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scc 3rd Edition Builds: Nazis - Major Maxim!

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

Postby scc » Mon Nov 28, 2011 11:56 am

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Valindra Shadowmantle
PL 9


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

Powers
Elandrin Lich Traits:
Darkvision: Senses 2 -2 pts
Fey Step: Teleport 1 [Limited 2(Once per encounter), Limited(Distance 0)] -1 pt
Fly: Flight 1 [Continuous; Limited(Can only fly at flight 0 speed)] -2 pts
Necrotic Resistance: Impervious Toughness 13 [Limited 3(Necrotic only)], Impervious 13 [Will; Limited 3(Necrotic only)], Impervious 13 [Fortitude; Limited 3(Necrotic only)], Enhanced Fortitude 1 [Limited 3(Necrotic only)] -13 pts
Soul Phylactery: Immortality 2 [Limited(Cannot come back if phylactery is destroyed)] -2 pts
Undead: Immunity 5 [Disease, Poison, Sleep, Suffocation Effects ] -5 pts

Necromantic Powers:
Phantom Claw: Blast 7 [Necrotic, Psychic; Alt Res(Will), Linked(Affliction); Diminished Range -1, Variable(Necrotic and Psychic), Split] -22 pts
Phantom Claw: Ranged Affliction 7 [Resisted by Will(Hindered, Immobile); Linked(Blast); Limited Degrees; Diminished Range -1, Split] -7 pts
Phantom Claw: Move Object 7 [Reaction(Characters who failed there affliction roll); Limited(Those affected by Phantom Claw only); Diminished Range -1, Split] -28 pts
Profane Fire: Blast 9 [Fire, Necrotic; Area(Burst), Alt Res(Fort); Limited(Needs time to recharge or recharges when really injured); Diminished Range -1, Diminished Range Area -1(10 ft)] -25 pts
Shadow Cloak: Insubstantial 4 [Limited 2(Once per encounter), Limited(Has partial immunity to physical and energy attacks) ] -8 pts
Vampiric Healing: Healing 7 [Reaction(When Vampiric Touch causes damage); Limited(Self only); Persistent] -29 pts
Vampiric Touch: Damage 7 [Necrotic; Alt Res(Fort)] -14 pts

Ring of Dragons:
Removable (-1 points)
Chromatic Summons: Communication 1 [Telepathic; Limited(Dragons only); Feature(Evil dragons within a day's travel know the direction and distance to the ring for 24 hours though this ability can only be used once per day as a free action), Language(Draconic)] -5 pts
Draconic Protector: Illusion 1 [Visual, Auditory; Area 3(60 ft); Limited(Dragons only), Limited 2(Only lasts until your next turn), Limited 3(Once per day)] -1 pt

Equipment
Dread Ring
Size: Huge Toughness 7, Defense System 2(Writhing Walls), Feature(Dread Spire a chamber cast in permanent shadow that is also a portal to Shadowfell), Feature(Valindra's suite exists in four areas at once and only one room can be accessed at a time), Library, Living Space, Observatory, Power System, Personnel(Undead)

Writhing Walls Defense System
Damage 8(Necrotic, Attack 6, Multiattack, Reach 1, Split) linked to Affliction 6(Resisted by Dodge then strength, Hindered and Vul, Immobile and Vul, Transformed to part of the wall, Multiattack, Reach 1, Split), Tough 7, Imp 13, Improved Initiative
Notes(A DC 10 Arcana check can cause that part of the wall to not attack for one turn and when the wall takes radiant damage the character trapped gets a minor bonus to resistance checks)

Advantages
Benefit 2 [Hand of Szass Tam]
Equipment 3 [Dread Ring]
Extraordinary Effort
Improved Initiative 1
Languages 1 [Common(Base: Thayan)]
Tough 5 [+1 bonus to Toughness per rank.]


