF: 9
INI: 20

FEATS: All out atk; Atk Focus (2 ranks; Melee); Attractive (3 ranks); Chokehold; Crushing Pin; Connected; Defensive atk; Diehard; Dodge Bonus (2 ranks); Eiditic Memory; Endurance (4 ranks); Evasion (1 rank); Fast Overrun; Improved Crit (2 ranks; unarmed); Improved Defense (2 ranks); Improved Grab; Improved Grapple; Improve Ini (4 ranks); Improved Pin; Power Atk; Quick change; Rage (5 ranks;{2 rank extended duration}); Stunning atk; Takedown atk (3 ranks); Teamwork (2 ranks);

Powers: Enhanced Str (32 ranks)
--AP: Blast:Heat Vision (10 ranks; Extras: Penetrating)
Enhanced Con (26 ranks)
Speed (16 ranks)
--AP: Flight (14 ranks)
--AP: Quickness (10 ranks)
--AP: Space Travel (1 rank)
--AP: Spinning (8 ranks)
Super Strength (14 ranks; PF: Bracing, Ground Strike, Super Breath)
--AP: Blast: Cold Breath (8 ranks: Extras: Area{Cone}, Linked{Snare}) + Snare (6 ranks; Extras: Area{cone}, Linked{Blast: Cold})
Super Senses: Visual (16 ranks; Extended Vision x3, Accute Vision x3 Infravision, Microscopic, Ultra-Vision, X-Ray)
Super Senses: Auditory (9 ranks; Extended hearing x3, Accute Hearing x3, Ultra Hearing, Radio, Track{hearing})
Immunity (8 ranks; Aging {Partial}, All Enviromental conditions, Critical Hits)
Impervious Toughness (12 ranks)
Absorption: Energy (10 ranks; Extras: Energy Storage, Power Magnet; Flaws: Limited{Solar Radiation}; PF: Slow Fade, Healing)
--DAP: Boost: Str
--DAP: Boost: Flight
--DAP: Boost: Protection

Skills: Acrobatics 8; Intimidate 12; Knowledge{Earth-2 History} 12; Languages{Kryptonian, English} 2; Notice 8; Survival 10

Drawbacks:Weakness: Kryptonite (Major, Uncommon); Weakness: Red Solar Radiation (moderate-uncommon); Vulnerable: Magical Damage (Moderate-Common); Power Loss: (Super senses: unable to use on lead-coated structures); Vulnerable: Psionics (minor-Common)

Back Story: Kara Zor-L is displaced in the multi-verse, as she is one of the last remaining natives of the now destroyed Earth-2. She is that dimensions' counterpart to Supergirl, bearing many of the same powers.

**I will admit it...if Powergirl was real and I ever had a chance to date her....NONE OF YOU WOULD EVER SEE ME AGIAN....so thank your stars that she isn't.

What I did was I made it where Powergirl is a little stronger and hits a little harder then Supergirl, but Supergirl is quicker, and can take a little more damage. I think the trade-off is about even between the two. Also, this Powergirl isn't immune to kryptonite, as they are in the process of ret-conning that out...due to the events of 52 and Final Crisis.
Last edited by Praetorian on Sat Mar 14, 2009 6:57 am, edited 1 time in total.
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Preus

Postby Praetorian » Fri Mar 13, 2009 6:46 am

Preus
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You have failed us as a leader..as a god....now I take up the role you couldn't fulfill

PL: 15
PP: 386

Abilities: STR 49; DEX 18; CON 46; INT 19; WIS 21; CHA 17

Saves: Tough 15; Fort 15; Ref 10; Will 8

ATK: 10
DEF: 10
INI: 24

FEATS: All out atk; Atk Focus (2 ranks; Melee); Chokehold; Crushing Pin; Critical Strike; Defensive atk; Diehard; Eiditic Memory; Endurance (4 ranks); Evasion (1 rank); Fast Overrun; Favored Opponent (2 ranks; Super-man); Fearsome Presence (3 ranks); Improved Crit (2 ranks; Heat Vision); Improved Defense (2 ranks); Improved Grab; Improve Ini (5 ranks); Improved Pin; Leadership; Power Atk; Stunning atk; Takedown atk (4 ranks); Taunt

