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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Mon Oct 02, 2006 9:59 am

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Richard Dragon

PL:
10 (150pp)

Abilities: STR: 16 (+3) DEX: 16 (+3) CON: 20 (+5) INT: 12 (+1) WIS: 18 (+4) CHA: 12 (+1)

Skills: Acrobatics 12 (+15)*, Bluff 13 (+14)*, Climb 8 (+11), Gather Information 13 (+14), Intimidate 12 (+13), Notice 9 (+13), Sense Motive 12 (+16)*, Stealth 12 (+15)*, Survival 8 (+12), Languages (Japanese; Base: English)

Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] (5), Contacts, Defensive Attack, Dodge Focus (5), Die Hard, Elusive Target, Endurance, Evasion, Improved Block, Improved Critical [Unarmed] (2), Improved Disarm (2), Improved Initiative (2) Improved Pin, Improved Trick, Improved Trip, Instant Up, Power Attack, Skill Mastery [Acrobatics, Bluff, Sense Motive, Stealth], Stunning Attack, Takedown Attack (2), Tough, Uncanny Dodge [Hearing], Well-Informed

Powers: Strike 3 (Extras: Auto-Fire [+1]; Power Feat: Mighty; Alternate Power: Strike 3 (Extra: Penetrating; Power Feat: Mighty); 8pp)

Combat: Attack +9 (+14 Melee) [Unarmed +6; 18-20 Crit] Defense 24 (14 flat-footed) Init +11

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

Abilities 34 + Skills 25 (100 Ranks) + Feats 37 + Powers 8 + Combat 36 + Saves 10 – Drawbacks 0 = 150pp

:arrow: As per request, Richard Dragon. Like most of the top-tier martial artists I’ve build he has a low helping of the strike power along with an extra on that strike. Richard can either Auto-Fire his attack our counter punch using aura strike. He’s a master of at least three different martial arts with enough other feats to make him a monster in melee combat. Unlike some of the other top-tier DC martial artists I’ve built Richard is a smidgen tougher and hits a little harder. However he’s also a little easier to hit and a little less accurate. I make this comparison based on my Batgirl build. The two have the same PL and Power point totals. If you hadn’t noticed I’ve shuffled most of the DCU’s best martial artists toward PL 10 or 11. Batman makes the list only because he has a Power level on Lady Shiva. But I’ve proven in my play tests that combat monkeys can outclass Batman. And if anyone is a combat monkey it’s these martial artist characters. (I honestly feel a design diary coming on)
Last edited by MDSnowman on Sun Aug 09, 2009 5:04 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:00 am

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The Riddler

PL:
7 (120pp)

Abilities: STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 22 (+6) WIS: 20 (+5) CHA: 12 (+1)

Skills: Bluff 11 (+12), Computers 11 (+17), Craft [Electronic] 11 (+17), Craft [Mechanical] 11 (+17), Craft [Structural] 11 (+17), Disable device 8 (+14), Gather Information 8 (+9), Knowledge [Behavioral Sciences] 10 (+16), Knowledge [Technology] 11 (+17), Notice 8 (+13), Sense Motive 8 (+13), Stealth 4 (+4)

Feats: Defensive Attack, Defensive Roll (4), Equipment (5), Favored Environment [Riddle Situations] (3), Improved Block, Improved Disarm, Improved Initiative, Inventor, Master Plan, Minions (4), Set-Up, Sneak Attack (4), Taunt

Powers: None

Combat: Attack +7 [Unarmed +0, Cane +1] Defense 17 [20 in “riddle situations”] (14 flat-footed) Init +4

Saves: Toughness + 4 (0 flat-footed) Fortitude +3 Reflex +3 Will +11

Equipment: Cane [+1 Damage; Mighty; Improved Trip; 3ep], Hide Out [22ep]

Abilities 24 + Skills 28 (112 Ranks) + Feats 28 + Powers 0 + Combat 28 + Saves 17 – Drawbacks 0 = 120pp

:arrow: Well I got around to doing a Batman character I don’t have a lot of love for… The Riddler. He is not built for combat in any way, shape, or form. However he does have a few things going for him. With his Master Plan, Set-Ups, and Minions he can really prove to be a huge help to his people. I purposely didn’t stat out his Hide out, as it should naturally change with the nature of the crimes he’s committing at the time. I define his “Riddle Situations” as any encounter where he’s posed a riddle beforehand (say leading Batman to the Encounter) or at the start of battle. Really Ed’s big saving grace is his Inventor Feat, and most encounters will hinge on whatever device he creates for it. His minions are slightly tweaked versions of normal thugs. He has five of them.

