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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Mon Oct 02, 2006 9:40 am

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Martian Manhunter

PL:
12 (180pp)

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

Skills: Bluff 8 (+11), Computers 8 (+10), Concentration 12 (+15), Diplomacy 8 (+11), Disguise 4 (+7), Gather Information 12 (+15), Sense Motive 8 (+11), Stealth 8 (+11)

Feats: Eidetic Memory

Powers: Immunity 9 (Life Support; 9pp), Variable Power 12 (Multiple Powers of the Martian Descriptor; Flaws: Check - Concentration [-1]; 60pp)

Combat: Attack +12 [Unarmed +5] Defense 21 (16 flat-footed) Init +3

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

Drawbacks: Vulnerability [Fire; Common Occurrence; Major Intensity; 4pp]

Abilities 42 + Skills 17 (68 Ranks) + Feats 1 + Powers 69 + Combat 46 + Saves 9 – Drawbacks 4 = 180pp

:arrow: Like anyone who spends time converting characters will tell you, The Martian Manhunter is a BEAST. I went with a relatively low powered version and he still has the Power Point total of a PL 12 character. His strength truly lies in his flexibility. Also feel free to use extra effort to have him mental blast people/things out of existence. :twisted: His various powers are best handled with his Variable power. Here are some of his most used forms. However feel free to make and use more of your own.

:!: The Flying Brick – Enhanced Strength 12, Protection 8 (Impervious 13), Flight 7, Blast 12 (Distracting)

:!: Ghost Form – Insubstantial 4, Strike 12 (Extra: Affects Corporeal), Flight 8

:!: Heavy Lifting – Enhanced Strength 12, Super Strength 12, Protection 8, Flight 8

:!: Infiltration – Morph 12, Concealment 8 (All Visual Senses), Protection 8, Blast 12

:!: Mentalist – Telepathy 12 (Extra: Move Action [+1], Wide Array [+1]; Dynamic; Dynamic Alternate Powers: Mental Blast, Telekinesis, Mind Shield, Blast, Force Field (Extra: Impervious))

:!: Update: 4/9/06 :!:

I called upon all my stat-fu to bring my Manhunter build under control! The result is PL 12 and 210pp. It takes him a smidge longer to shape shfit and Nearly everything he does requires a concentration check, one he can make easily with his new skill mastery.

:!: Update: 4/21/06 :!:

Shaved The Manhunter's points again and gave him telekinesis.

:!: Update: 11/3/06 :!:

WOOT I switched The Manhunter from Shapeshift to Variable power, and I saved enough points to make him 180pp!
Last edited by MDSnowman on Sun Aug 09, 2009 4:56 pm, edited 2 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 9:41 am

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Mirror Master

PL:
10 (150pp)

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

Skills: Bluff 8 (+9), Craft [Electrical] 12 (+16), Disable Device 8 (+12), Gather Information 12 (+13), Knowledge [Physical Sciences] 8 (+12), Knowledge [Technology] 12 (+16), Notice 6 (+7), Sense Motive 6 (+7), Stealth 8 (+9)

Feats: Attack Specialization [Mirror Blaster] (3), Connected, Defensive Roll (2), Dodge Focus (7), Equipment (6), Improved Aim, Inventor, Master Plan, Minions (4) [5 Thugs], Taunt

Powers: Device 3 [Mirror Blaster – Blast 7 (Alternate Power: Dazzle [Sight]); 9pp], Gadgets 7 (Easy to Lose; 42pp)

Combat: Attack +7 (+13 Mirror Blaster) [Unarmed +1, Mirror Blaster +7] Defense 23 (13 flat-footed) Init +1

Saves: Toughness +7 (5 flat-footed) Fortitude +2 Reflex +1 Will +7

Equipment: Costume [+3 Toughness; 3ep], 27 Extra Ep to spend on a hideout

Abilities 20 + Skills 20 (80 Ranks) + Feats 27 + Powers 51 + Combat 26 + Saves 6 – Drawbacks 0 = 150pp

:arrow: I wanted to tackle some of the Flash’s villains and try to make them an actual threat to him. I came to the conclusion that Flash villains are dangerous because they’re quirky. It’d be hard for most foes of this Power Level and Power Point total to be a problem for the Flash if they fit into normal archetypes. Mirror Master has his Mirror Blaster for normal situations, but most of the time against the flash he wants to lure Wally into his lair (what those extra EP go toward) once inside the lair Mirror master can launch whatever invention he’s built on the Flash. And when that invention inevitably fails Flash has to contend with his gadgets, which he can use for dimensional movement, time travel, illusions, create object for “solid illusions”, force fields for light shields, and more. Ultimately Mirror Master will want to use extra dimensional space to shove Flash into another dimension and elave him there until he wises up and uses extra effort to get out.
Last edited by MDSnowman on Sun Aug 09, 2009 4:57 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 9:42 am

