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Re: HS1's Builds [Lion-O, Cheetara]

Postby Hellstormer1 » Sun Aug 28, 2011 6:51 pm

Added a little something here and there. Lion-O's Claw Shield now has "Reach 1" on the Sleep Gass, as it was often used at a slight distance from an enemy in the old cartoon. Also, both Lion-O and Cheetara have listed in their "Variants" section how to reduce their PL to something more balanced, and probably more similar to their cartoon versions. The PL 10 variants would good NPCs for a PL 10 group, and even at a reduced PL, they're pretty cool.
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Re: HS1's Builds [Lion-O, Cheetara]

Postby Gilliam » Sun Aug 28, 2011 6:56 pm

I really like your ThunderCats builds, looking forward to seeing the rest.
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Re: HS1's Builds [Lion-O, Cheetara]

Postby Hellstormer1 » Sun Aug 28, 2011 7:07 pm

Oh, they're coming! The new series has me jazzed up and all into it again. Heck, I think i may buy the original series here in the coming months.

Hey, until I get the rest posted here's something to keep you motivated...

http://www.youtube.com/watch?v=fb50GMmY5nk

Thundercats fan-made movie trailer. Best fan-made trailer out there, as far as I've seen. Well....next to this one, anyway...

http://www.youtube.com/watch?v=_hTiRnqnvDs

I liked the current GL film. But THIS!? Well....it shows that it could have been better. Still could be.

More motivational videos!

Original 1984...
http://www.youtube.com/watch?v=2Qd_IsxgAf8

New 2011...
http://www.youtube.com/watch?v=V19FLW0BJDQ&NR=1
"Variety is the spice of life" -Traditional phrase on life and living
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Re: HS1's Builds [Lion-O, Cheetara]

Postby Hellstormer1 » Thu Sep 01, 2011 11:03 pm

Before I get to the rest of the Thundercats, I wanted to post a reworked Blink. She's a favorite, and after thinking on advice from Saltcrow, I bow to his experience and creativity. I'll eventually rework the other characters and give them the better layout (thankfully there's still so few posted!).
"Variety is the spice of life" -Traditional phrase on life and living
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Re: HS1's Builds [Tygra; Blink fix]

Postby Hellstormer1 » Sat Sep 03, 2011 1:22 pm

Image
[b]TYGRA[/b]

Type - Stealth/Illusionist
PL 10/7

POWER POINTS:
Abilities - 60 points
Powers - 32 points
Advantages - 17 points
Skills - 49 points
Defenses - 30 points
Total - 188 points

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ABILITIES: 60 points
Strength (Str) - 3
Stamina (Sta) - 3
Agility (Agl) - 4
Dexterity (Dex) - 4
Fighting (Fgt) - 2
Intellect (Int) - 6
Awareness (Awe) - 5
Presence (Pre) - 3

POWERS: 32 points

Thunderean Physiology (Tiger): Enhanced Strength 2 (Limited to Lifting, Lifting Str 5; 1,600 lbs.), Quickness 2, Speed 2, 6 points

Mind Power: Illusion 10 (3 sense types; Auditory, Visual, Mental Illusions (Selective, Resistible), Tiring 20 points

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Invisibility: Concealment 2 (Visual), Enhanced Advantage (Hide in Plane Sight), Feature (requires quick twirl of Thunderean Bola-Whip), 6 points

Thunderean Bola-Whip: Array, 12 points, Removable (-2 points), 10 points
-Whip Crack: Damage 6, Reach 3, Enhanced Advantages 1 (Weapon Break) 10 points
-Whip Tangle: Enhanced Advantages 8 (Chokehold, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Weapon Bind), 1 points
-Whip Swing: Movement 1 (Swinging), 1 point

GEAR/EQUIPMENT: See Equipment Advantage

ADVANTAGES: 17 points
Assessment, Benefit 2 (Status (Thundercats Second-in-Command), Security Clearance (Cat's Lair)), Close Attack 4, Daze, Defensive Attack, Eidetic Memory, Fascinate (Deception), Improved Defense, Inventor, Ranged Attack 4, Set-Up 3 (Cheetara, Lion-O, Pantheo), Teamwork

SKILLS: 49 points
Close Combat +12 (+14), Deception +10 (+13), Expertise (Architecture) +8 (+14), Expertise (Engineering) +8 (+14), Expertise (Science) +8 (+14), Expertise (Tactics) +8 (+14), Insight +10 (+15), Investigation +6 (+12), Perception +8 (+13), Sleight of Hand +6 (+10), Stealth +10 (+14), Technology +10 (+16), Treatment +6 (+12)

Image

OFFENSE:
Initiative +4

Ranged +8
Ranged Damage --

Close +6
Unarmed Damage 3

Bola-Whip +14
Damage 6, Reach 3 (15 ft.)

DEFENSE: 30 points
Dodge +10
Parry +14
Will +14
Fortitude +6
Toughness +3

COMPLICATIONS:

-Bad Swimmer: Tygra is perhaps the worst swimmer among the Thundercats, and in some cases has been completely unable to do so.

-Easily Influenced: Tygra has shown to be easily influenced by external stimuli more than any other ThunderCat.

-Shy As A Kid: Tygra is the most quiet of the Thundercats, being highly patient, analytical and calm, considering every angle to solve a problem.  As such, he can be shy and nervous in other kinds of situations, including the intimate/romantic kind (as in the comics with Cheetara).

-Guardian of Third Earth (Motivation - Doing Good, Justice): While the Thundercats lived on Third Earth, they became the defacto protectors of that world and the many races and cultures that inhabited it, defending them from many enemies such as the Mutants, the Lunataks, Mum-Ra and several others. While they did not ask for this responsibility, they accepted it and the many dangers it involved, out of the need to do well by these people. The Thundercats enjoyed alliances made with these different cultures as time progressed.

-Enemy (Mum-Ra/Mutants of Plundar/Lunataks): When the Thundercats crashed upon Third Earth, they were eventually followed by the Mutants of Plundar. The Mutants landed near a strange pyramid and awoke the mummified Mum-Ra from his slumber, who proved to be a more dangerous enemy than the Mutants and strived to do whatever was needed to ensure his place as the dominant being of Third Earth, resulting in many ongoing conflicts with the Thundercats. Later, the Lunataks entered the fray, complicating things further.

VARIANTS:

Reduced PL: The stats shown above are Tygra as a PL 10 character.  To lower his PL, reduce the Damage of the Bola-Whip and its Attack bonus by about 3 ranks, along with the appropriate Defenses (Dodge, Parry, Will and maybe Fortitude).  This will make Tygra a PL 7 character.

