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

MDSnowman: Tears of Taija Act 5 Updates, Mira

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

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

Postby MDSnowman » Sun Oct 29, 2006 2:51 pm

Buddha the DM wrote:
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?

Easy enough to fix.

Edit: Consider it done.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby Buddha the DM » Sun Oct 29, 2006 2:57 pm

Was just curious is all. Damn nice write-up of one of my all time favorite Marvel heroes.
Harold "Buddha the DM" Nichols
AIM:
Buddha the DM // ICQ: 42065919
Buddha's Character Archive
User avatar
Buddha the DM
Collaborator
Collaborator
 
Posts: 327
Joined: Thu Sep 18, 2003 10:22 am
Location: Oswego, NY, USA

Postby MDSnowman » Sun Oct 29, 2006 5:02 pm

Image

Mach IV

PL:
9 (150pp)

Abilities: STR: 12 [26] (+8) DEX: 12 [20] (+5) CON: 12 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 10 (+0)

Skills: Bluff 4 (+4), Climb 4 (+4), Craft [Mechanical] 12 (+15), Disable Device 8 (+11), Intimidate 10 (+10), Knowledge [Technology] 10 (+13), Notice 8 (+9), Pilot 8 (+13), Sense Motive 8 (+9), Stealth 8 (+13)

Feats: Attack Focus [Melee] (4), Evasion, Favored Environment [Airborne] (5), Improved Initiative (2), Inventor, Move-By Action, Teamwork

Powers: Device 18 [Mach IV Armor – Enhanced Strength 14, Enhanced Dexterity 8, Flight 8, Blast 9 (Extra: Explosion Area [+1]; Alternate Powers: Blast 6 (Extra: Auto-Fire [+1]; Power Feats: Accurate (3));), Protection 10 (Extra: Impervious [+1] 5), Immunity 9 (Life Support); 72pp]

Combat: Attack +6 (+10 Melee, +12 Blaster) [Unarmed +8, Blaster +6] Defense 15 (20 Airborne) (13 flat-footed) Init +13

Saves: Toughness +10 (5 Impervious) (10 flat-footed) Fortitude +3 Reflex +8 Will +3

Abilities 14 + Skills 20 (80 Ranks) + Feats 15 + Powers 72 + Combat 22+ Saves 7 – Drawbacks 0 = 150pp

:arrow: Here’s another Thunderbolt member, Mach IV. He makes a great support unit and can mix it up well in both melee and at range. Really Mach IV’s wide variety of powers really gives him more than a few options, especially when you throw in his inventor feat. Most of the time he’ll use move by actions with his blaster to hurt a foe and stay out of easy attack range. Against a foe with impervious protection he’ll instead rely on his mini missiles (the area blast). In a team fight he’ll alternate between that strategy and using move by actions to deliver teamwork.
Last edited by MDSnowman on Tue May 04, 2010 12:22 pm, edited 2 times in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:03 pm

Image

Magneto

PL:
14 (210pp)

Abilities: STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 20 (+5) WIS: 18 (+4) CHA: 22 (+6)

Skills: Bluff 8 (+14), Computers 8 (+13), Concentration 10 (+14)*, Craft [Chemical] 12 (+17), Craft [Electronic] 12 (+17), Craft [Mechanical] 12 (+17), Diplomacy 12 (+18)*, Gather Information 12 (+18)*, Intimidate 8 (+14), Knowledge [Civics] 8 (+13), Knowledge [Earth Sciences] 6 (+11), Knowledge [Life Sciences] 12 (+17)*, Knowledge [Tactics] 8 (+13)*, Knowledge [Technology] 12 (+17), Sense Motive 12 (+16)

Feats: Assessment, Attack Specialization [Magnetic Attacks] (5), Benefit [Alternate Identities, Status, Wealth x3] (5), Connected, Contacts, Dodge Focus (6), Equipment (6), Fascinate [Diplomacy], Improved Initiative, Inspire (5), Inventor, Leadership, Master Plan, Skill Mastery [Concentration, Diplomacy, Knowledge (Life Sciences), Knowledge (Tactics)], Startle, Well-Informed