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Mr. Freeze

PL:
10 (165pp)

Abilities: STR: 10 [26] (+8) DEX: 10 (+0) CON: 10 (+0) INT: 20 (+5) WIS: 16 (+3) CHA: 10 (+0)

Skills: Computers 10 (+15), Craft [Mechanical] 10 (+15), Craft [Electrical] 10 (+15), Disable Device 10 (+15), Intimidate 12 (+12), Knowledge [Natural Sciences] 10 (+15), Knowledge [Technology] 10 (+15), Notice 8 (+11), Sense Motive 8 (+11)

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Equipment (2), Fearless, Fearsome Presence (4), Inventor, Minions (9), Power Attack, Precise Shot, Startle

Powers: Device 9 [Cold Suit – Protection 9 (Extras: Impervious [+1]; 18pp), Enhanced Strength 16 (16pp), Immunity 9 (Life Support; 9pp); 36pp Total], Device 5 [Cold Gun – Cold Control 8 (Extras: Linked to Snare [+0]; Alternate Powers: Blast, Create Object, Environmental Control (Hamper movement); 19pp), Snare 8 (Extra: Linked to Cold Control [+0]; 16pp); 15pp Total]

Combat: Attack +12 [Unarmed +8, Freeze Gun +8] Defense 21 (15 flat-footed) Init +0

Saves: Toughness +9 Impervious (9 flat-footed) Fortitude +1 Reflex +1 Will +13

Equipment: Cold Storage Base –[Size: Medium; Toughness: 10; Features: Cold Control, Communications, Computer, Concealed, Garage, Living Space, Workshop; 10ep]

Drawback: Weakness (Armor Breeches; Uncommon Occurrence, Major Intensity; 3pp)

Abilities 16 + Skills 22 (88 Ranks) + Feats 21 + Powers 51+ Combat 46 + Saves 12 – Drawbacks 3= 165/165

:arrow: Mr. Freeze is one of the more powerful Batman Villains I’m going to create. His heavy protection and vicious attacks make him more than a match for the Dark Knight in physical combat. His minions are as follows, 5 thugs (Pg 229 of the 2e core books), and a pair of Polar bears (using the generic stats for bears on page 230 of the core book). They add an extra layer of protection and require Batman to get them to separate in order to make a realistic chance of beating Freeze solo. A nice balancing factor in a fight against Batman is that Freeze will need to need to use either accurate attack or All-Out attack to hit Batman with any regularity. The result will either be a lack of stopping power, or opening himself up to retaliation by Batman. And considering Victor’s saves Batman will really be able to do some real damage with non-toughness save provoking attacks. It's not armor breeches per se that Freeze has a weakness against, it is the room tempature that usually usually acompanies it. But for sake of ease I listed armor breeches as the weakness as that's what heroes would need to do to provoke that weakness. Yes, I stole the picture that BARON used. It's just too cool (no pun intended).
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Postby MDSnowman » Mon Oct 02, 2006 9:42 am

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Nightwing

PL:
10 (150pp)

Abilities: STR: 14 (+2) DEX: 22 (+6) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3)

Skills: Acrobatics 12 (+18)*, Bluff 8 (+11), Climb 4 (+6), Computers 6 (+8), Drive 4 (+10), Escape Artist 4 (+10), Gather Information 10 (+13), Investigate 6 (+9), Knowledge [Streetwise] 8 (+10)*, Notice 10 (+13), Perform [Trapeze] 4 (+7), Profession [Police Officer] 8 (+11), Search 8 (+10)*, Sense Motive 8 (+11), Stealth 8 (+14)*

Feats: Accurate Attack, Acrobatic Bluff, Assessment, Defensive Roll, Dodge Focus (11), Elusive Target, Equipment (5), Evasion, Hide in Plain Sight, Improved Initiative (2), Improved Trick, Improved Trip, Instant Up, Inspire (3), Leadership, Teamwork (2), Ranged Disarm, Skill Mastery [Acrobatics, Stealth, Search, Knowledge], Sneak Attack (2), Uncanny Dodge [Hearing]

Powers: None

Combat: Attack +13 [Unarmed +2; Fighting Sticks +4] Defense 24 (12 flat-footed) Init +14

Saves: Toughness +6 (5 flat-footed) Fortitude +8 Reflex +10 Will +8

Equipment:
:!: Escrima Fighting Sticks [+2 Damage; Mighty. Thrown; Autofire; 6ep]
:!: Uniform [+3 Toughness Save; 3ep]
:!: Hidden Equipment [Taser – (Stun 5; Thrown (2); 12ep), AP: Throwing Disks (Damage 1; Mighty; 3ep), AP: Swing Wire (Swinging; 2ep), AP: Swing Wire (Snare 6; 12ep), AP: Med Kit (Healing 3; 6ep); 16ep]

