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CBWJM's Builds: Gilgamesh the Forgotten One

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Re: CBWJM's Builds: Ordinary everyday Eternals

Postby cbwjm » Thu Jan 05, 2012 11:42 pm

JoshuaDunlow wrote:Always love your builds :)


Thanks man, I tend to spend a lot of time tweaking the builds before posting sometimes even as I'm posting. I tend to keep up with your builds as well, I'm not much of a commentor though. I do like that you post a lot of builds of characters of your own design since I like seeing what people come up with on their own instead of building characters from an established setting. Although let's face it, I like looking at all of the builds of established characters as well :)

I have Ikaris and Makkari more or less built as well but I need to look them over first to make sure I have streamlined them then I will build Sersi and Gilgamesh.
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Re: CBWJM's Builds: Ordinary everyday Eternals

Postby HustlerOne » Fri Jan 06, 2012 12:54 pm

JoshuaDunlow wrote:Always love your builds :)


Nice to see you around again CBWJM. I agree with JD about your builds. I love that your statting up marvel characters since I actually prefer marvel over DC. Not by much of course. :wink:

Don't worry about modifying your builds if they don't satisfy you at first. Most people do it all the time.
It helps to go over a build with others.

I don't mean to be rude but any update on your proposed aberrant builds? Sorry for asking but I'm just a completest when it comes to somebody doing a setting. I was really looking forward to the ones you mentioned.
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Re: CBWJM's Builds: Ordinary everyday Eternals

Postby cbwjm » Fri Jan 06, 2012 3:55 pm

HustlerOne wrote:I don't mean to be rude but any update on your proposed aberrant builds? Sorry for asking but I'm just a completest when it comes to somebody doing a setting. I was really looking forward to the ones you mentioned.


No worries, I had most of the Nippontai ready to go but it has been a while since I looked at them so I will need to check them over. They should all be examples of a PL10/150 point build.

Actually I need to review some of my Aberrant builds, particularly the early ones. After a while I standardised some of the aberrant abilities in MnM3e mechanics and I need to check if the early builds match up. I've also bumped Splash up a PL. While building others I read more about her and her background I think she should be at least PL 11.

Once I've posted my Eternal builds (two of which I may even have up today) I will have another look at my Nippontai builds and see about posting them, I will likely post them altogether in a condensed format rather than one at a time.
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Re: CBWJM's Builds: Ordinary everyday Eternals

Postby cbwjm » Sat Jan 07, 2012 2:56 pm

Image

Makkari - PL 12

Strength 9, Stamina 9, Agility 10, Dexterity 2, Fighting 8, Intellect 4, Awareness 3, Presence 2

Advantages
Agile Feint, Diehard, Evasion 2, Great Endurance, Improved Initiative 10, Instant Up, Interpose, Jack-of-all-trades, Move-by Action, Seize Initiative, Takedown 2

Skills
Acrobatics 4 (+14), Athletics 4 (+13), Close Combat: Unarmed 3 (+11), Expertise: History 9 (+13), Insight 6 (+9), Perception 6 (+9), Ranged Combat: Cosmic Energy Control: 8 (+10), Technology 6 (+10), Treatment 4 (+8), Vehicles 14 (+16)

Powers
Cosmic Energy Control: Blast 10; Dynamic
  • Illusory Form: Morph 2 (humanoid of similar build); Resistible by Will; Dynamic
  • Telekinesis: Move Object 10; Dynamic
  • Telepathy: Comprehend 2 (Languages [understand all, you're understood]), Mind Reading 8; Dynamic
  • Transform 4 (Anything to Anything); Dynamic
Enhanced Reflexes: Enhanced Advantage 10 (Improved Initiative 10); Enhanced Defenses 10 (Dodge 5, Parry 5)
Eternal Enhanced Advanatages 2( Diehard, Great Endurance); Immortality 1; Immunity 11 (Aging, Life Support); Impervious Toughness 9
Frictionless Aura: Immunity 1 (Friction Heat)
Super-movement: Movement 3 (Wall-crawling 2, Water Walking 1; Limited to while moving)
Super-Speed Array (40 point array)
  • Flight: Flight 10 (2000 mph); Quickness 20
  • Speed: Quickness 20; Speed 20(2 million mph
Teleport 4; Extended; Distracting, Tiring

