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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Fri Oct 20, 2006 8:07 am

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Apocalypse

PL:
16 (240pp)

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

Skills: Bluff 8 (+12), Craft [Mechanical] 16 (+21), Concentration 16 (+21), Diplomacy 8 (+13), Intimidate 16 (+20), Knowledge [History] 12 (+17), Knowledge [Natural Sciences] 12 (+17), Knowledge [Technology] 16 (+21), Notice 8 (+13), Sense Motive 12 (+17), Survival 8 (+13)

Feats: Eidetic Memory, Fearsome Presence (8) [DC 18; 40 ft.], Inventor, Luck, Master Plan, Startle

Powers: Protection 6 (6pp), Regeneration 2 (Disabled 1, Resurrection 1; Power Feat: Regrowth, Persistent; 4pp), Variable Effect 15 (Multiple Powers of the Mutant; Flaws: Check - Concentration; 75pp), Immunity 1 (Aging; 1pp)

Combat: Attack +10 [Unarmed +4] Defense 20 (15 flat-footed) Init +4

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

Abilities 52 + Skills 33 (132 Ranks) + Feats 11 + Powers 86 + Combat 40 + Saves 18 – Drawbacks 0 = 240pp

:arrow: This build was much harder than I thought it would be. Most of what he does revolves around his Variable Effect, it allows him to spend 75pp on anything by making a concetration check to change. it’s the only thing that keeps him from being a 600 point character. I gave him his immunity, a low level of regeneration, and protection as baseline powers. Of those the protection is mostly a result of being freaky with celestial technology. Like my Manhunter build Apocalypse will change himself to fit whatever he needs to be in a given situation.

:!: The Giant – Growth 15 (+30 Strength, +15 Constitution, -3 Attack & Defense, 15ft. reach; 45pp), Enhanced Strength 2 (2pp), Attack Focus [Melee] (5), Protection 3 (3pp), Super Strength 10 (20pp)

:!: The Psychic – Telepathy 15 (Dynamic; Extras: Move Action [+1], Wide Array [+1]; Alternate Powers: Force Field (Extra: Impervious [+1])–Dynamic, Blast (Power Feat: Accurate (3)) – Dynamic, Telekinesis –Dynamic, Mental Blast –Dynamic, Mind Shield - Dynamic; 71pp), 4pp Remaining

:!: The Brawler– Enhanced Strength 14 (14pp), Strike 3 (Extra: Auto-Fire [+1]; Power Feat: Mighty, Improved Critical (2); 9pp), Attack Focus [Melee] (8), Defensive Roll (2), Dodge Focus (12), Speed 4 (4pp), Leaping 4 (4pp), Accurate Attack, All-Out Attack, Defensive Attack, Improved Initiative (2), Power Attack, Uncanny Dodge [Hearing], 15pp remaining

:!: The Blaster – Blast 15 (Extra: Line Area [+1], Concentration Duration [+1]; Alternate Power: Blast 12 (Extras: Auto-Fire [+2]; Power Feats: Accurate (5), Precise (2), Improved Aim (2), Ultimate Aim); 61pp), Protection 6 (6pp), Shield 6 (6pp), Improved Initiative (2)

:arrow:…I think you guys get the point. The only thing that keeps Apocalypse from being unstoppable is the fact that there's the off chance that he fails his concetration check and it takes him more than a round to shift. Unless conditions in combat change very slowly he'll be reluctant to ruin most of his turn by shape shifting. As for his access to celestial technology I want to handle it as a combination plot device, and use of his inventor feat. If he is so inclined he can make some truly outstanding inventions by simply using his variable effect to increase his intelligence and give him feats like Jack of All trades.
Last edited by MDSnowman on Tue May 04, 2010 10:33 am, edited 2 times in total.
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Postby MDSnowman » Fri Oct 20, 2006 8:08 am

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Archangel

PL:
10 (180pp)

Abilities: STR: 22 (+6) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 20 (+5)

Skills: Bluff 10 (+15/+19), Diplomacy 10 (+15/+19), Gather Information 11 (+16), Knowledge [Civics] 12 (+14), Intimidate 4 (+9), Notice 13 (+14), Sense Motive 8 (+9), Stealth 8 (+10)

Feats: Attractive, Benefit [Wealth x3, Status] (4), Connected, Contacts, Endurance, Environmental Adaptation [High Altitudes], Equipment, Favored Environment [Airborne] (10), Improved Initiative (2), Move-by Action, Sneak Attack, Teamwork (3), Well-Informed

Powers: Blast 8 (Extras: Penetrating [+1], Auto-Fire [+1]; Alternate Power: Paralyze 8 (Extra: Auto-Fire [+1], Ranged [+1], Alt. Save [Fort] [+0]; 33pp), Flight 6 (12pp), Protection 2 (2pp), Super Senses 5 (Extended Vision (5); 5pp)

Combat: Attack +8 (+12 in Air) [Unarmed +6, Razor Feathers +8] Defense 16 (22 in Air) (13 flat-footed) Init +11

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

Equipment: Uniform [+3 Toughness; Subtle; 4ep], Comm-Link [1ep]

Abilities 40 + Skills 19 (76 Ranks) + Feats 28 + Powers 52 + Combat 28 + Saves 13 – Drawbacks 0 = 180pp

:arrow: I decided to give Archangel his own listing. So now he's entirely seperate from my Angel build.

