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scc 3rd Edition Builds: Nazis - Crossbones!

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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Mon May 16, 2011 11:24 am

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Oublivae
PL 17


Abilities
Strength 7, Stamina 6, Agility 7, Dexterity 7, Fighting 11, Intellect 6, Awareness 7, Presence 7

Powers
Oublivae's Dreadful Powers:
Abandon All Hope: Damage 14 [Fear, Psychic; Alt Res(Will), Area(Burst), Linked(Affliction); Limited(Needs time to recharge or recharges when initially really injured); Variable]
Abandon All Hope: Affliction 13 [Fear, Psychic, Resisted by Will(Stunned, Defenseless); Area(Burst), Linked(Damage) ; Limited(Needs time to recharge or recharges when initially really injured), Limited(No first degree effect); Quirk 3(Character recovers from defenseless state if they take damage), Variable]
Darkvision: Senses 2
Demon: Immunity 1 [Sleep]
Demonic Rampage: Strike 9 [Strength-based; Linked(Dreadful Rake Affliction); Limited(Only when really injured), Limited(Can only do 12 ranks of damage unless target is stunned or defenseless); Improved Critical, Reach 1, Split 7]
Alt: Dreadful Rake: Strike 5 [Strength-based; Linked(Affliction); Improved Critical, Reach 1, Split]
Dreadful Rake: Affliction 14 [Resisted by Toughness(Stunned); Alt Res(Tough), Linked(Strike and Demonic Rampage); Instant Recovery, Limited Degrees, Limited(Stunned only), Limited(Only on critical hit); Reach 1, Split]
Huge Elemental: Growth 8 [Permanent; Innate]
Isolation: Affliction 13 [Resisted by Will(Transformed: Cannot target or be targetted by an ally); Action(Move), Linked(Move Object), Range; Limited(Needs time to recharge), Limited(Transformed only); Diminished Range -1]
Isolation: Move Object 7 [Action(Move), Linked(Affliction); Limited(Needs time to recharge)]
Perish Alone: Damage 8 [Area 2(Burst), Reaction(When a character is within area burst); Limit(Only does 7 damage unless Oublivae is really hurt); Quirk(No damage if adjacent to an ally)]
Spider Climb: Movement 2 [Wall-Crawling]
Swim: Swimming 3
Tail: Enhanced Strength 7 [Limited(To Grappling only), Limited(Does not improve grappling damage)], Extra Limbs 1 [Innate]
Tail Spike: Strike 7 [Strength-based; Reaction(When an opponent becomes adjacent to Oublivae); Fast Grab, Reach 2]
Telepathy: Mind Reading 14 [Effortless; Limited(To surface thought)]
Variable Resistance: Variable 1 [Various impervious protection after being exposed to an attack. Equal to 19 ranks of Impervious(10 ranks of Protection).; Action(Free); Limited(Impervious protection only), Limited(Acid, Cold, Fire, Lightning and Thunder only), Limited(Only three times per encounter); Quirk(Cannot switch to previous protection after switching to new one)]

Equipment
Fortress of the Forgotten
Size: Gargantuan Toughness: 10 Features: Concealed DC 30(Fades in and out of existence, actively eludes those trying to find it), Deathtraps(Oubliettes: Dozens of huge rectangular pits, nearly bottomless possibly leading to the Blood Rift in the Barrens beneath the fortress. 100 ft wide and 200 ft long lined with obsidian), Isolated Dimensional Portal(Passages within the obsidian walls), Grounds(Awesome), Isolated, Living Space

Advantages
Benefit 10 [Queen of the Barrens]
Equipment 4 [Fortress of the Forgotten]
Extraordinary Effort
Improved Initiative 1
Languages 1 [Common, Base: Abyssal]
Tough 15 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 6 (+13), Athletics 6 (+13), Close Combat: Claws 3 (+14), Close Combat: Tail 3 (+14), Deception 4 (+11), Expertise: Arcana 5 (+11), Expertise: Dungeoneering 4 (+11), Expertise: History of the Realms 6 (+12), Expertise: Survival 5 (+12), Insight 5 (+12), Intimidation 1 (+12), Perception 5 (+12), Persuasion 4 (+11), Ranged Combat: Isolation 6 (+13), Stealth 11 (+10)

Offense
Initiative +11
Abandon All Hope Damage, Damage 14, Area Burst(25 ft), Resisted by Will
Abandon All Hope Affliction, Rank 13, Area Burst(25 ft), Resisted by Will(Stunned, Defenseless)
Demonic Rampage +14, Damage 16, Improved Critical, Reach 1, Split 7
Dreadful Rake Strike +14, Damage 12, Improved Critical, Reach 1, Split
Dreadful Rake Affliction +14, Rank 14, Resisted by Toughness(Stunned), Reach 1, Split
Isolation +13, Rank 13, Action(Move), Resisted by Will(Transformed)
Isolation Move Object +13, Rank 7, Action(Move)
Perish Alone, Damage +8, Area Burst(50 ft), Reaction
Tail Spike +14, Damage 14, Fast Grab, Reach 2

Defense
Dodge 13, Parry 10
Toughness 21, Fortitude 12, Will 14

Power Points
Abilities 84 + Powers 218 + Advantages 32 + Skills 37 + Defenses 26 = Total 397

Complications
Secret: Oublivae is considered an angel by mortals whose cities are in the Barrens, and promises freedom and armies to demons trapped there. She pits both against each other in a never ending struggle, empowering one side or the other as she sees fit.
Obsession: Divide and isolate what is united, and leave lifeless desolation in her wake.
Power Loss: Isolation does not work beyond 50 ft.
Quirk: Loves flattery even if she doesn't believe it.
Quirk: Those with backgrounds in history attract her attention because she likes correcting them. She is interested in tales of downfall and ruin.
Quirk: Those willing to offer their services on the scale of exterminating an entire culture win her favor.
Temper: When provoked she attacks on all fours like an animal.