Where Lion-O and Cheetara had weapons based on common versions but with increased Damage (making it easy to lower their PL), Tygra's Bola-Whip is based on a combination of weapons that have no Damage.  The -3 rank reduction is a general idea.  Other traits can be reduced, especially his Skills (which would be quite high as they are for a PL 7!).

Image

New 2011 Series: Tygra in the new series, like Lion-O, is younger than his counterpart in the original 80s series, a teenager or young adult, but seeming to be slightly older than Lion-O.  The PL reduction listed above would take care of any difference in ability due to age.

Further, the newer Tygra uses slightly different abilities and gear.  To represent this, take away his "Mind Power" (as the illusion ability has not presented itself....yet), and give him armor and an energy pistol, along with an Equipment Advantage to explain having these.  Remember, the armor will also increase his Toughness, and make him more durable for direct combat, as well as being good at stealth!

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Variant artist interpretations found online...
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Last edited by Hellstormer1 on Sun Feb 05, 2012 3:30 pm, edited 3 times in total.
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Re: HS1's Builds [Lion-O fix]

Postby Hellstormer1 » Sun Sep 11, 2011 6:12 pm

Fixed Lion-O. He was a PL 10 but with typo mistakes. Now, he's a PL 9 and edited for (hopefully) no mistakes, along with notes to alter him for whatever the situation, GMs and players would require.

I'll get to the others as I can as well.
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Re: HS1's Builds [Lion-O fix]

Postby Hellstormer1 » Tue Jan 17, 2012 1:31 pm

I see people browsing the old topic after I've been gone for months, and even an inbox message!

Just wanted to say I'm back, sorta, looking in on things, and I'll be posting more stuff soon. And thanks to anyone who liked the Thundercats!
"Variety is the spice of life" -Traditional phrase on life and living
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Re: HS1's Builds [PANTHRO]

Postby Hellstormer1 » Thu Jan 26, 2012 6:14 pm

Image
PANTHRO

TYPE: Warrior, Tech
PL: 8

POWER POINTS:
Abilities: 66 points
Powers: 29 points
Advantages: 19 points
Skills: 38 points
Defenses: 11 points
Total: 154 points

Image

ABILITIES: 66 points
Strength (Str) - 5
Stamina (Sta) - 5
Agility (Agl) - 4
Dexterity (Dex) - 4
Fighting (Fgt) - 5
Intellect (Int) - 4
Awareness (Awe) - 4
Presence (Pre) - 2

POWERS: 29 points

Thunderan Physiology: Enhanced Traits 2 (Strength 2 [Limited to Lifting]), Leaping 2, Speed 2, 6 points

Thunderan Nunchucks: 18 points (Removeable -6 points), 12 points
-Heat Spray: Blast 6 (Heat/Fire), 12 points
-Cold Spray: Blast 6 (Cold/Ice), 1 point
-Acid Spray: Damage 6 (Penetrating), 1 point
-Knock-Out Gas: Affliction 6 (Fortitude, Fatigued/Disabled/Asleep, Cumulative), 1 point
-Hard Strike: Damage 3 (Strength based, Penetrating, Advantages [Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Weapon Bind]), 1 point
-Rapid Strike: Damage 3 (Strength based, Multiattack, Advantages [Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Weapon Bind]), 1 point
-Round Strike: Damage 3 (Strength Based, Area [Burst]), 1 point

Shoulder Spikes: Elongation 2, Leaping 2, Enhanced Trait 4 (Climbing +8), 10 points

GEAR/EQUIPMENT:

Besides his personal items (see Powers), Panthro is the Thundercats leading technical expert, and has created just about everything the Thundercats use, from their various vehicles (Thundertank, Feliner, ThunderClaw, ThunderStrike and HoverCat) to Cats Lair and the Tower of Omens.

(NOTE!: In the newer 2011 series, he has not created any of these, stole the Thundertank, and had little skills with technical devices).

ADVANTAGES: 19 points

All-Out Attack, Assessment, Benefit (Security Clearance (Cat's Lair, Tower of Omens), Chokehold, Close Attack 3, Defensive Roll 3, Improvised Tools, Inventor, Power Attack, Ranged Attack 4, Teamwork

SKILLS: 38 points

Acrobatics +4(+8), Athletics +4(+9 [+17 Climbing]), Expertise (Military) +8(+12), Expertise (Thundera) +4(+8), Insight +8(+12), Intimidation +12(+14), Investigation +2(+6), Perception +4(+8), Persuasion +4(+6), Stealth +4(+8), Technology +12(+16), Treatment +2(+6), Vehicles +8(+12)

OFFENSE:

Initiative +4

Ranged +8
-Thunderan Nunchuku +8

Ranged Damage N/A
-Thunderan Nunchucks N/A (unless thrown???)
--Heat Spray 6
--Cold Spray 6
--Acid Spray 6
--Knock-Out Gas 6

Close +8
-Thunderan Nunchuku +8

Close Damage 5
-Thunderan Nunchucks
--Hard Strike 8
--Rapid Strike 8
--Round Strike 8

DEFENSE: 11 points
Dodge +6
Parry +8
Will +6
Fortitude +8
Toughness +5(+8)

COMPLICATIONS:

MOTIVATION (Doing Good, Justice, Patriotism, Responsibility): The Thundercats are driven to uphold the cause of good on Third Earth or wherever they find themselves, and follow the motivations and traditions of all Thundercats who came before them.

ENEMY: Mum-Ra, The Mutants, the Lunataks, and many other foes can be counted among the enemies of the Thundercats.

HONOR: Panthro has possibly the strongest sense of honor among the Thundercats, next to Lion-O himself.

PHOBIA: Panthro has a fear of bats.

RELATIONSHIP: Panthro is close to all the Thundercats to varying degrees. He was close to Claudus (Lion-O's father), is loyal to the noble blood of Thundera, and counts all Thundercats in general as close family.

REPUTATION: Panthro is known for his combat skills, his ability with technology, and especially his temper!

RESPONSIBILITY: Panthro may sometimes feel responsible for the other thundercats, as he is the eldest among them after the passing of Jaga.

RIVALRY: panthro will give anyone a run for their money when it comes to a test of skill in combat or engineering.

TEMPER: Panthro is known to get annoyed at thinks, such as when the Thunder Kittens (Wilykit, Wilykat) tend to play around or when Snarf tries to be funny, just to name a few.

VARIANTS:

Image
-2011 SERIES: In the newer animated series, Panthro is a little different than the 80s cartoon version. He has little in the way of tech skills (remove all tech skills from Skills above), his nunchucks do not have any special spray abilities (remove these from above), he does not have the chest spikes (remove these from above), and he uses his nunchucks more like a flail (pretty much just keep the Hard Strike ability), and drop his Intellect by 1 or 2 ranks. Otherwise, he stays the same.

