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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Sun Oct 29, 2006 2:25 pm

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Hercules

PL:
13 (165pp)

Abilities: STR: 40 (+15) DEX: 14 (+2) CON: 40 (+15) INT: 10 (+0) WIS: 10 (+0) CHA: 16 (+3)

Skills: Acrobatics 8 (+10), Intimidate 16 (+19), Knowledge [History] 5 (+5), Knowledge [Theology & Philosophy] 5 (+5), Notice 6 (+6), Ride 4 (+6), Sense Motive 10 (+10), Survival 9 (+9), Languages (English; Base: Ancient Greek)

Feats: Accurate Attack, All-Out Attack, Benefit [Status], Chokehold, Dodge Focus (2), Fearless, Improved Grab, Improved Pin, Power Attack, Startle, Stunning Attack

Powers: Device 1 [Golden Mace – Strike 2 (Power Feat: Mighty, Thrown [2]); 3pp], Immunity 3 (Aging, Disease, & Poison; 3ep), Impervious Toughness 8 (8pp), Super Strength 4 (Power Feats: Ground Strike, Thunder Clap; Alternate Power: Leaping 10; 11pp)

Combat: Attack +9 [Unarmed +15, Golden Mace +17], Defense 20 (14 flat-footed) Init +2

Saves: Toughness +15 (8 Impervious) (15 flat-footed) Fortitude +15 Reflex +6 Will +4

Abilities 70 + Skills 16 (64 Ranks) + Feats 12 + Powers 25 + Combat 34 + Saves 8 – Drawbacks 0 = 165pp

:arrow: The Avenger’s other resident deity. He’s above average in power level, but his hyper focus on melee combat, and grappling in particular, limit his overall usefulness. Against PL 10 bricks Hercules is an unstoppable monster able to beat them at their own game. But when you reach PL 12 and beyond where he faces the likes of Thor, and the Hulk he’s clearly out of his league. In battle his tactics are simple… he’ll lead with throwing his mace and then wade in to grapple and beat a foe in melee. He won’t use accurate attack or all-out attack too quickly, meaning a canny foe can dance circles around him, but if he manages to get a hold of you, you better pray for some lucky rolls.
Last edited by MDSnowman on Tue May 04, 2010 11:10 am, edited 2 times in total.
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Postby MDSnowman » Sun Oct 29, 2006 2:26 pm

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"Hulk smash puny Snowman!!"

The Hulk

PL:
15 (225pp)

Abilities: STR: 40 (+15) DEX: 14 (+2) CON: 40 (+15) INT: 08 (-1) WIS: 14 (+2) CHA: 08 (-1)

Skills: Intimidate 20 (+19), Notice 8 (+10), Survival 8 (+10)

Feats: Animal Empathy, All-Out Attack, Attack Focus [Melee] (6), Diehard, Fearless, Fearsome Presence (6) [DC 16; 40ft.], Improved Critical [Unarmed], Improved Grapple, Power Attack, Rage (6) [+10 Strength, +5 on Fort and Will Saves; 15 Rounds], Startle

Powers: Boost 16 (Protection, Regeneration, and Super Strength; Power Feat: Slow Fade (2); Flaws: Personal [-1]; 34pp), Growth 3 (+6 Strength, +3 Constitution; Power Feat: Innate; 10pp), Immunity 14 (Heat, Life Support; 14pp), Impervious Toughness 12 (12pp), Leaping 8 (8pp), Regeneration 5 (Recovery Rate: Bruised 1, Unconscious 1, Injured 1, Staggered 1, Disabled 1; 5pp), Super Senses 6 (Extended (4), “Birth Place” Awareness, Spirit Awareness; 6pp), Super Strength 9 (Power Feats: Ground Strike; 19pp)

Combat: Attack +4 (+10 Melee) [Unarmed +15; 19-20 Crit] Defense 20 (15 flat-footed) Init +2

Saves: Toughness +15 (12 Impervious) (15 flat-footed) Fortitude +15 Reflex +5 Will +7

Drawbacks: Involuntary Transformation [Bruce Banner; Common Occurrence; Major Intensity; 4pp], Normal Identity [Bruce Banner; Common Occurrence; Major Intensity; 4pp], Power Drawback [Boost; Only Available when in Rage; 1pp]

Abilities 55 + Skills 9 (36 Ranks) + Feats 26 + Powers 108 + Combat 28 + Saves 8 – Drawbacks 9 = 225pp

