Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

MDSnowman: Tears of Taija Act 5 Updates, Mira

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby MDSnowman » Mon Oct 02, 2006 9:22 am

Image

Hourman

PL:
10 (135pp)

Abilities: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3)

Skills: Acrobatics 4 (+5), Bluff 8 (+11), Computers 8 (+11), Craft [Artistic] 4 (+7), Disable Device 4 (+7), Drive 4 (+5), Gather Information 8 (+11), Intimidate 12 (+15), Investigate 8 (+11), Knowledge [Physical Sciences] 8 (+11), Medicine 8 (+11), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+9)

Feats: All-Out Attack, Defensive Attack, Dodge Focus (4), Elusive Target, Equipment, Evasion, Improved Initiative, Master Plan, Power Attack, Startle, Stunning Attack, Takedown Attack, Uncanny Dodge [Hearing]

Powers: Device 1 [Hour Glass Amulet – Super Movement (Dimensional Movement - Timepoint; Power Feat: Progression [3]; 4pp], Device 2 [Miraclo Injecting Gloves– Boost [All Physical Abilities] 10 (Power Feats: Progression [4]; Flaw: Personal Only [-1], No Increments [-1], Limited 1/day[-1]); Restricted – Limited people benefit from Miraclo) 8pp], Super Senses 4 (Precognition; Flaw: Limited – One Hour into the Future [-1]; 2pp)

Combat: Attack +14 [Unarmed +1] Defense 21 (13 flat-footed) Init +5

Saves: Toughness +4 (4 flat-footed) Fortitude +5 Reflex +6 Will +8

Equipment: Uniform [+3 Toughness; Subtle; 4ep]

Abilities 24 + Skills 25 (104 Ranks) + Feats 16 + Powers 14 + Combat 42 + Saves 14 – Drawbacks 0 = 135pp

:arrow: As White Howler will tell you, I like my costumed adventurers. To that end I give you Hourman. Hourman is a one trick pony. For One Hour every day he will be the meanest dude you have ever fought. Aside from that he doesn’t have much going for him. His Miraclo boosts his Strength, Dexterity, and Constitution by ten points each. These bonuses last for one hour, after which time his ability scores plummet. During those periods he is an outstanding goon sweeper, and can take MASSIVE punishment. The downside is that he’s easier to hit than most costumed adventurers. I also gave him the master plan feat so he could use his scraps of knowledge about future events to formulate rudimentary plans
Last edited by MDSnowman on Sun Aug 09, 2009 4:46 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:23 am

Image

Huntress

PL:
10 (135pp)

Abilities: STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2)

Skills: Acrobatics 7 (+11), Bluff 8 (+10/+14), Climb 8 (+10), Disable Device 8 (+9), Gather Information 12 (+14), Intimidate 12 (+14), Investigate 8 (+8), Knowledge [Streetwise] 8 (+9), Notice 12 (+12), Search 8 (+9), Sense Motive 12 (+12), Sleight of Hand 4 (+8), Stealth 12 (+16), Languages (English; Base: Italian)

Feats: Accurate Attack, Attractive, Connected, Defensive Attack, Defensive Roll (2), Dodge Focus (9), Equipment (3), Evasion, Favored Foe [Mobsters] (3), Improved Aim, Improved Block, Improved Critical [Crossbow], Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Power Attack, Precise Shot (2), Sneak Attack, Startle, Uncanny Dodge [Hearing]

Powers: None

Combat: Attack +13 [Unarmed +2, Staff +4; 10 ft. Reach; Crossbow +3; 18-20 Crit] Defense 23 (12 flat-footed) Init +9

Saves: Toughness +7 (5 flat-footed) Fortitude +5 Reflex +9 Will +5

Equipment: Uniform [+3 Toughness Save; 3ep], Arsenal [Staff [+2 Damage; Mighty; 5 ft. Reach], Crossbow [+3 Damage; 19-20 Crit], Swing Line [Super Movement – Swinging], Binoculars; 10ep Total], 2 Extra EP

Abilities 22 + Skills 31 (124 Ranks) + Feats 35 + Powers 0 + Combat 34 + Saves 13 – Drawbacks 0 = 135pp