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, Teamwork
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), Cell Phone
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 5:05 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:01 am

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Robin

PL:
8 (135pp)

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

Skills: Acrobatics 7 (+10), Bluff 13 (+15)*, Climb 6 (+7), Drive 8 (+11), Escape Artist 12 (+15)*, Gather Information 8 (+10), Investigate 8 (+10), Knowledge [Streetwise] 8 (+11), Notice 8 (+10), Search 8 (+11), Sense Motive 12 (+14)*, Stealth 12 (+15)*, Sleight of Hand 8 (+11), Swim 2 (+3)

Feats: Accurate Attack, Dodge Focus (10), Defensive Attack, Elusive Target, Equipment (5), Evasion, Improved Initiative (2), Improved Throw, Improved Trip, Power Attack, Ranged Pin, Set-Up, Sneak Attack (2), Skill Mastery [Bluff, Escape Artist, Sense Motive, Stealth], Takedown Attack, Taunt, Teamwork (3), Throwing Mastery (3), Uncanny Dodge [Hearing]

Powers: None

Combat: Attack +12 [Unarmed +1, Staff +3; 10 ft. Reach; Boomerang +4, Shuriken +4] Defense 22 (11 flat-footed) Init +11

Saves: Toughness +4 (4 flat-footed) Fortitude +7 Reflex +9 Will +7

Equipment:
:arrow: Uniform [+3 Toughness; Comm-Link; 4ep]
:arrow: Utility Belt [Variable Power 3 - One Power of the Science Descriptor; 12ep]
:arrow: Motorcycle [Str: 15; Speed: 5; Defense: 10; Toughness: 8; Size: Medium; 9ep]

Abilities 24 + Skills 28 (112 Ranks) + Feats 38 + Powers 0 + Combat 28 + Saves 17 – Drawbacks 0 = 135pp

:arrow: Tim Drake has the least amount of raw power among the Titans. However he’s built to be the consummate team player. His Teamwork feat allows him to add +5 to an Ally’s attack roll with an aid action. However he’s far from defenseless on his own. The Autofire on his Shuriken can really jack up damage. Meanwhile the improved Critical on his staff also increases the odds of doing a big damage increase. In most situations Tim’s wide variety of skills and ability to pull items from his utility belt will make him the team’s anchor. Meanwhile he’s a great minion killer, but has to work closely with Batman (or the Titans) to really manhandle powerful foes. One thing should be noted. Tim probably has a higher shelf life among the titans than fighting besides Batman. Most of the Titans are much easier to hit than Tim, so people will be more likely to try to ignore him. But Batman has a superior defense, and if a foe is having trouble hitting the Bat they will go for Tim, his Teamwork really swings an otherwise even fight in Batman’s favor.
Last edited by MDSnowman on Sun Aug 09, 2009 5:05 pm, edited 2 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:02 am

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Roulette

PL:
8 (150pp)

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

Skills: Acrobatics 8 (+11), Bluff 12 (+17)*, Diplomacy 12 (+17)*, Gather Information 12 (+17), Intimidate 12 (+17)*, Knowledge [Business] 8 (+11), Knowledge [Pop Culture] 8 (+11), Notice 8 (+10), Sense Motive 12 (+14)*, Stealth 4 (+7)

Feats: Accurate Attack, All-Out Attack, Assessment, Benefit [Wealth x2] (2), Defensive Attack, Connected, Defensive Roll (2), Dodge Focus (8), Elusive Target, Equipment (4), Fascinate [Bluff], Favored Opponent [Martial Artists] (2), Improved Critical [Unarmed] (3), Improved Initiative (2), Improved Trip, Instant Up, Minions (12) [25 Thugs, 1 Nullifier Bodyguard], Power Attack, Skill Mastery [Bluff, Diplomacy, Intimidate, Sense Motive], Sneak Attack, Takedown Attack, Uncanny Dodge [Hearing]