Design Notes
This is a D&D Fourth Edition demon lord Oublivae. She appeared in the Demonicon. Offensively she is PL 15 due to her Demonic Rampage. Defensively she is PL 17 due to her Dodge and Toughness. Oublivae is the Queen of the Barrens. The Barrens is a realm littered with the ruins of every civilization that ever existed or will exist. Wendigos, cannibals, undead fiends, and lycanthrope tribes roam the Barrens, and the destructive forces that doomed the cities taint their ruins. Mortals carried to the layers and banished demons are also there and battle each other thanks to Oublivae. She promises freedom to the demons and is considered an angelic protector by the mortals there. The landscape is constantly changing which makes navigation almost impossible. Fading in and out of existence is the Fortress of the Forgotten which is considered to be Oublivae's center of power. The fortress is surrounded by oubliettes, seemingly bottomless pits that Oublivae throws her enemies into when angry. Oublivae came into power by killing the demon lord Ugoreth. He granted her a private audience when she told him she was a herald and had a message from the Abyss. When she had him alone she killed him and consumed his soul. In battle she is said to have a heart of a rabid beast and a mind of a immortal archfey. She tries to isolate her enemies. She enjoys watching the grief of those enemies that die alone. She also enjoys slaying and consuming enemies as their allies watch. Her actions within the Abyss convey one message. That the Abyss will have no lord but ruin.
Last edited by scc on Mon May 16, 2011 12:49 pm, edited 2 times in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Mon May 16, 2011 11:29 am

I would have loved to have built Orcus Thorp. But he is in Monster Manual 1. They changed up what monsters can do, mainly damage, in Monster Manual 3. Fourth Edition does have a way to convert monsters to increase damage but the ones I have tried too that have appeared in the Monster vault do not match really at all. So if they ever do an updated Orcus I will definitely build him. Hope you like Oublivae.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby Triple » Wed May 25, 2011 8:33 am

scc, please don't take this wrong way, I like your builds, but do you think that your method is an accurate conversion? Could you please explain how you figured it all out? The explanation for the strength and the other ability scores makes sense, but how did you come up with the conversion for AC and HP to toughness?
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Wed May 25, 2011 2:53 pm

It took me some time to come up with this method. Converted some 3.5 monsters to second edition before this. Toughness was my biggest headache. I figured both AC and HP should determine the toughness save. Solo monsters in 4th Edition have a ton of HP so they have really high toughness scores. I figured AC alone wasn't a good way to figure out the toughness save. The highest natural armor I have seen is 8(Fourth Edition). I figured an average of HP and AC would make sense to figure out toughness. Why I decided to divide HP by 10 I really don't know. Seems like a good round number. I don't know if their is any method to convert monsters accurately. This is just the method I used. At times I thought perhaps the Toughness was to high or to low but I kept it the same using the conversion method. When I first came up with this method I thought how you would convert comic characters to D&D. Like Spider-Man would do an average of 17 damage(I was figuring out 3.5 D&D at the time). And if he was attacking a creature like the Dragon of Tyr it would take him a long time to really hurt it since it has over a 1000 HP. But like I said this is just my method. Definitely nothing official. Hope this helps. I will be glad to answer any questions you have, even this one if this doesn't make sense. :lol:
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:39 pm

I plan on posting some Marvel conversions. Not to say I am done with D&D. I will be posting some obscure characters since I think Baron, Jab, Taliesin, and even Thorp on rare occasions :wink: do a very good job converting well known characters. Many others do a great job converting characters as well. Not to say I will never build a well know character. And just so I don't burn any bridges I would like to thank Thorp for allowing me to post on his 3rd edition thread as well as 2nd edition. I really been enjoying doing builds for this system and I will never be as prolific as those I mentioned, especially Jab who I think could be a robot, but I figured I will keep adding to my thread.
Last edited by scc on Fri Jul 08, 2011 5:44 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:42 pm

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A.I.M. must have hired Victoria Secrets to do their woman's wardrobes.

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Giggity!

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In nature that is called presenting.


Doctor Betty
PL 5


Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 2, Fighting 2, Intellect 4, Awareness 2, Presence 3

Equipment
Glasses, Video Camera, Dual Light Pistols, Holdout Pistol, Computer, Telescope, GPS Locator

Advantages
Attractive 1
Benefit 1 [AIM Agent]
Connected
Contacts
Defensive Roll 1
Equipment 4

Skills
Athletics 5 (+5), Deception 5 (+8), Expertise: Biology 8 (+12), Expertise: Survival 3 (+7), Expertise: AIM Agent 4 (+8), Expertise: Current Events 3 (+7), Insight 5 (+7), Intimidation (+3), Investigation 4 (+8), Perception 5 (+7), Persuasion 4 (+7), Ranged Combat: Pistols 4 (+6), Stealth 4 (+5), Technology 6 (+10), Vehicles 2 (+6 Space Flight Training)

Offense
Initiative +1
Unarmed +2, Damage 0
Dual Pistols +6, Damage 3
Heavy Pistol +6, Damage 4

Defense
Dodge 6, Parry 4
Toughness 2 (Def Roll 1), Fortitude 3, Will 5

Power Points
Abilities 30 + Powers 0 + Advantages 9 + Skills 31 + Defenses 12 = Total 82

Complications
Disability: Has to wear glasses.
Enemy: Hydra.
Responsibility: A.I.M.