:arrow: Well I got a bit ahead of myself while stating up She-Hulk and did Hulk first. Under normal circumstances The Hulk is a PL 12 or 13 brick, but when he gets angry he becomes powerful enough to bring down anyone. When he rages he can activate his Boost, giving him Regeneration 21 (Bruised 3, Unconscious 3, Injured 6, Staggered 5, Disabled 4), a lifting strength of 135, and a Toughness save of +20. Each point fades at a rate of 1 per five minutes. It frankly doesn’t matter how long his Boost lasts, his Rage only lasts 15 rounds. The fatigue afterward is usually enough to turn The Hulk back into Bruce Banner. Therefore if you want the Hulk around in a fight you have two options, a calm, but much weaker Hulk who can fight indefinitely, or an unstoppable engine of destruction who burns himself out in 15 rounds. The Hulk is the type of fighter who believes in using lots of All-Out Attack. After all when he’s raging most attacks will slide right off of him. Like many of my truly powerful characters I built a back door into The Hulk, but it’s not a big back door. His will save is only +7 (+12 when he’s raging). A powerful psychic has a chance of getting inside of his head and calming him down, when that happens he turns into Bruce Banner and the fight is over.

:!: Update: 7/1/06 :!:

Another month another update. I gave Hulk a little Base line Regeneration so when he boosts it goes up nice and high.
Last edited by MDSnowman on Tue May 04, 2010 11:11 am, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 2:27 pm

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The Human Torch

PL:
10 (135pp)

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

Skills: Bluff 8 (+11/+15), Drive 8 (+11), Knowledge [Pop Culture] 4 (+5), Notice 4 (+4), Pilot 8 (+11), Sense Motive 4 (+4)

Feats: Accurate Attack, Attack Specialization [Blast], Attractive, Equipment, Favored Environment [Airborne] (4), Improved Initiative (2), Move-by Action, Precise Shot, Taunt, Teamwork (2)

Powers: Blast 10 (Dynamic; Extra: Wide Array [+1], Penetrating [+1]; Alternate Powers: Force Field –Dynamic, Corrosion –Dynamic, Elemental Aura –Dynamic, Flight –Dynamic; 49pp)

Combat: Attack +6 (+8 w/ Flying, +8 Blast, +10 Blast w/ Flying) [Unarmed +2, Fire Punch +10, Nova Blast +10] Defense 18 (20 w/ Flying) (14 flat-footed) Init +11

Saves: Toughness +2 (2 flat-footed) Fortitude +3 Reflex +10 Will +3

Equipment: Uniform [Comm-Link, GPS Receiver, PDA; 3ep]

Abilities 22 + Skills 9 (36 Ranks) + Feats 16 + Powers 49 + Combat 28 + Saves 11 – Drawbacks 0 = 135pp

:arrow: Here’s Johnny! (Always wanted to say that) He’s your consummate blaster. He’ll be staying out of melee range and unleashing nasty energy blasts into combat. He’s not incredibly accurate, but he packs a mean punch. Johnny is also a heck of a flier, with move by action he can swoop in and level an attack and move out before you can do anything. It’s also a perfect chance for him to use his teamwork feat. He maybe an undisciplined hot head, but he’s been fighting alongside the group for a while. Popular uses for extra effort include Power Attack, Line Area to his Blast, Disintegration 6, or Corrosion 12. His Absorption allows him to absorb heat and use it to boost his powers. He can use it to boost his flight and/or Strike. Also checkout the Shapeable Aura. Since Aura is something like the area version of a touch power I declared Johnny can shape his aura... say causing it trail behind him as he flies.

:!: Update: 5/1/06 :!:

First update of May. Johnny gets a face lift with a wide array and it turns down his cost quite a bit. I'm happy about that. Expect to see the rest of the FF get a facelift as well.
Last edited by MDSnowman on Tue May 04, 2010 11:11 am, edited 2 times in total.
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Postby MDSnowman » Sun Oct 29, 2006 2:29 pm

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Icarus

PL:
9 (135pp)

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

Skills: Bluff 8 (+11/+15), Diplomacy 8 (+11/+15), Perform [Singing] 12 (+15), Perform [Stringed Instruments] 12 (+15), Notice 8 (+8), Sense Motive 8 (+8), Stealth 8 (+9)

Feats: All-Out Attack, Attractive, Defensive Roll, Equipment, Favored Environment [Airborne] (8), Improved Initiative, Move-By Action, Power Attack, Sneak Attack (3), Teamwork (3)