Powers: None

Combat: Attack +12 [Unarmed +2; 17-20 Crit] Defense 22 (13 flat-footed) Init +11

Saves: Toughness +4 (2 flat-footed) Fortitude +5 Reflex +8 Will +5

Equipment: Combat Arena [Toughness: 20; Size: Large; Features: Combat Simulator, Communications, Computer, Concealed, Defense System, Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Living Space, Power System, Security System; 18ep]

Abilities 34 + Skills 24 (96 Ranks) + Feats 49 + Powers 0 + Combat 32 + Saves 11– Drawbacks 0 = 150pp

:arrow: The Last Time JLU was actually on prompted me to go and build this little monster. She’s a passable Martial Artist, doing her best damage against other martial artists, and anyone she can bluff. However she seriously lacks punch otherwise. Not to mention fragile... frankly she only costs as much as she does because she's got minions, an HQ and some decent martial arts skills. Fortunately she has a big Headquarters, well dressed thugs… and her personal bodyguard…

Nullifier Bodyguard
PL:
8 (90pp)
Abilities: STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0)
Skills: Concentration 8 (+10), Notice 12 (+14)
Feats: Attack Specialization [Unarmed] (3), Attack Specialization [Nullify Power] (3), Defensive Roll (3), Equipment (2), Improved Initiative (2), Interpose
Powers: Nullify [All Powers at Once] 8 (Extra: Duration – Concentration [+1]; Alternate Powers: Nullify All Powers at Once (Duration –Concentration [+1], Nullifying Field [+0]); 33pp)
Combat: Attack +2 (+8 Unarmed and Power) [Unarmed +2] Defense 16 (13 flat-footed) Init +8
Saves: Toughness +10 (7 flat-footed) Fortitude +7 Reflex +3 Will +4
Equipment: Hidden Body Armor [+5 Toughness; 5ep], Pistol [+4 Damage; Laser Sight; 9ep], Cell Phone [1ep]
Abilities 12 + Skills 4 (20 Ranks) + Feats 15 + Powers 33 + Combat 16 + Saves 10 – Drawbacks 0 = 90pp


:arrow: With him nearby she’s downright evil. He’ll nullify meta human powers in the area and then join Roulette in beating on the now powerless target. However he’s a minion so is slightly fragile. He was simply too expensive to make a sidekick.
Last edited by MDSnowman on Sun Aug 09, 2009 5:05 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:03 am

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The Scarecrow

PL:
10 (120pp)

Abilities: STR: 08 (-1) DEX: 10 (+0) CON: 08 (-1) INT: 20 (+5) WIS: 16 (+3) CHA: 14 (+2)

Skills: Craft [Mechanical] 10 (+15), Craft [Chemical] 12 (+17), Intimidate 12 (+14), Knowledge [Behavior Science] 8 (+13), Knowledge [technology] 12 (+17), Notice 8 (+11), Sense Motive 10 (+13)

Feats: Attack Specialization [Fear Effects] (3), Defensive Roll (9), Distract [Intimidate], Fearsome Presence (6), Inventor, Master Plan, Minions (4), Sneak Attack (3), Startle

Powers: Device 4 [Fear Weapons – Emotion Control 10 (Extras: Cone Area [+1]; Flaws: Limited to Fear [-1]; Alternate Powers: Fatigue 10 [Will Save], Paralyze 10, Cone Area Ranged Stun 5 [Will Save], Illusion 10 [Sight and hearing] of Frightening Images; 20pp]

Combat: Attack +2 (+8 w/ Touch)[Unarmed -1] Defense 18 (14 flat-footed) Init +0

Saves: Toughness +8 (-1 flat-footed) Fortitude +5 Reflex +5 Will +10

Abilities 16 + Skills 18 (72 Ranks) + Feats 28 + Powers 20 + Combat 20 + Saves 18 – Drawbacks 0 = 120pp