Design Notes
This is Doctor Betty Swanson a one time ally of Deadpool. Offensively she is PL 5 using pistols. Defensively she is PL 4 due to Dodge and Toughness. She is an A.I.M. agent that was working undercover with a Hydra science team. The team was sent to the Savage Land to search for toxins to convert into bio-weapons. They discovered the head of Deadpool from the earth where Marvel Zombies reign, which could transmit the zombie virus. Deadpool was hired by A.I.M. to recover the head and met up with his contact Betty Swanson. Doctor Swanson and Deadpool had many adventures together where they escaped from Hydra and the Savage Land, finally getting Headpool to A.I.M. only to be attacked by Hydra, being attacked by Man-Thing in a swamp to eventually going to Marvel Zombie earth. Over these adventures Headpool became part of the team and eventually rejoined with his old body and Bill agent of A.I.M.(formerly Bob agent of Hydra) aided them, sorta. Betty really disliked Deadpool but over time he grew on her saving her countless times. Betty, Deadpool, and Bill(Bob?) were eventually able to get back to Earth 616.
Betty has a decent amount of skills being an A.I.M. scientist and a double agent. She is also pretty decent with guns and survived in the Savage Land and went undetected until Deadpool showed up. The equipment she has can definitely change and this is her normal allotment of items as an agent of A.I.M. Why she wears glasses is anyone's guess. Nearsighted? Farsighted? To look intelligent? To look like a hot librarian? I gave her one rank in attractive and decent presence but I could almost see her having two. Though she never really acted like she was hot except for how she dressed.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:46 pm

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Behemoth
PL 11


Abilities
Strength 14, Stamina 14, Agility 0, Dexterity 0, Fighting 5, Intellect 4, Awareness 1, Presence 1

Powers
Seetorak Gem:
Behemoth Form (Move Action -1 points)
Big as an Elephant: Growth 4 [Permanent; Innate]
Big Ears: Senses 1 [Hearing Extended]
Big Feet: Enhanced Strength 1 [Limited(Resisting Movement only)]
Bulletproof Hide: Impervious Toughness 13
Enhanced Dodge 4
Enhanced Parry 4
Great Endurance: Enhanced Stamina 9
Immense Strength: Enhanced Strength 9
Prehensile Trunk: Extra Limbs 1 Senses 2 [Scent Acute and Extended]
Rampaging Beast: Enhanced Advantages 10 [Close Attack 3, Fast Grab, Improved Critical(Teeth and Claws), Improved Trip, Power Attack, Startle, Crushing Pin, Withstand Damage] Enhanced Trait 6 [Intimidation]

Advantages
All-out Attack
Inventor
Taunt

Skills
Athletics (+14), Deception 4 (+5), Expertise: Mechanical Engineering 9 (+13), Expertise: Business 5 (+9), Insight 2 (+3), Intimidation 1 (+9), Perception 4 (+5), Persuasion 3 (+4), Stealth 0 (-4), Technology 7 (+11)

Offense
Initiative +0
Unarmed +8, Damage 14

Defense
Dodge 6, Parry 7
Toughness 14, Fortitude 14, Will 6

Power Points
Abilities 26 + Powers 84 + Advantages 3 + Skills 17 + Defenses 9 = Total 139

Complications
Addiction: Nicotine. Since cigarettes are too expensive Haller uses nicotine patches.
Out of Business: Haller Hydraulics Inc. was put out of business and all his bank accounts are frozen.
Revenge: On She-Hulk and Tony Stark.

Design Notes
This is Behemoth a She-Hulk enemy. Offensively he is PL 11 unarmed and defensively he is PL 10.5 due to his Parry and Toughness. Manfred Haller owned a leading hydraulics corporation. He offered to capture She-Hulk using his new suit. She was unjustly wanted for murder. The sheriff of the town declined his offer. He decided to challenge She-Hulk anyway and figured it would be good press for his Man-Elephant suit. Even though outclassed by She-Hulk he kept battling her until he found out that the murder charges were dropped. He apologized for the damage he caused and promised to pay for it and that the Man-Elephant suit was too dangerous to be sold because of the possible abuse of it's power. During the Superhuman Registration Act he had dealings with unlicensed heroes. Tony Stark found out about this and shut down Haller Hydraulics, Inc. With his money gone and nothing to lose Haller went to Tibet in his Man-Elephant suit. He learned from someone on the streets that a blind woman foretold his coming. He sought out the blind woman and she gave him the Seetorak Gem which transformed him into the Behemoth. After using his power to protect the locals he went back to the United States to get revenge on Tony Stark and She-Hulk. He attacked who he thought was She-Hulk but it was a skrull in disguise and a friend of She-Hulk. He alerted the authorities and accompanied the skrull Jazinda to the government facility. She-Hulk went to rescue her and was confronted by the Behemeth. She defeated him with the help of the Lady Liberators.

Behemoth is pretty much your typical brick. He gave She-Hulk and the Lady Liberators a hard time for a little bit but once She-Hulk focused on him took him out quickly by grabbing his trunk and slamming him into the ground repeatedly. So he might be just below her level. Though he has sharp teeth and claws he prefers to grapple and throw people. I gave him some characteristics of an elephant like enhanced smell and hearing which I copied from Jab's elephant builds. Though he never demonstrated those in comics. He use to have a Man-Elephant suit but it seemed to be destroyed when he got the Seetorak Gem since he was wearing it at the time. Behemoth also has the Invent advantage which is rare for Tank builds. When he first confronted She-Hulk as Man-Elephant he was constantly talking so I gave him the Taunt advantage.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:48 pm

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I once took the Hulk on all by myself, now look at me, I am regulated to a J-Mart shelf!