Powers: Flight 4 (8pp), Illusion [Auditory] 10 (Alternate Powers: Dazzle [Auditory] 9 (Flaw: Distracting [-1]); Power Drawback: Only Sounds he’s Heard; 10pp), Regeneration 28 (Recovery Check: 8; Recovery Rate: Bruised 2, Unconscious 3, Injured 1, Staggered 6, Disabled 6; Resurrection: 2; 28pp)

Combat: Attack +6 (+9 in Air) [Unarmed +4] Defense 16 (21 in Air) (13 flat-footed) Init +5

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

Equipment: New X-Men Uniform [+4 Toughness; Comm-Link; 5ep]

Abilities 20 + Skills 16 (64 Ranks) + Feats 21 + Powers 46 + Combat 24 + Saves 8 – Drawbacks 0 = 135pp

:arrow: Another hour another New X-Men… this time Icarus. Icarus is proof that the Guthrie family should stop breeding… all their bloody kids are mutants! Icarus is a pretty standard flier. He can fly, he can mimic noises, and if he mimics a loud enough noise he can dazzle a foe’s sense of sound. Jay can recover from bruised status once per round, unconscious status once per round without rest, injured status once per 20 minutes, staggered status once per round, disabled status once per round, and death once per day. Icarus is essentially a different riff on Angel. He’ll fly around a battle field unleashing move by attacks, or deafening a foe. Of course expect an update to Angel next.
Last edited by MDSnowman on Tue May 04, 2010 11:12 am, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 2:30 pm

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Iceman

PL:
10 (150pp)

Abilities: STR: 14 [26] (+8) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2)

Skills: Bluff 14 (+16), Knowledge [Pop Culture] 6 (+6), Notice 8 (+8), Sense Motive 8 (+8)

Feats: All-Out Attack, Attack Specialization [Ice Blast] (2), Attack Specialization [Unarmed] (2), Dodge Focus (3), Improved Block (2), Improved Initiative, Improved Overrun, Move-By Action, Power Attack, Taunt, Teamwork, Weapon Break

Powers: Alternate Form [Solid] 5 (Density 6 [+12 Strength, Protection (Impervious) 3, Immovable 2, Super Strength 2], Protection 7; 25pp), Cold Control 12 (Dynamic; Extra: Wide Array [+1]; Dynamic Alternate Powers: Blast, Environmental Control [Hamper Movement], Obscure [visual], Snare, Create Object, Flight (Flaw: Platform); 48pp), Immunity 5 (Cold; 5pp)

Combat: Attack +4 (+8 Ice Blast or Unarmed) [Unarmed +8, Ice Blast +12] Defense 18 (13 flat-footed) Init +2

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

Abilities 16 + Skills 9 (36 Ranks) + Feats 17 + Powers 78 + Combat 18 + Saves 12 – Drawbacks 0 = 150pp

:arrow: Bobby is not the best physical specimen amongst the X-Men, but training with the X-Men has made him a well-rounded athlete. I decided to make Bobby’s flight Dynamic as well as create object…meaning that as he moves through the air and can leave an ice trail behind him. Speaking of Dynamic Alternate Powers all of the environmental effects of Bobby’s Cold Control are Dynamic so he can unleash a full on blizzard all at once if he needed to. Bobby has been an x-men professionally for a long time, so he doesn’t have all that many skills that aren’t applicable to battle. I gave him Improved Overrun and Move-by Attack so he can trip people with his ice sled by essentially slamming it into them.

:!: Update: 8/15/06 :!:

I finally broke down and switched Bobby over to Alternate Form [Solid]. That being said it doesn’t give him too much of a boost. He can now lay on a little more pain in melee, but he’s still best as an energy user, his tanking skills are far from Colossus level. For those of you without Ultimate Power The Platform Flaw on his flight means that he's standing on something while he flies, and should he be grappled by someone on the ground or suffer Knockback he's thrown off of his platform.
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Postby MDSnowman » Sun Oct 29, 2006 2:31 pm

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The Invisible Woman

PL:
10 (150pp)

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

Skills: Bluff 8 (+10/+14), Computers 6 (+8), Concentration 8 (+11), Diplomacy 8 (+10/+14), Knowledge [Life Sciences] 6 (+8), Knowledge [Physical Sciences] 6 (+8), Knowledge [Technology] 6 (+8.), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+10)

Feats: Accurate Attack, Attractive, Defensive Attack, Equipment, Improved Block (2), Improved Defense (2), Inspire (3), Interpose, Luck, Power Attack, Teamwork (3)