Powers: Device 2 (Helmet – Immunity 10 (Mental Effects); 8pp), Magnetic Control 16 (Dynamic; Extra: Wide Array [+1]; Dynamic Alternate Powers: Blast, Force Field (Extra: Impervious), Flight, Deflect [Slow Projectiles] (Extra: Move Action), Nullify [Electronics] (Extra: Sustained Duration, Independent; Flaws: Check -Concetration), Telekinesis; 44pp), 60pp), Super Sense 5 (Extended (4) Metal Awareness; 5pp), Telepathy 3 (6pp)

Combat: Attack +2 (+12 w/ Magnetic Attacks)[Unarmed +0] Defense 22 (13 flat-footed) Init +4

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

Equipment:
:!: Uniform [+4 Toughness; Quick Change; 5ep]
:!: Asteroid M [Size: Colossal; Toughness: 20; Feats: Combat Simulator, Communications, Computer, Defense System, Fire Prevention System, Gym, Hanger, Holding Cell, Infirmary, Isolated, Laboratory, Living Space, Power System, Security System, Teleport (affects Others). Cost 23ep]

Abilities 30 + Skills 38 (152 Ranks) + Feats 37 + Powers 79 + Combat 16 + Saves 10 – Drawbacks 0 = 210pp

:arrow: Wow, Magneto is a monster. At 210 power points there is next to nothing that this man can’t do, especially if given enough time. I know he can do odd things like produce wormholes, gravity wells, and alternate blasts. However these things are also not easy for him. As a result he has to use extra effort in order use his powers as such. Such plot devices are usually the result of his numerous craft and knowledge skills, and with his inventor feat. Feel free to go wild with those, Magneto has built some amazing stuff over the years. I know that Magneto isn’t really limited to lifting metal anymore. As a result normal telekinesis is an Alternate Power to his Magnetic control (sorry I did not feel comfortable building magneto without magnetic control, and it only cost me 2pp). I also gave him Asteroid M as a base. This is a placeholder. If he’s ruling Genosha instead use the points to build a palace. His status benefit is also in a state of Flux, many Mutants see him as a savior, but again if he’s off ruling Genosha that could also be his status as ruler. In which case also feel free to take one of his ranks in wealth away and give him Diplomatic Immunity as well. Ultimately Magneto is a foe that requires all the X-Men working together to defeat. Also I gave him crappy fortitude and Reflex saves so he can find himself at the Mercy of clever players.. that and he was already really expensive.

:!: Update: 3/09/06 :!:

Magneto got another facelift. He's no longer a monstrous PL 16 character, he's now a monstrous PL 14. He's a little better balanced in compairison to the other X-Men characters now. At least to a degree where his mere presence on a team wouldn't spell instant defeat for an opposing group.

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

Magneto got tweaked again, I put all his magnetic powers on an a dynamic array. He's now 210pp, and a perfectly balanced PL 14.
Last edited by MDSnowman on Tue May 04, 2010 12:22 pm, edited 2 times in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:06 pm

Image

Marrow

PL:
9 (135pp)

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

Skills: Acrobatics 8 (+12), Climb 8 (+11), Intimidate 12 (+15), Knowledge [Streetwise] 8 (+9), Notice 12 (+12), Sense Motive 8 (+8), Stealth 8 (+12), Survival 8 (+8)

Feats: Accurate Attack, All-Out Attack, Attack Specialization [Bones] (2), Defensive Attack, Dodge Focus, Elusive Target, Improved Initiative, Inspire (2), Sneak Attack (2), Startle, Takedown Attack, Uncanny Dodge [Hearing]