Abilities 36 + Skills 27 (108 Ranks) + Feats 40 + Powers 0 + Combat 32 + Saves 15 – Drawbacks 0 = 150/150

:arrow: Well here’s Nightwing. He’s an acrobatics Machine. In many ways he’s a faster, less powerful version of Batman. I hope it shows in his stats across the board. I gave him a bit of Inspire for his years leading the Titans. He can use his swing wire to swing, or to snare an opponent and slow them down. Not much to say here, the only real work was looking up the kind of equipment he kept on the hidden compartments on his fighting suit and keeping some of his skills sub-Batman in level and still giving them bite.
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Postby MDSnowman » Mon Oct 02, 2006 9:43 am

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Nite-Wing

PL:
9 (120pp)

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

Skills: Bluff 4 (+4), Climb 6 (+9), Intimidate 14 (+15), Gather Information 8 (+9), Knowledge [Streetwise] 6 (+6), Knowledge [Pop Culture] 10 (+10), Notice 8 (+8), Sense Motive 6 (+6), Stealth 10 (+12)

Feats: Accurate Attack, All-Out Attack, Attack Specialization [Club] (2), Attack Specialization [Thrown] (2), Defensive Attack, Diehard, Distract [Intimidate], Dodge Focus (4), Favored Opponent [Gang Members] (2), Fearsome Presence (5) [DC 15; 25ft.], Elusive Target, Power Attack, Rage (3) [+8 Strength, +4 Fort & Will Saves], Startle, Takedown Attack (2), Throwing Mastery (4)

Powers: None

Combat: Attack +9 (+13 Club & Thrown) [Unarmed +3, Club +5] Defense 22 (14 flat-footed) Init +2

Saves: Toughness +6 (6 flat-footed) Fortitude +11 Reflex +7 Will +4

Equipment: Club [+2 Damage; Mighty; Thrown; 4ep], Padded armor [+2 Toughness; 2ep], Billiard Balls [1ep], Electrical Tape [1ep]

Abilities 20 + Skills 18 (72 Ranks) + Feats 32 + Powers 0 + Combat 34 + Saves 16 – Drawbacks 0 = 120pp

:arrow: Nite-Wing is what happens when someone who reads too many comics and has a violent temper decides he can be Batman. Against most heroes Tad is built to put up a nasty fight, but to ultimately lose every single time. Nite-Wing really excels at fighting street punks. His damage shoots through the roof against them, especially if he rages. His Rage is his money attack if he’s ever disarmed, in which case he’ll rage, wade into battle and use accurate attack if need to hit a slippery foe. Really Nite-Wing is just a glorified thug who happens to think he’s on the right side of the masked heroing business.
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Postby MDSnowman » Mon Oct 02, 2006 9:44 am

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Oracle

PL:
8 (135pp)

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

Skills:Bluff 8 (+12/+16), Computers 13 (+18), Craft [Electrical] 11 (+16), Diplomacy 8 (+12/+16), Disable Device 12 (+17), Gather Information 12 (+17), Intimidate 4 (+8), Investigate 12 (+16), Knowledge [Civics] 12 (+17), Knowledge [Streetwise] 10 (+17), Knowledge [Tactics] 6 (+11), Knowledge [Technology] 12 (+17), Notice 8 (+12), Profession [Librarian] 8 (+12), Profession [Politician] 8 (+12), Search 12 (+16), Sense Motive 8 (+12), Stealth 4 (+5)

Feats: Assessment, Attractive, Benefit [Status], Connected, Contacts, Defensive Attack, Equipment (4), Improved Block, Improved Disarm, Master Plan, Power Attack, Prone Fighting, Set-Up, Sneak Attack (2), Well-Informed

Powers: None

Combat: Attack +10 [Unarmed +1, Boomerang +3] Defense 16 (13 flat-footed) Init +1

Saves: Toughness +1 (1 flat-footed) Fortitude +5 Reflex +5 Will +10

Equipment: Wheel chair [2ep], Boomerang [+2 Damage; Ricochet; Mighty; 6ep], Comm-Link [1ep], Head Quarters [Size: Small; Toughness: 15; Features: Communications, Computer, Fire Prevention System, Garage, Living Space, Power System, Security System; 9ep]

Drawbacks: Disability [Paraplegic; Common Occurrence; Major Intensity; 4pp]

Abilities 32 + Skills 42 (168 Ranks) + Feats 19 + Powers 0 + Combat 32 + Saves 14 – Drawbacks 4 = 135pp