Powers: Force Field 13 (Dynamic; Extra: Affect others [+1], Impervious [+1], Wide Array [+1]; Power Feat: Progression; Alternate Powers: Blast (Extra: Cone Area)– Dynamic, Create Objects [Extras: Movable; Power Feats: Progression (4), Stationary, Subtle, Tether] - Dynamic, Shield –Dynamic, Invisibility - (Sight; Extra: Affect Others [+1]; Power Feat: Progression (2) )- Dynamic; 62 pp)

Combat: Attack +4 [Unarmed +1] Defense 15 (13 flat-footed) Init +2

Saves: Toughness +0 (0 flat-footed) Fortitude +5 Reflex +5 Will +10

Equipment: Uniform [Comm-Link, GPS Receiver, PDA; 3ep]

Abilities 20 + Skills 18 (72 Ranks) + Feats 17 + Powers 62 + Combat 18 + Saves 15 – Drawbacks 0 = 150pp

:arrow: Here we have the last of the Fantastic Four, The Invisible Woman. Her Force Field power is one of the most versatile powers I’ve created thus far in 2e. She can use it as a powerful force field, she can create really big invisible objects, she can focus her force fields in telekinetic blasts, and raise a shield. She can also use her Create Object power to create a movable platform that can lift the equivalent to a Strength score of 95, allowing her to levitate herself and quite a bit of baggage. Her Invisibility blocks her from normal sight and can affect any five people objects that she touches. Sue can turtle up like no one’s business with Improved Block, Defensive Attack, and Improved Defense. In the early days of the Fantastic Four Sue was rather useless relying solely on her invisibility powers. However as a result she has the most developed teamwork abilities in the group as well as the Inspire feat.

:!: Update: 5/1/06 :!:

Switches Susie over to a Dynamic Array. She can push he Toughness save up to +15 or can choose to use shield in increase her defense. Either way she makes good use of the interpose feat and can play the human shield for the rest of the group.
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Postby MDSnowman » Sun Oct 29, 2006 2:32 pm

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Iron Fist

PL:
10 (150pp)

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

Skills: Acrobatics 12 (+16), Bluff 8 (+8), Concentration 12 (+17), Escape Artist 8 (+14), Intimidate 12 (+12), Knowledge [Arcane Lore] 8 (+8), Notice 12 (+17), Sense Motive 12 (+17), Stealth 12 (+16)

Feats: Accurate Attack, Acrobatic Bluff, Defensive Attack, Defensive Roll, Dodge Focus (10), Improved Block, Improved Disarm, Improved Grab, Improved Initiative (2), Improved Pin, Improved Trip, Luck, Power Attack, Stunning Attack, Takedown Attack, Uncanny Dodge [Hearing]

Powers: Strike 6 (Extras: Penetrating [+1], Auto-Fire [+1]; Flaws: Check Required – Concentration [-1]; Power Feats: Improved Critical [3]; Drawback: Noticeable – Glowing Hands; Alternate Powers: Boost [Strength & Dexterity] 6, Healing 6 (Extra: Action – Standard; Flaws: Distracting, Check Required – Concentration), Telepathy 6 (Flaw: Range – Touch); 17pp)

Combat: Attack +14 [Unarmed +4, Iron Fist +6; 17-20 Crit] Defense 25 (13 flat-footed) Init +12

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

Abilities 34 + Skills 21 (84 Ranks) + Feats 26 + Powers 17 + Combat 38 + Saves 14 – Drawbacks 0 = 150

:arrow: Here’s Iron fist as per request. He’s the consummate martial artist. Master of Judo and Kung-Fu, and a student of Boxing (at least as M&M 2e defines those styles). His control over how own Chi is very strong. Using his Iron fist is easy enough, but after an encounter he’s fatigued. He can also use it to boost his strength and dexterity, give himself super senses, heal himself and others, and finally allow him to pull of a Vulcan mind meld. Under most circumstances he’d use hero points to shake off the fatigue status left over from using his Iron fist, and extra effort to gain leaping and the like. With his luck feat he’ll be able to get away with using extra effort more often. He’s a bit fragile, but if he knows what’s good for him he’ll be using defensive attack against most foes hoping to get a good shot in with his iron fist. I didn’t give him any benefit feats, because whether he’s an heir or not he doesn’t take advantage of the money quite as much as other rich characters. (That and with his secondary character status he often dances between being alive and dead).