Powers: Protection 4 (4pp), Regeneration 9 (Recovery Bonus 5; Recovery Rate: Bruised 3; Injured 1; 9pp), Strike 3 (Extra: Sustained Duration [+2], Aura [+1]; Alternate Powers: Personal Range Continuous Damaging Create Object as a Free Action; 13pp)

Combat: Attack +6 (+10 w/ Bones) [Unarmed +3, Bone Weapons +6] Defense 20 (15 flat-footed) Init +8

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

Abilities 30 + Skills 18 (72 Ranks) + Feats 15 + Powers 26 + Combat 30 + Saves 16 – Drawbacks 0 = 135pp

:arrow: Here’s Marrow. I really struggled with how to emulate her abilities. What we got is a strike aura (her normal bone protrusions), protection (because of her unique physiology), damaging create object (to represent her concentrating, sprouting a bone big enough to be used as a weapon, and the pain of wrenching it out of her body), and Regeneration (to offset some of the damage she does to herself by creating objects).
She’d seldom use the full strength of her create objects, it would simply hurt her too badly. However as an NPC that portion of her power is usually handled outside of combat. Unless of course she’s been disarmed. Here are some of the weapons she can make.

:!: Bone Knives – [+2 Damage; Auto-Fire; 19-20 Crit; Mighty; Thrown]
:!: Bone Spear – [+3 Damage; Extended Reach, 19-20 Crit; Mighty; Thrown]
:!: Bone Sword – [+5 Damage; 18-20 Crit; Mighty]
Last edited by MDSnowman on Tue May 04, 2010 12:23 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:08 pm

Image

Marvel Boy

PL:
10 (135pp)

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

Skills: Bluff 8 (+10), Concentration 12 (+14), Knowledge [Physical Sciences] 6 (+9), Knowledge [Pop Culture] 6 (+9), Notice 10 (+12), Sense Motive 6 (+8)

Feats: Accurate Attack, Attack Specialization [Telekinesis] (2), Equipment, Inspire (2), Interpose, Luck, Move By Action, Power Attack, Teamwork (3)

Powers: Telekinesis 12 (Extras: Damaging [+1], Wide Array [+1]; - Dynamic; Alternate Powers: Flight –Dynamic, Force Field (Extras: Impervious, Affect Others) –Dynamic; 53pp)

Combat: Attack +4 (+8 Telekinesis) [Unarmed +1] Defense 18 (14 flat-footed) Init +0

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

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

Abilities 16 + Skills 12 (48 Ranks) + Feats 13 + Powers 53 + Combat 24 + Saves 15 – Drawbacks 0 = 135pp

:arrow: Marvel Boy, aka Justice, aka Major Vance Astro, is the resident psychic of the New Warriors. He’s very much the ultimate team player. His stint as the New Warrior’s leader leaves him with powers in inspiration, and he’s capable of using teamwork to his friends’ aid. He also has the interpose feat, meaning he can put himself, and his nice thick force field between a tough opponent, and one of his allies. This alone makes him the perfect counterpart to Speedball. Deep down Vance here is a nice support unit. He can aid his teammates in several different ways, but will not be the offensive focus of a fight.
Last edited by MDSnowman on Tue May 04, 2010 12:23 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:08 pm

Image

Mary Jane Watson-Parker

PL:
4 (50pp)

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

Skills: Bluff 1 (+5/+13), Acrobatics 8 (+9), Diplomacy 1 (+5/+13), Profession [Model] 9 (+10), Profession [Actress] 9 (+10), Notice 6 (+7), Sense Motive 6 (+7)

Feats: Attractive (2), Distract [Bluff], Inspire (2), Leadership, Luck

Powers: None

Combat: Attack +2 [Unarmed +0] Defense 13 (12 flat-footed) Init +1

Saves: Toughness +1 (1 flat-footed) Fortitude +4 Reflex +3 Will +3

Abilities 16 + Skills 10 (40 Ranks) + Feats 7 + Powers 0 + Combat 10 + Saves 7 – Drawbacks 0 = 50pp