Image

NOTE!: This write-up was created between seasons 1 and 2 of the new 2011 series. At the end of season 1, Panthro had lost both arms in his final battle with Grune. However, a sneak-peak at upcoming toys reveals Panthro may be getting cybernetic replacements for his arms. This may grant him more abilities later on.

Possible movie version?
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Last edited by Hellstormer1 on Sun Feb 05, 2012 1:44 pm, edited 2 times in total.
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Re: HS1's Builds [PANTHRO]

Postby Hellstormer1 » Thu Jan 26, 2012 7:36 pm

UPDATE Jan 26 2012

For the people who liked my stuff and wanted to see more, I apologize for being away so long. Last year was up and down, things change, got worse, and got better. Lets never do it again! Any who, Panthro is up to see, and YES, I AM going to do more! Mum-Ra, Wilykit/Wilykat, Snarf, Linx-O, Ben-Gali and Pumira are coming. For the Mutants, Lunataks and others, please make requests if you want them made. Be warned, i don't remember ANYTHING on the Lunataks, but I'll give it a shot if someone wants it.

Also, I'd like to announce my X-Men project. I've been wanting to tackle these for a long time, and the new edition seems perfect for it, and is new enough to keep it interesting for me for a while. I've been wondering how to do it, since there's a lot of material. So, I decided to do it in phases. Phase 1 is the First Class, including Cyclops, Phoenix, Beast, Angel/Archangel, Iceman, Professor X, Magneto, and maybe Havok and Polaris, maybe a few others. Phase 1 will cover the characters from the 1960s, Phase 2 the 70s, and so on into the 80s, 90s and 2000s. Mostly covering X-Men members, but also villains that catch my eye. Then, I was thinking, maybe, going through popular story arcs and events, making stats for characters, equipment, locations, monsters, etc., from these stories.

That's the plan for now, let's see if I can stick with it!

Cyclops and Beast are ready to go, have a look!
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Re: HS1's Builds [PANTHRO, X-Men Phase 1]

Postby Hellstormer1 » Thu Jan 26, 2012 8:26 pm

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CYCLOPS (Scott "Slim" Summers)

TYPE: Blaster, Leader
PL: 11

POWER POINTS:
Abilities: 54 points
Powers: 48 points
Advantages: 35 points
Skills: 98 points
Defenses: 16 points
Total: 251 points

Image

ABILITIES: 52 points
Strength (Str) - 2
Stamina (Sta) - 4
Agility (Agl) - 3
Dexterity (Dex) - 3
Fighting (Fgt) - 3
Intellect (Int) - 3
Awareness (Awe) - 4
Presence (Pre) - 4

POWERS: 48 points

Optic Blast: Blast 11 (Penetrating, Advantages [Improved Disarm, Improved Smash], Uncontrollable [Cannot turn powers off]), 24 points

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Visor: Feature 12 (Negates Uncontrollable Flaw in Optic Blast power; Sometimes has electronics built in for computer link), Advantages (Accurate Attack, Defensive Attack), Alternate Effects 5 (See Below), Removable 2 (-6 points), 13 points
Optic Blast Alternate Effects:
-Wide Shot: Blast 11 (Area [Cone], Uncontrollable [Cannot turn powers off]), 1 point
-Banked Shot: Blasst 11 (Ricochet, Advantages [Precise Attack 2 {Cover, Concealment}], Linked [To Spatial Awareness], Uncontrollable [Cannot turn powers off]), 1 point
-Stunning Blast: Afliction 11 (Dazed/Stunned/Incapacitated, Ranged, Uncontrollable [Cannot turn powers off]), 1 point
-Fine Shot: Blast 11 (Precise, Advantages [Improved Disarm, Improved Smash], Uncontrollable [Cannot turn powers off]), 1 point
-Long Shot: Blast 11 (Extended Range 5, Uncontrollable [Cannot turn powers off]), 1 point

Immunity 2 (Self's powers, Alex's powers, Feature 2 [Can turn this off]), 4 points

Spatial Awareness: Senses 3 (Awareness [Spatial], Detect [Objects, Visual, Ranged], Innate), 4 points

Martial Arts: Damage 2 (Strength based, Innate), 3 points

Power Stunts: Notable stunts include using his Immunity (his or his brother's powers) to resist Vulcan's powers (but still being hurt by it), and to absorb Storm's lightning (again, being hurt).

GEAR/EQUIPMENT:

As leader of the X-men, Cyclops may have access to anything the X-men would have on hand (and sometimes items they don't!). This includes everything from x-uniforms, comlinks, computers, the Blackbird(s), the X-men's mansion or Utopia, other vehicles (jet pack?) and bases, and even time machines (see Messiah War).

ADVANTAGES: 35 points

Accurate Attack, Assessment, Attractive 1, Benefit 3 (Cipher [Information linked to the X-Men], Security Clearance [X-Men facilities, equipment and vehicles], Status [X-Men leader]), Chokehold, Close Attack 8 (Unarmed) Connected, Contacts, Inspire 5, Languages 3 (Japanese, Russian, Spanish [Most veteran X-Men know severl lnguages]), Leadership, Power Attack, Ranged Attack 4, Seize Initiative, Set-Up, Skill Mastery (Expertise [Strategy/Tactics]), Ultimate Effort (Ultimate Aim)

SKILLS: 98 points

Acrobatics +6(+9), Athletics +6(+8), Deception +4(+8), Expertise (Military) +9(+12), Expertise (Mutants) +7(+10), Expertise (Politics) +5(+8), Expertise (Strategy/Tactics) +13(+16), Insight +6(+8), Intimidation +8(+12), Investigation +5(+8), Perception +4(+8), Persuasion +8(+12), Ranged Combat (Optic Blasts) +4, Stealth +4(+7), Treatment +3(+6), Vehicles +4(+7; +15 [Limited to piloting aircraft])

OFFENSE:
Initiative +3 (or Seize Initiative)

Ranged +7
-Optic Blasts +11
Ranged Damage N/A
-Optic Blasts 11

Close +11
Close Damage 4

DEFENSE: 16 points
Dodge +8
Parry +8
Will +8
Fortitude +6
Toughness +4

COMPLICATIONS:

-ACCEPTANCE: Cyclops fights for the acceptance of mutant kind everywhere by the normal human public (After M-Day, this changes to Survival, as he was then fighting for the survival of the mutant race as a whole).

-DOING GOOD: Early on, Cyclops believed in doing the right thing as was considered a "boy scout" of sorts. Later on, this is less so, as after he takes full leadership of the X-Men he then took on a more "Whatever it takes" attitude.

-RESPONSIBILITY: Being leader of the X-Men means being responsible for the many lives under his command who count on him, and fearing the death and loss of those people.

