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Bubble Boy wrote:Great work!
I am looking forward to your next build!
Libra wrote:Keep up the good work Woodclaw!





Libra wrote:Wait a minute, wasn't there a video game series based on a character not that far from this fellow? I vaguely remember renting it once then deciding it was more trouble than it was worth. . .





Kitchen is no place for an amateur
Rico (Shared Minion)
Power Level: 2 (25pp/Minion level 2)
Abilities: STR: 12 (+1), DEX: 10 (+0), CON: 16 (+3), INT: 10 (+0), WIS: 10 (+0), CHA: 14 (+2)
Skills: Bluff 6 (+8/+12 [Attractive]), Diplomacy 4 (+6/+10 [Attractive]), Drive 4 (+4), Gather information 4 (+6),Profession [cook] 10 (+10), Sense motive 4 (+4)
Feats: Attractive 1 [don't ask], Benefit 1 (Common sense), Favored enviroment 3 (Kitchen)
Combat: Attack +0 (+2 in a kitchen); Damage +1 (Unarmed), +2 (Kitchen implement); Defense +0/+1 in kitchen (+0 Flat-footed); Initiative +0
Saves: Toughness +3, Fortitude +3, Reflex +0, Will +8
Abilities 18 + Skills 14 (56 ranks) + Feats 6 + Powers 95 + Combat 0 + Saves 8 – Drawbacks -6 = Total 135
Shared HQ: Mirages' house (Large; TOU: +10; Features: Computer, Fire prevention system, Garage, Gym, Laboratory, Living space, Security system 1; 10ep)




Bubble Boy wrote:Dr. Mirage is pretty nifty.
Love the quote btw! Ghostbusters FTW!
Keep it up! Looking forward to more!



Sigyn
Kanika Nyariki-Jorstad
Power Level: 5 (60pp / Minion level 4)
Abilities: STR: 10 (+0), DEX: 10 (+0), CON: 10 (+0), INT: 20 (+5), WIS: 14 (+2), CHA: 14 (+2)
Skills: Bluff 4 (+6), Computers 10 (+15), Craft [electronic] 5 (+10), Craft [mechanical] 5 (+10), Drive 6 (+6), Gather information 6 (+8), Knowledge [current events] 5 (+10), Knowledge [physical science] 5 (+10), Knowledge 9 (+14), Language 3 (Bokmål [Norvegian, Fair]; Native: English [Good], Swahili [Good]), Medicine 5 (+7), Notice 4 (+6), Search 2 (+7), Sense motive 4 (+6)
Feats: Benefit 3 (Alternate identities), Contacts, Dedication, Dodge focus 2, Online research, Skill mastery 1 (Computers, Craft [electronic and mechanical], Knowledge [technology]), Ultimate hacking, Well-informed
Challenges: Fast task 1 (Hacking)
Equipment: Commlink (Radio, to Loki; 1ep), Undercover shirt (Protection 2, Subtle; 3ep)
Polymer hold-out pistol (+2 ballistic damage; Crit 20; 20'; Invisible to metal detectors; 6ep)
Combat: Attack +0 (+2 with pistol); Damage +0 (Unarmed), +2 (Pistol); Defense +2 (+0 Flat-footed); Initiative +0
Saves: Toughness +2 (+0 without armor), Fortitude +3, Reflex +3, Will +5
Abilities 18 + Skills 18 (72 ranks) + Feats 15 + Powers 0 + Combat 0 + Saves 9 – Drawbacks 0 = Total 60
NOTE: since Kenya has two official languages Sigyn has a double native language