:arrow: M.J. is a fun little build. She’s got tons of professions, and some acrobatics to represent her past careers. She also has Notice and Sense Motive. She’s hung around Spidey long enough to know to keep her eyes open. Her real use is to lay on the inspiration for Spider-Man. That sudden jolt of +2 to all of Pete’s attacks can really give him the boost he needs in a tough fight. She can also use leadership to help Peter shake off negative status effects.
Last edited by MDSnowman on Tue May 04, 2010 12:24 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:09 pm

Image

Mercury

PL:
10 (135pp)

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

Skills: Acrobatics 12 (+16), Climb 6 (+7), Computers 4 (+5), Disable Device 6 (+8), Notice 8 (+8), Sense Motive 6 (+6), Stealth 10 (+14)

Feats: Acrobatic Bluff, Attack Focus [Melee] (3), Attractive, Defensive Attack, Dodge Focus (12), Defensive Roll, Equipment, Evasion, Improved Initiative (2), Sneak Attack (4), Teamwork, Uncanny Dodge [Hearing]

Powers: Alternate Form [Liquid] 12 (Super Movement 2 (Slithering), Immunity 30 (Fortitude Effects), Insubstantial 1, Suffocate 10, Elongation 1; Flaws: Permanent [-1]; 48pp)

Combat: Attack +7 (+10 Melee) [Unarmed +1] Defense 25 (12 flat-footed) Init +12

Saves: Toughness +5 (4 flat-footed) Fortitude +NA Reflex +10 Will +3

Equipment: Hellions Uniform [+4 Toughness; Comm-Link; 5ep]

Abilities 16 + Skills 13 (52 Ranks) + Feats 29 + Powers 48 + Combat 20 + Saves 9 – Drawbacks 0 = 135pp

:arrow: Here’s another Hellion, Mercury. She can shift her form back and forth from a solid to a liquid. In liquid form he’s an excellent infiltrator, faster than all heck, and can drown a foe with her liquid body. Her suffocate is really her money attack as few foes have the fortitude save needed to avoid just how nasty an attack that can be. I couldn’t get confirmation if she had a solid form too, but you can extra effort it just in case. However I am operating the assumption that when they say "solid mercury" it means that her entire body is made of mercury, no organs, skin, or organic material (which explains why she and Wither can be friends)

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

By popular demand/badgering Mercury has a constitution score.
Last edited by MDSnowman on Tue May 04, 2010 12:24 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:11 pm

Image

Midnight’s Fire

PL:
10 (150pp)

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

Skills: Acrobatics 4 (+11), Bluff 8 (+10), Climb 4 (+11), Diplomacy 8 (+10), Drive 8 (+15), Intimidate 12 (+14), Knowledge [Streetwise] 12 (+14), Notice 8 (+11), Profession [Drug Lord] 8 (+11), Sense Motive 8 (+11), Stealth 8 (+15)

Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] (5), Chokehold, Defensive Attack, Dodge Focus (5), Elusive Target, Improved Block, Improved Disarm, Instant Up, Minions (6) [25 Thugs], Power Attack, Stunning Attack, Uncanny Dodge [Hearing]

Powers: Speed 1 (1pp), Super Senses 3 (Enhanced Vision, Enhanced Hearing, Scent; 3pp)

Combat: Attack +8 (+13 Melee)[Unarmed +7] Defense 23 (14 flat-footed) Init +7

Saves: Toughness +7 (7 flat-footed) Fortitude +10 Reflex +9 Will +7

Abilities 56 + Skills 22 (88 Ranks) + Feats 27 + Powers 4 + Combat 32 + Saves 9 – Drawbacks 0 = 150pp