:arrow: Huntress is a weak PL 10. She has her particular specialization however, and that’s beating down mobsters, under those circumstances her weapons does the most damage and she gets a boost to several of her skills. Against other foes she needs to get more creative getting mileage out of her sneak attack and power attack feats. Feel free to use those extra equipment points as you see fit. I’d use it to round out her arsenal a little bit more with more useful gadgets. This is a hint at what a player character PL 10 150pp Batman-type character might look like. If I were aiming for 150pp I’d improve her saves a little bit and give her a few more feats.
Last edited by MDSnowman on Sun Aug 09, 2009 4:47 pm, edited 5 times in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:24 am

Image

Jason Todd

PL:
10 (150pp)

Abilities: STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2)

Skills: Acrobatics 8 (+11), Bluff 8 (+10), Climb 6 (+10), Disguise 12 (+14), Drive 8 (+11), Escape Artist 10 (+13), Gather Information 8 (+10), Intimidate 12 (+14), Investigate 6 (+6), Knowledge [Streetwise] 10 (+11), Notice 8 (+8), Search 8 (+9), Sense Motive 10 (+10), Stealth 14 (+17)

Feats: Accurate Attack, Assessment, Attack Focus [Ranged], Defensive Roll, Diehard, Dodge Focus (5), Elusive Target, Equipment (8), Evasion, Hide in Plain Sight, Improved Initiative (2), Instant Up, Power Attack, Rage [+4 Strength, +2 Fortitude & Will Saves; -2 Defense; 5 Rounds], Sneak Attack, Startle, Uncanny Dodge [Hearing]

Powers: None

Combat: Attack +13 (+14 Ranged)[Unarmed +4, Knife +5, 19-20 Crit, Assault Rifle +5, SMG +4, Heavy Pistol +4] Defense 24 (14 flat-footed) Init +11

Saves: Toughness +6 (5 flat-footed) Fortitude +7 Reflex +10 Will +7

Equipment: Arsenal [Rocket Launcher – (Blast 10; Extra: Explosion Area), Exploding Mask (Blast 5; Extra: Explosion Area; Power Feats: Subtle), Assault Rifle (+5 Blast; Extra: Auto-Fire; Power Feat: Extended Range), Sub Machine Gun (Blast 4; Auto-fire), Heavy Pistol (Blast 4), Knife (+1 Damage; 19-20 Crit; Thrown; Mighty), Escrima Fighting Sticks (+2 Damage; Mighty. Thrown; Autofire); 36ep], Leather Jacket [+1 Toughness; 1ep], Swing Line [Super Movement (Swinging); 2ep]

Abilities 28 + Skills 32 (128 Ranks) + Feats 29 + Powers 0 + Combat 44 + Saves 17 – Drawbacks 0 = 150pp

:arrow: Remember many many pages ago when I said I was done with Batman villains for a long time? Well it’s officially been a long time, we start off with a bang, Red Hood/ Nightwing’s evil twin/ Jason Todd. He’s back from the dead, and apparently channeling the Punisher. Seriously though Jason is a compilation of Nightwing, Tim Drake, and the Punisher. He started with many of the same feats as Nightwing, the skills of Tim Drake, and the monstrous pile of weapons of Frank Castle. In combat he’ll cause trouble for his foes with his ranged weapons, and then once they’re softened up and in toughness save trouble he’ll move into melee and attack with his knife, often using rage for added punch. I gave him decent abilities of disguise because he’s running around dressed like Nightwing these days (also why I put the fighting sticks on his arsenal). However this is more of a Red Hood Jason Todd, if you were going for the Nightwing Jason Todd, I'd suggest replacing his equipment with rip off's of Dick's.
Last edited by MDSnowman on Sun Aug 09, 2009 4:49 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:26 am

Image

Jim Gordon

PL:
5 (70pp)

Abilities: STR: 12 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2)

Skills: Climb 2 (+3), Drive 4 (+5), Intimidate 4 (+6), Investigate 6 (+9), Knowledge [Current Events] 4 (+6), Knowledge [Streetwise] 8 (+10), Medicine 2 (+5), Notice 6 (+9), Profession [Police Officer] 8 (+11), Sense Motive 8 (+11)

Feats: Benefit [Status], Connected, Equipment (3), Inspire (2), Leadership, Sneak Attack

Powers: None

Combat: Attack +5 [Unarmed +1, Service Revolver +3] Defense 15 (13 flat-footed) Init +1

Saves: Toughness +3 (3 flat-footed) Fortitude +4 Reflex +3 Will +5

Equipment: Service Revolver [+3 Damage; 6ep], Hand Cuffs [1ep], Heavy Coat [+1 Toughness; 1ep], Midsize Car [Strength: 30; Speed: 5; Defense: 8; Toughness: 9; Size: Huge; 7ep]