:!: Update: 9/11/06 :!:

Iron Fist gets upgraded. I spent the extra points on him to beef up his iron fist power. With this he's able to level massive punches that are both penetrating and auto-fire. This boost trickles down to all of his alternate powers making them, and Iron Fist by extension, more effective.
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Postby MDSnowman » Sun Oct 29, 2006 2:34 pm

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Iron Man

PL:
12 (180pp)

Abilities: STR: 10 [38] (+14) DEX: 12 (+1) CON: 14 (+2) INT: 22 (+6) WIS: 16 (+3) CHA: 16 (+3)

Skills: Bluff 10 (+13/+17), Craft [Electrical] 16 (+22), Craft [Mechanical] 16 (+22), Diplomacy 10 (+13/+17), Knowledge [Business] 12 (+18), Knowledge [Technology] 12 (+18), Profession [Industrialist] 12 (+15), Sense Motive 8 (+11)

Feats: Accurate Attack, Attack Focus [Melee] (6), Attractive, Benefit [Wealth x 3] (3), Inventor, Minions (2) [Jarvis - Butler], Power Attack, Teamwork

Powers: Device 18 [Iron Man Battle Suit - Protection 12 (Extras: Impervious [+1]; 24), Enhanced Strength 28 (Alternate Powers: Blast 14, Blast 9 (extra: Line Area), Blast 9 (extra: Explosion Area); 31), Immunity 9 (Life Support; 9), Flight 6 (12), Super Senses 5 (Extended sight, Distance Sense, Danger Sense, Infravision, comm-link; 5), Super Strength 2 (Power Feat: Bracing; 5), Power Feats: Assessment, Attack Specialization: Blast (3); 72pp]

Combat: Attack +4 (+10 Melee / Blasters) [Unarmed +14] Defense 20 (15 flat-footed) Init +1

Saves: Toughness +14 (12 impervious) (14 flat-footed) Fortitude +5 Reflex +5 Will +10

Drawbacks: Normal Identity [Tony Stark; Very Common Occurence, Major Intensity; 5pp]

Abilities 30 + Skills 24 (96 Ranks) + Feats 16 + Powers 72 + Combat 28 + Saves 15 – Drawbacks 5 = 180pp

:arrow: Here we’ve got Tony. I didn’t try to rip off the standard Battle Suit archetype, but Tony still conformed pretty closely to it. He can fly at about 2,500 mph. Lift a shade under ten tons without extra effort. I’m especially proud of what I did with blast. The base blast is his repulser rays (able to be split between both hands.) and the unibeam blaster in the armor’s chest. The assessment feat on his armor is a representation of the AI in his armor. This is needless to say a very basic Iron man, his inventor feat, nearly limitless resources, and sky high craft skill allows him to adapt his armor for any required task.

:!: Update: 4/16/06 :!:

Iron Man gets a point reshuffling. The result is one bad bad man who manages to be a perfectly balanced PL 12 at the same time.

:!: Update: 10/29/06 :!:

Iron man gets Updated again, I fixed a noted complaint about a lack of comm-link, and got to fix a few problems I had with the build personally. He's not PL 12, 180pp anymore, but he still rules.
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Postby MDSnowman » Sun Oct 29, 2006 2:34 pm

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Jean Grey

PL:
10 (150pp)

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

Skills: Computers 8 (+10), Concentration 12 (+16), Diplomacy 4 (+6/+14), Notice 10 (+14), Pilot 6 (+7), Profession [Teacher] 8 (+12), Profession [Model] 8 (+12), Sense Motive 8 (+12)

Feats: All-Out Attack, Assessment, Attractive (2), Equipment, Improved Defense (2), Improved Initiative, Inspire (2), Interpose, Luck, Second Chance [Concentration Checks], Seize Initiative, Set-Up, Teamwork, Ultimate Effort [Ultimate Will Save]

Powers: Telepathy 10 (Dynamic; Extras: Move Action [+1], Wide Array [+1]; Alternate Powers: Force Field (Extra: Impervious [+1], Affect Others [+1]) – Dynamic, ESP (Audio, Visual, Telepathy) – Dynamic, Mental Blast – Dynamic, Mind Control – Dynamic, Telekinesis – Dynamic (Extra: Damaging [+1]), Blast (Extra: Action – Move Action [+1], Duration – Concentration [+1]; Power Feat: Indirect) – Dynamic, Astral Form (Dimensional) - Dynamic, Mind Shield –Dynamic; 57pp)

Combat: Attack +8 [Unarmed +1, Telekinetic Blast +12] Defense 16 (13 flat-footed) Init +5