:arrow: Cue the obscure New Warriors Villains! Midnight’s Fire is one bad dude. Physically he’s a match for Captain America, but since he went to the streets and became a cop killer and drug lord he does have the benefits of having thugs, and tons of street smarts. The basis for the character is that he’s deadly if you happen to be a normal human. Between his heightened ability scores and mess of combat feats I think I’ve done that. This is exactly the type of guy dangerous enough to force Night Thrasher into building his combat armor. When you toss in his force of thugs he becomes a dangerous foe for inexperienced hero group, and downright vicious in a one on one fight.
Last edited by MDSnowman on Tue May 04, 2010 12:24 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:12 pm

Image

Mimic

PL:
10 (101pp)

Abilities: STR: 12 [28] (+9) DEX: 12 (+1) CON: 12 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3)

Skills: Bluff 8 (+11/+15), Climb 8 (+9), Diplomacy 8 (+11/+15), Drive 8 (+9), Knowledge [Tactics] 8 (+9), Notice 8 (+11), Pilot 8 (+9), Sense Motive 12 (+15), Stealth 8 (+9)

Feats: Assessment, Attractive, Benefit [Status], Inspire (3), Leadership, Sneak Attack

Powers:

:!: Colossus – Alternate Form Solid 8 [Density 8 (+16 Strength, +8 Impervious Protection, Immovable 2, Super Strength 2; Ground Strike; 25pp), Immunity 8 (Life Support minus Disease; 8pp)]

:!: Wolverine – Strike 4 (Power Feats: Mighty, Quick Draw; Extra: Penetrating [+1]; 10pp), Super Senses 5 (Scent [Extended, Accurate], Tracking; 5pp), Regeneration 8 (Recovery Rate 8; 8pp)

:!: Cyclops – Blast 8 (Extras: Penetrating [+1], Duration – Concentration [+1]; AP: Move Action Deflect [All Ranged]; 33pp), Immunity 1 (Havok’s Powers; 1pp)

:!: Northstar – Flight 8 (16pp), Force Field 8 (Extra: Linked to Flight [+0]; 8pp)

:!: Deadpool – Regeneration 8 (Recovery Rate 8; 8pp)

Mimic [All Powers] X (Extras: Continuous [+1], Extra Subjects [+2], Perception Range [+2], Stacking [+1]; Flaws: Limited –Mutant Powers Only [-1], Tainted [-1], Limited to rank 8 [-1]; 7Xpp)

Combat: Attack +10 [Unarmed +9, Claws +10 (4 Penetrating). Blast 8 (Penetrating)] Defense 20 (15 flat-footed) Init +1

Saves: Toughness +10 (9 Impervious) (10 flat-footed) Fortitude +7 Reflex +6 Will +9

Drawbacks: Power Drawbacks [Mimic- Only Continuous after spending a great deal of time with target, Only works within 30 feet; 2pp]

Abilities 20 + Skills 19 (76 Ranks) + Feats 8 + Powers X + Combat 40 + Saves 16 – Drawbacks 2 = 101pp

:arrow: No tradeoffs here, Mimic needs to be able to do everything at once hence he needs to be flexible. Mimic is a poor man's Argo, meaning that he can mimic ANYTHING mutant based. But as a result he's deadly. He tends to keep the same set of powers for a long period of time, but feel free to drop one power set in favor of another mutant's powers. The lower mimic level restriction means so he won’t go and perfectly mimic a powerful attack like Cyclops’ eye blasts. It may not be technically legal but I let Deadpool and Wolverine’s Regeneration stack for purposes of Mimic. Therefore he’ll get a chance to recover from Bruised Status once per round without rest required, an Unconscious State after one round, Injured status one round, Staggered Once Per Round, Disabled status once per five minutes. He doesn’t get a recovery check bonus, the ability to recover ability damage quickly, and he also doesn’t get resurrection (though I suppose he could use extra effort to get them). As mutants seems to lack angst in his reality Mimic has the benefit feat as he's a celeberity on his Earth.