Skills
Acrobatics 4 (+4), Athletics 1 (+3), Close Combat: Vampiric Touch 4 (+7), Deception 2 (+6), Expertise: Arcana 4 (+8), Expertise: Dungeoneering 3 (+4), Expertise: History of the Realms 4 (+8), Expertise: Survival 3 (+4), Insight 6 (+7), Intimidation 2 (+6), Perception 3 (+4), Persuasion 2 (+6), Ranged Combat: Phantom Claw 6 (+7), Stealth 4 (+4)

Offense
Initiative +4
Vampiric Touch +7, Damage 7, Alt Res(Fort)
Phantom Claw Blast +7, Damage 7, Alt Res(Will), Split
Phantom Claw Affliction +7, Rank 7, Resisted by Will(Hindered, Immobile), Split
Phantom Claw Move Object +7, Rank 7, Reaction, Split
Profane Fire, Damage 9, Area Burst(10 ft), Alt Res(Fort)

Defense
Dodge 7, Parry 4
Toughness 7, Fortitude 6, Will 7

Power Points
Abilities 34 + Powers 163 + Advantages 13 + Skills 24 + Defenses 18 = Total 252

Complications
Arrogance: Underestimates her enemies. She believes her phylactory is so well hidden she is somewhat suicidal in safeguarding her plans.
Enemy: Netherese.
Obsession: Raising the Chained Worm and accumulating more power.
Power Loss: Phantom Claw and Profane Fire do not work beyond 50 ft.
Responsibility: Serving Szass Tam.
Secret: The Thay almost caused Neverwinter's destruction and if this was ever found out many factions would unify to exact revenge.

Design Notes
This is a D&D Fourth Edition Lich named Valindra Shadowmantle. She appears in the Neverwinter Campaign Setting. Offensively she is PL 9 using Profane Fire. Defensively she is PL 7 using Dodge and Toughness. The nation of Thay is feared and despised throughout Faerun. Those of good stature and evil tyrants often unite to fend off the undead horrors that come from Thay. Many of Thay's operatives are working throughout Neverwinter. Valindra Shadowmantle, the hand of Szass Tam Thay's regent, oversees Thay's interest in the region. Szass Tam was trying to attain godhood using the Dread Ring a circular fortress built over an area leaking magic into the world. To attain godhood he needed an ample amount of magic and Thay's agents used a powerful ritual to summon the Primordial buried deep within the earth. Szass thought summoning the Primordial Maegera would cause enough death to power the Dread Ring. But his plans were foiled and the Primordial slept once again but not before causing tons of destruction to Neverwinter. Valindra hopes to power the Dread Ring once again. She has an uneasy relationship with the Cult of Dragons whose leader, Adimond Kroskas, reluctantly helps her mainly because she possesses his symbol of office the Ring of Dragons. He does not want it damaged or have his superiors find out she took it. She wants the cult to raise Lorragauth an ancient black dragon. Once raised she wants to change it into a Dracolich. Adimond Kroskas would like to see Lorragauth raised but not to see it turned into a Dracolich and does his best to delay Valindra's plans. Valindra is a very dangerous and determined and has armies of undead at her disposal.
Last edited by scc on Fri Dec 02, 2011 5:04 pm, edited 1 time in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby Thorpacolypse » Thu Dec 01, 2011 5:06 pm

Man, I like her, scc. She's powerful, but beatable by a PL6-8 group. I think she and Harry Dresden would have a good little rivalry, too.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Fri Dec 02, 2011 7:31 pm

Image

Vorkhesis, Master of Fate
PL 14.5


Abilities
Strength 4, Stamina 7, Agility 4, Dexterity 6, Fighting 10, Intellect 4, Awareness 4, Presence 7

Powers
First of the Sorrowsworn:
Bereavement's Visage: Weaken 2 [Affects all Defenses; Area(Burst), Broad(Defenses), Reaction, Simultaneous; Limited(Traits recover when outside of aura); Diminished Range -1(10 ft)] -12 pts
Blindsight: Senses 9 [Mental, Accurate, Counters All Concealment, Extended 2] -9 pts
Death's Cycle: Protection 1 [Limited 3(Only gains extra protection if someone dies within 100 ft of Vorkhesis)] -1 pt
Fly: Flight 1 [Continuous; Wings] -2 pts
Invisible: Concealment 4 [Visual(All senses); Reaction(When using Vanishing Strike); Limited 3(Concealment only lasts till next turn)] -8 pts
Master of Fate: Senses 4 [Precognition; Limited(To the ultimate fate of the individual)] -2 pts
Raven Reversal: Strike 4 [Strength-based; Action(Move); Limited(Those flanking Vorkhesis); Quirk(Can only be used once per round)] -3 pts
Supernal: Comprehend 4 -8 pts