Saves: Toughness +4 (4 flat-footed) Fortitude +3 Reflex +3 Will +10

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

Abilities 22 + Skills 16 (64 Ranks) + Feats 18 + Powers 57 + Combat 28 + Saves 10 – Drawbacks 0 = 150pp

:arrow: Here's Jean Grey 2.0. I Dynamic Arrayed this poor girl to the hilt and it shows. She has A LOT of options in combat, however she has to decide carefully about how to use her power. Frankly without her force field up she's a sucker for any attack, but with it she can stop nearly any oncoming attack. The end result is a jean who's an awesome support player but with require some smart playing to succeed in single combat.
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Postby MDSnowman » Sun Oct 29, 2006 2:36 pm

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Jubilee

PL:
7 (105pp)

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

Skills: Acrobatics 12 (+16), Bluff 8 (+11/+15), Climb 4 (+4), Computers 3 (+5), Diplomacy 6 (+9/+13), Knowledge [Streetwise] 8 (+10), Knowledge [Pop Culture] 4 (+6), Sense Motive 6 (+6), Sleight Of Hand 4 (+8), Stealth 12 (+16), Survival 8 (+8), Languages (English; Base: Chinese)

Feats: Acrobatic Bluff, Attractive, All-Out Attack, Defensive Roll (3), Dodge Focus (4), Equipment, Hide in Plain Sight, Improved Initiative, Luck (2), Power Attack, Sneak Attack (2), Teamwork

Powers: Blast 7 (Alternate Powers: Dazzle [Visual]; 15pp), Immunity 1 (Own Powers; 1pp)

Combat: Attack +7 [Unarmed +0, Fireworks +7] Defense 20 (13 flat-footed) Init +8

Saves: Toughness +4 (1 flat-footed) Fortitude +2 Reflex +8 Will +2

Equipment: Jacket [+1 Toughness; 1ep], Cell Phone [1ep]

Abilities 18 + Skills 19 (76 Ranks) + Feats 19 + Powers 16 + Combat 26 + Saves 7 – Drawbacks 0 = 105pp

:arrow: Here’s Jubilee. Her mutant power isn’t useless, but she certainly lacks a lot of raw power. In most cases she’s really good at sneaking about. Her power simply gives her a chance to hurt most mundane foes. If she’s fighting alongside someone she should hang back and All-Out Attack with her fire works. That way she has a better than average chance of hitting a super powered foe. Really Jubilee is built to take on mundane opponents (mooks, normal civilians and the like) and to struggle against other super powered foes. Really she’s meant to be really hard to use in your typical super powered fight. Whoever is running her needs to be smart about using stealth and acrobatic bluff to catch a foe flat-footed and leaving them open to her fireworks.
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Postby MDSnowman » Sun Oct 29, 2006 2:37 pm

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Juggernaut

PL:
14 (210pp)

Abilities: STR: 25 [45] (+17) DEX: 10 (+0) CON: 22 (+6) INT: 8 (-1) WIS: 8 (-1) CHA: 8 (-1)

Skills: Intimidate 16 (+15), Notice 8 (+7), Sense Motive 8 (+7)

Feats: All-Out Attack, Attack Focus [Melee] (9), Fast Overrun, Fearless, Improved Overrun, Power Attack, Startle

Powers: Enhanced Strength 22 (22pp), Super Strength 3 (Power Stunt: Ground Strike; 7pp), Growth 4 [Large Size; +8 Strength, +4 Constitution; Power Feats: Innate; Flaws: Duration- Permanent [-1]; 9pp], Immunity 89 (All Lethal and Non-Lethal Physical Damage; All Lethal and Non-Lethal Energy Damage; Life Support; 89pp), Device 2 (Helmet- Immunity 10 (Mental Effects); 8pp), Immovable 7 (Extra: Unstoppable [+1]; 14pp), Shield 8 (8pp)

Combat: Attack +2 (+11 Melee)[Unarmed +17] Defense 20 (12 flat-footed) Init +0

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

Abilities 9 + Skills 8 (32 Ranks) + Feats 15 + Powers 157 + Combat 12 + Saves 9 – Drawbacks 0 = 210pp

:arrow: Juggernaut lives up to his name. He’s big, he’s mean, and he’s now IMPOSSIBLE to harm in a conventional manner. As such Cain never bothered to invest much in improving his defense. He can use his overrun feats to trip a foe while on the run. His helmet gives him total protection against any mental powers They don’t even provoke a save, but if you pop that can open he’s a wimp against any mental attacks. Despite all his power he’s relatively unskilled (fewer feats and skill than most). So he’s largely a one-dimensional fighter, really his best bet if he wants to mix it up is to keep Attacking with Power Attack and hoping for a lucky roll. With his large size He suffers -1 to Attack and Defense, -4 to Stealth Checks, +4 to Grapple Checks, Has a 10ft Reach and takes up a 10ft square.