:!: Update :!:
Followed Tomorrow's advice and went the Argo (of Freedom City fame)route on Mimic. As a result he comes adeadly NPC, but he's nowhere near balanced as a PC anymore.
Last edited by MDSnowman on Tue May 04, 2010 12:25 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:13 pm

Image

Mister Fantastic

PL:
10 (135pp)

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

Skills: Computers 10 (+22), Craft [Chemical] 12 (+24), Craft [Electronic] 12 (+24), Craft [Mechanical] 12 (+24), Craft [Structural] 12 (+24), Disable Device 9 (+21), Escape Artist 11 (+22)*, Knowledge [Earth Sciences] 10 (+22), Knowledge [life Sciences] 10 (+22)*, Knowledge [Physical Sciences] 10 (+22)*, Knowledge [Technology] 12 (+24)*

Feats: Attack Focus [Melee] (6), Attack Specialization [Unarmed], Equipment (4), Inventor, Leadership, Master Plan, Skill Mastery [Escape Artist, Knowledge (Technology), Knowledge (Physical Sciences), Knowledge (Life Sciences)], Ultimate Effort [Ultimate Will Save]

Powers: Elongation 11 (11pp), Strike 10 (Alternate Powers: Snare 10 (Extra: Engulf; Flaws: Entangle); 11pp), Protection 14 (14pp)

Combat: Attack +2 (+8 Melee, +10 Unarmed) [Unarmed +10] Defense 16 (13 flat-footed) Init +1

Saves: Toughness +14 (14 flat-footed) Fortitude +0 Reflex +2 Will +10

Equipment:
:!: The Baxter Building [Size: Large; Toughness: 10; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop; 16ep]

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

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

Abilities 32 + Skills 30 (120 Ranks) + Feats 16 + Powers 36 + Combat 16 + Saves 9 – Drawbacks 4 = 135pp

:arrow: Wow! Reed is a monster. His powers and Skill add up to make him a very expensive character, but I got around that. His Elongation goes for a little under two miles, with extra effort that can be pushed to just under five miles (for his sake I just hope he never needs to stretch that far). Frankly Reed is nearly impossible to hurt unless you know how to best do it. Energy based attacks have a DC of 100% higher than normal meaning that his massive protection is a bit less effective. That Uniform will be used on all team members. Between Reed’s Master Plan and his inventor feat there will seldom be a situation he can’t handle. When all is said and done this is the only PL 10 character I can see Dr. Doom cursing on a consistent basis.

:!: Update :!:

Removed his Deflection. It was crazy expensive, and his impervious protection makes him immune to nearly any projectile weapon on earth anyhow. Either way I say Deflection can be a use of Extra effort.

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

Reed gets trimmed down once again. Now he's a weak PL 10 but an outstanding team player.
Last edited by MDSnowman on Tue May 04, 2010 12:25 pm, edited 3 times in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:14 pm

Image

Mr. Immortal

PL:
6 (90pp)

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

Skills: Bluff 8 (+11), Diplomacy 11 (+14), Knowledge [Pop Culture] 5 (+5), Notice 4 (+4), Sense Motive 4 (+4)

Feats: Dodge Focus (3), Fearless, Equipment, Inspire (2), Ultimate Effort [Ultimate Diplomacy Check]

Powers: Comprehend (Languages; 2pp), Immunity 1 (Aging; 1pp), Regeneration 58 (Recovery Bonus 8; Recovery Rate: Bruised 6, Unconscious 6, Injured 6, Staggered 6, Disabled 8, Ability Damage: 8; Resurrection 10; Flaw: Only triggered by Death [-1]; Power Feats: Triggered – by Death, Persistent, Regrowth; 32pp)

Combat: Attack +6 [Unarmed +1] Defense 17 (12 flat-footed) Init +0

Saves: Toughness +5 (5 flat-footed) Fortitude +4 Reflex +0 Will +3

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

Abilities 14 + Skills 8 (32 Ranks) + Feats 7 + Powers 35 + Combat 20 + Saves 6 – Drawbacks 0 = 90pp