:arrow: Tradeoff: -2 Max Save DC; +2 Max Base Attack Bonus

:arrow: Well here’s an under appreciated character. Oracle is EXTREMELY skillful, however she really lacks much combat power. That’s not to say she can’t catch you by surprise. Because between her high attack bonus and Sneak Attack feat she’d really be able to hurt you if you’re expecting to mop the floor with her. Her biggest use would be information gathering and using her communications and Set-Up feat to give her allies the benefit of the Master Plan feat for her. Babs however displays the remnants of her training as Batgirl. I may do a Batgirl Barbara Gordon later on, but as it stands at the moment Oracle is my definitive version of Babs.
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Postby MDSnowman » Mon Oct 02, 2006 9:46 am

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Poison Ivy

PL:
9 (135pp)

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

Skills: Bluff 12 (+16), Craft [Chemical] 12 (+15), Knowledge [Life Sciences] 8 (+11), Knowledge [Technology] 12 (+15), Medicine 8 (+10), Sense Motive 4 (+6), Survival 8 (+10)

Feats: Attack Specialization [Whip], Dodge Focus (3), Equipment (2), Fascinate [Bluff], Inventor, Sneak Attack

Powers: Comprehend 2 (Plants; 4pp), Device 2 [Thorny Whip – Strike 5; Alternate Power: Trip 8; Power Feats: Mighty, Extended Reach [2]; 6pp], Immunity 2 (Disease & Poison; 2pp), Plant Control 10 (Alternate Powers: Create Objects, Nauseate, Stun, Drain Constitution 10 (Extra: Poison), Mind Control 10 (Extra: Insidious, Conscious; Flaw: Range - Touch); Power Feats: Photosynthesis; 26pp), Regenerate 1 (Resurrection 1; 1pp)

Combat: Attack +8 (+10 w/ Thorny Whip)[Unarmed +1, Thorny Whip +6, Crossbow +3] Defense 21 (14 flat-footed) Init +2

Saves: Toughness +7 (7 flat-footed) Fortitude +11 Reflex +3 Will +5

Equipment: Crossbow [+3 Damage; 19-20 Crit; 7ep], Leafy Costume [+3 Toughness; 3ep]

Abilities 32 + Skills 16 (64 Ranks) + Feats 9 + Powers 35 + Combat 32 + Saves 11 – Drawbacks 0 = 135pp

:arrow: Okay Ivy is a mean PL 9. Her plant control is very powerful, her Thorny whip makes for a powerful attack, and with a Sneak Attack she can really lay on the pain. She can sense the feelings of plants. Her regeneration allows her a chance to make a recovery check 1 week after she’s died to come back. She can use Inventor feat to build mind control drugs, poisons, and diseases. I didn’t give her the attractive feat because it was too limiting, she can charm folks whether or not they initially find her attractive or not. Taking a page from BARON I gave Ivy Fascinate [Bluff], allowing her to mesmerize people while she flirts with them. A perfect chance to lay a poison kiss on them.
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Postby MDSnowman » Mon Oct 02, 2006 9:48 am

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The Penguin

PL:
8 (135pp)

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

Skills: Bluff 12 (+14), Diplomacy 8 (+10), Drive 8 (+9), Gather Information 12 (+14), Handle Animal 12 (+14), Knowledge [Civics] 8 (+11), Knowledge [Streetwise] 12 (+15), Notice 8 (+10), Profession [Crime Boss] 12 (+14), Sense Motive 8 (+10), Swim 8 (+8)

Feats: Animal Empathy, Assessment, Attack Specialization [Umbrellas] (3), Benefit [Wealth] (2), Contacts, Connected, Defensive Roll (3), Equipment, Minions (22), Sidekick (8), Well-Informed

Powers: Gadgets 3 (Flaws: Umbrellas Only [-1]; 15pp)

Combat: Attack +4 (+10 w/ Umbrellas) [Unarmed +0, Sword Umbrella +3; 19-20 Crit, Machine Gun Umbrella +5] Defense 18 (14 flat-footed) Init +1

Saves: Toughness +3 (0 flat-footed) Fortitude +3 Reflex +1 Will +8

Equipment: Nightclub HQ [Size: Small; Toughness: 10; Features: Fire Prevention System, Power, Security System, Power: Dazzle [Visual]; 5ep]

Abilities 16 + Skills 27 (108 Ranks) + Feats 44+ Powers 15 + Combat 24 + Saves 9 – Drawbacks 0 = 135pp