:arrow: He's essentially an outstanding flight character and with his metal feathers he's a a mean ranged combat character too.

:arrow: His job in combat will to be pumping foes with his paralyzing feathers and then unload with his Auto-Fire damaging feathers so he can put a foe down hard and fast.

:arrow: All things considered he's powerful due to his transformation, especially when you realize my angel build isn't even 150pp normally.

:!: Update 4/29/06 :!:

Upped Warren's flight speed a little. he can now got 2000mph when moving all out. The changes in this build will not be reflected in the Angel build.
Last edited by MDSnowman on Tue May 04, 2010 10:33 am, edited 1 time in total.
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Postby MDSnowman » Fri Oct 20, 2006 8:09 am

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Aurora

PL:
10 (150pp)

Abilities: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 08 (-1) CHA: 14 (+2)

Skills: Bluff 6 (+8/+16), Knowledge [Pop Culture] 8 (+10), Knowledge [Theology & Philosophy] 7 (+9), Profession [Teacher] 8 (+7), Sense Motive 6 (+7), Stealth 8 (+12), Languages (English; Base: French)

Feats: Attack Focus [Melee] (6), Attractive (2), Dodge Focus (10), Evasion, Improved Trick, Move-By Action, Teamwork (3), Sneak Attack (3)

Powers: Dazzle 10 [Visual] (Extra: Burst Area [+1]; Flaw: Only when in Contact with Brother [-1]; Alternate Power: Blast 10 (Extra: Burst Area; Flaw: Only when in Contact with Brother; 21pp), Flight 12 (Power Feats: Improved Initiative [5]; 29pp), Protection 4 (4pp)

Combat: Attack +6 (+12 Melee) [Unarmed +4] Defense 22 (11 flat-footed) Init +24

Saves: Toughness +8 (8 flat-footed) Fortitude +4 Reflex +12 Will +3

Abilities 30 + Skills 11 (44 Ranks) + Feats 27 + Powers 54 + Combat 16 + Saves 12 – Drawbacks 0 = 150pp

:arrow: After the update on Northstar I bring you Aurora. I know, it’s an odd picture. It’s really embarrassing because on many levels this is a copy and paste of Northstar’s build. I did try to highlight the differences between the two of them. Aurora is notoriously unstable mentally hence her low wisdom score. She also worked briefly as a teacher in a religious girls school, hence her skills. Other than that she’s largely the same as her brother, able to fly at high speeds, produce bursts of light, and explosions. A neat trick however is that while in contact both Northstar and Aurora can unleash a dazzle or explosion. Usually they choose to combine attacks upping the damage against tenacious foes.
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Postby MDSnowman » Fri Oct 20, 2006 8:10 am

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Avalanche

PL:
9 (120pp)

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

Skills: Bluff 11 (+11), Climb 8 (+10), Drive 8 (+9), Intimidate 8 (+8), Knowledge [Earth Sciences] 8 (+8), Notice 8 (+8), Sense Motive 8 (+8), Stealth 8 (+9), Survival 8 (+8), Languages [Greek]

Feats: All-Out Attack, Attack Specialization [Vibrations], Defensive Roll, Improved Block (3), Improved Sunder, Teamwork (2), Weapon Break

Powers: Disintegration 9 (Flaws: Ineffective vs. Organic Material [-1]; Alternate Powers: Shapeable Area Environmental Control [Distract & Hamper Movement], Shapeable Area Trip, Ranged Nauseate; 30pp)

Combat: Attack +7 (+9 w/ Vibrations) [Unarmed +2] Defense 20 (15 flat-footed) Init +1

Saves: Toughness +8 (7 flat-footed) Fortitude +7 Reflex +7 Will +6

Equipment: Uniform [+4 Toughness; 4ep], Helmet [+1 Toughness; 1ep]

Drawbacks: Vulnerable [Reflected Vibrations; Uncommon Occurrence; Moderate Intensity; 2pp]

Abilities 10 + Skills 21 (84 Ranks) + Feats 10 + Powers 30 + Combat 34 + Saves 17 – Drawbacks 2 = 120pp

:arrow: Avalanche isn’t an easy character to build I discovered. He can have all sorts of crazy effects on ground, but precious little direct effect on targets. As a result he can wreck solid objects easily enough. If he’s smart he’ll aim for structures near his foes and let them fall on them. If that isn’t successful he can use environmental control to slow down and distract foes in a large area. He can also trip foes with a great deal of success. And if he needs to attack directly he can use his vibrations to nauseate a foe. That being said he would be best served to use extra effort when he absolutely needed to hurt a foe. Using alternate powers to unleash cone area vibration controls.
Last edited by MDSnowman on Tue May 04, 2010 10:35 am, edited 1 time in total.
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Postby MDSnowman » Fri Oct 20, 2006 8:11 am

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Baron Zemo

PL:
10 (165pp)