Woodclaw wrote:For 50th build (not a small feat, considering how lazy I am) I've decided to go for a real classic
The Flash: So you're not a boy scout after all.
Superman: Never made it past my first merit badge.
Superman
Clark Kent / Kal-El
Power Level: 12 (215pp)
Abilities: STR: 16/40 (+3/+15), DEX: 14 (+2), CON: 16/40 (+3/+15), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)
Skills: Computers 3 (+5), Concentration 5 (+8), Craft [electronics] (+8), Diplomacy 9 (+12), Drive 3 (+5), Gather informations 6 (+9), Investigate 4 (+6), Knowledge [civics] 6 (+8), Knowledge [current events] 8 (+10), Knowledge [streetwise] 4 (+6), Language 1 (Kryptonese; Native: English), Notice 7 (+10), Profession [farmer] 5 (+8), Profession [journalist] 7 (+10), Search 6 (+8), Sense motive 8 (+11)
Feats: All-out attack, Attack focus 2 (Melee), Dodge focus 4, Equipment 10, Inspire 3, Interpose, Leadership, Luck 1, Power attack
(Beginner's luck, Eidietic memory, Improved initiative 1/2)
Powers:
Kryptonian physiology (Container 23 [Passive]; Drawback: Power loss [if not exposed to yellow sunlight for a prolonged time; -1]; 114pp)
- Enhanced brain process (Comprehend 2 [Speak and Understand any language]; PF: Beginner's luck, Eidietic memory, Improved initiative 1; Drawback: Power loss [Must be exposed to the language for at least a day, -1])
- Enhanced constitution 24
- Enhanced strength 24
- Flight 8 (2500 mph; PF: Dynamic alternate power 2, Dynamic base power, Subtle 1)
-- DAP: Super strength 6 (Heavy load: 200 tons; PF: Counter-punch, Freezing breath, Heat vision, Super-breath)
-- DAP: Super-speed (Quickness 8 + Speed 8)
--- Quickness 8 (Routine tasks 500x; PF: Improved initiative 1)
--- Speed 8 (2500 mph)
- Immunity 10 (Starvation & Thirst, Life support; Flaw:Half-effect [Poison, Disease, Suffocation only])
- Impervious toughness 10 (Drawback: Power loss [Against magic; -2])
- Super senses 21 (Accurate [Auditory], Extnded 3 [Visual], Extended 2 [Auditory], Microscopic vision 4 [Atomic size], Ultra-hearing, X-Ray vision [Lead blocks])
Equipment: Phantom zone projector (Super movement 1 [to and from the Phantom zone]; 2ep)
Protective suits (Equipment array; 3ep)
- Radiation suit (Immunity 2 [Radioactive effects])
- Space suit (Removes Immunity's Power loss)
Vehicle: Kryptonian rocket ship (Medium; STR 20; TOU 15; Powers: Flight 6 [500 mph; AP: Space travel 6 (50x lightspeed)]; Features: HIdden compartments 1, Navigation system 2; 28ep)
HQ: Fortress of Solitude (Huge; TOU +20; Features: Animal pens, Communications, Computer, Concealed 2, Isolated, Library, Living space, Power system, Security system 2, Workshop; 17ep)
Combat: Attack +7 (+9 melee); Damage +15 (Unarmed), +15 (Heat vision); Defense 9 (+2 Flat-footed); Initiative +6/+10
Saves: Toughness +15 (Impervious 10), Fortitude +15, Reflex +6, Will +8
Drawbacks:
Holding back (DC 10, +4 PL, +60pp; -2pp)
Involuntary transformation (to Normal identity when exposed to Kryptonite or Red Sunlight; Uncommon, Irresistible; -4pp)
Weakness (Kryptonite poisoning; Uncommon, Moderate (-1 CON per minute), Lethal; -5pp)
Abilities 32 + Skills 22 (88 ranks) + Feats 24 + Powers 114 + Combat 24 + Saves 10 – Drawbacks -11 = Total 215
Complications: Enemy (Lex Luthor), Reputation (Big Boy Scout), Responsibility (Lois Lane, the Kents and many others)I can't believe it, I was able to squeeze the Man of Steel in a PL12 without, as far as I can see, sacrificing any of his key traits. To be honest I'm just a dwarf standing on the shoulder of giants, this build is supposed to be the DCAU version of Supes, which was already a lot less powerful than his comic counterpart, at the same time I have to thank Taliesin for his extra Super-strength feats and Jab for his DCAU Batman build that helped me estimating the right PL
as I said this Supes is considerably less powerful than usual, but considering the famous cardboard speech I decided to give him a significative Holding back drawback, those rare times he went full power Supes is boosted up to PL16
I decided to gave him a little different skill selection, his technical/technological skills are lower than usual (he relies on prof. Hamilton and the S.T.A.R. Labs for technical matters) but I gave him some investigative skill, while he is no Batman, Clark Kent is still a top level reporter. For similar easons I made him slightly stronger and tougher than usual in his base form, Clark is quite big and since his powers didn't fully manifested until he was in his late teens/early 20s I guess his combat bonuses can be kept as part of his base skills
the Enhanced Brain Process is not 100% kosher with the Dini/Timm version of the character, but I guess it doesn't hurt considering he was apparently able to speak with the majority of the aliens he met and to simulate his various one-time tricks
Supes invulnerability fluctuated wildy between his solo and JLU incarnation, at first he showed some minor vulnerability to high powered convetional weapons (artillery shell, AP machine guns etc.), later he seemed invulnerable to everything. I decided to use the first version making him impervious to standard personal weapons, but vulnerable to high powered ones
his maximum speed was quite a nightmare to stat out, I didn't want him to be on par with Flash, but at the same time there was the "Speed demons" race event. In the end I found a way thanks to the system, considering Supes CON score and Fortitude save he can move all-out longer than Flash (who should have a more human level CON score) so during the race Supes was running all-out but flash was only moving at accelerated speed to avoid taxing himself before the finish
the super-speed power had been reduced to a simple Quickness+Speed effect
about the time for the Kryptonite poisoning to kill Supes, keep in mind that during "World's finest" Batman had enough time to arrive at the factory, fight his way through a couple of Joker's thugs and find a tank of acid, so I guess that the usual -1 per round really didn't works here
UPDATE: I reworked some of the detail of the build, now Supes is perifericaly vulnerable to Poison and disease, even if with his massive Fortutude save this shouldn't be too much of a problem, same goes for the Suffocation which gives Supes about 8 minutes of air (16 if preparred) before starting to make saving throws, and about another 3 minutes before the saves went beyond the 50% chance. The immunity to starvation was stated in the great episode "The Late Mr. Kent", Supes only eat out of habit. I didn't gave him the longevity feature since it cost the same as Immunity to aging and have a lesser effect, so I consider his slow aging a simple in built feature of the Kryptonian race.