:arrow: Again I’ve never really been a Penguin fan, but in doing my research I had fun coming up with his various Umbrellas. But I also wanted to make sure that Penguin could operate as a top notice crime boss as well. To that end he has an ungodly number of minions at his disposal, and a nightclub to run his business out of. Penguin’s Defense is WAY below his cap… unless he busts out his defensive umbrella in which case he’s a tricky foe for most heroes to hit. Penguins’ Minions are as follows, 50 Criminals, 100 Thugs, and 5 Crime Lords. (pg 226 & 229 of the M&M 2e core book). His Sidekick is a Hawk (pg 231) with Three Ranks in Teamwork, and Move by Action. Between all of these extra fists you’ll find that Penguin is more than equal to the task of messing up heroes. He’ll likely wait for his minions to knock a foe into a stunned state (something that’ll happen with a lot of aid actions from each other and his sidekick) and then open up with machine gun fire and really put the hurt on his foes.
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Postby MDSnowman » Mon Oct 02, 2006 9:49 am

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Powergirl

PL:
12 (175pp)

Abilities: STR: 14 [38] (+14) DEX: 14 (+2) CON: 16 [38] (+14) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2)

Skills: Bluff 6 (+8), Computers 10 (+11), Concentration 8 (+10), Intimidate 14 (+16), Notice 6 (+8), Profession [Computer Programmer] 4 (+6), Sense Motive 8 (+10)

Feats: Accurate Attack, All-Out Attack, Power Attack, Startle, Stunning Attack, Teamwork (2).

Powers: Enhanced Strength 24 (Alternate Power: Blast 12; 25pp), Enhanced Constitution 22 (22pp), Super Strength 6 (12pp), Flight 8 (16pp), Impervious Toughness 10 (10pp), Super Senses 8 (Extended Sight, Acute and Extended Hearing, X-Ray Vision, Ultra Hearing; 8pp)

Combat: Attack +10 [Unarmed +14, Heat Vision +12] Defense 20 (15 flat-footed) Init +2

Saves: Toughness +14 (10 Impervious) (14 flat-footed) Fortitude +14 Reflex +5 Will +9

Drawbacks: Normal Indentity [When Exposed to Kryptonite; 4pp], Power Loss [All Powers; When Not under a yellow Sun; Uncommon Occurrence; Minor Intensity; 3pp], Power Loss [All Powers; Proximity to Supergirl; Uncommon Occurrence; Major Intensity; 3pp], Weakness [Kryptonite; Uncommon Occurrence; Moderate Intensity; 2pp], Vulnerable [Magic; Uncommon Occurence; Minor Intensity; 1pp]

Abilities 24 + Skills 14 (56 Ranks) + Feats 7 + Powers 93 + Combat 40 + Saves 10 – Drawbacks 13 = 175

:arrow: Alright I’m posting Powergirl and Supergirl back to back to accent the differences between the two. Powergirl is in better shape physically and is a bit wiser than Supergirl. She’s tough as nails and it shows. But in a fight she’s reckless she’ll open herself up to big damage by using All-Out Attack, Power Attack, and an Aggressive Stance You’ll notice I didn’t load her down with tons of ranks in the Attractive Feat. Outfit aside Powergirl isn’t going to try and use her looks to her advantage she prefers to win by pummeling a foe.

:!: Update: 4/9/06 :!:

Updated to match the changes in my Superman Build.

:!: Update 6/26/06 :!:

Updated to match my Superman Build... again.

:!: Updated: 8/16/06 :!:

Updated to Match my Superman Build… once more with feeling.
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Postby MDSnowman » Mon Oct 02, 2006 9:52 am

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Prometheus

PL:
11 (157pp)

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

Skills: Bluff 8 (+9), Climb 4 (+7), Computers 4 (+8.), Disable Device 4 (+8), Escape Artist 8 (+10), Gather Information 8 (+9), Intimidate 8 (+9), Knowledge [Streetwise] 8 (+12), Notice 8 (+9), Sense Motive 12 (+13), Stealth 12 (+14)

Feats: Accurate Attack, Defensive Attack, Dodge Focus (4), Equipment (6), Improved Block, Improved Critical [Tonfa], Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Instant Up, Power Attack, Sneak Attack, Startle, Stunning Attack

Powers: Device 5 [Implant Helmet – Reflex Memory 3 (Extras: Feats [+1]; Flaws: Standard Action [-2]; 20pp], Device 2 [Hyper Tonfa – Strike 4 (Extras: Auto-Fire [+1]; Power Feats: Mighty, Improved Critical; 6pp], Device 1 [Dimensional Key – Super Movement 1 (Dimensional Movement; Power Feat: Progression [3]); 3pp]

Combat: Attack +11 [Unarmed +3, Tonfa +7; 18-20 Crit] Defense 22 (14 flat-footed) Init +6

