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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Sun Oct 29, 2006 5:31 pm

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Multiple Man

PL:
8 (165pp)

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

Skills: Acrobatics 10 (+12), Bluff 12 (+14), Computers 6 (+8), Diplomacy 10 (+12), Drive 6 (+8), Gather Information 12 (+14), Notice 8 (+10), Pilot 6 (+8), Profession [Lawyer] 6 (+8), Profession [Private Investigator] 10 (+12), Search 6 (+10), Sense Motive 10 (+12), Stealth 10 (+12)

Feats: Accurate Attack, All-Out Attack, Beginner’s Luck, Defensive Attack, Dodge Focus (5), Eidetic Memory, Elusive Target, Equipment (2), Improved Disarm, Improved Initiative (2), Improved Trip, Jack of all Trades, Luck (2), Power Attack, Sneak Attack (3), Stunning Attack, Takedown Attack

Powers: Duplication 11 (Extras: Continuous [+1]; Flaw: Uncontrolled [-1]; Power Feats: Absorption Healing, Progression [6], Mental Link, Triggered – By physical force; 31pp), Device 3 [Kinetic Dampening Uniform – Removes Flaw on Duplication 11, Protection 3, Comm-Link; 12pp]

Combat: Attack +10 [Unarmed +2, Pistol +3] Defense 21 (13 flat-footed) Init +10

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

Equipment: Pistol [+3 Damage; 6ep], Cell Phone [1ep], Lap Top [1ep], Apartment [2ep]

Abilities 24 + Skills 28 (112 Ranks) + Feats 26 + Powers 43 + Combat 32 + Saves 12 – Drawbacks 0 = 165pp

:arrow: Geez this was not an easy build by any stretch of the imagination. Did you know that Duplication only gives your Dupes 15pp per rank… so you can’t really be sure how many ranks you need until you get toward the end. Every time I adjusted something on Jamie I had to adjust about three other things. Jamie can make up to 100 Duplicates, 250 if he uses extra effort to gain a power feat. Like I did with Cyclops I let Jamie’s device buy back the flaw on his duplication power. Recently Jamie has also demonstrated the ability to remember whatever his duplicates have learned. Therefore he’s got access to a lot of skills. It also makes him very skilled in combat. In combat he’ll overwhelm a foe with numbers (he doesn’t need teamwork… there’s just that many of him.) All of this add up to make him VERY expensive.
Last edited by MDSnowman on Tue May 04, 2010 2:44 pm, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 5:33 pm

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Mystique

PL:
10 (150pp)

Abilities: STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 24 (+7)

Skills: Acrobatics 8 (+12), Bluff 12 (+19)*, Computers 8 (+11), Drive 4 (+8), Escape Artist 8 (+12)*, Notice 8 (+9), Pilot 4 (+8), Sense Motive 8 (+9), Stealth 13 (+17)*, Languages (Chinese, French, German, Italian, Japanese, Portuguese, Spanish; Base: English)

Feats: Defensive Attack, Defensive Roll (2), Dodge Focus (10), Elusive Target, Equipment (3), Improved Disarm, Improved Initiative (2), Improved Trip, Inspire (2), Instant Up, Luck, Power Attack, Precise Shot (2), Seize Initiative, Skill Mastery [Bluff, Escape Artist, Disguise, Stealth], Sneak Attack, Uncanny Dodge [Hearing]

Powers: Morph 10 (Humanoids; 10pp)

Combat: Attack +14 [Unarmed +2, Pistols +4] Defense 24 (12 flat-footed) Init +12

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

Equipment: Twin Pistols [+4 Damage; Autofire; 12ep], Leather Outfit [+2 Toughness; Fascinate (Bluff); 3ep]

Abilities 38 + Skills 20 (80 Ranks) + Feats 32 + Powers 10 + Combat 36 + Saves 14 – Drawbacks 0 = 150pp

:arrow: Speaking of that She has a +57 Disguise Check. And since she can always take ten her normal Disguise check is 67. It’ll be hard for her to mess up a disguise. Like many of the Gun fighting characters I’ve created Raven lacks punch, but at the same time she’s got great aim. She has leadership experience so I’ve given her a few ranks in Inspire so she can rally a large group briefly.

:!: Update: 6/16/06 :!:

I switched her from being able to morph into anything to just humanoids. I know some of you may want to version of mystique that can morph into anything so I included that version below.