-DISABILITY (Powers): Cyclops cannot control his mutant powers, and lives in fear of accidentally hurting, or worse killing, an innocent individual, especially those close to him.

-ENEMY: As a mutant AND an X-Man, Cyclops can count many enemies for these alone, including just about any and every racial prejudoce mutant hate group out there, as well as mutant villains who use their powers for evil or selfish purposes, and even many non-mutant villains and groups who have simply crossed the X-Men (or vice versa).

-OBSESSION: During the Messiah story, Cyclops could have been said to be obsessed with saving mutant kind. His actions, including the creation of a new X-Force (a group of killers led by Wolverine, no less) caused much friction among his fellow X-Men, especially Nightcrawler, who died during Second Coming, and Beast, who left the X-Men after discovering Cyclops' actions.

-POWER LOSS: Cyclops' powers are inactive when lacking a suitable source of sunlight or solar energy. Also, when using his optic blasts at high power, they can drain his supply of solar energy for a time.

-PREJUDICE (Mutant): As a mutant, Cyclops is hated and feared by a large portion of humanity in the world.

-RELATIONSHIPS: Has close familial ties to other X-men, especially the First Class (Jean Grey, Beast, Archangel, Iceman), and most notably Emma Frost and/or Jean Grey (depending on the campaign and if she is alive). He is also somewhat close to Cable (Nathan Christopher Summers) and Marvel Girl II (Rachel Summers), his son (with Madelyne Pryor, a clone of Jean Grey) and possible daughter from an alternate timeline (with Jean Grey), respectively. Cyclops also has another daughter in yet another alternate timeline named Ruby Summers (with Emma Frost).

-REPUTATION: After the Messiah story, Cyclops' actions came to light, and this left him with a poor reputation in the eyes of some individuals who looked down on him as a leader. This led into Schism and Wolverine's creating another X-men team separate from Cyclops' X-Men.

-RIVALRY: When she was alive, Cyclops sometimes had to fight for the affections of Jean Grey from people such as Archangel, Wolverine, and even Gambit. He also sometimes had a sibling rivalry with brother Alex Summers (Havok, leader of X-Factor, Starjammers). Sometimes, he even clashes with other leaders, such as father Christopher Summers (Corsair, leader of the Starjammers), or even Mister Fantastic or Captain America. He has also clashed with Professor Xavier since learning of the secrets he kept from Cyclops and the rest of the X-Men.

-SECRET: During the Messiah storyline, Cyclops created a new X-Force team led by Wolverine, consisting of the X-Men's best trackers and killers, their purpose to hunt down threats to mutantkind and eliminate them before they could do any damage. This was kept secret from the other X-Men and the world, due to the X-Men's public status as heroes and "good guys" who never killed (and most X-Men felt exactly that way on the subject). While this decision is highly debatable, the situation was desparate as mutantkind had almost disappeared after M-Day and were on the verge of extinction. Still, this (and other things) were kept secret from the rest of the X-Men.

- - - - - - - - - -

NOTE ON POWER LEVEL AND GAME BALANCE: Cyclops is made as a PL 11 character, to be shown as a veteran of many trying conflicts, as he has been a part of the X-Men's history since the very beginning. If used properly, he is a very powerful character, able to use his powers in a variety of ways, most notably using the Advantages Accurate Attack and Power Attack to either have a +16 to hit or a +16 to Damage! (Disclaimer: I saw a similar set-up used by MDSnowman, and he inspired me on this write-up, so a good bit of credit should go to him) All of his Alternate Effects for his Optic Blasts could be done as Power Stunts, but they were made more permanent to show his long-time experience, but also as part of his visor since he wouldn't be able to perform these abilities without it, as hisOptic Blasts are uncontrollable.

If GMs/players want a less powerful version of Cyclops, they can either reduce his PL (10 should do it), or they can remove Accurate Attack and Power Attack from his Visor's Advantages. This write-up is done to show Cyclops as about the most powerful he has ever been in X-Men comics.

- - - - - - - - - -

VARIANTS:

CYCLOPS IN THE 90s: During most of the 1990s, Cyclops wore a blue and yellow outfit similar to his costumes before creating X-Factor with his fellow original students. With this write-up being PL 11, this earlier version of Cyclops would be PL 10, still a team leader, but not the overall commander he became later on during the Messiah storyline (more a "team" leader, instead of a field commander of several "teams" at once). Reduce his Optic Blast Attack/Damage by 1 and skills by at least 2 ranks.
Image

CYCLOPS IN THE 70s/80s: This costume Cyclops had for a long time. This version could be a PL 9, if GMs/players want to rank him throughout his history (I just wanted a reason to put this pic up here, lol).
Image

CYCLOPS IN FIRST CLASS: When Cyclops began as a member of the X-Men, he was still team leader, but much more shy and quiet than he became later on. This Cyclops is a PL 8 (130 point starting character if GMs can manage it); reduce his Optic Blast Attack/Damage by 3, remove his Martial Arts and combat related Advantages (he's just beginning); his Visor would still be there, but only to negate the Uncontrollable flaw, and his Alternate Effects would all be Power Stunts; reduce Abilities by at least 1 (Presence to 0 or less!).
Image

ULTIMATE CYCLOPS: This version of Cyclops seems to be about PL 10 but still in his teens like the mainstream version's origin.
Image
Last edited by Hellstormer1 on Sun Jan 29, 2012 4:26 pm, edited 7 times in total.
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Re: HS1's Builds [PANTHRO, X-Men Phase 1]

Postby Hellstormer1 » Thu Jan 26, 2012 8:42 pm

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BEAST (Dr. Henry Philip "Hank" McCoy)

TYPE: Warrior, Skill Master
PL: 10

POWER POINTS:
Abilities: 62 points
Powers: 64 points
Advantages: 27 points
Skills: 45 points
Defenses: 9 points
Total: 207 points

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ABILITIES: 62 points
Strength (Str) - 8/3
Stamina (Sta) - 8/3
Agility (Agl) - 10/2
Dexterity (Dex) - 2
Fighting (Fgt) - 6
Intellect (Int) - 6
Awareness (Awe) - 5
Presence (Pre) - 4

POWERS: 64 points

Mutant Feline Phisiology: Advantage (Frightful Presence 2*[See Advantages]), Enhance Traits 20 (Strength 5, Strength 2 [Limited to Lifting], Stamina 5, Agility 8 ), Enhanced Senses (Senses 9 [Visual {Extended 1}; Auditory {Accurate, Extended 1}; Olfactory {Accurate, Acute, Extended 2}]), Speed 2, Leaping 2, Movement 2 (Wall-Crawling 2), 55 points
-Claws/Bite: Damage 2 (Strength based), Advantages 1 (Improved Critical [18-20]), 3 points
-Healing Factor: Regeneration 5, Advantages 1 (Great Endurance), 6 points

GEAR/EQUIPMENT (15 points):

Beast has 15 points to spend on Equipment. This tends to vary according to the mission or purpose. At any given time he will generally have equipment on him for medical, engineering and general scientific purposes purposes. If at a base of operations, he will almost always have set up his own lab, or gain access to the lab already on base.