Abilities 22 + Skills 13 (52 Ranks) + Feats 9 + Powers 0 + Combat 20 + Saves 6 – Drawbacks 0 = 70pp

:arrow: Hey all just a quick and simple build. I’m thinking of doing some builds of famous supporting characters. Here’s my all-time favorite supporting character (who isn't named Mary Jane). James Gordon. He may be old, but he's still very spry.He’s more capable than the average cop, more capable than the average police chief too. He can inspire by using a hero point, and his sneak attack hints at the damage potential he once had when he was a soldier.
Last edited by MDSnowman on Sun Aug 09, 2009 4:50 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:27 am

Image

"I will always attempt to Do the Right Thing... even it means killing every last man, woman and child in this here town, twice over."

Jonah Hex

PL:
7 (120pp)

Abilities: STR: 16 (+3) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 8 (-1)

Skills: Bluff 8 (+7), Climb 8 (+11), Intimidate 12 (+11)*, Knowledge [Wilderness Lore] 8 (+8.), Medicine 4 (+7), Notice 10 (+13), Ride 12 (+13)*, Search 8 (+8.), Sense Motive 12 (+15)*, Stealth 8 (+9), Survival 12 (+15)*, Swim 10 (+13)

Feats: Defensive Attack, Elusive Target, Diehard, Equipment (3), Fascinate [Intimidate], Improved Critical [Pistol] (3), Improved Initiative (2), Minion (2), Power Attack, Precise Shot (2), Quick Draw, Skill Mastery [Intimidate, Ride, Sense Motive, Survival], Startle, Track

Powers: None

Combat: Attack +10 [Unarmed +3, Knife +4; 19-20 Crt; Pistol +4; 17-20 Crit] Defense 19 (15 flat-footed) Init +9

Saves: Toughness +5 (5 flat-footed) Fortitude +9 Reflex +5 Will +8

Equipment: Leather Jacket [+1 Toughness; 1ep], Heavy Pistol [+4 Damage; 8ep], Knife [+1 Damage; 19-20 Crit; Mighty; 4ep]

Abilities 20 + Skills 28 (112 Ranks) + Feats 20 + Powers 0 + Combat 38 + Saves 14 – Drawbacks 0 =120/120

:arrow: Jonah Hex is the meanest PL 7 character ever built by the hands of man. In his own setting he’s a monster. You have to realize that the man lives in a world of PL 2 thugs, and only the exceptional person excels beyond that. His minion is his horse. He has exceptional saves also meaning he actually had a ghost of a chance against some of the other characters I’ve built thus far, especially if he wins initiative. He has a lot of flexibility when it comes to skills. Jonah is a solo act so he needs to be able to do everything well. I think he succeeds in that regard.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:28 am

Image

John Constantine

PL:
8 (120pp)

Abilities: STR: 12 (+1) DEX: 12 (+1) CON: 10 (+0) INT: 18 (+4) WIS: 14 (+2) CHA: 22 (+6)

Skills: Bluff 13 (+19)*, Craft [Artistic] 13 (+17), Craft [Structural] 13 (+17), Concentration 4 (+6), Diplomacy 13 (+19)*, Gather Information 13 (+19)*, Intimidate 13 (+19), Knowledge [Arcane Lore] 13 (+17)*, Notice 8 (+10), Perform [Punk Music] 1 (+5), Sense Motive 13 (+15), Stealth 11 (+12)

Feats: Contacts, Connected, Equipment, Fascinate [Bluff], Master Plan, Ritualist, Skill Mastery [Bluff, Diplomacy, Gather Information, Arcane Lore], Ultimate Effort [Ultimate Bluff check, Ultimate Diplomacy Check] (2), Well-Informed

Powers: Gadgets 3 (Easy to Lose; 18pp)

Combat: Attack +5 [Unarmed +1] Defense 18 (14 flat-footed) Init +1

Saves: Toughness +2 (2 flat-footed) Fortitude +1 Reflex +1 Will +10

Equipment: Old Trench Coat [+2 Toughness; 2ep]

Abilities 28 + Skills 30 (120 Ranks) + Feats 10 + Powers 18 + Combat 26 + Saves 8 – Drawbacks 0 = 120pp

:arrow: I don’t know why I felt like doing John Constantine, but I did. So here he is a man who relies almost exclusively on his skills, feats, and Charisma score to get through life. Since John rarely has flings spells like a D&D type caster his magic instead lies in his ritualist and artificer feats. He’s not an outstanding shot, but he's built to be a skill machine. If he needs something that he can’t whip it up with his gadgets power he can use his Gather Information skill to call in a favor and end up with it anyhow. In the end John isn’t designed to beat people in a fight, he’s built to use his connections to come into a fight with that one spell, or one item that will make it so he doesn’t have to fight at all.