:arrow: Here’s Scarecrow. He really lacks punch, but the way he attacks more than makes up for it. Frankly he has no business near the PL cap so I comes in sub par in that respect. (yes Jenni this is a mini admission that you’re not entirely off your rocker). He’s only PL 10 because most of his powerful attacks don’t require attack rolls. Those that do are touch attacks. He has access to 5 thugs. In combat he’ll spray his foes and with them unable to pound him the thugs and himself will proceed to beat them unconscious. And of course if that fails Scarecrow can also use an invention to really mess a foe up. I didn’t go for the Kung-Fu Scarecrow, but his defensive roll abilities and sneak attack reflect this somewhat. If you want the really reflect the martial artist version of the Scarecrow I suggest you boost his physical abilities and give him the feats associated with the Kung-Fu style. You may also want to boost his attack and defense bonus to the cap.
Last edited by MDSnowman on Sun Aug 09, 2009 5:06 pm, edited 3 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:04 am

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Shade, The Changing Man

PL:
10 (150pp)

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

Skills: Acrobatics 8 (+11), Bluff 15 (+17)*, Climb 5 (+7), Computers 8 (+11), Diplomacy 6 (+8), Disable Device 10 (+12), Drive 6 (+9), Intimidate 8 (+10)*, Knowledge [Technology] 8 (+11), Notice 8 (+9), Pilot 6 (+9), Sense Motive 8 (+9), Stealth 12 (+15)*

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Defensive Roll (2), Dodge Focus (4), Fearsome Presence (6) [DC 16; 30ft.], Improved Initiative, Power Attack, Skill Mastery [Bluff, Disguise, Intimidate, Stealth], Sneak Attack (2)

Powers: Device 7 [M-Vest – Force Field 10 (Dynamic; Extra: Impervious [+1]; Alternate Powers: Flight –Dynamic, Strike (power Feat: mighty) – Dynamic), Morph 10 (Humanoids); 28pp]

Combat: Attack +10 [Unarmed +2] Defense 20 (13 flat-footed) Init +7

Saves: Toughness +4 (2 flat-footed) Fortitude +5 Reflex +8 Will +5

Abilities 26 + Skills 27 (108 Ranks) + Feats 20 + Powers 28 + Combat 32 + Saves 12– Drawbacks 0 = 150pp

:arrow: Another one of White Howler’s requests, Shade the Changing man. For those of you who don’t know him (at least the Suicide Squad version), he’s a fugitive espionage agent from another dimension armed with a vest that projects force fields, allows him to fly, and causes him to change form in the minds of his opponents. The vertigo version of shade would be a whole other build. I added a dynamic Strike alternate power in case he decided to use this force field offensively. He’s good as an infiltrator, but his powers aren’t dynamic enough to fill all of his power caps at once, meaning he needs to be clever to survive in combat.
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Postby MDSnowman » Mon Oct 02, 2006 10:05 am

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Shado

PL:
10 (135pp)

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

Skills: Acrobatics 12 (+17), Bluff 6 (+7), Climb 6 (+8/+10), Concentration 8 (+10), Gather Information 8 (+9), Knowledge [Streetwise] 8 (+9), Notice 12 (+14), Ride 7 (+12), Search 8 (+9), Sense Motive 8 (+10), Stealth 12 (+15/+20), Survival 8 (+10), Languages (English; Base: Japanese)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization [Yumi] (4), Dodge Focus (6), Defensive Roll (3), Equipment (3), Evasion (2), Improved Aim, Improved Critical [Yumi] (3), Improved Disarm (2), Improved Initiative (2), Power Attack, Precise Shot (2), Quick Draw, Ranged Pin, Ultimate Effort [Ultimate Aim], Uncanny Dodge [Hearing]

Powers: None

Combat: Attack +7 (+15 w/ Bow) [Unarmed +2, Yumi +5; 17-20 Crit] Defense 24 (14 flat-footed) Init +13

Saves: Toughness +6 (3 flat-footed) Fortitude +7 Reflex +12 Will +7

Equipment: Yumi [+3 Damage; Mighty; 9ep], Uniform [+1 Toughness; 1ep], Masterwork Climbing Gear [1ep], Urban Camo [1ep], 3 extra ep

Abilities 26 + Skills 26 (104 Ranks) + Feats 36 + Powers 0 + Combat 30 + Saves 17 – Drawbacks 0 = 135pp