ADVANTAGES: 27 points

Agile Feint, All-Out Attack, Benefit 2 (Security Clearance [X-Men, Avengers], Status [world reknowned scientific and medical genius]), Close Attack 4 (Unarmed), Connected, Defensive Roll 2, Equipment 3 (15 points, see above), Improvised Tools, Inventor, Jack-Of-All-Trades, Languages 4 (German, French, Latin, Spanish, Japanese, Arabic, Russian, Latverian, possibly more), Skill Mastery 2 (Expertise [Science], Technology), Teamwork, Well-Informed.

* Advantage or Feat found in other D20 RPG sources; works like Attractive, but bonus goes to Intimidate skill checks.

SKILLS: 45 points

Acrobatics +4(+14), Expertise (Medicine) +6(+12), Expertise (Science) +8(+14), Expertise (*See Below) +4(+10), Insight +6(+11), Intimidation +4 (+8/+13), Technology +8(+14), Treatment +4(+10), Vehicles +6(+8)

* Beast's unlisted Expertise Skills above include: Literature, Phylosophy, Psychology, Sociology, History, Art/Art History, Anthropology, Linguistics, Music, Politics/political Science and Economics. He also knows Biochemistry and Genetics, but these can easily be covered in his Expertise (Medicine) and Expertise (Science).

NOTE!: If GMs/players wish to make Beast's skills easier or simplified, they can easily remove his Expertise Skills that are listed separately and give him the Jack-Of-All-Trades Advantage. However, thes eskills are listed and ranked here for two reasons. First, Beast is an achedemic and intellectual, and studied to learn his knowledge through education, which ranked skills display. Second, Jack-Of-All-Trades represents someone who is not an academic, but someone who picked up a little of that, here and there, over time, and usually not by educational means. This fits Beast's personality, but also puts more points into him that show him as a veteran X-Man like Cyclops and the rest of the First Class.

His scientific knowledge (covered by the Expertise (Science) skill he already has) ranges from Theoretical Physics, Quantum Mechanics, Differential Equations, Nanotechnology, Anatomy, Biomedicine, Analytical Chemistry, Electrical Engineering and Mechanical Engineering.

OFFENSE:
Initiative +10

Ranged +10
Ranged Damage N/A

Close +10
Close Damage (Claws) 10

DEFENSE: 9 points
Dodge 12
Parry 6
Will 10
Fortitude 10
Toughness 8

COMPLICATIONS:

-DISABILITY: When Beast went through his Secondary Mutation to his more feline form, he lost much of his manual dexterity, specifically the use of his hands for certain applications. He has commented on having trouble playing the guitar since the change. More recently he has regained some of it, but not on the super-human level of his Agility.

-ENEMY: Beast counts amopng his enemies any threat to mutant kind, humanity, as well as intellectual imbeciles everywhere!

-FAME: Beast is a world reknowned doctor with a Ph.D. and has acquired some fame in certain circles. To complicate matters, his appearance makes it difficult to avoid people who know of his work.

-PREJUDICE: Beast is a mutant, hated and feared by humanity around the world, especially mutant hate groups.

-QUIRK: Beast is known to quote literary works of art, even in the middle of combat.

-RELATIONSHIPS: Beast has close ties to many superheroes in both the X-Men and the Avengers, and is even close to members of the Fantastic Four and Spiderman, among others! He also has a family and cares about his parents.

-RESPONSIBILITY: Beast has at times felt an overwhelming sense of responsibility towards others, especially in intellectual matters where his scientific skills come to the fore. Such events where this has occurred include the outbreak of the Legacy Virus and the Messiah storyline when mutants were on the verge of extinction.

-RIVALRY: Beast has had a healthy intellectual rivalry with other intellectuals such as Mr. Fantastic, Henry Pym, Tony Stark, Professor Xavier, Moira McTaggert and even fellow members of the X-Club, Dr. Nemesis, Kavita Rao and Madison Jeffries.

-PHOBIA/SECRET: Ever since his childhood, Beast has had a fear of rejection due to his appearance, and has tried to hide it behind his intellect and jovial behavior. These feelings have only become stronger, deeper and more complicated as his physical appearance has changed over the years.

VARIANTS:

BEAST IN THE 90s: Beast during this period had a more simian ape-like appearance. Reduce his Strength, Stamina and Fighting by at least 2 ranks; Increase his Dexterity to equal his Agility (maybe a bit less); remove his Healing factor, Enhanced Senses and Cat Run (Speed); reduce his Frightful Presence Advantage to 1 instead of 2.
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BEAST IN FIRST CLASS: During this period, Beast had a more human appearance, lacking fangs, claws and blue fur, and having brown hair instead of blue/black. His stats should be reduce to a PL 8 character; all Abilities reduce 1 or 2 ranks at least; remove the Frightful Appearance Advantage; Skills should be adjusted to show a student rather than a world famous scientist; remove his Super-Strength, Claws/Bite, and reduce his Wall-Crawling by 1 rank.
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Re: HS1's Builds [Jean Grey, Mumm-Ra]

Postby Hellstormer1 » Sat Feb 04, 2012 2:52 pm

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PHOENIX (Jean Grey-Summers)

TYPE: Psionic
PL: 10

POWER POINTS:
Abilities: 42 points
Powers: 123 points
Advantages: 15 points
Skills: 35 points
Defenses: 24 points
Total: 234 points

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ABILITIES: 42 points
Strength (Str) - 2
Stamina (Sta) - 3
Agility (Agl) - 2
Dexterity (Dex) - 2
Fighting (Fgt) - 2
Intellect (Int) - 3
Awareness (Awe) - 3
Presence (Pre) - 4

POWERS: 123 points

Astral Projection*:
Alternate Form (Astral Spirit): 48 points, Activation -2, Side-Effect -2 (physical body is left vulnerable while in Astral Form), 10 points
-Insubstantial 4, 20 points
-Concealment 10 (all sense types), 20 points
-Astral Senses: Senses 8 (Visual/Mental; Accurate, Acute, Awareness (Psychic Powers), Counters Concealment, Counters Illusion), 8 points
-Astral Plane: Movement 1 (Dimensional [Astral Plane]), 2 points

*This power could be applied as an Dynamic Alternate Effect of Jean's Telepathy powers if GMs/players wish, and cost less points.