:!: Update: 4/26/06 :!:

I took John Constantine and took him off of the artifacer feat and gave him access to low level gadgets instead. He's even less combat prepared than he was before, but seriously he couldn't really have much of a chance in a real fight.
Last edited by MDSnowman on Sun Aug 09, 2009 4:51 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:29 am

Image

The Joker

PL:
10 (150pp)

Abilities: STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 18 (+4) WIS: 8 (-1) CHA: 18 (+4)

Skills: Bluff 12 (+16), Craft [Chemical] 12 (+16), Escape Artist 2 (+4), Intimidate 10 (+14), Knowledge [Technology] 12 (+16), Notice 8 (+7), Perform [Comedy] 8 (+12), Sense Motive 10 (+9), Sleight of Hand 10 (+12), Stealth 8 (+10)

Feats: All Out Attack, Accurate Attack, Defensive Attack, Defensive Roll (3), Dodge Focus (10), Equipment (10), Fascinate [Bluff], Favored Environment [Urban] (6), Favored Opponent [Costumed Adventurers] (3), Improved Initiative (2), Improved Trick, Inventor, Luck, Master Plan, Minions (4), Quickdraw, Sidekick (18), Sneak Attack (2), Taunt

Powers: None

Combat: Attack +10 (+13 in Cities) [Unarmed +1, Heavy Pistol +4] Defense 20 (23 in Cities) (10 flat-footed) Init +10

Saves: Toughness +7 (4 flat-footed) Fortitude +4 Reflex +4 Will +12

Equipment: Heavy Pistol – [+4 Damage; Distract [Intimidate]; 9ep], Suit [+3 Toughness; Distract [Bluff]; 2ep]
:arrow: Joker’s Bag O’ Tricks – [Variable Power 5 (One Power of the Deadly Gag Descriptor); 20ep]
:arrow: Mid-Sized Car – [Str: 30; Speed: 5; Defense: 8; Toughness: 9; Size: Huge; Features: Oil Slick, Caltrops; 9ep]
:arrow: Abandoned Stand Up Club HQ – [Size: Small; Toughness: 10; Features: Communications, Computer, Garage, Living Space, Power System, Security System; 8ep]

Abilities 22 + Skills 23 (92 Ranks) + Feats 68 + Powers 0 + Combat 20 + Saves 17 – Drawbacks 0 = 150pp

:arrow: Joker’s Gadgets can be DEVASTATING, especially if he’s attacking a costumed adventurer or has the drop on someone. He’ll often use his inventor feat to cook up some Joker Venom which usually is Drain [Dexterity & Wisdom] 7 (Extra: Poison). Joker's Fascinate feat allows him to leave people fixated and unable to act until someone takes offensive action, or someone shakes the victim back to normal. I'm using it to express how after you figure out what Joker is really up to you're dumbstruck for a few moments. Joker has Access to 5 PL 2, 30 pp Thugs.

Thug
PL:
2 (30pp)
Abilities: STR: 14(+2) DEX: 12(+1) CON: 15 (+2) INT: 10(+0) WIS: 10(+0) CHA: 8(-1)
Skills: Craft [Mechanical] 4 (+4), Drive 4 (+5), Intimidate 8 (+7), Knowledge [Pop Culture] 2 (+2), Knowledge [Streetwise] 4 (+4), Profession 4 (+4), Swim 2 (+4)
Feats: Equipment 2, Power Attack
Combat: Attack +2 [Unarmed +2, Pistol +3] Defense 12 (11 flat-footed) Init +1
Saves: Toughness +2 (2 flat-footed) Fortitude +4 Reflex +1 Will +1
Equipment: Leather Jacket [+1 Toughness], Pistol (+3 Damage), Gas Mask
Abilities 9 + Skills 7 (28 Ranks) + Feats 3 + Powers 0 + Combat 8 + Saves 3 – Drawbacks 0 = 30 / 30
Last edited by MDSnowman on Sun Aug 09, 2009 4:52 pm, edited 2 times in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:30 am