Book of darque
Power Level: 3 (36pp/Minion level 3)
Abilities: STR: - (-), DEX: 20 (+5), CON: - (-), INT: - (-), WIS: 10 (+0), CHA: - (-)
Skills: Notice 8 (+8), Stealth 3 (+8)
Feats: Power proxy (to Darque)
Powers:
Concealment 6 (All visual and Auditory senses; Flaw: Partial [Visual only]; 8pp)
Flight 2 (25mph)
Immunity 30 (Fortitude saves; 30pp)
Insubstantial 4 (Flaw: Permanent; 16pp)
Combat: Attack +0; Damage -; Defense +0; Initiative +5
Saves: Toughness +0, Fortitude [Immune], Reflex +5, Will [Immune]
Abilities -30 + Skills 3 (11 ranks) + Feats 1 + Powers 62 + Combat 0 + Saves 0 – Drawbacks 0 = Total 36
Shared Headquarter: Darque Manor (Huge; TOU: +10; Features: Concealed 2 [Mystic wards], Laboratory [Alchemical], Library, Living space, Security system [Mystic wards]; Self reparing 1; 12ep)


Woodclaw wrote:My first VH1 villain (and one of the few recurring in that universe. I'm going to modify Dr. Mirage shortly to match some of the ifdeas in this build.
There is no right or wrong to power. Power serves whoever wields it; it only makes you more of what you already are!
Master Darque
Power Level: 10* (126pp)
Abilities: STR: 8 (-1), DEX: 10 (+0), CON: 8 (-1), INT: 20 (+5), WIS: 16 (+3), CHA: 16 (+3)
Skills: Bluff 9 (+12), Concentration 12 (+15), Diplomacy 9 (+12), Intimidate 9 (+12), Knowledge [Arcane lore] 10 (+15), Knowledge [Theology and Philosophy] 5 (+10), Notice 3 (+6), Search 3 (+8), Sense motive 12 (+15)
Feats: Artificier, Benefit 2 (Wealth), Connected, Equipment 2, Fascinate (Bluff), Fearsome presence 3, Minions 6 (25 PL2 Fanatics or Petty criminals), Ritualist, Trance
Powers:
Levitation (Super-movement 2 [Air walking 2]; 4pp)
Necromancer drain (Transfer 10 [Drain: Will; Boost: Necromatic power]; Extra: Range 2 [Perception]; Flaw: Limited [Recently defunct people], Personal; 20pp)
Necromancer immortality (Immunity 2 [Aging, Disease]; Drawback: Power loss [if unable to sustain with Necromantic energy for a some time; -1]; 1pp)
Necromancer senses (Super-senses 3 [Necromantic awareness, Detect 2 [Darque power, Visual]; 3pp)
One soul, two bodies (Super-senses 1 [Communication link (to Sandria, Mystical)]; 1pp)
Stolen Geomancy (Container 2 [Active]; Flaw: Uncontrolled; 8pp)
- Comprehend 1 (Understand objects)
- Super-senses 8 (Precognition, Postcognition)
Necromantic power (Array 15; PF: Alternate power 5; Flaw: Fades [10 ranks only]; 25pp)
- Base power: Gift of heal (Healing 7; PF: Stabilize; Extra: Ressurection, Restoration)
- AP: Mystery of fire (Ignite 10)
- AP: Spell of Lazarus (Summon 6 [Zombies]; PF: Progression 6 [up to 100] Extra: Fanatical, Horde; Flaw: Limited [Must have one corpse per minion])
- AP: Telepathy 9 (20000 miles; Extra: Sensory link)
- AP: Teleport 9 (20000 miles; PF: Easy; Extra: Portal; Flaw: Long range only)
- AP: The word that kills (Drain 6 [Constitution]; PF: Subtle 2, Triggered 2; extra: Alternate save [Will], Disease; Extra range 2 [Perception]; Flaw: Sense dependent [Auditory])
Book of Darque (Shield 10; PF: Alternate power 1; 11pp)
- AP: Summon 3 (The Book of Darque; PF: Mental link; Extra: Fanatical)
Combat: Attack +0; Damage -1 (Unarmed), or by Necromatic power; Defense +10 (+0 Flat-footed); Initiative +0
Saves: Toughness -1, Fortitude -1, Reflex +0, Will +9
Drawbacks: Low pain threshold (Full penality; -4); Disability (Shared life force [suffers the worst damage condition between himself and Sandria]; -2)