:!: Update :!:
Wow, Major Revamp here. Juggs is now impossible to hurt physically, he lacks protection otherwise, but he doesn't need it.

:!: Update: 3/16/06 :!:

Shuffled Juggs' points a little bit to give him life support. Increased his defense a little bit. I contemplated lowering his Power Level, but decided to keep it where it was so I could enjoy the look on the face of anyone unlucky enough to get hit by him.
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Postby MDSnowman » Sun Oct 29, 2006 2:39 pm

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The Kingpin

PL:
8 (150pp)

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

Skills: Bluff 12 (+16)*, Diplomacy 12 (+16)*, Gather Information 12 (+16)*, Intimidate 12 (+16)*, Knowledge [Business] 10 (+13), Knowledge [Civics] 10 (+13), Knowledge [Current Events] 8 (+11), Notice 8 (+11), Sense Motive 8 (+11)

Feats: Accurate Attack, Benefit [Wealth] (3), Connected, Contacts, Defensive Attack, Equipment (7), Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Master Plan, Minions (16), Skill Mastery [Bluff, Diplomacy, Gather Information, Intimidate], Takedown Attack

Powers: None

Combat: Attack +8 [Unarmed +7, Cane +8] Defense 17 (14 flat-footed) Init +2

Saves: Toughness +9 (9 flat-footed) Fortitude +9 Reflex +3 Will +8

Equipment: Walking Stick [+1; Mighty; 2ep], Undercover Vest [+2 Toughness; Subtle; 4ep], Stickpin [Fatigue 6; 12ep], Skyscraper [Size: Large; Toughness: 15; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop. Cost: 17ep]

Abilities 52 + Skills 23 (92 Ranks) + Feats 37 + Powers 0 + Combat 30 + Saves 8 – Drawbacks 0 = 150/150

:arrow: Well here’s everyone’s favorite criminal genius. He’s a master of interaction skills, is as strong as a bull, and is a skilled combatant. I tried to strike a balance between with gadget using spider-man villain Kingpin and the realistic Frank Miller Daredevil Kingpin. As a result his walking stick is entirely mundane, but his stickpin can still unleash a sleeping gas. He may look like he’d take a lot of hits in a normal fight, but in truth he can use defensive attack and accurate attack to improve his versatile allowing him to better go toe to toe with tough heroes. His minions are a squad of 5 Bodyguards who have stats as follow.

Bodyguard
PL:
3 (45pp)
Abilities: STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 10 (+0)
Skills: Computers 2 (+4), Diplomacy 3 (+3), Drive 4 (+5), Gather Information 4 (+4), Intimidate 4 (+4), Investigate 6 (+8.), Notice 6 (+8.), Profession [Bodyguard] 5 (+7), Search 6 (+8.)
Feats: Defensive Roll, Equipment (2)
Combat: Attack +3 [Unarmed +0, Pistol +3] Defense 14 (12 flat-footed) Init +1
Saves: Toughness +2 (1 flat-footed) Fortitude +3 Reflex +1 Will +6
Equipment: Pistol (+3 Damage), Handcuffs, Camera, Cell Phone, Notebook Computer
Abilities 12 + Skills 10 (40 Ranks) + Feats 3 + Powers 0 + Combat 14 + Saves 6 – Drawbacks 0 = 45/45


He also has 500 thugs at his disposal.
Last edited by MDSnowman on Tue May 04, 2010 11:14 am, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 2:40 pm

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Longshot

PL:
10 (150pp)

Abilities: STR: 12 (+1) DEX: 30 (+10) CON: 12 (+1) INT: 14 (+2) WIS: 16 (+3) CHA: 20 (+5)

Skills: Acrobatics 12 (+22), Bluff 4 (+9/+13), Climb 8 (+9), Escape Artist 8 (+18), Knowledge [Tactics] 8 (+10), Sense Motive 8 (+11), Stealth 8 (+18), Survival 4 (+7)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus [Ranged] (8), Attractive, Dodge Focus (10), Defensive Attack, Defensive Roll (3), Elusive Target, Equipment, Evasion, Improved Initiative (2), Luck (5), Precise Shot (2), Quick Draw, Ranged Pin, Throwing Mastery (6), Uncanny Dodge [Sight]