Powers: Enhanced Str (33 ranks)
--AP: Blast:Heat Vision (11 ranks; Extras: Penetrating)
Enhanced Con (30 ranks)
Speed (15 ranks)
--AP: Flight (14 ranks)
--AP: Space Travel (2 ranks)
--AP: Quickness (10 ranks)
Super Strength (14 ranks; PF: Counter Punch, Ground Strike, Super Breath)
--AP: Blast: Cold Breath (8 ranks: Extras: Area{Cone}, Linked{Snare}) + Snare (6 ranks; Extras: Area{cone}, Linked{Blast: Cold})
--AP: Burrow (12 ranks)
Super Senses: Visual (16 ranks; Extended Vision x3, Accute Vision x3 Infravision, Microscopic, Ultra-Vision, X-Ray)
Super Senses: Auditory (9 ranks; Extended hearing x3, Accute Hearing x3, Ultra Hearing, Radio, Track{hearing})
Immunity (12 ranks; Aging {partial}, Life Support, Critical Hits)
Impervious Toughness (15 ranks)
Absorption: Energy (10 ranks; Extras: Energy Storage, Power Magnet; Flaws: Limited{Solar Radiation}; PF: Slow Fade, Healing)
--DAP: Boost: Str
--DAP: Boost: Flight
Device: Kandorian Corps armor (4 ranks, Hard to loose PF: Restricted x3{Preus})
-Immunity (10 ranks; Psionics)
-Protection (5 ranks; Extras: Impervious)

Skills: Concentration 11; Diplomancy 10; Intimidate 14; Knowledge (Kandorian Technology) 11; Knowledge (Kandorian history) 11; Knowledge (Kandorian) 12; Languages (Kryptonian, English) 2; Notice 9; Search 9; Sense Motive 11

Drawbacks: Weakness: Red Solar Radiation (moderate-uncommon); Power Loss: (Super senses: unable to use on lead-coated structures); Vulnerable: Psionics (major-Common)

Complications Hatred: Racism {hates all non-Kandorians}; Hatred: Superman

Back Story:Sergeant Preus was once a proud member of the Citizens Patrol Corps, a police unit that kept Kandor Free of crime, under the banner of El, their "god". Secretly, Preus was a xenophobe, hating all non-kandorian life-forms. He viewed them as a blight on the surface of his otherwise pristine city...and it was this that lead him into a battle with Kal-EL, then then brain-washed superman living in Kandor.
Once Kal-El's memory returned, he left Kandor to take his rightful place back on earth...and Preus followed hot on his trail. Now, Preus, exposed to Yellow Sunlight and Earths' Atmosphere, has gained many of the powers of his fallen "god". He has vowed to do what Superman failed at: cleansing the world of the weak..and to Preus..that which is not like him...is weak.

**Those not familiar with Preus, please go find the issues of the "Godfall" storyline. A: it's where you will be introduced to Preus, Lyla, and a wicked cool suit that Kal-El wears while biking in Kandor. B: it's where I kinda took my name from...Godfall...Godfallen...

Preus exhibits many of the abilities that Superman does...but with a few twists. He isn't effected by Kryptonite what-so-ever. This might be because he spent so much time in Kandor, that it simply doesn't effect him. He has, however, shown a large weakness to Psionics, which was shown when superman ripped out the breast plate of his armor. The AP's that Preus doesn't have that Superman has, is only because he doesn't know he can do them yet, so no Spinning or Protection boost for Preus. He does, however, have his Kandorain Corps Armor, which gives him immunity to psionics, and gives him another 5 ranks of impervious toughness...which means that, with undamaged armor, Preus can take hits that Superman can't.

He also has a slighty weaker atk then superman, but a slightly better defense. He also doesn't have all the feats or skills that superman has, but he knows how to intimidate probably better then Batman.

Welcome to Superman being an Arian.
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Scorpion II

Postby Praetorian » Sat Mar 14, 2009 5:55 am

Scorpion
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You AIM guys need better jobs...one with health insurance

PL: 13
PP: 202

Abilities: STR 13; DEX 17; CON 14; INT 16 WIS 17; CHA 14

Saves: Tough 2 ; Fort 9; Ref 5; Will 6

ATK:7 (melee: 10; Rngd:8 )
DEF:5 (dodge: 4; +6 Def bonus from glove)
INI:3

FEATS : Accurate Atk; Acrobatic Bluff; Atk Focus (3 ranks, Melee); Atk Special (2 ranks, Strike); Benefit: Security Clearance (3 ranks);
Contacts; Critical hit; Dodge Focus (2 ranks); Favored Opponent (2 ranks, AIM agents); Improved Block; Improved Disarm; Improved Grab;
Improved Pin; Improved Trip; Power Atk; Stunning Atk; Well-informed


POWERS: Strike (7 ranks; Extras: Area (Cloud), Aura, Continuous, Poison; Flaw: Permanent)
--AP: Nullify: Toxins (7 ranks, Extras: touch, Linked (boost), Sustained; Flaws: touch)
--+ Boost: Atk Bonus (7 ranks, Extras: Linked (nullify), Sustained)
Immunity (9 ranks: poison, disease, chemical, radiation)
Super Senses (2 ranks, Darkvision: Limited: only during toxic clouds(tear gas, poisonious clouds, etc) )
Boost: Strike (4 ranks, Personal, Drawback: Noticeable)
Device: S.H.I.E.L.D. Inhibiter Glove (8 ranks)