Telepathy: 47 points
-Mental Blast: Damage 10 (Perception Ranged, Resisted by Will, Dynamic, Subtle), 42 points
-Mind Control**: Affliction 10 (Resisted by Will; Dazed/Compelled/Controlled, Dynamic, Perception Ranged), 1 point
-Mind Reading 10, 1 point
-Telepathic Communication: Communication 3 (Mental; Area, Dynamic, Rapid, Selective, Subtle 1), Comprehend 2 (Animals, Languages), 1 point
-Sense Other Minds: Senses 3 (Mental, Accurate, Awareness [thoughts/minds]), 1 point
-Telekinetic Range***: (Dynamic, Extended Range to Move Object [see below]), 1 point

**This effect can be used in power stunts for various mental effects, such as take away/control people's natural bodily functions and senses, or even mutant powers (forms of Affliction or Nullify).
***This effect is made to allow Jean to grasp objects in orbit and pull them down, and could be a power stunt instead.

Telekinesis: 46 points
-Move Object 12 (Damaging, Dynamic, Precise), 39 points
-Move Object 12 (Sustained, Dynamic, Precise), 1 point
-Move Object 12 (Improvised Weapon/Thrown Mastery, Dynamic, Precise), 1 point
-Flight 12 (Aquatic, Concentration, Dynamic), 1 point
-Force Field: Protection 12 (Area [Shapeable], Dynamic, Impervious, Precise, Sustained, Concentration), 1 point
-Telekinetic Blast: Blast 12 (Penetrating, Precise, Selective), 1 point
-Telekinetic Burst: Blast 12 (Area [Burst], Selective, Tiring), 1 point
-Telekinetic Sensitivity: Senses 8 (Mental; Accurate, Acute, Analytical, Microscopic Vision 4 [Ranged], Dynamic), 1 point

Power Stunts: When Jean started out with the X-Men, all of her Alternate Effects were power stunts. Even later on, after gaining more experience, her Alternate Effects still had reasonable limits related to her Telepathy/Telekinesis. If she is ever connected to the Phoenix Force, she can perform more wildly varied power stunts, as befiting someone with cosmic powers at their command. Other known power stunts:
-Using her Telepathy to boost mutant powers in others.
-When gaining Psylockes specific mental powers, Jean could visibly manifest her telepathic powers in firebird form, whose attacks could do both physical and psychic damage.

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GEAR/EQUIPMENT (10 points):

In the field, Jean will have equipment on her as needed, from an X-suit costume, medical gear, some device Beast has cooked up, or whatever the mission requires. However, the most important piece of equipment she has ever had access to is Cerebro and, later, Cerebra. These highly specific devices are used to enhance a psychic's telepathic powers and range for the purpose of locating mutants around the world, as well as other purposes involved with powers of a psychic/telepathic nature.

ADVANTAGES: 15 points

Attractive 2, Benefit 1 (Security Clearance [X-Men]), Close Attack 4, Connected, Eidetic Memory, Equipment 2 (10 points), Improved Initiative 1, Ranged Attack 2, Teamwork

SKILLS: 35 points

Expertise (Psychology) +9(+12), Expertise (Education/Teaching) +6(+9), Insight +6(+9), Intimidation +4(+8), Investigation +4(+7), Perception +8(+11), Persuasion +8(+12), Ranged Combat (Telekinesis) +4(+8), Stealth +4(+6), Technology +4(+7), Treatment +7(+9), Vehicles +6(+9)

OFFENSE:
Initiative +6

Ranged +4
-Telekinesis +8

Ranged Damage --
-Telekinesis
--Move Object 12
--Telekinetic Blast 12
--Telekinetic Burst 12

Close +6

Close Damage 2

DEFENSE: 24 points
Dodge +8
Parry +6
Will +12
Fortitude +8
Toughness +12*/+3

*With Telekinesis (Force Field).

COMPLICATIONS:

-ACCEPTANCE: As a mutant, Jean Grey is sometimes feared and hated by normal humanity. As a student of Professor Xavier's School For Gifted Youngsters, she fights with the X-Men for the acceptance of mutant kind everywhere by the rest of the human race.

-DOING GOOD: Jean has always had a strong sense of right and wrong, and sometimes tends to be a moral compass for her teammates, even keeping Wolverine from going too far in his berserker rages. Don't let that fool you, though, for she can be just as strong willed and tempered in combat as her flaming red hair!

-RESPONSIBILITY: Since Jean's powers first manifested, she has lived her life learning to control her powers, for fear of harming others, or being harmed by them (such as when her Telepathy first manifested when her friend died inside her mind). Even more so when her powers have increased to uncontrollable levels or outright changed, leading her to further learn how to keep control of them at any given moment. Also, Jean has at some points had other responsibilities, such as teaching at the Xavier School for Gifted Youngsters.

-ENEMY: Over the course of her career being an X-Man (including her stint with X-Factor), Jean has encountered many enemies of both mutant kind in the form of evil mutants and mutant hating humans (among many others!), and has valiantly fought against every foe along with her fellow X-Men. In that regard, the X-Men have ranked up a long list of enemies.

-IDENTITY: Sometimes, the X-men have kept their identities secret from the public to protect themselves and their loved ones from the hatred people feel against mutants. Also, during her time with X-Factor, her and her teammates purposely used different identities as the X-Terminators to further their cause.

-PREJUDICE: As a mutant, Jean is a part of a hated minority of humanity.

-RELATIONSHIPS: Jean had a long romantic relationship with Cyclops, that eventually culminated in marriage, which had failed by the time she had died. She also had an attraction to Wolverine, but this never developed into anything further than close friendship (in the mainstream universe, anyway). She also has close ties to many of the X-Men, as close friends, or even family, and is closest with her fellow teammates of the First Class, Professor Xavier and Wolverine. Jean also has a family, her parents and sister (who were killed by the Shi'ar during the storyline "End Of Greys"). She also has connections to Cable (son of Cyclops and Madelyne Prior, and spent twelve years in the future raising him with Cyclops) and Rachel Summers (daughter of her and Cyclops from an alternate timeline).

-REPUTATION: Jean has a reputation due to her connection to the Phoenix Force, and the Shi'ar both respect and fear her....more fear, I think.

-RIVALRY: Before her death (and after), Jean's relationship to Cyclops came into conflict with Emma Frost, who had started an affair with her husband when he was at an all-time low point in his life (come on, the guy had been bonded to Apocalypse for over a year, that really screws a person up!). She had been busy with both her teaching responsibilities and her powers going into Omega-Level status, while Cyclops had no outlet for the psychological aftermath of the events he had been through. Also, during the events of X-Men Phoenix Endsong, Jean Grey returned to life, and her relationship to Cyclops and the X-Men was put to the test yet again (with a pleasant kind of finality to it, I might add). Also, Jean at one point had a sort of rivalry with Psylocke, who was "flirting" with Cyclops.