Deadly Black Longspear:
Easily Removable (-30 points)
Thrown Greatspear: Blast 11 [Strength-based; Feature(Spear only does +4 damage when other's use it), Diminished Range -2] -23 pts
Alt: Greatspear Thrust: Strike 11 [Strength-based; Feature(Spear only does +4 damage when other's use it), Reach 1]
Thrown Vanishing Strike: Blast 11 [Strength-based; Limited(Recharges when Vorkhesis uses Heart Strike); Feature(Spear only does +4 damage when other's use it), Diminished Range -2] -14 pts
Alt: Vanishing Strike: Strike 11 [Strength-based; Limited(Recharges when Vorkhesis uses Heart Strike); Feature(Spear only does +4 damage when other's use it), Reach 1]
Heart Strike: Strike 8 [Strength-based; Alt Res(Fort), Cont(On 10 ranks), Multiattack; Limited(Must be invisible), Limited(Cont damage ends after successful save); Feature 2(Spear only does +4 damage and no powers when other's use it)Quirk 4(Cont Damage is only 7 unless Vorkhesis scores a critical hit using Vanishing Strike), Quirk(Multiattack can only be used if focused on one target), Reach 1, Split 2, Variable(Cold, Necrotic, Piercing)] -39 pts

Equipment
Farad Exitus
Size: Gargantuan Tough: 10, Deathtrap(Complex Maze, Mirrored Chamber), Feature(A word from Vorkhesis can plunged the Hall of Final Fate into Darkness), Holding Cells, Isolated, Living Space, Personnel(Sorrowsworn, Shadarkai, Gargoyles, Angels)

Advantages
Benefit 1 [Exarch of the Raven Queen]
Equipment 3 [Farad Exitus]
Extraordinary Effort
Fearless
Improved Initiative 2
Ranged Attack 5
Tough 4 [+1 bonus to Toughness per rank.]

Skills
Acrobatics 7 (+11), Athletics 6 (+10), Close Combat: Greatspear 4 (+14), Close Combat: Raven Reversal 4 (+14), Deception 4 (+11), Expertise: Arcana 6 (+10), Expertise: Dungeoneering 6 (+10), Expertise: History of the Realms 6 (+10), Expertise: Survival 6 (+10), Insight 6 (+10), Intimidation 4 (+11), Perception 6 (+10), Persuasion 4 (+11), Ranged Combat: Greatspear 3 (+14), Stealth 8 (+12)

Offense
Initiative +12
Bereavement's Visage, Rank 2, Weaken Defenses, Area Burst(10 ft), Reaction
Raven Reversal +14, Damage 8, Action(Move)
Greatspear Thrust +14, Damage 15, Reach 1
Thrown Greatspear +14, Damage 15
Heart Strike +14, Damage 12, Alt Res(Fort), Cont(10 ranks), Multiattack, Reach 1, Split 2"

Defense
Dodge 13, Parry 11
Toughness 11, Fortitude 13, Will 13

Power Points
Abilities 92 + Powers 93 + Advantages 17 + Skills 40 + Defenses 25 = Total 267

Complications
Disability: Blind
Disability: One hand.
Power Loss: Longspear does not work beyond 50 ft and Blindsight does not work beyond 150 ft.
Responsibility: Guarding the souls the Raven Queen has captured.
Lonely Existence: Vorkhesis loves sharing stories with nonhostile visitors and wants to connect with the living to know what a normal life is like.

Design Notes
This is the D&D Fourth Edition Master of Fate, Vorkhesis. He appears in The Shadowfell-Gloomwrought and Beyond. Offensively he is PL 14.5 using his deadly black longspear. Defensively he is PL 13 due to Will and Fortitude. Vorkhesis is referred to as the "Son of the Raven Queen." Some people think he is truly the deity's offspring while others think this title is because Vorkhesis is the first of the sorrowsworn. Vorkhesis guards the souls the Raven Queen has captured. If adventurer's succeed in defeating Vorkhesis, but not killing him, they have a chance to recover a bound soul. Vorkhesis has a long lonely existence within the temple of Farad Exitus. Many make this long and deadly pilgrimage to talk to a dead relative. Vorkhesis performs a ritual to summon the dead relative. Vorkhesis was born blind but can see many things others cannot. If attacked in the Hall of Final Fate he utters a word that plunges it into darkness then summons his sorrowsworn allies to assist him in dealing with the intruders.
To make it to the Hall of Final Fate adventurers must go through some deadly trials. First they must cross a bridge to Farad Exitus over a deep canyon. Adventurers must overcome their fear and press onward and are eventually attacked by sorrowsworn, angels, and shardstorm vortex whirlwinds. The second challenge is the Hall of Mirrors. When two or more adventurers look in the same mirror they just see a room of mirrors with a dry fountain in the middle. They don't even see themselves. However if everyone looks in a separate mirror a image starts to appear and the dry fountain starts bubbling. If the fountain is investigated it stops. After a couple rounds a image shows up of the character, but the reflection ages rapidly turning into a undead twin that steps through the mirror and attacks. The next challenge is the Death Spiral. This is a huge circular chamber with an ice maze in the middle. The only light comes from the heart of the maze. Adventurers must find there way to the heart of the maze and touch the flame. If they don't get there fairly quickly the maze disappears and the chamber is plunged into darkness. Then angels and sorrowsworn attack. By either making it to the middle of the maze in time or defeating the angels and sorrowsworn takes you to Hall of Final Fate where Vorkhesis resides. They can request a favor or ask a question if they make it this far.
Last edited by scc on Tue Dec 06, 2011 4:46 pm, edited 3 times in total.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Sat Dec 03, 2011 3:34 pm