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

Equipment: Uniform [+5 Toughness; 5ep], Phantom Zone Hideout [Size: Fine; Toughness: 15; Features: Isolated, Living Space, Power System; 3ep], Utility Gear [Explosives - +5 Damage Explosion, Bolos – 4 Snare, Boomerang - +2 Damage; Mighty; Ricochet, Sleep Gas – Fatigue Explosion 4, Swing Line – Super Movement [Swinging]; 19ep]

Abilities 28 + Skills 21 (84 Ranks) + Feats 23 + Powers 29 + Combat 38 + Saves 18 – Drawbacks 0 = 157pp

:arrow: I decided to take another stab at a Taskmaster-like character. Since Prometheus doesn’t retain his powers indefinitely he as far fewer feats and skills at his disposal. It takes him a move action to swap disks in and out of his helmet. He’s able to get the following with his nemesis, Skills, feats, ability scores up to human peak, and powers with a clear training based source. This will usually include an attack specialization, and 4 ranks in dodge focus. However he can also take ranks in favored opponent and favored environment to compensate for these things. Naturally he’s much more dangerous if he’s got the right disk in his head at the given moment but if you can prevent him from doing that he’ll be much easier to defeat in combat.
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Postby MDSnowman » Mon Oct 02, 2006 9:53 am

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The Question

PL:
8 (135pp)

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

Skills: Bluff 12 (+15)*, Climb 8 (+10), Computers 10 (+12), Diplomacy 8 (+11), Disable Device 8 (+10), Disguise 10 (+13), Gather Information 12 (+15)*, Intimidate 8 (+11), Investigate 12 (+15)*, Knowledge [Streetwise] 10 (+12), Knowledge [Civics] 10 (+12), Notice 8 (+11), Profession [Investigative Journalist] 8 (+11), Search 8 (+10), Sense Motive 8 (+11)*, Stealth 8 (+10)

Feats: All-Out Attack, Benefit [Alternate Identity: Vic Sage], Contacts, Defensive Attack, Defensive Roll (2), Dodge Focus (4), Endurance, Elusive Target, Equipment (5), Improved Block, Power Attack, Skill Mastery [Bluff, Gather Information, Investigate, Sense Motive], Sneak Attack (2), Ultimate Effort (Ultimate Will Save), Uncanny Dodge, Well Informed

Powers: None

Combat: Attack +11 [Unarmed +2] Defense 20 (13 flat-footed) Init +2

Saves: Toughness +6 (4 flat-footed) Fortitude +5 Reflex +4 Will +9

Equipment: Leather Jacket (+1 Toughness Save; 1ep), Mask (Quick Change; 1ep), Gas Mask [1ep], Mid Sized Car [Strength: 30; Speed: 5; Defense: 8; Toughness 9; 7ep], Knock Out Gas [Fatigue Explosion 5; 15ep]

Abilities 30 + Skills 35 (140 Ranks) + Feats 26 + Powers 0 + Combat 34 + Saves 10 – Drawbacks 0 = 135/135

:arrow: Well The Question is the most skilled character I’ve built since Batman WAY back on page 3. On the flip side he’s got very little combat power. His training with Richard Dragon made him a skilled fighter, but unless he catches you flat footed he’s going to lack stopping power. Despite all of this Vic is one tenacious guy. Between a good Constitution score and his Endurance feat he can really surprise you. I finally got to use the Alternate Identity benefit. See the way I read it is that you have a documented identity besides the one you were born with. Batman wouldn’t have it because Batman doesn’t have a social security number etc. However Vic Sage does despite the fact that The Question was born Victor Szasz. I’d do the same thing with The Scarlet Spider (if I was ever bored enough to do him.) What Vic does excel at is investigation. He tracks down information pieces together clues, and hacks computers better than most people. His investigative skills may even be superior to Batman’s but that’s only because that’s what he relies on most of all.
Last edited by MDSnowman on Sun Aug 09, 2009 5:02 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 9:54 am

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Ra’s Al Ghul

PL:
12 (210pp)

Abilities: STR: 20 (+5) DEX: 20 (+5) CON: 20 (+5) INT: 22 (+6) WIS: 24 (+7) CHA: 22 (+6)

Skills: Bluff 12 (+18)*, Craft [Chemical] 12 (+18), Diplomacy 12 (+18)*, Gather Information 8 (+14), Intimidate 12 (+18), Investigate 8 (+14), Knowledge [History] 12 (+18)*, Knowledge [Theology & Philosophy] 8 (+14), Knowledge [Technology] 8 (+14), Medicine 8 (+15), Notice 8 (+15), Ride 8 (+11), Search 8 (+14), Sense Motive 12 (+19)*, Languages (English, Chinese, French, German, Japanese, Latin, Russian, Spanish; Base: Arabic)