- - - - - - - - - -

NOTE ON POWER LEVEL AND GAME BALANCE: This write-up is made to show Jean as her most powerful with her Telepathy and Telekinesis before going into the Phoenix Force itself (coming in a future entry), having rank 12 Telekinesis, with a trade-off of +8 to hit with it. This is done to show how Jean has, in the past, had a lot of power output, but not as much ability to hit compared to other fellow X-Men.

If this version seems too powerful, simply reduce her Telekinesis to rank 10, adjust her Attack to match, but everything else is pretty much fine the way it is (unless GMs/players have their own different views).

If GMs/Players wish to have her match up with Cyclops (which I did as a PL 11), simply raise her to PL 11 or 12, as there have been many moments in comics where she has shown such power.

- - - - - - - - - -

VARIANTS:

THE PHOENIX FORCE: Jean's powers have changed many times throughout her existence, either rising or falling in power level, or at any given time having only Telepathy, Telekinesis, or both. Jean has always been at her height when tapping into the Phoenix Force, which makes her an "Omerga-Level" mutant, having limitless potential for her powers. During times like this, she begins to exhibit further degrees of variety in her powers, such as Power Stunts that are more varied than Telepathy and Telekinesis would permit. If the Phoenix fully manifests itself, her power ranks may increase dramatically when tapping into the Phoenix Force, reaching PL 15/16 easily, and being able to challenge the likes of Galactus himself! This is more a plot device for GMs, who should not allow players to play such a character (though the Phoenix Force could be used as an Uncontrollable Flaw in her powers for gameplay instead to allow play of the character). This write-up of Jean Grey reflects her at her most powerful self just before her death, and powers such as Telekinetic Sensitivity are signs of the Phoenix Force manifesting (as she did not have this power before then).
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DARK PHOENIX: The Dark Phoenix was the corrupted form of the Phoenix Force (thanks to the Hellfire Club). In this form, Jean's powers were nearly uncontrollable, and the Phoenix would manifest any time she lost control, driven by base desires like hunger. In one moment when the Dark Phoenix gained control, it flew off into deep space to a star system in Shi'ar territory, devoured that system's sun, causing it to go nova and destroy a colonized world with five billion lives on it, as well as a Shi'ar vessel in the system and all crew on board.
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REVOLUTION REVAMP/POWER CHANGE: During the Revolution revamp by Chris Claremont around 2000, Jean and Psylocke had swapped their powers; Jean gained much of Psylocke's specific telepathic powers, and Psylocke gained Jean's telekinesis. To represent this, remove Jean's Telekinesis, keep the Telepathy and Astral Projection; her Telepathic powers have the "Affects Corporeal" Extra added to her powers, as they could do harm both mentally and physically. They may also have an Extra for requiring a different resistance check (such as Will AND Toughness).
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X-MEN IN THE 90s:: By this time, Jean and the First Class had rejoined the X-Men, and made much use of the experience they had gained over the years. Jean is easily a PL 10 from this era onwards (though the Phoenix Force has altered this at times).
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X-FACTOR: After seemingly coming back from the dead, Jean and the rest of the First Class formed their own team, the first X-Factor. They officially hid their mutant status and portrayed themselves publicly as mutant hunters to find other mutants in need of help. In combat, they wore different outfits and portrayed themselves as villains. Eventually, they dropped this guise, as it did nothing but fan human/mutant hatreds. At this stage, Jean would be a PL 9, with the usual powers.
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FIRST CLASS: When first joining the X-Men, Jean had only Telekinesis, and was a PL 8 character.
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Last edited by Hellstormer1 on Sat Feb 04, 2012 11:56 pm, edited 1 time in total.
"Variety is the spice of life" -Traditional phrase on life and living
"HE WHO CONTROLS THE SPICE, CONTROLS THE UNIVERSE!" -Paul from Dune
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Re: HS1's Builds [Phoenix, Mumm-Ra]

Postby Hellstormer1 » Sat Feb 04, 2012 11:40 pm

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MUMM-RA THE EVER LIVING

TYPE: Mystic/Powerhouse
PL: 10

POWER POINTS:
Abilities: 44 points
Powers: 157 points
Advantages: 20 points
Skills: 34 points
Defenses: points
Total: 255 points

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ABILITIES: 44 points
Strength (Str) - 10/1
Stamina (Sta) - N/A
Agility (Agl) - 5/1
Dexterity (Dex) - 5/1
Fighting (Fgt) - 5/2
Intellect (Int) - 8
Awareness (Awe) - 5
Presence (Pre) - 5

POWERS: 157 points

Dark Sorcery: 17 points
-Magic 6 (Blast [Ranged Damage]), 12 points
-Teleport 6, 1 point
-Telekinesis; Move Object 6, 1 point
-Dimensional Travel 3 (Movement 3), 1 point
-Astral Projection: Alternate Form (Astral Spirit[Insubstantial 4, Concealment 10): 40 points, Activation -2, Side-Effect -2 (physical body is left vulnerable while in Astral Form), 7 points, 1 point
-Scrying: Senses (Visual, Extended 10, Dimensional), 1 point
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"YOU'RE FIRED!" -Donald Trump, the Ever Spending.

Mind Control 6 (Linked to Dark Sorcery), 24 points

Deceptive Form: Shapeshift 4 (Limited to Animals and Humanoids for deception purposes, nothing else), 35 points

EVER LIVING!: Alternate Form, 89 points (Activation -2, Quirk*), 21 points
-Enhanced Abilities (Strength 9, Agility 4, Dexterity 4, Fighting 3), 40 points
-Enhanced Advantages (Close Attack [Unarmed] 5, Ranged Attack 5, Improved Initiative 2), 12 points
-Enhanced Defenses (Dodge 5, Parry 5, Protection 5), 15 points
-Flight 6 (Subtle 2), 14 points
-Magic 4 (adds to Dark Sorcery/Magic for rank 10!), 8 points
*Must say out loud "Ancient Spirits of Evil, transform this decayed form to Mumm-Ra, the Ever LIVING!!!"

Undying Menace: 61 points
-Immortality 5, 10 points
-Ageless: Immunity 1 (Aging), 1 point
-Undead: Immunity 40 (Fortitude Effects, Life-Support), 40 points
-Decayed Body: Protection 5 (Impervious), 10 points

NOTE!: Other abilities Mumm-Ra is known for using with his magic include Necromancy, Transmogrification and Temporal Manipulation. These can easily be done as Power Stunts.