I liked Valindra a lot too Thorp. Definitely could be a fun villain.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby Thorpacolypse » Sun Dec 04, 2011 7:18 am

Not to nitpick but you forgot to post the name of this last character in his post. I suppose I should have PM'd, but I figured I'd just pump up your post count. :wink:
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Sun Dec 04, 2011 3:23 pm

Thanks Thorp I forgot to put his name on the excel sheet I use. I appreciate you bumping my post count. Taking a break from D&D and will be posting more comic book builds but not from the Marvel Universe, or DC for that matter.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Marvel Builds)

Postby scc » Thu Dec 15, 2011 6:50 pm

Image
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Wow those are some big um....starfish.
Image


Garganta
PL 12


Abilities
Strength 16(15 Growth or more), Stamina 16(15 Growth or more), Agility 1, Dexterity 1, Fighting 4, Intellect 4, Awareness 1, Presence 2

Powers
The Fifty Foot Woman:
Big: Growth 15 [Continuous, Linked(Gigantic)] -45 pts
Gigantic: Growth 5 [Continuous, Linked(Big); Limited(Ranks do not increase damage and stamina)] -10 pts
Femforce Training: Enhanced Dodge 4 [Limited(To offset Growth modifiers); Quirk(One rank per 4 ranks of growth)], Enhanced Parry 4 [Limited(To offset Growth modifiers); Quirk(One rank per 4 ranks of growth)] -2 pts
Giantess Advantages: Enhanced Advantages 5 [Limited(Only when using growth); Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle ] -3 pts
Giantess Stomp or Swat: Damage 12 [Area(Burst); Limited(When 60 feet or taller); Quirk(Damage equals current strength value)] -11 pts

Other V-47 Side Effects:
Aquatic: Immunity 3 [Cold, Drowning, Pressure], Movement 1 [Environmental Adaption(Underwater)] -5 pts
Empathy: Senses 5 [Detect Emotions(Range), Acute, Extended, Radius] -5 pts
Friends with Sea Life: Summon 8 [Horde, Multiple Minions 2(4 minions), Variable General type(Sea Mammals); Limited(To in or near water); Mental Link] -57 pts
Alt: Friends with Sea Life: Summon 4 [Horde, Multiple Minions 4(16 minions), Variable General type(Sea Mammals); Limited(To in or near water); Mental Link]
Healing 6 [Area(Shapable), Selective; Limited(Others only), Limited(Only those Garganta can touch)] -12 pts
Marine Telepathy: Communication 2 [Mental; Limited(Sea Mammals only)], Comprehend 2 [Animals; Limited(Sea Mammals only)] -8 pts
Mind Reading 6 -12 pts
Alt: Empathic Healing: Affliction 8 [Resisted by Will(Transformed to having bad memory no longer causing the individual grief); Limited(Transformed only), Limited(To what is divulged or what Mind Reading reveals)]

Advantages
Attractive 1

Skills
Athletics (+16), Close Combat: Unarmed 3 (+7), Deception (+2), Expertise: Chemistry 8 (+12), Expertise: Marine Biology 3 (+7), Insight (+1), Intimidation (+12), Perception 6 (+7), Persuasion (+2), Stealth (-19)
Note: All relevant skills refer to maximum size.