:arrow: Nova requested it LONG ago, but here she is finally, Shado, of Long Bow Hunters fame. I built her to be a better pure archer than my long bow hunters build of Ollie (which is about to get his own post). She’s more accurate, feat-heavier, but she lacks Ollie’s investigation feats. She also excels at catching people flat footed with her high acrobatic bluff skills.
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Postby MDSnowman » Mon Oct 02, 2006 10:06 am

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Shining Knight

PL:
10 (150pp)

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

Skills: Climb 8 (+11), Diplomacy 8 (+11), Disguise 8 (+11), Intimidate 8 (+11), Knowledge [Arcane Lore] 8 (+9), Notice 8 (+10), Ride 12 (+14), Sense Motive 12 (+14), Survival 8 (+10), Swim 8 (+11)

Feats: Accurate Attack, Defensive Attack, Equipment, Improved Block (2), Improved Disarm (3), Improved Initiative (2), Power Attack, Sidekick (16), Uncanny Dodge [Sight]

Powers: Device 3 [Caliburn – Strike 4 (Extras: Penetrating [+1]; Mighty; Improved Critical (3); Restricted (To those of Pure Heart); 10pp]

Combat: Attack +13 [Unarmed +3, Caliburn +7; 17-20 Crit] Defense 22 (16 flat-footed) Init +10

Saves: Toughness +8 (8 flat-footed) Fortitude +11 Reflex +9 Will +10

Equipment: Plate Mail Armor [+5 Toughness; 5ep]

Abilities 28 + Skills 11 (88 Ranks) + Feats 28 + Powers 10 + Combat 50 + Saves 23 – Drawbacks 0 = 150 pp

:arrow: I honestly can’t tell you why I felt the need to do all these write ups while the think tank is down, but I’m doing them all the same. Ystin is a skilled swords woman and has excellent saves. In battle astride Vanguard she’ll sweep back and forth using move by actions slicing a foe without getting in close enough to get hurt. Her sidekick is her talking, and flying Horse Vanguard….

Vanguard
PL:
5 (80pp)
Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0)
Skills: Notice 8 (+9), Sense Motive 8 (+9)
Feats: Move by Action, Improved Overrun
Powers: Flight 3 (6pp), Growth 4 (Power Feat: Innate; Flaws: Permanent; 13pp), Protection 2 (2pp), Speed 1 (1pp), Super Senses 2 (Extended Vision, Low Light Vision; 2pp)
Combat: Attack +7 [Unarmed +2] Defense 15 (13 flat-footed) Init +2
Saves: Toughness +5 (5 flat-footed) Fortitude +8 Reflex +2 Will +4
Abilities 18 + Skills 4 (16 Ranks) + Feats 2 + Powers 24+ Combat 24 + Saves 8 – Drawbacks 0 = 80 pp
Last edited by MDSnowman on Tue Sep 15, 2009 12:28 pm, edited 2 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:07 am

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Silver Banshee

PL:
11 (165pp)

Abilities: STR: 26 (+8) DEX: 22 (+6) CON: 26 (+8) INT: 14 (+2) WIS: 10 (+0) CHA: 18 (+4)

Skills: Concentration 8 (+8), Intimidate 16 (+20), Knowledge [Arcane Lore] 12 (+14), Notice 8 (+8), Sense Motive 12 (+12), Stealth 8 (+14)

Feats: All-Out Attack, Attack Specialization [Unarmed] (2), Defensive Attack, Defensive Roll (2), Dodge Focus (5), Fearsome Presence (5) [DC 15; 25ft.], Improved Initiative (2), Power Attack, Ritualist, Sneak Attack, Startle

Powers: Drain [Constitution] 11 (Extra: Cone Area [+1], Concentration Duration [+1]; Alternate Powers: Teleport, Transfer [Constitution] (Extra: Poison); 35pp)

Combat: Attack +8 (+12 Unarmed) [Unarmed +8] Defense 22 (14 flat-footed) Init +14

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

Abilities 56 + Skills 16 (72 Ranks) + Feats 21 + Powers 35 + Combat 30 + Saves 6 – Drawbacks 0 = 165pp

:arrow: Like a lot of DC villains Silver Banshee is a one trick Pony. She can hold her own against most normal folks in melee combat, but against heavy-duty fighters like Superman she’s got her money attack. She can unleash her cone area drain attack. Which drains 11 points of constitution per round that they fail their saves. Naturally most normal foes will be SEVERELY crippled after one round, and even the toughest foes will be in dire straights after being struck twice by the attack. There's more too her than that, she can teleport, and drain foe’s toughness by a touch. She can also use extra effort to possess a target. And if all else fails she can perform decent magical rituals (she is a Succubus after all. Though a bit creepy looking to earn the attractive feat).