Image

Kid Flash (Bart Allen)

PL:
10 (150pp)

Abilities: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 10 (+0) CHA: 14 (+2)

Skills: Bluff 8 (+10), Notice 8 (+8), Sense Motive 4 (+4)

Feats: Attack Specialization [Unarmed] (3), Beginner’s Luck, Eidetic Memory, Evasion, Defensive Roll (3), Dodge Focus (15), Fast Overrun, Improved Overrun, Jack of All Trades, Move-By Action, Teamwork (2)

Powers: Super Speed 13 (Insubstantial; Power Feats: Temporal Inertia, Rapid Attack, Wall Run, Water Run; Alternate Powers: Duplication, Strike; 71pp)

Combat: Attack +4 (+10 Unarmed) [Unarmed +2] Defense 25 (10 flat-footed) Init +55

Saves: Toughness +5 (2 flat-footed) Fortitude +2 Reflex +8 Will +3

Abilities 28 + Skills 5 (20 Ranks) + Feats 30 + Powers 71 + Combat 8 + Saves 8 – Drawbacks 0 = 150pp

:arrow: Well here he is by popular demand, Kid Flash. Bart isn’t quite as fast as Wally is yet, but if he uses extra effort to increase his speed he can still come awfully close. However since even using extra effort there’s no shot of him going over the speed of light he doesn’t have the Speed Force drawback. However he does have a lot more skills at his finger tips than most characters. Between Jack of All Trades, Beginner’s Luck, and Eidetic Memory Bart has a base +8 Bonus, entirely untrained on all knowledge checks. With Beginner’s luck he can instantly gain four ranks in any skill, and with jack of all Trades he can make any skill check untrained. Like most Speedsters he doesn’t come pre-equipped with reliable source of damage, instead he either needs to use a high speed Slam attack, or use Extra effort to gain the strike Alternate Power. Also he can use rapid attack and his teamwork feat to really help out his friends like Starfire and Superboy who have low attack bonuses. I could have ruled the same thing about his duplication power (his Speed Force Scouts), but at the moment he’s only hesitant about using it, and if he goes a bit longer without using it you can take away the Alternate power and give him another Power Point to spend.
Last edited by MDSnowman on Sun Aug 09, 2009 4:52 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:31 am

Image

Killer Croc

PL:
8 (120pp)

Abilities: STR: 22 (+6) DEX: 12 (+1) CON: 18 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 9 (-1)

Skills: Climb 8 (+14)*, Drive 4 (+5), Intimidate 12 (+11)*, Notice 8 (+9), Perform [Pro-Wrestling] 8 (+7), Profession [Pro-Wrestler] 4 (+5), Sense Motive 4 (+5), Stealth 8 (+9), Survival 4 (+5)*, Swim 12 (+18)*

Feats: All Out Attack, Chokehold, Diehard, Environmental Adaptation [Underwater], Fearsome Presence (6), Improved Grab, Improved Grapple, Improved Pin, Power Attack, Skill Mastery [Swim, Climb, Intimidate, Survival], Stunning Attack, Takedown Attack

Powers: Immunity 1 (Suffocation by drowning; 1pp), Protection 6 (6pp), Regeneration 4 (Recovery rate 4)

Combat: Attack +10 [Unarmed +6] Defense 16 (13 flat-footed) Init +0

Saves: Toughness +10 (10 flat-footed) Fortitude +10 Reflex +5 Will +5

Abilities 28 + Skills 18 (72 Ranks) + Feats 17 + Powers 7 + Combat 32 + Saves 14 – Drawbacks 0 = 120 / 120

:arrow: Croc is a very simple build. He’s big, he’s mean, and if he lays a hand on you he’ll start a grapple and try to chokehold you out of a fight. If he’s fighting multiple foes he’ll unload stunning attacks on them and then grapple the toughest looking person. Croc is an extraordinary swimmer. With his skill Mastery he can swim easily and environmental adaptation negates the penalties for fighting underwater. He also doesn’t need to worry about suffocating in those situations.: All things being equal a group of foes or a foe who relies on ranged weapons has a very good chance of putting him down easily.