Feats: Accurate Attack, Attack Focus [Melee] (6), Contacts, Defensive Attack, Dodge Focus (10), Eidetic Memory, Equipment (4), Fascinate [Diplomacy], Improved Block, Improved Disarm, Improved Initiative, Inspire (4), Inventor, Leadership, Master Plan, Minions (9) [50 Assassins], Power Attack, Rage [+4 Strength, +2 Fortitude & Will Saves; 5 Rounds], Sidekick (16), Skill Master [Bluff, Diplomacy, History, Sense Motive], Sneak Attack (2), Tough (3), Well Informed

Powers: None

Combat: Attack +8 (+14 Melee) [Unarmed +5, Sword +8; 19-20 Crit] Defense 26 (13 flat-footed) Init +9

Saves: Toughness +8 (8 flat-footed) Fortitude +8 Reflex +8 Will +12

Equipment: Sword [+3 Damage; 19-20 Crit; Mighty; 5ep], Hidden Fortress [Size: Large; Toughness: 20; Features: Communications, Holding Cells, Isolated, Laboratory, Library, Living Space, Power: Regeneration, Security System, Workshop; 15ep]

Drawback: Madness [Goes into an uncontrollable rage after using pit. No distinction between allies and opponents; Uncommon Occurrence, Major intensity; 3pp]

Abilities 68 + Skills 37 (148 Ranks) + Feats 69 + Powers 0 + Combat 28 + Saves 11 – Drawbacks 3 = 210pp

:arrow: Another day another monster. Ra’s is the ultimate mastermind villain. Sure he can get down and dirty to fight heroes if he wants to, but between his Sidekick Ubu, and his minions he seldom has need to. His eidetic memory gives him a base +10 to all Knowledge checks. Again his sidekick is Ubu….

Ubu
PL
8 (80pp)
Abilities: Str 20, Dex 14, Con 20, Int 12, Wis 14, Char 08
Skills: Notice 8 (+10), Sense Motive 8 (+10)
Feats: All-Out Attack, Defensive Attack, Elusive Target, Equipment, Interpose, Power Attack, Takedown Attack, Tough (3)
Combat: Attack +8 [Unarmed +5, Sword +8; 19-20 Crit], Defense 18 (14 Flat Footed), Init: +2
Saves: Toughness +8 (8 flat footed) Fortitude +8, Reflex +2, Will +5
Equipment: Sword [+3 Damage; Improved Critical; Mighty; 5ep]
Abilities: 28 + Skills 4 (16 Ranks) + Feats 10 + Powers 0 + Combat 32 + Saves 6 – Drawbacks 0 = 80/80


:arrow: His Minions are 50 Assassins …

Assassins
PL:
5 (60pp)
Abilities: STR: 12 (+1) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)
Skills: Bluff 8 (+9), Climb 4 (+5), Computers 6 (+7), Craft [Chemical] 6 (+7), Disguise 8 (+9), Notice 6 (+7), Search 4 (+5), Stealth 8 (+11), Languages (English, German; Base: Arabic)
Feats: Equipment (3), Improved Initiative, Power Attack, Sneak Attack
Powers: None
Combat: Attack +5 [Unarmed +1, Knife +2, Pistol +3] Defense 16 (13 flat-footed) Init +7
Saves: Toughness +4 (4 flat-footed) Fortitude +3 Reflex +3 Will +3
Equipment: Body armor [+4 Toughness; 4ep], Arsenal [Scoped Rifle [+4 Damage; Improved Range; Improved Aim; 9ep], Alternate Powers: Pistol [+3 Damage; 6ep], Knife [+1 Damage; 19-20 Crit; Mighty; Thrown]; 11ep Total]
Abilities 14 + Skills 13 (52 Ranks) + Feats 6 + Powers 0 + Combat 22 + Saves 5 – Drawbacks 0 = 60pp


:arrow: His base has the regeneration power at 19 ranks. +9 Recovery Bonus, and 10 Ranks in Resurrection allowing for instant resurrection. Ra’s will push any hero to their limits, and especially Batman. In a one on one fight the two will find themselves evenly matched, but Ra’s has the edge in skills and that will likely turn the tide in his favor (and the fact that to get to the one on one fight Batman would need to go through 50 Assassins and Ubu).
Last edited by MDSnowman on Sun Aug 09, 2009 5:02 pm, edited 2 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 9:55 am

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Raven

PL:
10 (150pp)

Abilities: STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 18 (+4) WIS: 20 (+5) CHA: 14 (+2)

Skills: Concentration 12 (+17), Intimidate 12 (+14), Knowledge [Arcane Lore] 12 (+16), Notice 8 (+13), Sense Motive 8 (+13)