Powers: Leaping 2 (2pp), Luck Control 3 (Extras: Area [+1], Selective [+1]; 15pp), Super Senses 4 (Post Cognition; Flaws: Touch Range [-1]; 2pp)

Combat: Attack +5 (+13 Ranged) [Unarmed +1, Throwing Knives +7; 19-20 Crit] Defense 25 (13 flat-footed) Init +18

Saves: Toughness +5 (2 flat-footed) Fortitude +3 Reflex +12 Will +6

Equipment: Throwing Knives [+1 Damage; 19-20 Crit; Auto-Fire; 4ep], Leather Jacket [+1 Toughness; 1ep]

Drawbacks: Power Loss [Luck Control; When he believes motives are Evil/Selfish; Uncommon Occurrence; Minor Intensity; 1pp]

Abilities 44 + Skills 15 (60 Ranks) + Feats 46 + Powers 19 + Combat 20 + Saves 7 – Drawbacks 1 = 150

:arrow: This is my first luck controlling character in 2e. If I’ve done it right Longshot can Spend hero points on another character’s behalf, negate gamemaster fiat with a hero point, and can spend a hero point to force someone to re-roll a d20 roll and take the lower of the two results. He can do this in an area and determine who is affected and who isn’t. His throwing knives provide him with a useful (and often devastating) attack form. This is especially true if he can use his acrobatic bluff on a foe. I felt the need to give him a decent fortitude save do largely to the fact that he’s got two hearts. Since luck control runs on hero points I figured five ranks in luck would give him plenty of fuel for his fire. Those hero points can come in real handy especially considering how fragile I left poor Longshot. At least this way he can burn one of those many hero points to get at least a 10 on his toughness save.
Last edited by MDSnowman on Tue May 04, 2010 11:15 am, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 2:41 pm

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Luke Cage

PL:
9 (135pp)

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

Skills: Bluff 6 (+7), Climb 6 (+15), Craft [Mechanical] 6 (+6), Drive 6 (+8), Intimidate 14 (+15), Knowledge [Streetwise] 10 (+10), Notice 6 (+6), Sense Motive 8 (+8), Stealth 6 (+8)

Feats: Accurate Attack, All-Out Attack, Chokehold, Defensive Attack, Improved Block (2), Improved Critical [Unarmed] (2), Luck, Power Attack, Startle, Stunning Attack, Weapon Break.

Powers: Density 1 (+2 Strength; Extra: Continuous [+1]; Flaw: Permanent [-1]; 3pp). Immunity 3 (Heat Conditions, Cold Conditions, and Pressure; 3pp), Impervious Toughness 6 (6pp), Super Strength 4 (8pp)

Combat: Attack +8 [Unarmed +10; 18-20 Crit] Defense 18 (14 flat-footed) Init +2

Saves: Toughness +10 (6 Impervious) (10 flat-footed) Fortitude +14 Reflex +4 Will +3

Abilities 44 + Skills 17 (68 Ranks) + Feats 13 + Powers 20 + Combat 32 + Saves 9 – Drawbacks 0 = 135pp

:arrow: Well by popular demand I bring you Cage. He’s a low-grade brick with a few tricks up his sleeve essentially. For example had it been him fighting Bane in my Story line instead of Spider-Man Cage would have wiped the floor with him. Cage has muscles, and he’s got endurance, both like you wouldn’t believe, however with his PL that’s not enough to float him through a tough fight with another meta-human. He needs to rely on his feats, specifically Power attack, Accurate attack, All-Out Attack, and Defensive attack, to really put someone in a bind during combat. Throw in actions like charging, and changing stances in combat and Luke can really hurt someone badly if he knows what he’s doing. He has stunning attack and Chokehold so he can really mix things up during combat. So in closing Cage is about fighting whatever way is the most practical given a specific foe, which I think is really captures the flavor of street fighting.
Last edited by MDSnowman on Tue May 04, 2010 11:15 am, edited 2 times in total.
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Postby Buddha the DM » Sun Oct 29, 2006 2:45 pm

MDSnowman wrote:Iron Man

PL:
12 (180pp)

Powers: Device 22 [Iron Man Battle Suit - Protection 12 (Extras: Impervious [+1]), Enhanced Strength 24, Blast 14 (Power Feat: Split Attack, Accurate (3); Alternate Powers: Line Area Blast 9), Immunity 9 (Life Support), Flight 7, Super Senses 4 (Extended sight, Distance Sense, Danger Sense, Infravision), Super Strength 1; 88pp]


No radio function in the suit?
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