:!: Update :!:
Regeneration has been added. It's very basic it allows Croc a chance to recover from staggered status every 20 minutes, and from Disabled Status every 20 minutes as well.
Last edited by MDSnowman on Sun Aug 09, 2009 4:53 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:32 am

Image

Killer Frost

PL:
10 (135pp)

Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2)

Skills: Bluff 8 (+10), Knowledge [Arcane Lore] 8 (+10), Knowledge [Physical Sciences] 8 (+10), Notice 6 (+6), Sense Motive 6 (+6), Stealth 8 (+8)

Feats: Accurate Attack, All-Out Attack, Dodge Focus (6), Improved Initiative, Power Attack

Powers: Cold Control 12 (Extra: Wide Array [+1] - Dynamic; Alternate Powers: Protection – Dynamic, Blast –Dynamic, Drain [Strength] – Dynamic, Corrosion –Dynamic, Element Control [Hamper Movement] – Dynamic, Absorption (Energy; Boost – Cold Control; Extra: Power Magnet; Flaws: Limited – Heat) – Dynamic, Flight (Flaw: Platform) - Dynamic; 51pp)

Combat: Attack +10 [Unarmed +2] Defense 20 (13 flat-footed) Init +6

Saves: Toughness +2 (2 flat-footed) Fortitude +9 Reflex +9 Will +7

Drawbacks: Vulnerable [Cold Attacks; Common Occurrence; Major Intensity; 4pp], Weakness [Not using Heat Vampirism; -1 Con Every 5 Hours; 3pp], Involuntary Transformation [Hibernation w/ Under 0 degrees; Uncommon Occurrence; Major Intensity; 3pp]

Abilities 20 + Skills 11 (44 Ranks) + Feats 10 + Powers 51 + Combat 32 + Saves 21 – Drawbacks 10 =135pp

:arrow: Remember when I did Terra I told you that White Howler forgot a couple of characters from her list? Well the other one she forgot was Killer Frost. Briefly I wondered how to approach her, because between Captain cold, Mr. Freeze, Elijah Snow, Iceman and my MDSnowman build I’ve pretty much beat the cold controller thing to death. Her wide array gives her lots of options in combat, she can really do a number on someone if she can lay a finger on them. Aside from that she needs to rely on her ranged attacks to do damage. In my opinion she’d do best in Melee, hitting foes with Corrosion touches and Strength drains.

:!:Update: 7/2/06:!:

Okay so White Howler and I were talking and she was able to bring her knowledge of the character to bear. So the result is she gets a lot of drawbacks, including a vulnerability to cold (since she sustains herself on heat), a weakness for going without draining heat in some way. And if the temperature falls below 0 degrees Fahrenheit she falls into a coma. I used the resulting points to give her absorption and Air walking dynamic alternate powers on her cold control.
Last edited by MDSnowman on Sun Aug 09, 2009 4:53 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:33 am

Image

Lady Shiva

PL:
11 (150pp)

Abilities: STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2)

Skills: Acrobatics 12 (+17), Bluff 8 (+10), Climb 4 (+7), Intimidate 12 (+14), Knowledge [Tactics] 8 (+10), Notice 10 (+13), Sense Motive 10 (+13), Stealth 12 (+17)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus [Melee] (9), Defensive Attack, Defensive Roll (3), Dodge Focus (10), Elusive Target, Evasion (2), Grappling Finesse, Improved Aim, Improved Block (2), Improved Disarm (2), Improved Initiative (2), Improved Trip, Instant Up, Power Attack, Seize Initiative, Stunning Attack, Takedown Attack, Uncanny Dodge [Hearing], Weapon Bind

Powers: Strike 3 (Extra: Auto-Fire [+3]; Power Feat: Mighty, Improved Critical (3); 16pp)

Combat: Attack +6 (+15 Melee) [Unarmed +6; 17-20 Crit] Defense 25 (13 flat-footed) Init +13

Saves: Toughness +6 (3 flat-footed) Fortitude +5 Reflex +12 Will +5

Abilities 36 + Skills 19 (76 Ranks) + Feats 45 + Powers 16 + Combat 22 + Saves 12– Drawbacks 0 = 150pp

:arrow: Behold… a true combat monster!! Lady Shiva is a Martial artist in it’s purest form. She’s does a bit of everything, striking, blocking, grappling, and the like. Her strike is a nasty Auto-Fire Attack, She took the Auto-Fire extra three times allowing her to add 1 extra point of damage for every point she exceeds a foe’s defense, adding up to twice her normal damage with the attack. Unlike most martial artists she’s not as prone to being ripped in half when actually hit, however she is a sucker for being caught flat-footed. Her Sense motive check is good, not insane, so it’s entirely possible to feint her out of her shoes. Unless she’s dealing with a foe with impervious toughness Lady Shiva is going to hurt them, severely. But at the same time I could see other martial artists of her calibur giving her trouble. For example Batgirl would usually get two attacks against her, and could use extra effort to gain Strike with the aura extra as an alternate power allowing her to turn Shiva’s impressive offense against her.
Last edited by MDSnowman on Sun Aug 09, 2009 4:54 pm, edited 2 times in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:35 am