Droog
PL 12


Abilities
Strength 14, Stamina 12, Agility 2, Dexterity 0, Fighting 8, Intellect 2, Awareness 1, Presence 0

Powers
Canine Mutate:
Claws: Strike 1 [Strength-based]
Large Mutate: Growth 4 [Permanent; Innate, Increased Mass]
Immensely Strong: Power-Lifting 1
Tail: Extra Limbs 1 [Innate]
Tough Hide: Impervious Toughness 17

Advantages
All-out Attack
Benefit 1 [Can use rhyming to Taunt]
Fearless
Improved Critical 1 [Claws]
Languages 1 [English, Base: Russian]
Power Attack
Taunt
Tough 4 [+1 bonus to Toughness per rank.]
Ultimate Effort [Ultimate Toughness]
Withstand Damage [Reduce Defense to increase Tough]

Skills
Athletics (+14), Expertise: Rhyming 6 (+8), Intimidation 5 (+7), Perception 3 (+4), Stealth 2 (-2)

Offense
Initiative +2
Claws +8, Damage 15, Improved Critical
Unarmed +8, Damage 14

Defense
Dodge 6, Parry 8
Toughness 16, Fortitude 14, Will 6

Power Points
Abilities 62 + Powers 31 + Advantages 13 + Skills 7 + Defenses 15 = Total 128

Complications
Loyal: Droog is very loyal to it's master befitting a dog.
Prejudice: Monstrous in appearance, described as a living nightmare.
Quirk: Droog stinks described as foul as the stench of the grave.
Quirk: Always speaks in rhyme.

Design Notes
This is Droog a Hulk enemy. Offensively it is PL 11.5 due to it's Claws. Defensively it is PL 12 due to it's Parry and Toughness. Droog was a genetically engineered dog created by the Gremlin. It fought the Hulk to a standstill annoying the Hulk with it's rhymes. A devastating energy blast was released by Shield on the complex of Bitterfrost where the two were fighting. It destroyed the entire complex and nothing was left but a huge crater. It later became the loyal companion of Megacephalo.
Droog is very tough able to take blows from an angry Hulk and only seemed hurt by one of them. So I gave him Ultimate Toughness, Withstand Damage, and high Impervious Toughness. According to the OHOTMU Droog is pretty smart though you don't really see it in his two appearances. Droog really stinks too but I didn't think he needed a power like affliction. Just when you smell something really bad you know Droog is close. I figured that giving it a Benefit of using it's rhyming to Taunt represented the character well. It definitely made the Hulk angry.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:50 pm

Image
Image
Be afraid. Be very afraid!


The Bug-Eyed Voice
PL 5


Abilities
Strength 2, Stamina 2, Agility 1, Dexterity 2, Fighting 2, Intellect 2, Awareness 1, Presence 1

Powers
Bug-Eyed Mask:
Removable (-1 points)
Creepy Voice: Enhanced Trait 3 [Intimidation Skill; Feature(Disguises characters real voice), Startle]
Peripheral Vision: Senses 2 [Visual]
Protection 1 [Limited(Head only)]

Equipment
Light Pistol

Advantages
Defensive Roll 2
Equipment 2 [Light Pistol, Paintball Guns]
Ranged Attack 2

Skills
Athletics 2 (+4), Deception 3 (+4), Expertise: Current Events 2 (+4), Expertise: Criminal 4 (+6), Expertise: Insurance Investigator 5 (+7), Expertise: Streetwise 1 (+3), Insight (+1), Intimidation 1 (+2), Perception 3 (+4), Persuasion (+1), Ranged Combat: Pistols 2 (+6), Stealth 5 (+6)

Offense
Initiative +1
Pistol +6, Damage 3
Unarmed +2, Damage 2

Defense
Dodge 5, Parry 5
Toughness 5 (Headshots with Def Roll), Fortitude 4, Will 2

Power Points
Abilities 26 + Powers 6 + Advantages 6 + Skills 14 + Defenses 10 = Total 62

Complications
Greed: The Bug-Eyed Voice is a thief and is looking to accumulate enough wealth to retire early.
Enemy: Speedball.
Reputation: Initially a local media sensation but even his former mad scientist employer called all his lackeys including The Bug-Eyed Voice lame.

Design Notes
This is The Bug-Eyed Voice a Speedball villian. Offensively he is PL 4.5 using handguns. Defensively he is PL 5 due to his Toughness and Dodge/Parry. He was a former insurance investigator. He used his inside knowledge to commit robberies. He wore a mask to hide his true identity. It also disguised his voice and made it creepy startling those he robbed. He was also part of the Speedball Revenge Squad, a team of jobbers who worked for Clyde Bodtchik, a mad scientist. Speedball easily beat this group of villains. He showed up later at a event promoting the New Warrior's TV series. Squirrel Girl was there and saw him. She had a crush on Speedball and attacked and beat The Bug-Eyed Voice. No shame in that though it happened to Thanos and Dr. Doom too. He only brought paint guns and was charged with a misdemeanor though they mainly took him into custody to protect him from Squirrel Girl.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:53 pm

Image


The Living Totem
PL 10


Abilities
Strength 11, Stamina 10, Agility 0, Dexterity 0, Fighting 5, Intellect 2, Awareness 0, Presence 2

Powers
The Terrible Totem:
Ageless Totem: Immunity 1 [Aging; Limited(Long Lived)]
Huge Totem: Growth 8 [Permanent; Innate, Quirk(No speed increase)]
Totem Strong: Power-Lifting 1
Totem Tough: Impervious Toughness 13

Advantages
Languages 2 [English, Native American, Base: Home Planet's language]
Tough 3 [+1 bonus to Toughness per rank.]
Withstand Damage [Reduce Defense to increase Tough]

Skills
Athletics (+11), Close Combat: Unarmed 3 (+8), Deception (+2), Insight (+0), Intimidation 2 (+8), Perception 3 (+3), Persuasion (+2), Stealth 0 (-8), Technology 5 (+7), Vehicles 0 (+6 limited to spacecraft only)

Offense
Initiative +0
Unarmed +8, Damage 11

Defense
Dodge 4, Parry 4
Toughness 13, Fortitude 12, Will 8

Power Points
Abilities 28 + Powers 31 + Advantages 6 + Skills 8 + Defenses 21 = Total 94

Complications
Disability: The Living Totem has short legs for it's size and can be easily tripped unless it has something to brace itself against.
Enemy: Rawhide Kid.
Obsession: Conquest of the human race.
Quirk: Likes to constantly talk saying things such as ""Who dares disturb the Totem!"
Temper: Beware all who tempt the Totem's wrath!