:!: Update: 10/22/06 :!:

Hey I figured out how to come up with a good touch range area attack (which with the cone area fit the life draining scream perfectly).
Last edited by MDSnowman on Sun Aug 09, 2009 5:07 pm, edited 3 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:08 am

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Solomon Grundy

PL:
12 (165pp)

Abilities: STR: 46 (+16) DEX: 10 (+0) CON: -- (+0) INT: 06 (-2) WIS: 10 (+0) CHA: 06 (-2)

Skills: Intimidate 16 (+14), Knowledge [History] 4 (+2), Notice 8 (+8)

Feats: Accurate Attack, All-Out Attack, Fearless, Fearsome Presence (6) [DC 16; 30ft], Power Attack, Startle, Stunning Attack

Powers: Immunity 30 (Fortitude Effects; 30pp), Regeneration 14 (Recovery Bonus: 13; Resurrection: 1; Power Feats: Persistent; 15pp), Super Strength 5 (Power Feat: Ground Strike; 11pp), Toughness 16 (17pp), Impervious Toughness 10 (10pp)

Combat: Attack +8 [Unarmed +16] Defense 18 (14 flat-footed) Init +0

Saves: Toughness +16 (10 Impervious) (16 flat-footed) Fortitude +NA Reflex +6 Will +8

Abilities 18 + Skills 7 (28 Ranks) + Feats 12 + Powers 82 + Combat 32 + Saves 14 – Drawbacks 0 = 165pp

:arrow: Grundy turned out to be an interesting character. As many people will tell you Grundy’s raw power fluctuates wildly, in one issue he’ll wipe the floor with Superman, in another one Batman will beat him in hand to hand combat. In that case I decided to split the different between the PL 14+ Grundy beating on Superman and the PL 10 or less version being manhandled by Batman. So what you get is a PL 12, slightly under powered Grundy who’s a one trick pony dedicated to hitting like a freight train and leaving a grease stain. However he’s inaccurate, and easy to hit meaning that it’s unlikely that he lands that big +16 damage punch unless he’s using all out attack and/or accurate attack. He’s not all that hard to feint in combat, but it doesn’t do you all that much good, it lowers his defense a smidgen, that’s just about it. He relies entirely on his will save to avoid feints in combat.
Last edited by MDSnowman on Sun Aug 09, 2009 5:07 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:09 am

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Starfire

PL:
10 (150pp)

Abilities: STR: 14 [30] (+10) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 22 (+6)

Skills: Knowledge [Intergalactic Civics] 8 (+8), Profession [Model] 8 (+10), Stealth 3 (+5), Sense Motive 4 (+6), Language (English; Base: Tamaranian)

Feats: Accurate Attack, All-Out Attack, Attractive (3), Benefit [Status], Defensive Attack, Dodge Focus (6), Inspire, Move-By Action, Power Attack, Rage (2) [+4 Strength, +2 Fortitude & Will Saves; 10 Rounds], Teamwork (2)

Powers: Comprehend 1 [Languages] (Flaws: Must Kiss Target First [-1]; 1pp), Blast 12 (Dynamic; Dynamic Alternate Powers: Flight, Super Strength; 29pp), Enhanced Strength 16 (16pp), Immunity 9 (Life Support; 9pp), Protection 9 (9pp)

Combat: Attack +8 [Unarmed +10] Defense 18 (12 flat-footed) Init +2

Saves: Toughness +12 (12 flat-footed) Fortitude +10 Reflex +5 Will +7

Drawbacks: Power Loss [In Case of Power drain remains powerless until she can absorb Solar radiation; Uncommon Occurrence, Major Intensity; 4pp]

Abilities 30 + Skills 6 (24 Ranks) + Feats 19 + Powers 64 + Combat 20 + Saves 15 – Drawbacks 4 =150pp