Abilities 18 + Skills 18 (72 ranks) + Feats 18 + Powers 72 + Combat 0 + Saves 6 – Drawbacks -6 = Total 126
Complications: Albino, Enemy (Voodoo people, Shadowman, Dr. Mirage), Obsession (becoming a god)that was hard, really hard. Darque (or Master Darque as he preferes to be called) was a nightmare to stat out, his powers have fluctuated wildly, even more wildly than any other necromatic power user in the VH1. This build represent a generic Darque before the Chaos Effect (when he and his sister Sandria acquired God-level powers), but since his powers depends on how much Necromantic energy he possess his PL can fluctuate according to the GM needs
in the VH1 it was never stated what exactlky the Necromatic energy (also known as Darque power) was, except that it only came from the death of a sentient, intelligent being, the only other clue was that it wasn't based upon the strength of one's body but rather on the strength of his soul, so I went for a Will based drain
as usual his array of necromatic powers only represent his most common tricks, he displayed some more (like the ability curse Jack Boniface) on an occasional basis
the "Word that kills" power is absolutly not coherent with the rules, since a disease power can't have a Will save, but that was the only way I found to simulate it
thanks to his Necromacer senses Darque is able to use his trasnfer on any person that he kills directly or indirectly
the "Book of Darque" are the tattoos on his and Sandria's body, they change along with their powers, in the comics they didn't have a clear defensive function, but since it was stated somewhere that they where painful to look upon, so I guess it didn't hurt. Otherwise he can project them as an incorporeal minion to do his dirty work
Book of darque
Power Level: 3 (36pp/Minion level 3)
Abilities: STR: - (-), DEX: 20 (+5), CON: - (-), INT: - (-), WIS: 10 (+0), CHA: - (-)
Skills: Notice 8 (+8), Stealth 3 (+8)
Feats: Power proxy (to Darque)
Powers:
Concealment 6 (All visual and Auditory senses; Flaw: Partial [Visual only]; 8pp)
Flight 2 (25mph)
Immunity 30 (Fortitude saves; 30pp)
Insubstantial 4 (Flaw: Permanent; 16pp)
Combat: Attack +0; Damage -; Defense +0; Initiative +5
Saves: Toughness +0, Fortitude [Immune], Reflex +5, Will [Immune]
Abilities -30 + Skills 3 (11 ranks) + Feats 1 + Powers 62 + Combat 0 + Saves 0 – Drawbacks 0 = Total 36Darque is an albino, so skin contact is highly painful for him, for this reason he never engage in physical combat usually shileding himself behind walls of minions, both fanatics, criminals or zombie that he creates from the corpses of his former allies or victims (and since these Zombies seem to conserve some trace of their former abilities I decided to make them really big in terms of PP, up to 90 each)
Darque is extremly old (at least 300 years) and rich, he possess a vast network of connections and followers all over the world, but the nexus of his every scheme is New Orleans and the bayou where he owns and house along with his sister
Shared Headquarter: Darque Manor (Huge; TOU: +10; Features: Concealed 2 [Mystic wards], Laboratory [Alchemical], Library, Living space, Security system [Mystic wards]; Self reparing 1; 12ep)

Wyld0007 wrote:nice Master Darque. thanks for stating him up. i knew he would be a very difficult character to do up. interesting way of simulating his powers too. with ideas that never would have occured to me.





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