Design Notes
This is The Living Totem a Rawhide Kid enemy. It has also fought the West Coast Avengers. Offensively it is PL 9.5 due to it's unarmed attack. Defensively it is PL 10 due to it's Will and Fortitude. The Rawhide Kid defeated it by shooting at it rapidly to produce a lot of gunsmoke then charged at it's legs to push it into a canyon. The West Coast Avengers also took out it's legs and buried underneath a cliffside. It's spacecraft crashed on Earth years ago and that is where all the native american ideas for totems came from. He plans on conquering the human race as he spouts grandiose threats while doing it.

The Living Totem is very tough able to withstand gunfire, Tigra's claws, and Hawkeye's arrows with no damage. It has claimed nothing on Earth can hurt it. Heroes always beat it by taking out it's legs. Even Iron Man didn't do much but knock it off balance. When it grabbed Iron Man he seemed like he was really in trouble and probably couldn't break free. I figured 11 strength plus power lifting put him into the 51-100 ton range. It has claimed it has slumbered for ages so it has some immunity to aging and it might have more immunities like eating, drinking or breathing. I gave it a language advantage because I know it can speak English, it's native language, and I would assume Native American since it would not seem right if he couldn't spout threat in words they could understand.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:55 pm

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Tomazooma
PL 12


Abilities
Strength 12, Stamina NA, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 0, Presence 0

Powers
The Totem Who Walks!:
Huge Robot: Growth 8 [Permanent; Increased Mass, Innate], Immunity 65 [Fortitude Effects, Will Effects, Interaction Skills]
Totem Tough: Protection 7 [Impervious 17; Innate]

The Death That Walks!:
Negative Energy: Deflect 12 [Null-Bands; Reflect; Close, Limited(Dodge only), Limited(Projectiles only)]
Totem Stomp: Affliction 10 [Resisted by Dodge(Hindered, Prone); Area(Burst), Linked(Damage); Instant Recovery, Limited Degree, Limited(Tomazooma and Target must be in contact with the ground)]
Totem Stomp: Damage 10 [Area(Burst), Linked(Affliction); Limited(To terrain and objects)]
Twin Electro-Eyebeams: Blast 12 [Null-Bands]
Alt: Power Blasts: Damage 12 [Null-Bands; Area(Burst); Diminished Range(15 ft)]
Vapors of the Living Totem: Affliction 8 [Resisted by Fortitude(Fatigued, Exhausted, Asleep); Area(Cloud)]

Skills
Athletics (+12), Intimidation 2 (+6), Ranged Combat: Electro Beams 8 (+8), Ranged Combat: Throwing 6 (+6)

Offense
Initiative +0
Unarmed +6, Damage 12
Power Blasts, Damage 12, Area Burst(15 ft)
Totem Stomp Affliction, Rank 10, Area Burst(30 ft), Resisted by Dodge(Hindered, Prone)
Totem Stomp Damage, Damage 10, Area Burst(30 ft), Terrain and Objects only
Twin Electro-Eyebeams +8, Damage 12
Vapors of the Living Totem +8, Damage 8, Area Cloud(15 ft), Resisted by Fortitude(Fatigued, Exhausted, Asleep)

Defense
Dodge 4, Parry 4
Toughness 15, Fortitude NA, Will NA

Power Points
Abilities 10 + Powers 159 + Advantages 0 + Skills 8 + Defenses 10 = Total 187

Complications
Quirk: Excessive damage can cause the voicebox to malfunction.
Weakness: It's power unit is in it's mouth and if someone can get in there and reverse the polarity before being repelled Tomazooma will take damage equal to it's Power Blast with a zero toughness to resist it.

Design Notes
This is Tomazooma a Fantastic Four enemy. Offensively it is PL 12 due to it's Power Blast. Defensively it is PL 9.5 due to Dodge/Parry and Toughness. It is also immune to Will and Fortitude Effects. Tomazooma was created by the Red Star Oil Company, a company that was based in the old U.S.S.R. It was used to scare the Keewazi Indians off their reservation which had a lot of oil. It was created to look like their god. Tomazooma is an engine of destruction and spouts off imposing threats while doing it, especially if someone dares to attack it. Mr. Fantastic was able to defeat it by reversing the polarity on it's power unit.

Tomazooma is a tough robot able to take blows from the Thing and blasts from the Human Torch and the Fantasticar without much if any damage, though Thing's attack did damage it's voicebox(Of course what fun is running Tomazooma if you can't make epic threats!). It also has high impervious toughness since gunfire of any kind posed no threat to it. I thought about adding Ultimate Save(Toughness) and Withstand Damage from second edition but didn't think his one big battle with the FF warranted it. Especially since they weren't as tough as they are now. Plus not too many characters in DC Adventure's have it. I thought about making his energy attacks higher since it did really hurt the Thing after one blast but like I said it was early in the FF's career. It did have another appearance in Wolverine and it was nowhere near as tough. Though that could be because of no Null-Bands and the Reanimator doing a bad job rebuilding it. I made it's knockout gas more potent than normal so it would work on someone with a decent fortitude save like Wyatt Wingfoot. I gave it Totem Stomp to represent when Wyatt Wingfoot first heard it coming the ground was shaking like an earthquake.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:57 pm