Offense
Initiative +50
Cosmic Energy Control +10, Ranged, Damage 10
Telekinesis +10, Ranged Move Object 10
Unarmed +11, Close, Damage 9

Defense
Dodge 15/10, Parry 15/10, Fortitude 12, Toughness 9, Will 12

Languages: Eternal

Power Points
Abilities 94 + Powers 122 + Advantages 10 + Skills 32 (64 ranks) + Defenses 14 = 272

  • Makkari of the Eternals, one of the premier speedsters of the Marvel Universe. I read somewhere that he managed to out run the Runner, I haven't read that issue but if so then Makkari is really, really fast. He is one of my favourite Eternals, the Eternals themselves have become a lot more interesting for me with the last couple of mini-series where they woke up Tiamat, the Dreaming Celestial.

  • I'm sure it can be easily seen that I've borrowed from the Flash for his Super-speed. Makkari is a lot more versatile though as he brings the full suite of Eternal powers to the show. I haven't included any super-speed stunts the only reference to a stunt was in the classic marvel rpg (I think) where he can create tsunamis. He should be able to stunt this off his super-speed array if the need ever comes up, I might read the comics again and see if he uses any speed stunts and iff so I'll add them in.

  • I also noticed that I gave him the seize initiative advantage even though he has a +50 initiative. I was going to remove it then thought "what if Superman tries to seize the initiative?" this way Makkari can seize it right back.

  • The more I look back over my Eternal builds and the more I work on them, the more I think that the Eternals are Awesome!
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Re: CBWJM's Builds: Ordinary everyday Eternals, Makkari

Postby cbwjm » Mon Jan 16, 2012 2:25 am

Image

Ikaris - PL 12

Strength 12, Stamina 13, Agility 4, Dexterity 4, Fighting 10, Intellect 2, Awareness 3, Presence 4

Advantages
Agile Feint, All-out Attack, Assessment, Diehard, Favored Environment: Airborne, Favored Foe: Deviants, Fearless, Great Endurance, Improved Critical: Cosmic Energy Control, Improved Critical: Unarmed, Jack-of-all-trades, Leadership, Power Attack, Ranged Attack 6, Takedown

Skills
Close Combat: Unarmed 2 (+12), Insight 8 (+11), Intimidation 8 (+12), Perception 6 (+9), Persuasion 8 (+12)

Powers
Cosmic Energy Control: Blast 14
  • Disintegrate: Ranged Weaken Toughness 14 (Resisted by Fortitude; Affects Objects Only)
  • Transmutation: Transform 5 (Anything to Anything)
Eternal Enhanced Advantages 2 (Diehard, Great Endurance); Immortality 1; Immunity 11 (Aging, Life Support); Impervious Toughness 13
Flight 12 (8000 mph)
Psionics
  • Illusory Form: Morph 2 (Narrow group [humanoid of similar build]); Resistible by Will; Dynamic
  • Telekinesis: Move Object 10; Dynamic
  • Telepathy Comprehend 2 (Languages - Understand All, You're Understood); Mind Reading 8; Dynamic
Teleport 4; Extended; Distracting, Tiring

Offense
Initiative +4
Cosmic Energy Control +10, Ranged, Damage 14
Telekinesis +10, Ranged, Move Object 10
Unarmed +12, Close, Damage 12

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

Languages: Eternal

Power Points
Abilities 104 + Powers 115 + Advantages 18 + Skills 16 (32 ranks) + Defenses 16 = 269


  • For Ikaris, and likely for other named Eternals, I had to split the array into a cosmic energy and psionic array. Ikaris has a more powerful energy blast but he hasn't improved his psionic abilities to the same degree. This seems fine on the surface but actually makes him quite a lot more powerful than a regular Eternal since he can sustain a move object effect for instance while blasting away at full power. I may end up splitting the array for all Eternals.