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

Skills: Bluff 12 (+15), Craft [Chemical] 12 (+17), Craft [Mechanical] 8 (+13), Diplomacy 8 (+11), Disguise 12 (+15), Drive 4 (+7), Intimidate 4 (+7), Knowledge [Technology] 12 (+17), Notice 8 (+11), Sense Motive 12 (+15), Stealth 8 (+11), Languages (English, Italian, Russian, French; Base: German)

Feats: Accurate Attack, Attack Focus [Melee] (3), Benefit [Status, Wealth] (2), Defensive Attack, Dodge Focus (10), Equipment (6), Improved Block (2), Improved Disarm (2), Improved Initiative (2), Inspire (4), Inventor, Luck, Master Plan, Minions [10 Soldiers] (5), Power Attack, Sneak Attack, Uncanny Dodge [Hearing]

Powers: Device 4 [Adhesive X Blaster – Snare 10; 12pp]

Combat: Attack +10 (+13 Melee)[Unarmed +4, Sword +7; 19-20 Crit] Defense 23 (12 flat-footed) Init +11

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

Equipment: Sword [+3 Damage; 19-20 Crit; Mighty; 5ep], Uniform [+3 Toughness; 3ep], Comm-Link [1ep], Heavy Pistol [+4 Damage; 8ep], Zemo Estate [Size: Huge; Toughness: 10; Features: Communications, Garage, Holding Cells, Infirmary, Laboratory, Library, Living Space, Security System, Workshop; 13ep]

Abilities 44 + Skills 26 (148 Ranks) + Feats 43 + Powers 12 + Combat 26 + Saves 14 – Drawbacks 0 = 165pp

:arrow: All the call for Thunderbolts prompted me to do some of the members.

:arrow: So first we have Baron Zemo, owner of one of the dumbest costumes in the Marvel Universe.

:arrow: Zemo is essentially a poor man’s Red Skull. He’s a good Mastermind villain who’s also good at fighting. He’s an inventor, a minion machine, and has master plan. He’s also a skilled swordsman, and when you throw in his Adhesive X he’s also great at immobilizing foes.

:arrow: Of course he’s also far and away the most powerful member of the T-Bolts.
Last edited by MDSnowman on Tue May 04, 2010 10:35 am, edited 1 time in total.
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Postby MDSnowman » Fri Oct 20, 2006 8:12 am

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Beast

PL:
9 (150pp)

Abilities: STR: 16 [22] (+6) DEX: 14 [22] (+6) CON: 16 [22] (+6) INT: 22 (+6) WIS: 18 (+4) CHA: 14 (+2)

Skills: Acrobatics 12 (+18), Climb 8 (+14), Computers 8 (+14), Craft [Mechanical] 12 (+18), Craft [Electrical] 12 (+18), Craft [Chemical] 12 (+18), Diplomacy 12 (+14), Investigate 12 (+16), Knowledge [Life Sciences] 12 (+18), Knowledge [Physical Sciences] 12 (+18), Knowledge [Technology] 12 (+18), Medicine 12 (+16), Notice 8 (+12), Search 4 (+10), Sense Motive 4 (+8)

Feats: Acrobatic Bluff, Ambidexterity, Chokehold, Dodge Focus (4), Eidetic Memory, Equipment, Improved Escape, Improved Grab, Improved Pin, Inventor, Luck, Power Attack, Sneak Attack (2), Teamwork

Powers: Enhanced Strength 6 (6pp), Enhanced Dexterity 8 (8pp), Enhanced Constitution 6 (6pp), Super Senses 2 (Acute Scent; 2pp)

Combat: Attack +9 [Unarmed +6] Defense 19 (13 flat-footed) Init +6

Saves: Toughness +9 (9 flat-footed) Fortitude +8 Reflex +8 Will +7

Equipment: Uniform [+3 Toughness Save; Subtle; 4ep], Glasses [0ep]

Abilities 40 + Skills 36 (144 Ranks) + Feats 17 + Powers 22 + Combat 28 + Saves 7 – Drawbacks 0 = 150pp

:arrow: Here’s Beast. He appears under whelming in combat, only because I didn’t have him take a tradeoff. His real power comes from his mind. He has a wide swath of craft, knowledge, and medical skills. If you need an X-Men in the lab doing anything Hank is your man.

:arrow: In Combat Hank is best served by grappling. It’s where his strength can do him the most good.

:arrow: That being said he relies pretty heavily on his dodge bonus, but lacks a stellar initiative or Uncanny dodge. As a Result he’s most vulnerable at the start of combat, if a villain wants to take one of the X-Men early in a fight Hank may end up being their first target.
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Postby MDSnowman » Fri Oct 20, 2006 8:13 am

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Bishop

PL:
10 (150pp)

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

Skills: Bluff 12 (+12), Climb 8 (+11), Disable Device 4 (+4), Drive 8 (+10), Intimidate 12 (+12), Knowledge [Streetwise] 8 (+8), Notice 8 (+10), Search 12 (+12), Sense Motive 12 (+14), Stealth 8 (+10), Survival 8 (+10)

Feats: Accurate Attack, All-Out Attack, Dodge Focus (4), Elusive Target, Equipment (4), Improved Aim, Improved Initiative, Power Attack, Quickdraw (2), Track, Ultimate Effort [Ultimate Aim]