:arrow: Here is Starfire, Kori is expression of the perfect PL 10 paragon. She’s fast, she’s tough, and unlike other PL 10 paragons she has skills and feats to back up her raw power. That’s right, Three Ranks in Attractive, Starfire is a looker even among super heroines. That’s a +18 Bluff check untrained on people who would find her attractive. Her power loss is nothing strictly talked about. But I kept on reading that her powers came from Solar Absorption. So I gave her a case of the Bird Man syndrome, if anyone drains her powers she doesn’t get them back until she can be exposed to solar radiation again. It won't be happening to Kory nearly as much as it happened to Harvey though. She’s a Titans lifer hence the teamwork feat, and with her inspire feat she can give a quick boost to a large group of allies. Like most of the experienced Titans she has a lot of options available to her.
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Postby MDSnowman » Mon Oct 02, 2006 10:10 am

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Star Girl

PL:
10 (150pp)

Abilities: STR: 12 [26] (+8) DEX: 12 [21] (+5) CON: 12 (+1) INT: 12 (+1) WIS: 10 (+0) CHA: 18 (+4)

Skills: Bluff 4 (+8/+16), Drive 2 (+9), Knowledge [Pop Culture] 6 (+7), Notice 6 (+6), Sense Motive 6 (+6)

Feats: All-Out Attack, Attractive (2), Defensive Attack, Elusive Target, Inspire (2), Power Attack, Teamwork

Powers: Device 11 [Cosmic Converter Belt – Enhanced Strength 14, Enhanced Dexterity 9, Super Strength 3, Stun 10 (Alternate Power: Nullify Electronics); 44pp], Device 9 [Cosmic Rod – Blast 12 (Extra: Penetrating; Power Feat; Variable Descriptor, Accurate; Dynamic; Dynamic Alternate Powers: Flight, Force Field, Telekinesis); 27pp]

Combat: Attack +10 [Unarmed +8] Defense 20 (12 flat-footed) Init +8

Saves: Toughness +1 (1 Flat-footed) Fortitude +4 Reflex +8 Will +4

Abilities 16 + Skills 6 (24 Ranks) + Feats 7 + Powers 71 + Combat 40 + Saves 10 – Drawbacks 0 = 150pp

:arrow: Here’s Courtney as I conceive her. She’s a very versatile fighter, her Energy bolts pack a MEAN punch, and here telekinesis, light control, and darkness control allow her to have total control over the field of battle at any given time.She is a bit of a sucker against fortitude and will saves, but that’s why STRIPE is around for back up. Her most popular use for extra effort would have to be to add Disintegration as an alternate power to her blast. If she’s facing a persistent foe in melee her first move may not to be pull back her fist, but instead to use her converter belt to send there nervous system haywire.
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Postby MDSnowman » Mon Oct 02, 2006 10:11 am

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S.T.R.I.P.E.

PL:
10 (150pp)

Abilities: STR: 14 [34] (+12) DEX: 10 (+0) CON: 14 (+2) INT: 20 (+5) WIS: 16 (+3) CHA: 10 (+0)

Skills: Computers 8 (+13), Craft [Mechanical] 12 (+17), Craft [Electrical] 12 (+17), Disable Device 12 (+17), Knowledge [Technology] 12 (+17)

Feats: All-Out Attack, Chokehold, Defensive Attack, Improved Block, Improved Pin, Interpose, Inventor, Power Attack, Takedown Attack

Powers: Device 13 [S.T.R.I.P.E. Armor – Growth 4 (Flaw: No Constitution Bonus), Enhanced Strength 12 (Alternate Power: Blast 6), Flight 6 (Alternate Power: Super Strength), Protection 10 (Extra: Impervious 12), Immunity 9 (Life Support); 52pp]

Combat: Attack +8 [Unarmed +12, Energy Blast +6] Defense 18 (14 flat-footed) Init +0

Saves: Toughness +12 Impervious (12 flat-footed) Fortitude +12 Reflex +1 Will +7

Abilities 24 + Skills 14 (56 Ranks) + Feats 9 + Powers 52 + Combat 36 + Saves 15 – Drawbacks 0 = 150pp

:arrow: Pat’s pretty much your typical battle suit, but he’s been around the block a few times and thus has some experience with different fighting styles, giving him a useful edge in combat. His interpose feat lets him throw himself into harm’s way if Courtney finds herself in trouble during a fight. And should all else fail he’s an inventor and can prepare devices for important battles.
Last edited by MDSnowman on Sun Aug 09, 2009 5:09 pm, edited 2 times in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:13 am

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Superboy

PL:
10 (150pp)

Abilities: STR: 14 [34] (+12) DEX: 12 (+1) CON: 14 [34] (+12) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2).