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Screwball
PL 9


Abilities
Strength 1, Stamina 2, Agility 6, Dexterity 3, Fighting 5, Intellect 1, Awareness 2, Presence 3

Equipment
Helmet: Protection 2 [Limited(Headshots only); Feature(Flash Goggles), Feature(Hidden Video Camera)
Cell Phone, Commlink, Computer

Advantages
Agile Feint
Attractive 1
Benefit 2 [Status(Internet Celebrity), Wealth(Well-off)]
Connected
Contacts
Defensive Attack
Defensive Roll 2
Equipment 2
Evasion 1
Favored Environment [Parkour(Areas dense with obstacles, mainly urban areas)]
Improved Defense
Improved Initiative 1
Instant Up
Move-by Action
Redirect
Skill Mastery [Acrobatics]
Taunt

Skills
Acrobatics 12 (+18), Athletics 9 (+10), Close Combat: Unarmed 3 (+8), Deception 6 (+9), Expertise: Internet Business 9 (+10), Expertise: Current Events 3 (+4), Expertise: Streetwise 3 (+4), Expertise: Pop Culture 7 (+8), Expertise: Computers 7 (+8), Expertise: Thief 8 (+9), Insight 5 (+7), Intimidation (+3), Investigation 2 (+3), Perception 4 (+6), Persuasion 4 (+7), Ranged Combat: Throwing 3 (+6), Sleight of Hand 5 (+8), Stealth (+6), Technology 2 (+3),

Offense
Initiative +10
Unarmed +8, Damage 1, Unarmed +10 in dense urban environments

Defense
Dodge 12, Parry 10
Toughness 6 (Headshots with Def Roll), Fortitude 7, Will 7

Power Points
Abilities 46 + Powers 0 + Advantages 20 + Skills 46 + Defenses 23 = Total 135

Complications
Enemy: Spider-Man and Spider-Girl
Obsession: Filming exciting footage to put on her website to increase business.
Performance Artist: Screwball likes to put on a good show for her fans and enjoys the thrill of the chase.

Design Notes
This is Screwball a Spider-Man and Spider-Girl enemy. Offensively she is only PL 4.5 though within an urban environment she is PL 5.5. Defensively she is PL 9 but within an urban environment she is PL 10. Screwball likes to film her crimes and uses parkour to escape and entertain her audience. Her crew also records her exploits. She likes to taunt those chasing her and proves very difficult to capture since she can transverse urban environments quickly. She does not consider herself a bad guy but describes herself as the first live-blogging super villain.
Screwball is very acrobatic and even Spider-Man said she was quicker and faster than he was and suspected she had some mutant blood in her. She's in Nightwing's class on defense and acrobatics when using parkour. She could easily have second chance falling and accelerated acrobatics from second edition but I did not include that. I gave her Benefit internet celebrity which I got from the villain Faster Pussycat. She says she has 18 million describers so I gave her well-off but she did complain to Spider-Man when he stole her helmet that she still had payments on the camera. Of course she could have been lying. She is good at that and fooled Spider-Man before so she is pretty good at deception. Mainly a defensive character she has advantages such as defensive attack, evasion and can leave an opponent vulnerable or cause them to make an unwise decision using agile feint.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 5:59 pm

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Taboo
PL 14


Abilities
Strength 15(Max Growth), Stamina 18(Max Growth), Agility 0, Dexterity 0, Fighting 5, Intellect 2, Awareness 0, Presence 1

Powers
The Thing from the Murky Swamp!:
Huge Pile of Mud: Growth 8 [Permanent; Innate]
Colossal Pile of Mud: Growth 4 [Continuous]
Flight 8
Immense Strength: Power-Lifting 1
Mud Grapple: Snare 8 [Mud Snare, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile); Linked(Suffocation), Progressive; Close, Grab-Based]
Mud Grapple: Suffocation 8 [Mud clogging airways, Resisted by Fort(Dazed, Stunned, Incap); Linked(Snare); Grab-Based, Limited(Defenseless and Immobile Targets due to Snare) ]
Mud-Slinging: Snare 8 [Mud Snare, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile); Progressive; Diminished Range -3]
Mudlike Body: Insubstantial 1 [Permanent; Innate]; Immunity 30 [Bludgeoning and Piercing; Limited(Half Effect); Innate]; Impervious Toughness 7 [Limited(Bludgeoning and Piercing)]
Many Pieces of Ooze: Summon 4 [Continuous, Heroic, Horde, Multiple Minions 30, Reaction(When blown apart); Limited 2(When Taboo is destroyed), Limited(No longer works once Taboo comes back to life), Uncontrolled(Amount of minions can vary depending on the damage that killed Taboo and some can be weaker than others)]
Space Traveler: Movement 2; Immunity 10 [Life Support]
Swamp Demon: Concealment 2 [Visual; Continuous; Limited(Swamp or Muddy areas), Passive; Precise]; Enhanced Trait 16 [Stealth; Limited(Swamp or Muddy areas)]
Telepathy: Communication 1 [Mental within 100 ft; Area]; Mind Reading 8 [Limited(Surface Thoughts)]
Terrible Immortal: Immortality 2 [Limited(Will not reform when the majority of body parts are prevented from coming back together), Uncontrolled(Could take longer depending on how long the pieces of ooze take to reform)]

Advantages
Diehard
Fast Grab
Improved Grab
Languages 2 [English, Portuguese, Base: Native Language ]
Prone Fighting
Startle
Ultimate Effort [Toughness Checks]