Powers: Absorption [Energy] 10 (Boost: Blast; 40pp)

Combat: Attack +10 [Unarmed +3, Heavy Pistols +4] Defense 20 (13 flat-footed) Init +6

Saves: Toughness +7 (+10 vs. Energy) (7 flat-footed) Fortitude +6 Reflex +8 Will +8

Equipment: Twin Heavy Pistols [+4 Damage; Auto-fire; 12ep], Undercover Vest [+3 Toughness; Subtle; 4ep], Cell Phone [1ep], Shades [0ep], Leather Jacket [+1 Toughness; 1ep]

Abilities 20 + Skills 25 (100 Ranks) + Feats 18 + Powers 40 + Combat 32 + Saves 15 – Drawbacks 0 = 150pp

:arrow: I built Bishop without any tradeoffs so he could get the most mileage out of his absorption and the resulting blast.

:arrow: His Pistols give him a high damage potential without his blasts, but at the same time he’s still fragile and less effective overall unless his foes are using energy attacks.

:arrow: If Bishop uses his hero point for Ultimate Aim he can really cause a lot of damage with his simple pistols.

:arrow: He’s really skilled however, he makes a passable detective, and a good hunter and infiltrator.

:arrow: None of these really changes the fact that he’s essentially a glorified blaster.
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Postby MDSnowman » Fri Oct 20, 2006 8:14 am

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Black Cat

PL:
9 (135pp)

Abilities: STR: 12 (+1) DEX: 20 (+5) CON: 12 (+1) INT: 14 (+2) WIS: 10 (+0) CHA: 16 (+3)

Skills: Acrobatics 12 (+17), Bluff 6 (+9/+17), Climb 12 (+13), Computers 8 (+10), Disable Device 8 (+10), Escape Artist 8 (+13), Knowledge [Streetwise] 8 (+10), Notice 10 (+10), Sense Motive 8 (+8), Stealth 12 (+17)

Feats: All-Out Attack, Attack Focus [Melee] (3), Attractive (2), Defensive Attack, Defensive Roll (3), Dodge Focus (7), Equipment, Elusive Target, Improved Initiative (2), Luck (4), Power Attack, Sneak Attack (2), Takedown Attack

Powers: Device 2 [Black Cat Suit – Protection 2, Strike 2 (Power Feats: Mighty, Improved Critical [2]), Super Movement – Swinging; Power Feat: Fascinate Bluff; 8pp], Device 2 [Whip - Snare 4 (Alternate Powers: Strike 2, Mighty, Extended Reach 2, Improved Disarm (2), Super Movement – Swinging; 6pp], Luck Control 1 (Jinx; 3pp)

Combat: Attack +9 (+12 Melee) [Unarmed +1, Claws +3; 18-20, Whip +3; 15ft. Reach] Defense 22 (13 flat-footed) Init +13

Saves: Toughness +6 (3 flat-footed) Fortitude +5 Reflex +10 Will +5

Equipment: Infrared Contacts [1ep], Masterwork Lock Picks [1ep], Cell Phone [1ep]

Abilities 24 + Skills 23 (90 Ranks) + Feats 29 + Powers 17 + Combat 28 + Saves 14 – Drawbacks 0 = 135pp

:arrow: Here’s Black Cat. I was reading the litany of special gear that she supposedly had, and I found myself thinking that the only reason she has those things is to put her on par with Spider-Man (artificially increasing her strength to near super human levels and the like). Of course I’ve never pictured Felicia on par with Spider-Man so I decided to give her enough of those gadgets where she’d be a threat, but she wouldn’t be a monster. Her whip essentially gives her a flexible attack that she doesn’t need to get in close to use. She can trip people up with it, disarm them, swing with it, or simply beat someone with it. Her outfit gives a small degree of protection, hides claws and a secondary swinging device. And of course it shows enough skin to give her fascinate on her bluff. Her luck control allows her to spend a hero point to force a foe to re roll and force them to take the lower of the two rolls. In the end of the day Black Cat really lacks stopping power without a Sneak Attack, but she’s fast and accurate enough where she should be able to compensate for that fact.
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Postby MDSnowman » Fri Oct 20, 2006 8:15 am

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"It's good to be the king."

Black Panther

PL:
10 (165pp)

Abilities: STR: 16 [22] (+6) DEX: 16 [24] (+7) CON: 16 (+3) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3)

Skills: Acrobatics 8 (+15), Bluff 8 (+11)*, Climb 6 (+12), Computers 6 (+9), Diplomacy 14 (+17)*, Drive 8 (+15), Gather Information 8 (+11), Intimidate 8 (+11), Knowledge [Physical Sciences] 6 (+9), Notice 8 (+11), Search 8 (+11), Sense Motive 10 (+13), Stealth 12 (+19)*, Survival 8 (+11)*, Languages (English, Arabic; Base: Swahili)

Feats: Accurate Attack, All-Out Attack, Benefit [Diplomatic Immunity, Status, Wealth (3)] (5), Defensive Attack, Dodge Focus (10), Elusive Target, Equipment (3), Improved Disarm, Improved Initiative, Master Plan, Power Attack, Skill Mastery [Bluff, Diplomacy, Stealth, Survival], Takedown Attack, Track, Uncanny Dodge [Hearing]