Feats: Fearless, Ritualist, Startle, Trance

Powers: Magic 12 (Mystic Passage; Extras: Portal [+2], Wide Array [+1]; Flaws: Short Range [-1]; Dynamic; Dynamic Alternate Powers: Emotion Control, Flight, Astral Form, Force Field, Healing, Super Movement [Dimensional Travel], Blast, Telekinesis; 65pp)

Combat: Attack +8 [Unarmed +0, Blast +12] Defense 18 (14 flat-footed) Init +1

Saves: Toughness +0 (0 flat-footed) Fortitude +4 Reflex +5 Will +12

Drawbacks: Power Loss [When Unable to use hands; 3pp]

Abilities 24 + Skills 13 (52 Ranks) + Feats 4 + Powers 65 + Combat 32 + Saves 15 – Drawbacks 3 = 150pp

:arrow: This is Raven. I took a slightly off kilter approach to building her. It essence she’s a combination of the entirely support character from the comic books, and the secondary blaster/ multi purpose tool of the cartoon. She can use her magic (and the portal extra) to wrap up a friend and teleport an entire group. In this case the portal is the inside of her cloak. She can use extra effort to lift the flaw on her teleport making her able to teleport long distances. Because her magic is so flexible she can use extra effort to produce nearly any kind of effect. And if she’s got the time to work she can use her ritualist feat to prepare magical effects ahead of time. Her powers may lack precision, but they’re powerful given her PL. However if put in a situation where she can’t use her hands to summon her magic she cannot use magic, flight, or force fields (she can still astral project, and that form won’t have the same problem).
Last edited by MDSnowman on Sun Aug 09, 2009 5:03 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 9:56 am

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Red Tornado

PL:
10 (150pp)

Abilities: STR: 30 (+10) DEX: 14 (+2) CON: -- (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 10 (+0)

Skills: Concentration 8 (+8), Knowledge [Elemental Lore] 8 (+9), Notice 8 (+8), Sense Motive 8 (+8)

Feats: All-Out Attack, Favored Environment [Airborne] (3), Move By Action, Power Attack

Powers: Air Control 10 (Dynamic; Extras: Cone Area [+1]; Alternate Powers: Flight -Dynamic, Cone Area Blast, Invisibility [Normal Sight]; 36pp), Immunity 30 (Fortitude Effects; 30pp), Toughness 13 (13pp), Impervious Toughness 10 (10pp)

Combat: Attack +7 (+10 w/ Flying) [Unarmed +10] Defense 17 (14 flat-footed) Init +2

Saves: Toughness +13 (10 Impervious) (13 flat-footed) Fortitude +NA Reflex +5 Will +3

Drawbacks: Normal Identity [John Smith; Uncommon Occurrence; Major Intensity; 3pp]

Abilities 16 + Skills 8 (32 Ranks) + Feats 6 + Powers 89 + Combat 28 + Saves 6 – Drawbacks 3 =150pp

:arrow: Red Tornado comes across as a fun play on the paragon archetype. His Air Control is powerful, doesn’t require any kind of accuracy, but he can’t unleash its full power unless he’s on the ground. He has low mental scores, which is why some people may have forgotten he was sentient once and a while. Come on he made an alternate identity for himself and named it John Smith… the height of poor creativity. He can switch back and forth as a free action. He has a low Will save as it sometimes seems he’s very open to manipulation by those who know what they’re doing.
Last edited by MDSnowman on Sun Aug 09, 2009 5:03 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 9:58 am

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Resurrection Man

PL:
10 (60pp)

Abilities: STR: 12 (+1) DEX: 10 (+0) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0)

Skills: Bluff 8 (+8), Profession [Lawyer] 4 (+5), Sense Motive 8 (+9)

Feats: Endurance, Fearless

Powers: Regeneration 18 (Recovery Bonus 9; Resurrection 9; Power Feat: Reincarnation; 19pp)

Combat: Attack +6 [Unarmed +1] Defense 16 (flat-footed) Init +0

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

Abilities 6 + Skills 5 (20 Ranks) + Feats 3 + Powers 19 + Combat 24 + Saves 3 – Drawbacks 0 = 60pp (90 Experience)

:arrow: Because of earlier discussion on the subject I decided to do Resurrection Man. I know doing stats for Resurrection man is more like a joke than anything else, but I tried to approach it seriously. What we have here is what Mitch should have regardless of what else his current power set has going on. That leaves the GM (or a player) 90 points to play with in the wake of every death. I left his defense and attack low so whoever was in control could choose to place Mitch's cap wherever was appropriate given the situation surrounding his death. From there creativity takes over. Have fun!
Last edited by MDSnowman on Sun Aug 09, 2009 5:04 pm, edited 1 time in total.
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