Offense
Initiative +1
Unarmed +7, Damage 16, Growth 15 or higher
Giantess Stomp or Swat, Damage 12, Area Burst(30 ft)
Mind Reading, Rank 6
Empathic Healing +7, Rank 8, Resisted by Will(Transformed)

Defense
Dodge 2, Parry 2
Toughness 16 , Fortitude 16, Will 5
Note: All relevant saves refer to maximum size.

Power Points
Abilities 30 + Powers 172 + Advantages 1 + Skills 10 + Defenses 18 = Total 231

Complications
Emotional: Garganta's emotions can cause her to grow(rage) or shrink(calm) at times. Her healing and empathic powers can cause her to go on a rampage. While healing She-Cat and Synn Synn's psychadelic images and She-Cat's furosciousness sent her on a rampage. Also while using mind reading certain memories if bad enough can send her on a rampage as well.
Fatigue: Using her powers to help people with their guilt can tire out and overwhelm Garganta.
Uncontrolled Growth: Besides emotions things quirky things like sneezing can also cause growth spurts.

Design Notes
This is Garganta from the AC Universe. She is a reserve member of the Femforce. Offensively she is PL 12 using Giantess Stomp or Swat. Defensively she is PL 10.5 due to Will and Fortitude. Dr. Carol Heisler worked as a biochemist for the U.S. Government. She decided to take the same formula that gave Miss Victory her powers figuring it would at least cure her arthritus. The formula restored her youth and caused her to go out of control and she destroyed the complex where she worked. Her rampage was stopped by the Femforce. The effect wore off and when she went back to work she was put in a maximum security cell and subjected to an electro-stimulation experiment. This caused her to grow out of control and go on a rampage. While being attacked by the military she escaped as she dove into the ocean. Her body adapted and changed her into a sea creature. A group of giant alien women known as the Gammazons transformed Garganta back to human form and captured her. With the help of the Femforce she escaped. Stella Stargaze has exploited her as a movie actress and a empathic healer to make money. Both ended in rampages, one was drug induced thanks to Stella and the other was caused by memories she absorbed as a empathic healer. She has learned to control her abilities better over time and helped Tara Fremont with her size changing abilities.

Garganta has a lot more abilities than you would expect. I copied a lot of powers from Heroes and Villians Volume One. She use to have powers like energy blasts but hasn't displayed those powers since her first appearance. She has retained some of the abilities she had as a sea creature like communicating with sea mammals. Her empathy and healing abilities are a blessing and a curse. Continuous on Growth represents that she stays that size unless her complication comes into play that she returns to normal if calm. I used powers from Aquaman, Elasti-Woman, and Giganta to come up with some of her powers. I also used the Superbabes RPG and Femforce comics to figure out her abilities.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Sat Jan 07, 2012 10:00 pm

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BEST...MINIONS...EVER!


Giant Doughgirls
PL 10.5


Abilities
Strength 12, Stamina 12, Agility 0, Dexterity 0, Fighting 6, Intellect -3, Awareness -1, Presence -2

Powers
Colossal Cossacks:
Growth 12 [Permanent; Innate] -25 pts
Mindless Protoplasm: Immunity 35 [Interaction Skills, Will Effects] -35 pts

Equipment
Hammer or Sickle
Giant Sickle: Strike 3 [Strength-based; Feature(Restricted to Giants only-Non Giants with great strength can use it as a improvised weapon), Improved Critical]
Giant Hammer: Strike 3 [Strength-based; Feature(Restricted to Giants only-Non Giants with great strength can use it as a improvised weapon)]

Advantages
Equipment 1 [Hammer or Sickle]
Fast Grab
Improved Grab
Improved Hold
Power Attack

Skills
Athletics (+12), Intimidation 2 (+6), Stealth (-12)

Offense
Initiative +0
Giant Hammer +6, Damage 15
Giant Sickle +6, Damage 15, Improved Critical
Unarmed +6, Damage 12

Defense
Dodge 2, Parry 4
Toughness 12, Fortitude 12, Will -1

Power Points
Abilities 0 + Powers 60 + Advantages 5 + Skills 1 + Defenses 12 = Total 78

Complications
Disability: Doughgirls get easily exhausted from carrying around tremendous bulk with no skeletal structure to support it and will collapse if moving around a lot.
Disability: Will break down into liquid protoplasm shortly after collapsing from exhaustion.
Disability: Cannot speak.
Hatred: Anyone wearing the colors of the United States of America.
Loyal: Blindly follow the Panda's orders.