:arrow: I got bored so decided to do one of Great Lakes Avengers. Mr. Immortal is meant to get run over by any real super powered competition. Of course he can bounce back from any such attack VERY quickly. It makes him useful as a scout, or as someone to step into other instantly fatal situations. He’s got no offense to speak off, but with his above average diplomacy skills he can talk someone into killing themselves (hey he's done it before, why not again.)
Last edited by MDSnowman on Tue May 04, 2010 12:26 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:15 pm

Image

Mister Sinister

PL:
12 (210pp)

Abilities: STR: 10 [30] (+10) DEX: 10 (+0) CON: 10 [30] (+10) INT: 26 (+8) WIS: 14 (+2) CHA: 20 (+5)

Skills: Bluff 12 (+17)*, Craft [Mechanical] 15 (+23), Craft [Chemical] 15 (+23), Craft [Electrical] 13 (+21), Knowledge [Life Sciences] 14 (+22)*, Knowledge [Technology] 15 (+23), Notice 6 (+8), Medicine 14 (+16)*, Sense Motive 12 (+14)*

Feats: Assessment, Eidetic Memory, Equipment (7), Inventor, Master Plan, Skill Mastery [Bluff, Knowledge: Life Sciences, Medicine, Sense Motive], Sneak Attack

Powers: Enhanced Strength 20 (Dynamic; Dynamic Alternate Powers: Telepathy, Telekinesis, Paralyze, Mind Shield, Blast, Morph; 33pp), Enhanced Constitution 20 (20pp), Immunity 10 (Life Support; Aging; 10pp), Regeneration 26 (Recovery Rate: 20; Bruised 3, Unconscious 3, Injured 4, Staggered 4, Disabled 6; Resurrection: 5; Power Feat: Regrowth; 27pp)

Combat: Attack +12 [Unarmed +10] Defense 19 (15 flat-footed) Init +0

Saves: Toughness +15 (15 flat-footed) Fortitude +10 Reflex +0 Will +8

Equipment: Body Armor [+5 Toughness; 5ep], 30 Extra EP

Abilities 30 + Skills 29 (116 Ranks) + Feats 13 + Powers 90 + Combat 42 + Saves 6 – Drawbacks 0 = 210pp

:arrow: There’s been a lot of call for Apocalypse and related baddies. In that vein I give you Mr. Sinister. Sinister is not a horribly efficient build, he’s not meant to be. He’s a top flight Matsermind villain however. Sinister is packed with skills, and his inventor feat gives him a lot of potential in a fight. Of course he’s not built to win a fight so much as he’s built to survive always everything that you throw at him. His regeneration works as follows. He automatically succeeds all recovery checks, recovers from Bruised or Unconscious Status once per round without rest, Injured and staggered status once per round, Disabled Status once per round, and death once every five minutes. Most times he won’t be using his telepathy and will instead put up his mental shield as high as it’ll go. I know he’s got a bunch of other powers, in those cases I suggest you use extra effort on his telepathy power.
Last edited by MDSnowman on Tue May 04, 2010 12:26 pm, edited 2 times in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:25 pm

Image

Moon Knight

PL:
9 (135pp)

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

Skills: Acrobatics 10 (+13), Bluff 12 (+12), Climb 8 (+11), Diplomacy 8 (+10), Disguise 8 (+8), Drive 4 (+17), Escape Artist 8 (+11), Intimidate 12 (+12), Knowledge [Streetwise] 8 (+10), Medicine 4 (+4), Notice 8 (+8), Sense Motive 8 (+8), Stealth 12 (+15), Languages (Hebrew, Egyptian; Base: English)

Feats: All-Out Attack, Benefit [Alternate Identities (2), Wealth (2)] (4), Defensive Attack, Dodge Focus (8), Elusive Target, Equipment (3), Improved Initiative, Improved Trick, Power Attack, Sneak Attack (2), Takedown Attack, Uncanny Dodge [Hearing]

Powers: Boost [Physical Ability Scores] 6 (Power Feats: Slow Fade [6]; Flaws: Limited – Personal [-1], Limited – Only when the Moon is in Gibbous or fuller [-1]; 12pp), Regeneration 7 (Recovery Bonus 6; Resurrection 1; 7pp).