Skills
Athletics (+15), Close Combat: Unarmed 3 (+8), Close Combat: Grappling 3 (+8), Deception 6 (+7), Insight (+0), Intimidation 6 (+13 at Max Growth), Perception 4 (+4), Persuasion (+1), Ranged Combat: Mud-slinging 6 (+6), Stealth 0 (-12 at Max Growth), Technology 2 (+4)

Offense
Initiative +0
Unarmed +8, Damage 15, At Maximum Growth
Mud-Slinging +6, Damage 8, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile)
Mud Grapple Snare +8, Damage 8, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile)
Mud Grapple Suffocation +8, Damage 8, Resisted by Fort(Dazed, Stunned, Incap)

Defense
Dodge 0(Max Growth), Parry 0(Max Growth)
Toughness 18 (Max Growth), Fortitude 18(Max Growth), Will 10

Power Points
Abilities 34 + Powers 420 + Advantages 8 + Skills 15 + Defenses 17 = Total 494

Complications
Disability: Can only communicate telepathically.
Disability: Has a hard time bracing against certain effects since it has no bone structure.
Enemy: Creatures from his home planet think Taboo is ill and needs treatment.
Obsession: Conquering Planet Earth.
Reputation: Untrustworthy monster.

Design Notes
This is Taboo an enemy of humanity. Offensively it is PL 11.5 due to it's strength and attack. Defensively it is PL 14 due to it's Will and Fortitude when at maximum height. In Brazil in the amazon was rumors of a swamp demon named Taboo. The explorer Norrin Conrad went to investigate and to his surprise Taboo was real. But it was an alien lifeform not a demon. The creature communicated with him telepathically and told Conrad that it's shipped crashed and because of Earth's gravity it was isolated to the swamp. It asked for his help. Conrad returned to New York and told the United Nations about the stranded alien. The scientific community created a device to help the creature return home. Once the monster got the device it revealed it's true nature. It did not crash land on Earth. It came here to find out about Earth's scientific progress. It flew under it's own power into space with the device and threateed to return to conquer Earth. But the scientists put in a failsafe just in case the creature was lying and set off an H-bomb the blew the creature to bits. But that was not the end of Taboo. Every part of it was a living organism. These pieces fell back to Earth and reformed Taboo. It went on a spree of destruction and all seemed lost, especially when creatures from Taboo's own planet arrived. But they came to take Taboo back since they said he was not well. Taboo actually comes from a peaceful race of aliens. They repaired the damage done by Taboo and took it into custody. At one point in time he was captured by the Collector and put in a zoo beneath Canada, but an attack by the Mole Man released the creature. It is now part of Mole Man's array of monsters but it can't sit too well for Taboo being a subordinate.

Taboo is very tough due to it's mudlike body. Even a clone created by Xemnu took blows from an angry Hulk with no ill effect. So I gave it Immunity half effect from blunt and piercing attacks. Plus it has impervious toughness to those attacks. It's most expensive power is it's summon ability. With it it can summon 60 pieces of ooze, but only after he is blown to bits. Of course it is possible that Taboo would be blown into more than 60 pieces but I figure these small bits would only become powerful enough to be a heroic minion if they were human size. Plus it would get crazy expensive. I made the minions heroic so it wouldn't be easy for the heroes to stop Taboo from reforming. Stats for his minions could vary slightly. They are pretty much mindless with their only goal is to reform Taboo. So mental stats would be lacking. They would be normal size so remove Taboo's growth powers from them. They would benefit from a mudlike body but impervious and overall toughness would not be high. And no mudslinging or mud grapple ability. So not very powerful but annoying. It's disability was exploited by Hulk when he smashed a riverbed and cracked the earth underneath and created a whirlpool which Taboo could not resist. And the Nova Corps used gravimetric fields to force the monster back to it's lair. I made it's mudslinging progressive since it hardens after an opponent is hit with it, and when it grapples you it will cover you in the mudlike substance so I linked suffocation to snare. Fun monster.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 6:01 pm

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Stained Glass Scarlet
PL 9


Abilities
Strength 2, Stamina 2, Agility 2, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 3

Powers
Psychic Link with Moon Knight:
Mental Link: Feature 1 [Uncontrolled]

Equipment
Modified Crossbow
Explosive-Tipped Bolts: Blast 6 [Area(Burst on 4 ranks); Diminished Range -1, Diminished Range -1(Area)]
Alt: Multi Fire Bolts: Blast 3 [Multiattack; Improved Critical]
Alt: Single Bolt: Blast 3 [Improved Critical]
Knife
Abandoned Church
Size: Medium Toughness: 8 Features: Library, Living Space, Secret

Advantages
Accurate Attack
Attractive 1
Close Attack 1
Defensive Roll 3
Equipment 5
Improved Aim
Improved Critical 1 [Crossbow]
Improved Initiative 1
Quick Draw [Crossbow]
Ranged Attack 2
Precise Attack 2 [Ranged; Cover & Concealment]

Skills
Acrobatics 4 (+6), Athletics 5 (+7), Close Combat: Unarmed 2 (+8), Close Combat: Knives 2 (+8), Deception 3 (+6), Expertise: Chess 7 (+9), Expertise: Streetwise 4 (+6), Expertise: Catholicism 2 (+4), Expertise: Demolitions 7 (+9), Expertise: Keyboards 5 (+7), Expertise: Current Events 3 (+5), Insight 4 (+6), Intimidation 1 (+4), Investigation 4 (+6), Perception 4 (+6), Persuasion 3 (+6), Ranged Combat: Crossbow 7 (+12), Ranged Combat: Pistols 3 (+8), Stealth 8 (+10)

Offense
Initiative +6
Crossbow Rapid Fire Bolts +12, Damage 3, Multiattack, Improved Critical 18-20
Crossbow Explosive-Tipped Bolt +12, Damage 6, Area Burst 4 ranks(15 ft), Improved Critical 18-20
Knife +8, Damage 3, Improved Critical
Unarmed +8, Damage 2

Defense
Dodge 9, Parry 9
Toughness 5 (Def Roll 3), Fortitude 6, Will 6

Power Points
Abilities 42 + Powers 1 + Advantages 19 + Skills 39 + Defenses 19 = Total 120

Complications
Justice: Hates the criminal underworld for taking her son and husband from her.
Quirk: Leaves an 'S' drawn in blood or lipstick where she killed criminals.
Unstable: Loss and loneliness has made Scarlet make some unsound decisions.