GEAR/EQUIPMENT:

As a lead villain in an action cartoon series, Mumm-Ra has been shown to have access to, or have knowledge of, artifacts of great power, not only on Third-Earth, but across the universe. He will almost always have access to whatever resources he needs for the plot, including most mundane items, wealth and riches in his pyramid, manpower (in the form of the Mutants of Plundar), and various items of arcane or cursed power to use against his foes, the Thundercats.

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ADVANTAGES: 20 points

Artificer, Assessment, Benefit 8 (Cipher; Security Clearance [The Dark Pyramid, Mutants of Plundar]; Status [Empowered by the Ancient Spirits of Evil]; Wealth 5), Contacts, Daze (Deception), Fascinate (Deception), Frightful Presence 2*, Jack-Of-All-Trades**, Ritualist, Skill Mastery 2 (Expertise [Magic], Expertise [History]), Taunt

*Advantage or Feat found in other D20 RPG sources; works like Attractive, but bonus goes to Intimidate skill checks.
**This Advantage represent Mumm-Ra's abundant knowledge, gathered over his lengthy existence over time.

SKILLS: 34 points

Deception +10(+15), Expertise (History) +8(+16), Expertise (Magic) +10(+18), Insight +5(+10), Intimidation +5(+10), Investigation +4(+12), Perception +6(+11), Persuasion +6(+11), Sleight of Hand +8(+9/+14*), Stealth +6(+7/+12*)

*When in Ever Living form.

OFFENSE:
Initiative +1/+13*

Ranged +1/+10*

Ranged Damage
-Magic Blast 6/10*

Close +2/+10*

Close Damage 1/+10*
-Knife 2

*When in Ever Living form.

DEFENSE: points
Dodge 5/10*
Parry 5/10*
Will 10
Fortitude N/A
Toughness 5/10* (Impervious 5)

*When in Ever Living form.

COMPLICATIONS:

-DOING EVIL: Mumm-Ra is an immortal agent of the so-called Ancient Spirits of Evil, and by the comics he destroyed all human life on Earth long before it became Third-Earth, so, doing evil fits in his agenda somewhere.

-ENEMY: Mumm-Ra counts the Thundercats as his greatest enemies (for the time being). As they oppose his rule, he will stop at nothing to bring them to their knees, or outright destroy them. He has been unsuccessful due to many factors, the most formidable usually being the Eye of Thundera in the Sword of Omens.

-RECOGNITION: Mumm-Ra is cunning and devious, and using tricks of any kind to achieve his goals is not below him. But in the end, he wants his enemies to know that it was him that defeated them, and will even take a moment to gloat if victory is within his grasp.

-DISABILITY (UNDEAD): As an undead creature, Mumm-Ra is almost completely incapable of feeling emotions of any kind, save those reserved for beings of evil, such as greed, lust for power, and the satisfaction of defeating his enemies or causing strife wherever he can.

-HATRED: Mumm-Ra hates anything good, clean, pure, or better looking than him....which includes pretty much everything.

-OBSESSION: Mumm-Ra is obsessed with defeating his enemies and acquiring great power of any kind. Being undead, what the heck else is he going to do?

-POWER LOSS: Mumm-Ra's Ever Living form has limits when in use. If he expends too much of his dark energies, he will lose his Ever Living form and revert back to his normal mummy form, and cannot become the Ever Living again for a time (maybe until another night passes).

-REPUTATION: Mumm-Ra is known as one of the most powerful evil beings around, even in other parts of the universe!

-TEMPER: Mumm-Ra, while an immortal being who much of the time has shown patience, is still known for giving in to his anger and a need to do things right by doing it himself in the end (when his underlings fail him often enough). He will usually become the Ever Living monster he is known for, to batter obstacles and foes in his path.

-WEAKNESS: Mumm-Ra is known to have a few of these. For one, when he sees his own reflection, he can't stand it and is repelled by it, even losing his Ever Living form by gazing upon his own reflection. For another, while he can leave his pyramid and travel in daylight, sometimes he has been caught in the middle of something just as the sun rises; Dawn light can interrupt him when he is in the middle of casting a spell, or even transforming into Mumm-Ra the Ever Living, and the effect has been so bad that he immediately shape-changes into a bird or bat and flown away to recuperate.

-RIVALRY: Whenever Mumm-Ra has encountered someone whose power matches his own, he attempts to defeat them, for no one vcan be the equal to Mumm-Ra! In the Image comics, after many years of battle and having faced many threats, even uniting against common foes, Mumm-Ra offered Lion-O a potion that would grant him immortality, so that they could continue their battle against one another.

- - - - - - - - - -

VARIANTS:

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NEW 2011 SERIES: In the newer animated series, Mumm-Ra is pretty much the same as before, though he seems more intelligent, cunning and deadly than your typical Saturday morning super villain of old (which fits the darker take on the franchise). In his weaker state, Mumm-Ra looks exactly the same as before, a mumified undead who possesses arcane power and knowledge. When he transforms into his Ever Living form, the differences are subtle, and he functions much the same. Instead of having what could be either cloth or wings streaming from his arms, he has actual wings which unfold from his back (adjust Flight with wings accordingly. Also, instead of his magical blasts coming from his hands, they are releases from his mouth and seem to be a more integrated part of him (not from Magic, but a Blast power that comes from his improved body). Otherwise, Mumm-Ra the Ever Living in his beefed up form works about the same, flying around to beat or blast his enemies to a pulp!
"Variety is the spice of life" -Traditional phrase on life and living
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Re: HS1's Builds [Phoenix, Mumm-Ra]

Postby Hellstormer1 » Sun Feb 05, 2012 5:06 pm

UPDATE, 2-5-12

Finished Mumm-Ra for Thundercats, but still gotta get Wily Kit/Kat, Linx O, Ben Gali and Pumira. Also did up Jean Grey/Phoenix for the X-Men. Phoenix is NOT the same as the Phoenix Force, and I may do that up later. The Phoenix Force could easily be a GM plot device at any time, and doesn't need to be statted out....but like that will stop me from trying!
"Variety is the spice of life" -Traditional phrase on life and living
"HE WHO CONTROLS THE SPICE, CONTROLS THE UNIVERSE!" -Paul from Dune
"Big things have small beginnings" -David from Prometheus
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Re: HS1's Builds [Phoenix, Mumm-Ra]

Postby Hellstormer1 » Sun Feb 05, 2012 5:08 pm

Also, as of today, I've gone through the few character stats on here (for now) and updated them with code to deck them out nicely. At some point, I want to go back over some characters and tweak their stats now that I know the new edition better, like Hulk, Red Hulk, and the earlier Thundercats and Exiles builds.
"Variety is the spice of life" -Traditional phrase on life and living
"HE WHO CONTROLS THE SPICE, CONTROLS THE UNIVERSE!" -Paul from Dune
"Big things have small beginnings" -David from Prometheus
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