Powers: Enhanced Strength 6 (6pp), Enhanced Dexterity 8 (8pp), Super Senses 3 (Extended Vision, Low-Light Vision, Scent; 3pp), Device 4 [Black Panther Suit – Protection 4, Camo Clothing (Shadows), Strike 2 (Extras: Penetrating [+1]; Power Feats: Mighty, Improved Critical (2); Alternate Powers: Strike 2 (extra: Auto-Fire [+1]; Power Feats: Mighty, Improved Critical (2), Super-Movement (Wall Crawling), Leaping 1, Mind Shield 3, Super Movement 1 (Slow Fall; 2pp); 16pp Total]

Combat: Attack +12 [Unarmed +6, Claws +8; 18-20 Crit] Defense 23 (12 flat-footed) Init +11

Saves: Toughness +7 (7 flat-footed) Fortitude +7 Reflex +7 Will +6 (+9 vs. Mental Effects)

Equipment: Shuriken [+1 Damage; Autofire; 3ep], Motorcycle [Strength: 15; Speed: 5; Defense: 10; Toughness: 8; Size: Medium; 9ep]

Abilities 36 + Skills 30 (120 Ranks) + Feats 30 + Powers 31 + Combat 30 + Saves 8 – Drawbacks 0 = 165pp

:arrow: I’ve come to the conclusion that nothing is harder to build than a character who can do everything.

:arrow: However Black Panther has often been paired off against Batman so I used that as a measuring stick. What we have is a Black Panther who can square off against Batman and they’ll likely fight each other to a stalemate (though if Batman has prepared a master plan that’ll be a different story).

:arrow: As far as damage goes the Panther can dish out a lot of it, his claws and their auto-fire natures makes it so that with a solid hit he can truly injure tough guys, even those people who have a great deal of impervious protection.

:arrow: His vibranium laced suit provides protection, and a degree of mental protection that allows T’Challa to shrug off most unwanted mental effects.

:!: Update: 3/25/06 :!:

I really turned down the dial on ol' Black Panther, now he's not as grossly overpowered as before. I originally made him this powerful so he could compete with my Batman build on even footing but my playtests of Batman have taught me that one doesn't need to be PL 12; 210pp to do that.
Last edited by MDSnowman on Tue May 04, 2010 10:38 am, edited 1 time in total.
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Postby MDSnowman » Fri Oct 20, 2006 8:16 am

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Blade

PL:
9 (135pp)

Abilities: STR: 22 (+6) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

Skills: Acrobatics 4 (+7), Climb 6 (+12), Drive 8 (+11), Intimidate 12 (+13), Notice 10 (+12), Sense Motive 4 (+6), Stealth 10 (+13), Languages [Russian, Vampiric]

Feats: Accurate Attack, Critical Strike [Vampires], Defensive Attack, Defensive Roll (2), Equipment [6], Favored Opponent [Vampires] (3), Improved Block, Improved Critical (2), Improved Disarm, Improved Initiative, Power Attack, Takedown Attack

Powers: Boost [Regeneration] 8 (Flaw: Limited- Only usable after drinking blood [-1]; 4pp), Leaping 1 (1pp), Regeneration 6 (Recovery Rate 5, Ability Damage 1; 6pp), Device 2 [Acid Edged Sword – Strike 3 (Power Feats: Mighty, Silvered, Restricted [2- Damaging]; Extra: Penetrating [+1]; 6pp]

Combat: Attack +9 [Unarmed +6, Sword +9; 18-20 crit; Penetrating 3] Defense 19 (flat-footed 15) Init +7

Saves: Toughness +9 (7 flat-footed) Fortitude +9 Reflex +9 Will +8

Equipment:
:!: Body Armor – [+3 Toughness; 3ep]
:!: Com Link – [1ep]
:!: Hunting Gear (Shotgun – [+6 Damage; Slugs; Silvered; 12ep], AP: Machine Pistol - [+3 Damage; Silvered; Autofire; 10ep], AP: Boomerang - [+2 Damage; Silvered; 7ep], AP: EDTA Injectors [Corrosion 5; Critical Strike; 11ep], Knife [+1 Damage; Mighty; Thrown; Silvered; 5ep]; 16ep)
:!: Blade’s Rides [Motorcycle [Strength 15; Speed 5; Defense 10; Toughness 8; Medium; 9ep], AP: Sports Car [Strength25; Speed 5; Defense 9; Toughness 9; 9ep] 10ep]

Drawbacks: Vulnerable [Lack of Serum / Blood] (Common Occurrence; Moderate Intensity; 3pp)

Abilities 32 + Skills 14 (56 Ranks) + Feats 21 + Powers 17 + Combat 36 + Saves 18 – Drawbacks 3 = 135 / 135

:arrow: No trade offs. I thought Blade was skilled in enough areas where I couldn’t really afford to shun any.

:arrow: I created a Power Feat specifically for Blade. Silvered; meaning any weapons with this extra are considered silver when confronting vampires.