  • From what I've read in the comics and elsewhere Ikaris is one of the best flyers amongst the Eternals with Flight 12 and favoured environment (airborne). This also makes him faster than Makkari in the air but he is a far cry from being as fast as Makkari's ground speed. Ikaris has a powerful blast, able to disintegrate objects outright and is stronger and more durable than most other Eternals who aren't Gilgamesh.

  • I do think my build of Ikaris is underskilled, he has Jack of all Trades but other than that I just gave him a rather standard grouping of skills. If there is anthing I might be changing to the build this will be it. I will have to read some more about him before deciding although if people know of any skills which he has displayed in the comics feel free to chime in.
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Re: CBWJM's Builds: Ikaris

Postby cbwjm » Mon Jan 30, 2012 11:59 pm

Image

Sersi - PL 12

Strength 12, Stamina 12, Agility 3, Dexterity 3, Fighting 6, Intellect 4, Awareness 3, Presence 2

Advantages
Connected, Contacts, Diehard, Fascinate (Expertise: Dance), Great Endurance, Jack-of-all-trades, Taunt

Skills
Acrobatics 6 (+9), Close Combat: Unarmed 6 (+12), Deception 12 (+14), Expertise (AGL): Dance 12 (+15), Expertise: Business 4 (+8), Expertise: Current Events 6 (+10), Insight 8 (+11), Perception 7 (+10), Persuasion 11 (+13), Ranged Combat: Cosmic Energy Control 7 (+10), Ranged Combat: Telekinesis 7 (+10), Sleight of Hand 8 (+11)

Powers
Cosmic Energy Control: Transform 8 (Affects Anything); Continuous, Increased Mass 4 (3,200 lbs), Precise; Dynamic
  • Blast 14; Dynamic
  • Create 12; Innate, Movable, Precise; Dynamic
  • Morph Attack: Ranged Affliction 12 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by Will), Progressive; Dynamic
Eternal: Enhanced Advantages (Diehard, Great Endurance), Immortality 1 (Return after 2 weeks), Immunity 16 (Aging, Fatigue Effects, Life Support), Impervious Toughness 12
Flight 10 (2000 miles/hour)
Psionics
  • Illusion 8 (Affects All Sense Types); Precise; Dynamic
  • Illusory Form: Morph 2 (Narrow group [humanoid of similar build]); Resistible by Will; Dynamic
  • Mind Control 10; Dynamic
  • Telekinesis: Move Object 10; Dynamic
  • Telepathy: Comprehend 2 (Languages - Understand All, Languages - You're Understood), Mind Reading 8; Dynamic
Teleport 12; Distracting, Tiring

Offense
Initiative +3
Cosmic Energy Control +10, Ranged
  • Damage 14
  • Morph attack 12
  • Transform 8
Telekinesis +10, Ranged, Move Object 10
Unarmed +12, Close, Damage 12

Defense
Dodge 12, Parry 12, Fortitude 12, Toughness 12, Will 12

Languages: Eternal

Power Points
Abilities 90 + Powers 174 + Advantages 5 + Skills 47 (94 ranks) + Defenses 24 = 340

  • Took a while but I've finally statted out Sersi of the Eternals. She has ended up being the most expensive to date due to her varied and powerful powerset, I could have saved 50 points by merging the psionic and cosmic energy control arrays but I'm not sure I really want to. Like many of my Marvel conversions I got the majority of her powers from the RPGs as well as from what I have seen in the comics.

  • As a shaper she has a very powerful transform effect array as well as the ability to cast powerful illusions. One of the best battles I saw her in was when she was facing off against one of the young gods in a shaper battle. She finished it off with a giant Monty Python foot, classic. She is also one of the more powerful teleporters of the Eternals, although she still suffers from the detrimental effects of teleporting that all Eternals suffer from.