Image

Lex Luthor

PL:
10 (150 pp)

Abilities: STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 20 (+5) WIS: 18 (+4) CHA: 18 (+4)

Skills: Bluff 12 (+16), Craft [Mechanical] 12 (+17), Craft [Electrical] 12 (+17), Craft [Chemical] 12 (+17), Computers 12 (+17), Diplomacy 12 (+16), Disable Device 12 (+17), Gather Information 12 (+16), Intimidate 12 (+16), Knowledge [Civics] 12 (+17), Knowledge [Business] 12 (+17), Knowledge [Technology] 12 (+17), Medicine 8 (+12), Notice 8 (+12), Sense Motive 12 (+16)

Feats: Assessment, Benefit [Status, Security Clearance, Wealth 3] (5), Contacts, Connected, Distract [Bluff], Fascinate [Diplomacy], Inventor, Master Plan, Ultimate Effort [Ultimate Master Plan]

Powers: Gadgets 3 (18pp)

Combat: Attack +6 [Unarmed +2] Defense 16 (13 flat-footed) Init +1

Saves: Toughness +2 (2 flat-footed) Fortitude +6 Reflex +1 Will +12

Abilities 36 + Skills 43 (196 Ranks) + Feats 13 + Powers 18 + Combat 28 + Saves 12 – Drawbacks 0 = 150pp

:arrow: Character Build #150! Lex Luthor as represented by this build is the genius who pulls strings behind the scenes. The only way he can stand up to Superman is because he knows how to keep his own fingerprints off of his work. Thus a Boy Scout like Superman won’t be able to bring him in. This Luthor isn't at the top of any of his PL caps, he's a pure mastermind who will use his gadgets to whip out the device needed to beat a particular hero at any given time.
Last edited by MDSnowman on Sun Aug 09, 2009 4:54 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:35 am

Image

Lex Luthor

PL:
12 (225pp)

Abilities: STR: 14 [38] (+14) DEX: 12 (+1) CON: 14 (+2) INT: 20 (+5) WIS: 18 (+4) CHA: 18 (+4)

Skills: Bluff 12 (+16), Craft [Mechanical] 12 (+17), Craft [Electrical] 12 (+17), Craft [Chemical] 12 (+17), Computers 12 (+17), Diplomacy 12 (+16), Disable Device 12 (+17), Gather Information 12 (+16), Intimidate 12 (+16), Knowledge [Civics] 12 (+17), Knowledge [Business] 12 (+17), Knowledge [Technology] 12 (+17), Medicine 8 (+12), Notice 8 (+12), Sense Motive 12 (+16)

Feats: Assessment, Benefit [Status, Security Clearance, Wealth 3] (5), Contacts, Connected, Distract [Bluff], Fascinate [Diplomacy], Inventor, Master Plan, Ultimate Effort [Ultimate Master Plan]

Powers: Device 24 [Kryptonite Powered Armor – Enhanced Strength 24, Protection 13 (Extras: Impervious [+1]), Blast 14 (Extras: Auto-Fire [+1]; Power Feat: Accurate (2); Alternate Powers: Line Area Blast 12), Immunity 9 (Life Support), Flight 7 (Alternate Powers: Space Flight 14); Attack Specialization [Unarmed] (2); Dodge Focus (3); 96pp]

Combat: Attack +6 (+10 w/ Unarmed and Blasts) [Unarmed +14, Kryptonite Blasts +14] Defense 19 (13 flat-footed) Init +1

Saves: Toughness +15 [13 Impervious] (15 flat-footed) Fortitude +6 Reflex +1 Will +11

Drawbacks: Normal Identity [Lex Luthor; 3pp]

Abilities 36 + Skills 43 (172 Ranks) + Feats 14 + Powers 96 + Combat 28 + Saves 11 – Drawbacks 3 = 225pp