Design Notes
The Giant Doughgirls are minions used by The Panda a communist who hates the United States. Offensively they are PL 10.5 using a hammer or sickle. Defensively they are PL 8 due to Toughness and Parry. The Panda forced a scientist Dr Nodel whom he kidnapped to create Doughboys made from synthetic living protoplasm. The Panda came across Fanny Phantom a crimefighter who was turned into a giantess by Morgan Le Fey who was in competition with Merlin who gave Yankee Girl her powers. He captured Fanny Phantom and used her to make a mold for his doughboys. He then sent the giant doughgirls to attack America. The Fighting Yank and Fanny Phantom were trapped in The Panda's lair so Yankee Girl was left alone to fight the doughgirls. Professor Sidewise figured out how to defeat the doughgirls. Yankee Girl kept the doughgirls moving like the Professor said and eventually they collapsed and soon after turned into a big puddle of protoplasm.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Sat Jan 07, 2012 10:04 pm

Not sure if anyone likes characters from the AC Universe but I will be posting a few more. They might be following a certain theme. :wink:
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby Earth-Two_Kenn » Sun Jan 08, 2012 1:14 am

I'm not overly familiar with the AC characters, but I love seeing some more obscure non-DC non-Marvel comics characters.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby Thorpacolypse » Sun Jan 08, 2012 10:16 pm

I think they might be the most unbeatable minions I've ever seen. There's certainly no way Deadpool could lift a fingers against them! :D
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Mon Feb 06, 2012 8:23 am

Image
Image
Image
Image
Now that is a missile defense system that I would like to see our government invest money in.


Titanica
PL 13


Abilities
Strength 17(15 or more Growth), Stamina 17(15 or more Growth), Agility 1, Dexterity 1, Fighting 6, Intellect 3, Awareness 2, Presence 4

Powers
Titanic!:
Big!: Growth 15 [Continuous, Linked(Gigantic)] -45 pts
Gigantic!: Growth 5 [Continuous, Linked(Big); Limited(Ranks do not increase damage and stamina)] -10 pts
Giantess Advantages: Enhanced Advantages 5 [Limited(Only when using growth); Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle ] -3 pts
Giantess Stomp or Swat: Damage 13 [Area(Burst); Limited(When 60 feet or taller); Quirk(Damage equals current strength value)] -12 pts
Training: Enhanced Dodge 4 [Limited(To offset Growth modifiers); Quirk(One rank per 4 ranks of growth)], Enhanced Parry 4 [Limited(To offset Growth modifiers); Quirk(One rank per 4 ranks of growth)] -2 pts

Advantages
Accurate Attack
Attractive 1
Languages 1 [English, Base: Russian]
Well-Informed

Skills
Athletics (+17), Close Combat: Unarmed 3 (+9), Deception 6 (+10), Insight 4 (+6), Intimidation (+14), Perception 4 (+6), Persuasion 6 (+10), Stealth 7 (-12)
Note: All relevant skills refer to maximum size.

Offense
Initiative +1
Unarmed +9, Damage 17, Growth 15 or higher
Giantess Swat or Stomp, Damage 13, Area Burst(30 ft)

Defense
Dodge 1, Parry 2
Toughness 17, Fortitude 17, Will 9
Note: All relevant saves refer to maximum size.

Power Points
Abilities 42 + Powers 72 + Advantages 4 + Skills 15 + Defenses 18 = Total 151

Complications
Enemy: Fighting Yank.
Hatred: America and capitalism.
Obsession: Spreading communism.

Design Notes
This is Titanica an enemy of Fighting Yank and the Sentinels of Justice. Offensively she is PL 13 unarmed or using Giantess Stomp or Swat. Defensively she is PL 13 due to Will and Fortitude. Titanica's origins are unknown. She showed up at the Panda's secret lair and wanted to join the ranks of the Panda and Dr. Noah. To prove she was worthy she went to America to destroy the Fighting Yank. She attacked the Woman in Red a Sentinel of Justice and disguised herself as her. She went to get the time matrix from Professor Sideweise. He wanted to know how a slip of a girl could take the time matrix. She then changed into a giant and grabbed the matrix. At this time the Sentinels of Justice found the reall Woman in Red tied up in a closet. Fighting Yank and the Sentinels of Justice fought Titanica who grew to immense heights. Professor Sideweise triggered the time matrix to send Titanica back in time before she could cause more damage. Somehow she showed up later to confront Yankee Girl.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Mon Feb 06, 2012 8:25 am