Design Notes
This is Scarlet, sometimes ally and sometimes opponent of Moon Knight. Offensively she is PL 9 using her crossbow. Defensively she is PL 7 due to her Dodge/Parry and Toughness. She is a vigilante that hunts down criminals, especially drug dealers whom she blames for turning her son into a criminal. She actually shot her own son to save Moon Knight. She has dealt with a lot of abuse throughout her life from her father and her husband who was a small-time criminal. Another name she is called is "Our Lady of Sorrows and Darkness." At one point she gathered an array of women off the streets and taught them how to fight and they dressed in red robes. They helped Scarlet set off a bunch of firebombs in New York to purify the city. During her confrontation with Moon Knight she appeared to commit suicide when she jumped off the bridge and into the water below. She survived however and later helped Moon Knight against the Black Spectre.
Her crossbow can fire a quarrel of 5 bolts rapidly so I gave her multiattack, though to many uses of this can cause her to run out of ammo and give her a complication. At one point in time she had some women minions who she found on the street. They were decent fighters and fought fearlessly using their long fingernails or crowbars. Scarlet's mental link with Moon Knight is very erratic. Usually they communicate through dreams and have the ability to locate each other in times of crisis.
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Re: scc 3rd Edition Builds(Fourth Edition D&D Monster Builds)

Postby scc » Fri Jul 08, 2011 6:03 pm

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Yith
PL 10


Abilities
Strength 8, Stamina 8, Agility 3, Dexterity 3, Fighting 6, Intellect 2, Awareness 3, Presence 4

Powers
Serpentine Hybrid:
Immunity 1 [Poison; Limited(Neurotoxins)] -1 pt
Neurotoxic Spittle: Affliction 7 [Resisted by Fort(Daze and Fatigued, Exhausted and Stunned, Incapacitated and Paralyzed); Extra Condition, Linked(Weaken), Progressive; Reach 1] -29 pts
Neurotoxic Spittle: Weaken 7 [Resisted by Fort(Weaken Stamina and Agility); Broad, Linked(Affliction), Progression, Simultaneous ; Limited(Stamina and Agility only); Reach 1] -29 pts
Scaly Hide: Impervious Toughness 3 -3pts
Tail: Enhanced Strength 1 [Limited(Tail only)], Elongation 1 [Limited(Tail only)], Enhanced Advantages 3 [Limited(Tail only); Chokehold, Crushing Pin, Fast Grab, Improved Hold], Movement 1 [Slithering] -6 pts

Equipment
Pair of Uzis(Machine Pistol) (18 ep), Sunglasses (0 ep)

Advantages
Agile Feint
Attractive 1
Benefit 2 [Ambidexterity, Cypher]
Defensive Roll 1
Equipment 4
Improved Grab
Ranged Attack 3

Skills
Acrobatics 6 (+9), Athletics (+8), Close Combat: Unarmed 4 (+10), Close Combat: Neurotoxic Spittle 2 (+8), Close Combat: Tail Strike 4 (+10), Deception 5 (+9), Expertise: Mercenary 6 (+8), Insight 6 (+9), Intimidation 2 (+6), Investigation 3 (+5), Perception 5 (+8), Persuasion 4 (+8), Ranged Combat: Pistols 3 (+9), Stealth 4 (+7)

Offense
Initiative +3
Unarmed +10, Damage 8
Tail Strike +10, Damage 9
Neurotoxic Spittle Affliction +8, Damage 7, Resisted by Fort(Dazed and Fatigued, Exhausted and Stunned, Incap and Paralyzed), Reach 1
Neurotoxic Spittle Weaken +8, Damage 7, Resisted by Fort(Weaken Stamina and Agility), Reach 1
Uzis +9, Damage 3, Multiattack

Defense
Dodge 11, Parry 11
Toughness 9 (Def Roll 1), Fortitude 10, Will 9

Power Points
Abilities 74 + Powers 68 + Advantages 13 + Skills 27 + Defenses 21 = Total 203

Complications
Prejudice: Yith usually hides her serpentine body under a long dress and could lose bonuses from attractive along with other problems.
Temper: She does not like when people raise their voices to her and will warn them and eventually strike out if it keeps happening.

Design Notes
This is Yith a Spider-Man enemy. Offensively she is PL 9.5 due to her Tail Strike. Defensively she is PL 10 due to her Toughness and Dodge/Parry. She is a descendant of Set an Elder God. She was hired to kill off Curt Connors who was causing problems for this one company. The person who owned the company produced genetically altered food and was dumping chemicals in the river. The chemicals gave cancer to the wife and son of Curt Connors. She fought both Spider-Man and the Lizard. She eventually found out about Curt Connor's family and felt some sympathy for him. She eventually shot the man who hired her because of Connor's situation and her employer got on her nerves.
Yith is a decent marksman and her preferred method of attack but had no luck shooting the Lizard or Spider-Man. She was a lot more dangerous in melee. Of course that could be both Lizard and Spider-Man have high dodges. Spider-Man definitely got distracted by her looks(she could have distracting looks from second edition) until she revealed her snake form. Her tail is very powerful and Lizard could not escape from a chokehold applied by it.
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