:arrow: The power armored Lex is a terror in combat. He relies heavily on his master plan to make up for his inaccurate attacks, but at the same time his already formidable skill as an inventor becomes even more of a problem because you never know what he’ll bring out next in a fight. However he is almost impossible to harm with a Toughness that puts most heroes to shame and enough ranks in impervious protection to stop most attacks easily. Since Lex’s suit has relies so heavily on Kryptonite based attacks Superman is going to be in trouble from the moment he enters a fight with Lex. His impervious protection will make him a pain for anyone else to fight.
Last edited by MDSnowman on Sun Aug 09, 2009 4:55 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:37 am

Image

Madam Xanadu

PL:
7 (120pp)

Abilities: STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 22 (+6) WIS: 24 (+7) CHA: 22 (+6)

Skills: Bluff 12 (+18)*, Concentration 12 (+19), Diplomacy 8 (+14), Gather Information 12 (+18)*, Intimidate 8 (+14), Knowledge [Arcane Lore] 12 (+18)*, Notice 8 (+15), Sense Motive 12 (+19)*

Feats: Contacts, Connected, Eidetic Memory, Minion, Ritualist, Skill Mastery [Bluff, Gather Information, Knowledge [Arcane Lore], Sense Motive], Ultimate Effort [Ultimate Will Save], Well Informed

Powers: Gadgets 3 (18pp), Immunity 3 (Aging, Disease, Poison; 3pp), Regeneration 10 (Recovery Check 9, Resurrection 1; Power Feat: Persistent; 11pp), Super Senses 5 (Mystic Awareness, (Precognition; Flaws: Requires Tarot Deck); 3pp)

Combat: Attack +5 [Unarmed +0] Defense 15 (13 flat-footed) Init +0

Saves: Toughness +0 (0 flat-footed) Fortitude +0 Reflex +0 Will +10

Drawbacks: Disability [Blind; Very Common Occurrence; Major Intensity; 5pp]

Abilities 38 + Skills 21 (84 Ranks) + Feats 8 + Powers 35 + Combat 20 + Saves 3 – Drawbacks 5 =120pp

:arrow: Madam Xanadu is another one of those plot device-like characters. She can do a little bit of everything. But since her magic is technically supposed to be stripped from her I decided not to give her the magic power. Instead she has gadgets (which she can be talked into lending out under the right circumstances), and magical rituals. Her knowledge of magical matters makes her very useful, even if her recent blindness makes her less than useful in a fight. Her minion is very straight forward, it’s just a young girl with ranks in Knowledge [Arcane Lore] and the ritualist feat. She mainly acts as Xanadu’s eyes during tarot readings.
Last edited by MDSnowman on Sun Aug 09, 2009 4:55 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Mon Oct 02, 2006 9:39 am

Image

The Manhattan Guardian

PL:
8 (120pp)

Abilities: STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0)

Skills: Climb 8 (+11), Drive 4 (+6), Gather Information 8 (+8), Intimidate 8 (+8), Knowledge [Civics] 8 (+9), Knowledge [Streetwise] 8 (+9), Notice 8 (+8), Profession [Police Officer] 8 (+8), Sense Motive 8 (+8), Stealth 8 (+10), Swim 8 (+11)

Feats: All-Out Attack, Chokehold, Defensive Attack, Defensive Roll, Elusive Target, Equipment (3), Improved Block, Improved Disarm (3), Improved Escape, Improved Grab, Improved Initiative (2), Improved Pin, Power Attack, Sneak Attack, Startle, Takedown Attack, Teamwork, Weapon Bind

Powers: None

Combat: Attack +10 [Unarmed +3, Tonfa +4] Defense 16 (18 w/ Shield)(13 flat-footed) Init +2

Saves: Toughness +8 (7 flat-footed) Fortitude +10 Reflex +10 Will +10

Equipment: Tactical Vest [+4 Toughness; 4ep], Tonfa [+1 Damage; Mighty; 2ep], Medium Metal Shield [+2 Dodge Bonus, +2 on Block Rolls; 4ep], Plus 5 EP in other equipment

Abilities 20 + Skills 21 (84 Ranks) + Feats 23 + Powers 0 + Combat 32 + Saves 24 – Drawbacks 0 = 120pp

:arrow: Another fun build. Jake is essentially a severely watered down Captain America. He’s got great feats and they allow him to really put the hurt on someone in a grappling situation (especially if he can pin them). But aside from that he just an effective fighter. You’ll find him useful in a group however using teamwork and improved disarm to wrench powerful pieces of equipment out of the hands of his foes.
Last edited by MDSnowman on Sun Aug 09, 2009 4:55 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Arthur Eld, Google [Bot] and 4 guests