Device: S.H.I.E.L.D. Inhibitor Glove (8 ranks)
--Nullify: Poison (10 ranks, Limited: Self Only)
--Concealment (6 ranks, Extra: Metal Detectors)
--Shield (6 ranks)
--Pinhole Video Camera (2pp)
--GPS (1pp)
--3 GB hardrive (1 PP: treated as PDA)
--Restricted
--Quickdraw (2 ranks)

Skills: Acrobatics 18; Bluff 12; Drive 16; escape artist 16; knowledge(Shield Tactics) 16; knowledge (AIM Tactics) 16; pilot 16; sense motive 12; stealth 18; survival 18

Back Story: Carmilla Black is a genetically engineered human, created by Advanced Idea Mechanics (A.I.M.). Though A.I.M. Scientist Supreme Monica Rapuccini considers her a daughter, she grew up with adoptive parents, who were also agents of A.I.M., never knowing of her or their involvement with the organization. Carmilla considered herself a normal teen until her latent powers manifested on the night of her prom. Her mutated arm, which she has taken to calling her stinger, discharged a highly concentrated dosage of toxins, killing her boyfriend. Scared of the social and legal backlash she would suffer, she fled her small home town. For years, She lived on the streets, surviving however she could, constantly roaming from place to place. When she learned her adoptive parents had been murdered, she returned home.

She came to suspect that S.H.I.E.L.D. may have had her parents killed, and found a birth certificate suggesting she was a princess of the Madripoor Royal Family. After she was captured by S.H.I.E.L.D., she learned that her parents were actually A.I.M. agents, and she herself became an agent of S.H.I.E.L.D. under the code name Scorpion.

Following information leading to her biological mother, Carmilla learned her mother was 'Scientist Supreme' of A.I.M., Monica Rapuccini. Scorpion infiltrated the organization, learning that she was engineered to survive disease and even nuclear fallout, and that there were others like her.

These teens were designed to survive any situation they may encounter, from a global plague intended to collapse industrial society to nuclear fallout. While the other teens were chemically-induced to be completely loyal to A.I.M., Scorpion discovered the mutation which gave her stinger also made her immune. Carmilla lost her cover in the organization when she stopped an assassination attempt on the Vice President.

Recently, Carmilla and her S.H.I.E.L.D. handler, agent Derek Khanata, had been sent to New York under orders to track down and capture the Uni-Power before it could fall into the hands of the terrorist organization A.I.M., watching over the spot where a Captain Universe empowered Daredevil fought four Class Three A.I.M. Commandos. Scorpion and Khanata waited to see if A.I.M. would find anything. A group of kids interrupted the A.I.M. Agents work and were nearly killed until X-23 stepped in. The A.I.M. Commandos who fought Daredevil before began to assault X-23 when she became Captain Universe. Scorpion entered the fray helped X-23/Captain Universe defeat the Commandos. Afterwards X-23 began to search for a hidden base. Scorpion joined her so that she could obtain and capture the Uni-Power and get the information on it from A.I.M.; however, X-23 convinced Scorpion to see the light and let the Uni-Power go. X-23 took the Uni-Power to a safe hiding place while Scorpion captured an A.I.M. scientist back to S.H.I.E.L.D. for interrogation.

**JESUS CRIMENY!!!! She was only supposed to be a PL 10!!!!
However, her strike is LETHAL as hell. Not only is it poisonous, but it has Permantent aura selective (It's ALWAYS on, radiates off her, and only in her left arm)
now..on top of that, which that only is 42 pp's...I find out that she has the ability to ABSORB toxins out of people's body/ objects instead of just hitting them with it!!! this is HOW she defeated the origional Scorpion!!! Crazy!! Also, she can store the Toxins she stores to boost her own power...but she doesn't ahve to store them to boost..she can just boost it without haveing to absorb toxins from a target.
Hence...the SEPERATE boost OUTSIDE of Absorption.

She is immune to EVERY bio-chemical and toxin...including Nuclear weapons and Fallout. YEAH..She's a Roach!!!

She has exhibited a Specified Darkvision..she can see clearly in toxic/ gas clouds.

She also has an Inhibitor glove, that gets concealment cuz it can expand all up her arm (protection 6, limited to left arm), or become a bracelet to wear with regular clothes..as well as a couple sizes inbetween .and is immune to metal detectors..cuz the entire damn thing is Superhard plastic alloys. I've given it Quickdraw, as a feet, because it reacts to her mental commands.

EDIT: I had to take out her Absorption Atk...cuz appreantly it doesn't work that way. I might fumble it for a house rule..but in actually game mechanics..appearently you can't ABSORB stuff off a target by changing it into an ATK extra....so...ok

Instead, she will now NULLIFY Toxin effects in a target, and use it to boost her atk bonus, not her strike..so she still gets some offensive power!!
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