  • Sadly she is now gone along with the rest of the Eternals who failed to rematerialise after they transformed into the Uni-mind in order to control the Celestial Tiamat. Sersi died long before then however as she stunted a powerful morph effect off her Cosmic Energy Control array in order to transform her own body into that of Makkari's so he could be brought back to life. It was the quickest gender conversion ever. There are a few Eternals left and the rematerialisation chambers will be fixed eventually.
Last edited by cbwjm on Sun Mar 25, 2012 11:24 pm, edited 1 time in total.
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Re: CBWJM's Builds: Eternal Sersi

Postby cbwjm » Tue Jan 31, 2012 12:02 am

I may be slow at posting but I get there in the end. My next eventual post will either be the Eternal Gilgamesh or I may finally post my builds of Nippontai from Abberant. I do need to look over them first since I'm not sure ifI had completed them, I know I wasn't happy with at least a couple of their builds.
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Re: CBWJM's Builds: Eternal Sersi

Postby Jabroniville » Tue Jan 31, 2012 4:10 am

I've never been a fan of The Eternals really, but these are interseting builds. What about the group appeals to you so much? Are there some issues I should be reading that would make me like them more? :)
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Re: CBWJM's Builds: Eternal Sersi

Postby cbwjm » Tue Jan 31, 2012 12:22 pm

I was never really a fan either, then I read the Eternals mini-series by Neil Gaiman which I really enjoyed. Before then the Eternals had always been these beings which I knew were there but that I'd never read about, since the focus was never on them I never really cared much.

There was a follow up series a couple of years later along with an annual which is where Sersi had her shaper battle with one of the young gods.

Basically if you want to know why Tiamat the Dreaming Celestial is in San Franciso them read the Neil Gaiman series, came out in 2006/2007.
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Re: CBWJM's Builds: Eternal Sersi

Postby cbwjm » Tue Jan 31, 2012 10:56 pm

The latest power profile has really helped me tidy up my build for Kou, a power psi-talent and the leader of Nippontai. That and I combined her telekinetic and telepathy arrays into a single psionic array. Makes it look nicer and I get to keep to my goal of creating a PL 10 superteam which I want to do for practice. All too often I go over the 150 point limit of a standard PL 10 so it I like getting in some practice.
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Re: CBWJM's Builds: NPCs of Magic

Postby cbwjm » Sun Mar 25, 2012 11:09 pm

Elemental Fusionist - PL 10

Strength 3, Stamina 3, Agility 1, Dexterity 1, Fighting 6, Intellect 0, Awareness 4, Presence 3

Advantages: Benefit (Friend of the Elements), Diehard, Great Endurance

Skills: Athletics 6 (+9), Close Combat: Unarmed 2 (+8), Expertise: Magic 4 (+4), Expertise: Wilderness 12 (+12), Intimidation 5 (+8), Perception 4 (+16/+8), Ranged Combat: Elemental Fusion Magic 9 (+10)

Powers
Elemental Communication: Comprehend 2 (Languages - Speak All, Languages - Understand All; Broad Type: Elementals (Air/Earth)) - 1 point
Elemental Fusion Magic (24 point array) - 28 points total
  • Air-Hammer: Line Area Damage 10 (air, magical)
  • Alter Earth:Transform 10 (earth, magical, Affects: Earth to another form of earth, Transforms 800 lbs.)
  • Floating Earth: Flight 4 (earth, magical, Speed: 30 miles/hour, 500 feet/round; Platform)
  • Rock-Wind: Ranged Damage 8 (air, earth, magical, DC 23; Multiattack)
  • Wind-Lift: Move Object 10 (air, magical, 25 tons)
Elemental Resistance: Immunity 10 (Damage Effect: Air, Damage Effect: Earth) - 10 points
Elemental Senses: Senses 2 (Awareness: (mental) Air, Awareness: (mental) Earth) - 2 points
Iron Hide: Impervious Protection 9; Sustained - 18 points
Wilderness Perception: Enhanced Trait 4 (Traits: Perception +8 (+16); Limited: Wilderness only) - 2 points

Offense
Initiative +1
Rock-Wind +10, Ranged, Damage 8
Unarmed +8, Close, Damage 3

Defense
Dodge 8, Parry 8, Fortitude 11, Toughness 12, Will 9

Complications
Power Loss (Urban Settings): The Fusionist has a minor disadvantage to all checks while in an urban setting.