Figured another giant character from the AC universe was appropriate since the New York Giants won the Superbowl.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Mon Mar 05, 2012 3:16 pm

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Locust
PL 9.5


Abilities
Strength 5, Stamina 1, Agility 0, Dexterity 1, Fighting 5, Intellect 6, Awareness 2, Presence 1

Powers
Locust Armor:
Removable (-16 points)
Cocoon Silk: Snare 6 [Resisted by Dodge than Strength(Hindered and Vulnerable, Defenseless and Immobile); Diminished Range -3] -15 pts
Exo-Shell: Protection 9 [Impervious] -18 pts
Insect Strength: Enhanced Strength 4 -8 pts
Mechanical Wings: Flight 3 [Wings] -3 pts
Micro-Magnetic Antennae: Mind Control 9 [Resisted by Will(Dazed, Compelled, Controlled); Action(Move), Area(Burst); Limit 2(Bugs only), Ranged], Comprehend 1 [Animals; Broad Type(Bugs)], Communication 2 [Radio; Area; Limited(Bugs)] -36 pts
Peripheral Vision: Senses 1 [Visual, Radius] -1 pt

Magno-Ray:
Easily Removable (-24 points)
Giant Bugs: Summon 3 [Active, Continuous, Horde, Multiple Minions 3(6 minions), Range; Attitude 2(Unfriendly), Limited(To bugs in the area), Permanent; Diminished Range -3, Variable(Bugs)] -22 pts
Giant Bugs: Summon 4 [Active, Continuous, Horde, Multiple Minions 2(4 minions), Range; Attitude 2(Unfriendly), Limited(To bugs in the area), Permanent; Diminished Range -3, Variable(Bugs)] -22 pts
Ionic Ray: Ranged Affliction 11 [Resisted by Fort(Dazed, Stunned, Incapacitated); Diminished Range -3] -19 pts

Advantages
Inventor
Skill Mastery [Entomology]

Skills
Athletics (+5), Deception 3 (+4), Expertise: Entomology 9 (+15), Expertise: Chemistry 6 (+12), Expertise: Science 4 (+10), Insight 4 (+6), Intimidation (+1), Perception 4 (+6), Persuasion (+1), Ranged Combat: Ray Guns 7 (+8), Stealth (+0), Technology 7 (+13)

Offense
Initiative +0
Ionic Ray +8, Damage 11, Resisted by Fort(Dazed, Stunned, Incapacitated)
Micro-Magnetic Antennae +9, Damage 9, Resisted by Will(Dazed, Compelled, Controlled)
Unarmed +5, Damage 5

Defense
Dodge 8, Parry 8
Toughness 10, Fortitude 5, Will 6

Power Points
Abilities 34 + Powers 104 + Advantages 2 + Skills 22 + Defenses 19 = Total 181

Complications
Nutcase: Locust is prone to irratic behavior.
Power Loss: If Locust's antennae are damaged he will lose his mind control, comprehend, and communication powers and his minions could turn on him.

Design Notes
This is Locust and enemy of the original X-men. Offensively he is PL 9.5 using his Ionic Ray or minions. Defensively he is PL 9 due to Dodge/Parry and Toughness. August Hopper was a well known entomology professor whose theory said ionic bombardment could cause insects to grow to gigantic size and pose a threat to humanity. He was fired from Metro College for this. He got a job at Ryan Chemicals developing insecticides. He hated his reputation as a nutjob and became convinced his employers, both past and present were taking credit for all his accomplishments. This slowly drove him crazy. He created the costume identity of the Locust who would terrorize humanity with giant bugs. He then would come save the day as August Harper who would 'find' a way to stop the bugs. This brought him into conflict with the X-men and once Marvel Girl destroyed his antennae the bugs turned on him. He then realized how crazy his plans were. But over time he performed more crazy actions which brought him into conflict with the Hulk, the first X-Factor team, and the Order.

I thought about giving Locust a growth ray that only affected insects but ranged summon works better. Though it's weird that his one summon would have a longer range than the other since range is based on rank. I gave him two summon abilities that allows him have up to ten insects of varying abilities. I also made his mind control of bugs a move action so he can summon bugs and control them in the same round. His armor is pretty tough and was able to resist a close range optic blast from a young Cyclops. Locust usually carries some ionically-treated eggs on him and has enlarged and controlled a variety of insects such as locusts(of course), cockroaches, praying mantises, and wasps. Most bugs are human size while grown such as the locusts and wasps but certain beetles and praying mantises can have anywhere from 4-6 ranks of growth.
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Re: scc 3rd Edition Builds(Fourth Edition D&D and Comic Builds)

Postby scc » Thu Mar 15, 2012 3:02 pm

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In your face Power Girl!