:arrow: I also gave him Critical Strike allowing him to get a critical hit on creatures normally immune to them (provided your vampires have no Constitution Score).

:arrow: I also added that to his EDTA injectors meaning that he can use those on a foe as well even if they don’t have a constitution score.

:arrow: I gave Blade plenty of equipment, but I handled his sword as a device.

:arrow: You’ll see I added the Restricted Power Feat to the device. The first rank prevents anyone unfamiliar with the blade’s design from using it… but I manufactured the second useage whole cloth. If someone who doesn’t know the trick to the sword attempts to use it they take damage as though the sword had struck them (minus any strength bonus of course.)

:arrow: Blade's Regeneration allows him to recover from from Unconcious Status In One Round with a successful check, Staggered Status in 20 Minutes with a successful check, and Disabled Status in 20 minutes with a successful check. He also recovers 1 point of ability damage every five hours. When he boosts his Regeneration feel free to increase the recovery rate of whatever Blade is suffering from most at the moment. He tends to make miraclous recoveries after he gets a little blood in his stomach. Note that he does not gain boost when he sates his thirst with Serum.

:arrow: He can also make a running jump of 54 feet, a broad jump of 27 feet, and a vertical leap of 13 feet.

:arrow: Favored Opponent Gives Blade +3 on Bluff, Intimidate, Notice, Sense Motive, and Survival Checks dealing with Vampires, as well as +3 damage. Maximum damage still limited by the damage cap.

:arrow: When exposed to his weakness Blade receives a cumulative –1 penalty to all checks, attack rolls, and defense until he gets some serum or some blood.
Last edited by MDSnowman on Tue May 04, 2010 10:38 am, edited 1 time in total.
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Postby MDSnowman » Fri Oct 20, 2006 8:17 am

Image

Blink

PL:
10 (165pp)

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

Skills: Acrobatics 12 (+15), Bluff 8 (+11/+15), Diplomacy 6 (+9/+13), Escape Artist 12 (+15), Knowledge [Tactics] 8 (+9), Notice 8 (+10), Search 8 (+9), Sense Motive 8 (+10), Stealth 12 (+15), Survival 10 (+12)

Feats: Attack Specialization [Thrown] (2), Attack Specialization [Unarmed] (2), Attractive, Defensive Roll (5), Dodge Focus (7), Evasion, Inspire (2), Improved Initiative (2), Sneak Attack (2), Uncanny Dodge [Hearing]

Powers: Teleport 10 (Extra: Accurate [+1], Portal [+2]; Alternate Powers: Teleport 10 (Extras: Attack [+1], Ranged [+1]), Disintegration 10, Deflect [All Ranged] 10 (Extras: Reflection [+1], Free Action [+2]); 53pp)

Combat: Attack +6 (+10 Unarmed or Thrown Weapons) [Unarmed +2, Teleportation Javelin +10] Defense 23 (13 flat-footed) Init +11

Saves: Toughness +7 (2 flat-footed) Fortitude +5 Reflex +10 Will +6

Abilities 26 + Skills 23 (92 Ranks) + Feats 25 + Powers 53 + Combat 24 + Saves 14 – Drawbacks 0 = 165pp

:arrow: Tradeoff: -3 Max Toughness Save; +3 Max Base Defense Bonus

:arrow: Here we have a fan favorite, Blink.

:arrow: Her teleportation power got nice and expensive! She can teleport accurately anywhere from the Earth to the Moon.

:arrow: She can also teleport a foe as a ranged attack (her first alternate power). Or with that same ranged attack teleport part of a target, damaging it (disintegration). Finally she can teleport projectiles fired at her back at the person firing them (deflect).

:arrow: Aside from that she has skills as a leader (the Exiles), and some decent infiltration and survival skills. I usually tend to give people who grew up in Age of Apocalypse some pretty good skills because of the harsh environment.
Last edited by MDSnowman on Tue May 04, 2010 10:39 am, edited 2 times in total.
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MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
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Postby MDSnowman » Fri Oct 20, 2006 8:18 am

Image
The Blob

PL:
9 (135pp)

Abilities: STR: 14 [32] (+11) DEX: 14 (+2) CON: 14 (+2) INT: 08 (-1) WIS: 08 (-1) CHA: 06 (-2)

Skills: Bluff 14 (+12), Intimidate 14 (+12), Notice 8 (+7), Sense Motive 8 (+7)

Feats: All-Out Attack, Chokehold, Distract [Intimidate], Improved Defense, Improved Grab, Improved Initiative, Improved Pin, Power Attack, Stunning Attack, Taunt, Teamwork, Ultimate Effort [Ultimate Toughness Save]

Powers: Density 9 (+18 Strength, Protection 4 (Impervious), Immovable 3; 24pp), Immovable 7 (7pp), Protection 8 (Extra: Impervious [+1]; 16pp), Super Strength 5 (25pp)

Combat: Attack +7 [Unarmed +11] Defense 14 (12 flat-footed) Init +6

Saves: Toughness +14 (13 Impervious) (14 flat-footed) Fortitude +10 Reflex +6 Will +0

Drawbacks: Weak Point [1pp]

Abilities 4 + Skills 11 (44 Ranks) + Feats 11 + Powers 75 + Combat 22 + Saves 13 – Drawbacks 1 = 135pp

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

:arrow: Tradeoff: -5 Max Base Defense Bonus; +5 Max Toughness Save

:arrow: Here’s the Blob. Like most classic Brotherhood members he’s a bit under powered.