Combat: Attack +11 [Unarmed +3, Kopesh +6; 19-20 Crit, Boomerang +3, Throwing Irons +2] Defense 22 (14 flat-footed) Init +7

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

Equipment: Uniform [+3 Toughness; 3ep], Bracelets [Improved Block; 1ep], Grappling Hook [Super Movement; Swinging; 2ep], Arsenal - [Boomerang - [+2 Damage; Mighty; Ricochet; 6ep], Alternate Powers: Kopesh - [+3 Damage; Mighty; Improved Critical; 5ep], Throwing Irons - [+1 Damage; Auto-Fire; Mighty; 4ep], Brass Knuckles - [+1 Damage; Mighty; 2ep]; 9ep total]

Abilities 22 + Skills 28 (112 Ranks) + Feats 23 + Powers 19 + Combat 30 + Saves 13 – Drawbacks 0 = 135pp

:arrow: I got a special request for Moon Knight via PM so here he is. He’s very much a well-balanced costumed adventurer character. Perfect for a Street Level game. Marc’s biggest problem in battle would be doing damage consistently. Unless the moon is close to full he lacks the strength to go toe to toe with most super villains, so he needs to rely on his sneak attack and ranged weapons to hurt foes. Again I’m happy I got to use the alternate identity benefits. Marc is exactly the type of character who conforms to my reading on the feat. He has documented identities. Let’s leave aside the fact that he sometimes has trouble figuring out which is real. His Moon Based boosting lasts a full day and brings all his physical abilities up to 22. These affect all his stats as you would assume they would.
Last edited by MDSnowman on Tue May 04, 2010 12:26 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

Postby MDSnowman » Sun Oct 29, 2006 5:26 pm

Image

Ms. Marvel

PL:
12 (180pp)

Abilities: STR: 12 [34] (+12) DEX: 12 (+1) CON: 12 [34] (+12) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

Skills: Bluff 8 (+11/+19), Computers 8 (+10), Disable Device 8 (+10), Disguise 8 (+11), Gather Information 8 (+11), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+9)

Feats: Attack Focus [Melee] (6), All-Out Attack, Attractive (2), Dedication, Dodge Focus (6), Power Attack

Powers: Absorption [Energy] 8 (Boost: Blast; 32pp), Enhanced Strength 22 (22pp), Enhanced Constitution 22 (22pp), Flight 4 (8pp), Immunity 9 (Life Support; 9pp), Super Strength 3 (6pp)

Combat: Attack +6 (+12 Melee) [Unarmed +12] Defense 22 (13 flat-footed) Init +1

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

Abilities 20 + Skills 16 (64 Ranks) + Feats 17 + Powers 99 + Combat 24 + Saves 4 – Drawbacks 0 = 180pp

:arrow: All the discussion of Ms. Marvel elsewhere prompted me to write her up. I wanted to hint at her potential, at the same time drive home her limitations. As a result she’s a very one-dimensional fighter. She’s fly in and pound on a foe mercilessly. If exposed to energy attacks she can unleash an energy blast, however with her aim she’s need to all-out attack to have a realistic chance at hitting her target. Her skills reflect her time working in espionage. Of course after this build I had to go and tweak Rogue again. Carol and Rogue should be a fairly even match now. Carol is quicker, and more accurate, but Rogue has the wild card of her mutant power.
Last edited by MDSnowman on Tue May 04, 2010 12:27 pm, edited 1 time in total.
User avatar
MDSnowman
Harbinger of Doom
Harbinger of Doom
 
Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 11 guests