Cheetah
PL 12


Abilities
Strength 3, Stamina 4, Agility 6, Dexterity 4, Fighting 11, Intellect 1, Awareness 2, Presence 2

Powers
Cheetah's Fury:
Chrome Plated Claws: Strike 2 [Strength-based; Penetrating 2; Improved Critical] -5 pts
Martial Strike: Strike 2 [Strength-based; Penetrating 2; Check Required 3(Perception)] -1 pt
Rage: Enhanced Strength 2 [Limited(Only when really angry)] -2 pts

Advantages
Agile Feint
All-out Attack
Defensive Attack 1
Defensive Roll 4
Improved Critical 1 [Claws]
Improved Defense
Improved Initiative 1
Improved Trip
Instant Up
Power Attack
Prone Fighting
Uncanny Dodge

Skills
Acrobatics 9 (+15), Athletics 9 (+12), Close Combat: Claws 4 (+15), Close Combat: Unarmed 4 (+15), Deception 4 (+6), Insight 4 (+6), Intimidation 7 (+9), Perception 6 (+8), Persuasion (+2), Stealth 7 (+13), Vehicles 2 (+6)

Offense
Initiative +10
Chrome Plated Claws +15, Damage 5, Improved Critical(18-20), Penetrating 2
Martial Strike +15, Damage 5, Penetrating 2
Raging Chrome Plated Claws +15, Damage 7, Improved Critical(18-20), Penetrating 2
Raging Martial Strike +15, Damage 7, Penetrating 2
Chrome Plated Claws with Martial Strike +15, Damage 7, Improved Critical(18-20), Penetrating 4
Raging Chrome Plated Claws with Martial Strike +15, Damage 9, Improved Critical(18-20), Penetrating 4

Defense
Dodge 14, Parry 14
Toughness 8 (Def Roll 4), Fortitude 8, Will 8

Power Points
Abilities 66 + Powers 8 + Advantages 15 + Skills 28 + Defenses 21 = Total 138

Complications
Enemy: Wonder Woman.
Obsession: Cheetah is a radical environmentalist.
Pawn: Cheetah unquestionably follows her master Kobra's orders.
Temper: Cheetah is quick to anger.

Design Notes
This is Cheetah a Pre-Crisis Wonder Woman enemy. Offensively she is PL 12 using her claws while angry. Defensively she is PL 11 using Dodge/Parry and Toughness. Deborah Domaine was a wealthy debutant and niece to the original Cheetah Priscilla Rich. As a teenager on one of her vacations she came upon a goose matted with oil. She took it to the veternarian but it died overnight. This saddened her and she became a staunch environmentalist. She joined a militant group known as the Organizatio for Ecological Sanity. She patroled the Chesepeake Bay in her yacht and met up with Wonder Woman who was repairing a damaged oil tanker. She invited Wonder Woman onto her yacht to get cleaned off. Later she went to visit her sick aunt Priscilla Rich after recieving a letter from her. Deborah found her aunt in bed very sick. With her dying breath she wanted to tell her niece about her past but not while he was out there. She then told her to runwhile holding her niece in a death grip. Deborah jumped back from her dead aunt and was knocked out as a cheetah mannequin fell on top of her. Kobra agents came in wanting to recruit Priscilla Rich but since she was dead took her niece instead. As a prisoner of Kobra they made her watch endless tapes of environmental disasters and abuse towards animals. This drove her crazy and afterwards she became an environmental terrorist willing to kill any who oppose her. This brought her into conflict with Wonder Woman. Later on she became a member of the Secret Society of Super Villians under the Ultra-Humanite.
Cheetah's stats can be hard to figure out. She went against Pre-Crisis Wonder Woman after all who's power level can be all over the place as well. The comics as well as Who's Who references do not give her any superhuman abilities. They do mention that she is a master of many forms of combat. So her rage gives her low level superhuman strength added with her martial strike she can definitely do some superhuman feats like punching through armored plexiglass. The Cheetah will definitely go in for the kill if the oppurtunity presents itself using all out and power attack. Though she is clever enough to use agile feint to set up her foes.
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