Skills: Bluff 4 (+6/+10), Concentration 4 (+4), Intimidate 8 (+10), Notice 8 (+8), Sense Motive 8 (+8)

Feats: All-Out Attack, Attractive, Power Attack

Powers: Enhanced Strength 20 (Alternate Power: Blast 10; 21pp), Enhanced Constitution 20 (20pp), Flight 8 (16pp), Impervious Toughness (10pp), Super Senses 8 (Extended Sight, Acute and Extended Hearing, X-Ray Vision, Ultra Hearing; 8pp), Super Strength 5 (10pp)

Combat: Attack +8 [Unarmed +12, Heat Vision +10] Defense 18 (14 flat-footed) Init +1

Saves: Toughness +12 (10 Impervious) (12 flat-footed) Fortitude +12 Reflex +2 Will +7

Abilities 14 + Skills 8 (32 Ranks) + Feats 3 + Powers 85 + Combat 32 + Saves 8 – Drawbacks 0 = 150pp

:arrow: Ahh to be young and a clone of Superman and Lex Luthor. Superboy I hope will form the pattern for the “junior” versions of popular characters who appear on the Titans. For example if Wonder Woman was PL 14, Wonder Girl would be PL 10. Essentially I see the Titans as what would happen when you took some of the bigger names of the DCU and turned them into PL 10 player characters. As Superboy is developing more and more Kryptonian powers his tactile telekinesis is almost non-existant. As he was essentially grown in a vat he lacks a lot of practical skills, and currently lacks the skills of the other Kryptonians. In essence he’s an even more watered down version of Supergirl and Powergirl

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

Connor gets the same tweak that Clark got... is essentially just gave me more points to work with.

:!: Update: 8/16/06 :!:

Updated to match my Superman Build.
Last edited by MDSnowman on Sun Oct 22, 2006 3:20 pm, edited 1 time in total.
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Postby MDSnowman » Mon Oct 02, 2006 10:14 am

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Super Girl

PL:
12 (165pp)

Abilities: STR: 12 [36] (+13) DEX: 14 (+2) CON: 14 [36] (+13) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3).

Skills: Bluff 4 (+7/+15), Concentration 8 (+9), Diplomacy 4 (+7/+15), Notice 8 (+9), Sense Motive 6 (+7), Stealth 6 (+8)

Feats: Attractive (2), Defensive Attack, Dodge Focus (5), Luck, Power Attack, Stunning Attack, Teamwork

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

Combat: Attack +11 [Unarmed +13, Heat Vision +12] Defense 21 (13 flat-footed) Init +2

Saves: Toughness +13 (10 Impervious) (13 flat-footed) Fortitude +13 Reflex +2 Will +6

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

Abilities 22 + Skills 9 (36 Ranks) + Feats 12 + Powers 93 + Combat 34 + Saves 5 – Drawbacks 10 = 165pp

:arrow: Meanwhile Supergirl takes fewer trade offs and can really make herself a tank through Defensive Attack. She however is more comfortable with using her looks to get what she wants, she’s also a little bit lighter on her feet. Both ladies can easily push or drag 747s and the like. And both can fly at about 2,500mph under normal circumstances. When exposed to Krytonite both girls suffer a cumulative -1 drain to constitution.

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

Updated Supergirl to match changes I made to Superman. I also made sure that Supergirl had a lower overall PP total than Power Girl. That was just my nod to the fact that Power Girl has a lot of practice at this superheroing thing. That doesn't take away from Supergirl, she's harder to hit, and more accurate than powergirl... not to mention SG's mere presence causes powergirl's powers to go on the fritz.

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

Dupated to match the latest adjsutment to superman.

:!: Update: 8/16/06 :!:

Updated to Match Superman
Last edited by MDSnowman on Sun Aug 09, 2009 5:09 pm, edited 2 times in total.
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