:arrow: Blob lives up to his hype however, he’s nearly impossible to move, and even harder to hit (provided you don’t get a critical hit on him)

:arrow: I used the weak point drawback for him to represent the fact that his head wasn’t as well protected as the rest of his body. This was a critical hit can be said to strike him in the head.

:arrow: He’s very inaccurate in combat, so he has to rely on aid actions and all-out attack to hit people.

:arrow: Of course when he uses All-out attack he’s a sucker for anyone with even remotely good aim.

:arrow: He also has a good Initiative and Reflex save to account for that surprising spring in his step.
Last edited by MDSnowman on Tue May 04, 2010 10:39 am, edited 1 time in total.
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Harbinger of Doom
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Postby MDSnowman » Fri Oct 20, 2006 8:19 am

Image

Bullseye

PL:
9 (135pp)

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

Skills: Bluff 12 (+14)*, Climb 8 (+10), Disable Device 8 (+9), Drive 10 (+14), Intimidate 10 (+12), Notice 12 (+12)*, Profession [Mercenary] 4 (+4), Sense Motive 10 (+10)*, Sleight of Hand 12 (+16), Stealth 12 (+16)*

Feats: Accurate Attack, Assessment, Attack Focus [Ranged] (3), Defensive Attack, Distract [Bluff], Dodge Focus (2), Elusive Target, Equipment, Improved Aim, Improved Critical [Thrown] (5), Improved Initiative (2), Power Attack, Precise Shot (2), Ranged Pin, Skill Mastery [Bluff, Notice, Sense Motive, Stealth], Quick Draw (2), Taunt, Throwing Mastery (7).

Powers: Container 1 [Admantium Reinforcments; Protection 4 (Power Feat: Innate); 5pp]

Combat: Attack +8 (+11 Ranged) [Unarmed +2, Thrown +7; 15-20 Crit] Defense 21 (15 flat-footed) Init +12

Saves: Toughness +7 (7 flat-footed) Fortitude +7 Reflex +10 Will +4

Equipment: Shuriken (+1 Damage; Autofire; 3ep)

Drawbacks: Vulnerable [Magnetic Powers; Uncommon Occurrence; Major Intensity; 3pp]

Abilities 24 + Skills 25 (100 Ranks) + Feats 34 + Powers 4 + Combat 34 + Saves 16 – Drawbacks 3 =135/135

:arrow: Bullseye is the meanest PL 9 villain you can imagine. His Accurate Attack, Defensive Attack, and Power Attack give him total control of his damage, defense, and attack bonus at the same time. Furthermore the critical range on his thrown weapons are INSANE! 25% of the time he’ll be critical hitting. His Shuriken are naturally Auto-fire weapons, but should he find himself deprived of those I’d rule that any other thrown weapon he gets his hands on he can also use as though it were auto-fire by using extra effort. Bullseye is built to catch you flat footed and then hit you well enough where his throwing mastery and auto-fire will rip his target apart. I contemplated on how to emulate his adamantium laced skeleton. I originally just gave him a better than average Constitution score and fortitude save, but I've also given him ranks in protection (as per my Wolverine Revision) All things considered however he’s a sucker when flat footed, or stuck without a thrown weapon.

:!: Update: 3/28/06 :!:

Gave him the usual adamntium Skeleton Angst, problems with magnetic attacks and all.

:!: Update: 1/27/07 :!:

Updated to match my Wolverine Build.
Last edited by MDSnowman on Tue May 04, 2010 10:39 am, edited 2 times in total.
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Postby MDSnowman » Fri Oct 20, 2006 9:13 am

Image

Solidus Snake

PL:
10 (165pp)

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

Skills: Bluff 12 (+17), Diplomacy 12 (+17), Drive 8 (+10), Gather Information 8 (+13), Intimidate 12 (+17), Knowledge [Tactics] 12 (+15), Knowledge [Politics] 8 (+11), Notice 8 (+10), Pilot 8 (+10), Profession [Politician] 12 (+14), Sense Motive 12 (+14)

Feats: Contacts, Connected, Dodge Focus (5), Equipment (3), Improved Critical [Democracy Blades], Inspire (3), Leadership, Master Plan, Well-Informed

Powers:
Device 2 [Democracy Blades – Strike 3 (Extras: Penetrating [+1], Auto-Fire [+1]; Mighty; 10pp); 6pp Total]
Device 9 [Power Suit – Additional Limbs 2 (Power Feat: Chokehold; 3pp), Adrenaline Surge 8 (Extra: Total Fade [+1]; 16pp), Elongation 2 (Flaw: Limited to Additional Limbs [-1]; 1pp), Protection 3 (3pp), Super Speed 5 (Fire Trail; Alternate Power: Blast 8 (Power Feats: Accurate, Homing; Flaws: Full Action, Distracting), Leaping; Flaw: Only During Adrenaline Surge [-1]; 22pp); 36pp Total]