Languages: Native Language

Power Points: Abilities 42 + Powers 62 + Advantages 3 + Skills 21 (42 ranks) + Defenses 22 = 150

:arrow: An example of an Elemental Fusionist, a magic-user in the Rifts RPG, which I talk about in this thread.
:arrow: Combining the opposing elements of air and earth the Fusionist is able to unleash devastating attacks against his enemies. In quieter times he is able to sit and converse with elementals to discuss the nature of the elements.
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Re: CBWJM's Builds: NPCs of Magic

Postby cbwjm » Wed Mar 28, 2012 9:40 pm

The Ley Line Walker (Rifts RPG practioner of magic)

Ley Line Walker - PL 10

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

Advantages: Assessment, Fearless, Ritualist

Skills: Close Combat: Unarmed 2 (+6), Expertise: Magic 10 (+13), Expertise: Science 4 (+7), Insight 4 (+7), Perception 4 (+7), Persuasion 6 (+8), Ranged Combat: Invocation 6 (+8), Sleight of Hand 4 (+6)

Powers
Invocation Array (24 point array) - 30 points total
  • Energy Bolt: Perception Range 8; Dynamic
  • Energy Disruption: Nullify 8 (Counters: Technology; Broad, Simultaneous)
  • Force Shield: Create 10
  • Globe of Daylight: Environment 3 (Light [Bright]); Dynamic
  • Mystic Bindings: Snare 8
Ley Line Power Array (20 point Array) - 30 points total
  • Ley Line Drifting: Flight 2 (8 mph); Limit: Only along Ley Lines; Dynamic
  • Ley Line Force Field: Impervious Protection 10; Sustained; Limit: Requires Ley Lines; Dynamic
  • Ley Line Observation Orb: Remote Sensing 10 (Visual, Aural); Medium: Ley Lines; Dynamic
  • Ley Line Phasing: Teleport 6; Easy, Extended; Medium: Ley Lines
  • Ley Line Rejuvenation: Healing 10; Limits: Self only, Requires Ley Lines; Dynamic
  • Ley Line Transmission: Mental Communication 4, magical; Subtle; Medium: Ley Lines; Dynamic
Sense Ley Line and Magic Energy: Senses 4 (Extended Magic Awareness, Ranged Detect Magic)

Offense
Initiative +2
Energy Disruption +8, Ranged, Nullify 8
Mystic Bindings+8, Ranged, Snare 8
Unarmed +6, Close, Damage 1

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 12/2, Will 12

Languages: Native Language

Power Points: Abilities 38 + Powers 64 + Advantages 3 + Skills 20 (40 ranks) + Defenses 25 = 150


:arrow: An example of a Ley Line Walker from the Rifts RPG. Although they are perhaps the most prevalent practioner of magic class in the world of Rifts, unless Ley Lines are used in your M7M campaign setting they will be be missing out on a lot of their abilities.

:arrow: Not too much to say about the character really, the Walker is one of my favourite classes in the Reifts setting (but then I always seem to go the mage in any rpg) but after statting up the Walker and the Elemental Fusionist above I feel like the Fusionist just makes a more interesting character. The Walker is really just another wizard with some interesting abilities involving Ley Lines while the Fusionist is atypical with decent strength and unarmed combat skill, something not often associated with spell casters.
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Re: CBWJM's Builds: NPCs of Magic

Postby ladydragonfly » Thu Mar 29, 2012 9:18 am

I always loved the idea behind RIFTS.
Makes me wanna try doing a conversion of something into M&M. Any tips on doing so before I try?
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Re: CBWJM's Builds: NPCs of Magic

Postby cbwjm » Thu Mar 29, 2012 11:39 am

ladydragonfly wrote:I always loved the idea behind RIFTS.
Makes me wanna try doing a conversion of something into M&M. Any tips on doing so before I try?