Combat: Attack +10 (+6 Ranged, +8 w/ P90 or Tentacle Missiles) [Unarmed +3, Democracy Blades +6; 19-20 Crit, P90 +4] Defense 20 (13 flat-footed) Init +2 (+22 w/ Super Speed)

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

Equipment: P90 [+4 Damage; Auto-Fire; Accurate; 13ep], Comm-Link [1ep], Binoculars [1ep]

Drawbacks: One Eye [-4 to Ranged Attacks; 3pp]

Abilities 36 + Skills 28 (112 Ranks) + Feats 17 + Powers 42 + Combat 30 + Saves 15 – Drawbacks 3 = 165pp

:arrow: Here’s the main villain to Metal Gear Solid 2: Sons of Liberty. Simply put Solidus is a MONSTER in his own setting. His life as a super soldier / former president of the United States makes of an interesting smattering of powers and skills. For the sake of ease however I put a great deal of his punch into his powered armor. Solidus can use adrenaline surge to beef up, knock his damage with his swords up to the cap, lay on the super speed, and suddenly he’s nearly unstoppable in melee combat. By the End of Metal Gear Solid 2 he still hasn’t really adjusted to the loss of his eye. That’s the only way I can explain it, because when you’re fighting him at the end of the game his few ranged attacks are EASY to dodge. He’s not unstoppable however, his attack bonus and defense are low for your average Metal Gear Solid character. Meaning that the best way to avoid his melee attacks are with a solid block, or clever use of defensive attack.
Last edited by MDSnowman on Tue Dec 12, 2006 5:02 pm, edited 2 times in total.
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Harbinger of Doom
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Postby MDSnowman » Sun Oct 22, 2006 11:27 am

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Cable

PL:
11 (180pp)

Abilities: STR: 16 [24] (+7) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

Skills: Bluff 8 (+11), Climb 7 (+13), Computers 7 (+9), Concentration 9 (+11), Drive 4 (+7), Intimidate 12 (+15), Knowledge [Tactics] 12 (+14), Medicine 8 (+10), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Stealth 8 (+11), Survival 8 (+10), Languages (Modern English; Base: Future English)

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Dodge Focus (6), Equipment (8), Fearless, Improved Disarm, Improved Initiative, Inspire (2), Power Attack, Startle, Takedown Attack, Teamwork

Powers:
Container 2 [Techno-Organic Arm; Enhanced Strength 8, Protection 2; 10pp],
Device 3 [Psimtar – Strike 2 (Extras: Penetrating [+1] 6; Power Feats: Mighty, Extended Reach, Improved Critical [3], Affects Insubstantial [2]; Restricted – Those with Mental Powers; 10pp]
Telekinesis 8 (Dynamic; Dynamic Alternate Powers: Telepathy, Datalink; 22pp)

Combat: Attack +13 (+14 w/ Blaster Rifle)[Unarmed +6, Psimtar +9; 10ft Reach; 17-20 Crit, Blaster Rifle +8] Defense 22 (13 flat-footed) Init +7

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

Equipment: Body Armor [+4 Toughness; 4ep], Comm-Link [1ep]
:!: Arsenal [Plastic Explosives – [+10 Damage; Explosion Area; 30ep], Blaster Rifle w/ Laser Sight– [+8 Damage; Auto-Fire; Attack Focus; 25ep], Twin hand Guns – [+3 Damage; Auto-Fire; 9ep], Tear Gas – [Dazzle 4 + Nauseate Explosion 4; 18ep]; 33ep]

Drawbacks: Techno Organic Virus [If Pushed to Unconscious State using Extra Effort on Telekinesis he dies; 4pp]

Abilities 34 + Skills 27 (108 Ranks) + Feats 26 + Powers 42 + Combat 38 + Saves 17 – Drawbacks 4 = 180pp

:arrow: Cable is a bit of a beast so allow me to explain my convoluted thinking here. I tried to roll a lot of different version of Cable into one to create a sort of "Catch All Cable". This way individual GMs can focus on certain aspects of the character. As a result he has a Psimitar. Which he can use as a traditional Melee weapon (albeit a rather nasty one), but he can also use extra effort to turn it into a mental stun power. His Telekinetic and Telepathic powers are all over the map traditionally so I decided what I’d do here was give him a middling level on both powers. We can assume when he first appeared that he had less, and after killing Apocalypse they grew much stronger. I hinted at his original incarnation, dude with a big gun, with his Arsenal. He has two spare EP to spend use those to put any other weapons you think he should have into his Arsenal. Finally his Drawback. The Techno Organic Virus in his system is only held at bay by constant use of his telekinesis (which is why we can surmise that for such a powerful character his mental powers are usually so weak). I’ve ruled that if he tries to push his Telekinesis, improving the amount he can move, or using extra effort to create telekinetic blasts, and he winds up unconscious he losses that fine control over his mental powers and the virus will eat him alive.

:!: Update: 1/25/07 :!:

Alright I turned the dial down on my Cable build. I liked the way he came out, he felt a bit overpowered in his previous incarnation.
Last edited by MDSnowman on Tue May 04, 2010 10:40 am, edited 4 times in total.
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