I wish I could provide some tips, at the moment I've only converted the abilities for a couple of the magic OCCs. The systems are quite different so a lot of it is just matching up the abilities as close as possible and not really worrying about the numbers. It's more of a spirit of the class than a set system.

If I was converting NPCs then I think I'd have to come up with some kind of system. The abilities seem based on the old DnD 3d6 and therefore similar to M&M 2e numbers but they can get pretty high with class and training bonuses.

With skills if you have a calculator handy you could probably just multiply the maximum M&M skill rank by the skill percentage for rifts for the final number (ranks plus ability, not just ranks).
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Re: CBWJM's Builds: Nippontai (Aberrant)

Postby cbwjm » Sun Apr 15, 2012 3:27 pm

Kou "Phoenix" - PL 10

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

Advantages: Assessment, Benefit, Security Clearance: (Japanese Government Agencies), Benefit, Status: Member of Nippontai, Benefit, Wealth (well-off), Inspire 3, Leadership

Skills: Acrobatics 4 (+6), Athletics 4 (+5), Close Combat: Unarmed 4 (+8), Insight 5 (+8), Perception 4 (+7), Persuasion 9 (+13), Ranged Combat: Psionics 8 (+10)

Powers
Mental Awareness: Senses 2 (Acute Mental Awareness)
Phoenix Effect: Feature 1 (Uncontrolled, Notes: Kou's anima banner flares up whenever she uses her Psionic Array.)
Psionic Array (41 point Dynamic array)
  • Cumulative Burst Area Affliction 10 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by Will; Burst Area: 30 feet radius sphere, Cumulative, Selective, Subtle)
  • Kinetic Blast: Blast 10
  • Mental Blast 10; Subtle
  • Mental Communication 2
  • Telekinesis: Perception range Move Object 10
  • Telekinetic Shield: Sustained Impervious Protection 8
  • Telepathy: Comprehend 2 (Languages - Understand All, You're Understood), Mind Reading 10
Resistance: Immunity 2 (Disease, Poison; Limited - Half Effect)

Offense
Initiative +2
Kinetic Blast +10, Ranged, Damage 10
Telekinesis: Move Object 10 (DC 20)
Unarmed +8, Close, Damage 1

Defense: Dodge 10, Parry 8, Fortitude 8, Toughness 2, Will 10

Complications
Anima Banner: Kou's Anima banner prevents her using stealth while using her powers.
Fame: All members of Nippontai have celebrity status in Japan.
Responsibility: Nippontai is a government sponsored superteam.

Languages: Japanese

Power Points:
Abilities 40 + Powers 58 + Advantages 8 + Skills 19 (38 ranks) + Defenses 25 = 150

It has taken a long time but I've finally managed to post the first of my Nippontai builds. I would have posted sooner but things like World of Warcraft, Tropico 4, Anno 2070 and other miscellaneous games have kept me from posting. I still need to tidy up the rest of the team who I am keeping all PL 10 for practice.

One of the things I've done with Nippontai is to give them all some minimal physical abilities as a result of training to be the Japanese superteam so she has a decent unarmed attack bonus as well as some skill in acrobatics and athletics.

Kou is a powerful psychic whose powers I fixed up when the Mental Powers Profile was released. She has a powerful dynamic array of Psionic powers which allows her some good offence and defence due to the amount of points sunk into it. As the leader of Nippontai and as a result of her Nova abilities she has the Leadership and Inspire advantages. When her powers first erupted she mentally directed a crowd a crowd out of danger.

:arrow: That's it for now, not sure when I'll get some others posted but it will happen eventually.
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