Mystique
PL:
10 (180pp)
Abilities: STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 24 (+7)
Skills: Acrobatics 8 (+12), Bluff 12 (+19)*, Computers 8 (+11), Drive 4 (+8), Escape Artist 8 (+12)*, Notice 8 (+9), Pilot 4 (+8), Sense Motive 8 (+9), Stealth 13 (+17)*, Languages (Chinese, French, German, Italian, Japanese, Portuguese, Spanish; Base: English)
Feats: Accurate Attack, Defensive Attack, Defensive Roll (4), Dodge Focus (6), Elusive Target, Equipment (3), Improved Disarm, Improved Initiative (2), Improved Trip, Inspire (2), Instant Up, Luck, Power Attack, Precise Shot (2), Seize Initiative, Skill Mastery [Bluff, Escape Artist, Disguise, Stealth], Sneak Attack, Stunning Attack, Uncanny Dodge [Hearing]
Powers: Shapeshift 4 (32pp)
Combat: Attack +14 [Unarmed +2, Pistols +4] Defense 24 (14 flat-footed) Init +12
Saves: Toughness +6 (2 flat-footed) Fortitude +6 Reflex +11 Will +6
Equipment: Twin Pistols [+4 Damage; Autofire; 12ep], 3 extra Equipment Points
Abilities 38 + Skills 20 (80 Ranks) + Feats 32 + Powers 32 + Combat 44 + Saves 14 – Drawbacks 0 = 180pp

:arrow: I know many people want Mystique and her off the wall current usage of her powers. So if you’re really intent on it I suggest that you use extra effort to gain the metamorph feat for an encounter. (It's part of the reason she's so expensive she needs to be able to morph into anything to be able to suddenly sprout wings from a Jet fighter and what not.)
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Postby MDSnowman » Sun Oct 29, 2006 5:35 pm

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Namor, the Sub-Mariner

PL:
12 (195pp)

Abilities: STR: 34 (+12) DEX: 20 (+5) CON: 34 (+12) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4)

Skills: Diplomacy 8 (+12), Handle Animal 12 (+16), Intimidate 12 (+16), Knowledge [Civics] 8 (+9), Notice 8 (+9), Sense Motive 8 (+9), Stealth 8 (+13), Survival 12 (+13)

Feats: Accurate Attack, All-Out Attack, Animal Empathy, Attack Specialization [Unarmed], Benefit [Status], Chokehold, Defensive Roll (2), Dodge Focus (5), Environmental Adaptation [Deep Sea], Equipment, Improved Initiative, Improved Pin, Power Attack, Rage [+4 Strength, +2 Fortitude & Will Saves; 5 Rounds], Startle

Powers: Absorption [Energy] 8 (Boost: Blast; Extra: Energy Storage [+1]; Flaws: Limited –Electrical [-2]; 24pp), Immunity 1 (Suffocation by Drowning; 1pp), Super Senses 6 (Extended Acute Blindsight; 6pp), Super Strength 5 (10pp), Swimming 10 (Alternate Power: Flight 5; 11pp)

Combat: Attack +10 (+12 Unarmed) [Unarmed +12, Trident +14; 10ft. Reach] Defense 20 (13 flat-footed) Init +9

Saves: Toughness +14 (12 flat-footed) Fortitude +12 Reflex +6 Will +6

Equipment: Trident [+2 Damage; Mighty; Extended Reach; Thrown; 5ep]

Drawbacks: Power Loss [Super Strength; After more than 12 hours out of Water; 1pp]

Abilities 70 + Skills 19 (76 Ranks) + Feats 19 + Powers 52 + Combat 30 + Saves 6 – Drawbacks 1 = 195pp

:arrow: Behold Namor! Build #250! This sea king takes a bit from my Aquaman build and turns up the dial. Due in large part to the fact that Aquaman spent about a decade ripping off Namor. I tried to hit all the major points with him. He’s largely a paragon-type character, however unlike Superman and what not his natural environment is the sea. Just out of the water you’ll find Namor a beast to fight. He can take an epic-style beating, and dish one out, especially when raging or using his Trident. All in all he’s a straightforward build. He’s got options in combat, and actually makes a really good grappling monkey if he’s fresh out of the water.
Last edited by MDSnowman on Tue May 04, 2010 2:45 pm, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 5:36 pm

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Namorita

PL:
10 (150pp)

Abilities: STR: 26 (+8) DEX: 18 (+4) CON: 26 (+8) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2)

Skills: Diplomacy 8 (+10/+14), Handle Animal 12 (+14), Knowledge [Civics] 8 (+10), Notice 6 (+9), Sense Motive 6 (+9), Survival 8 (+11)

Feats: All-Out Attack, Attack Focus [Melee] (9), Attractive, Dodge Focus (8), Power Attack, Teamwork

Powers: Corrosion 8 (Alternate Power: Paralyze (Extra: Alt Save – Fort); 17pp), Immunity 1 (Suffocation by Drowning; 1pp), Super Senses 6 (Extended Acute Blindsight; 6pp), Super Strength 5 (10pp), Swimming 10 (Alternate Power: Flight 5; 11pp)

Combat: Attack +3 (+12 Melee) [Unarmed +8] Defense 22 (12 flat-footed) Init +4

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

Drawbacks: Power Loss [Super Strength; After more than 12 hours out of Water; 1pp].

Abilities 54 + Skills 12 (48 Ranks) + Feats 20 + Powers 45 + Combat 14 + Saves 6 – Drawbacks 1 = 150pp

:arrow: July 6th likely doesn’t mean much to most folks, but I happen to know someone very special whose birthday is today. This special someone requested The New Warriors so as a birthday gift I give everybody a mess of New Warrior Builds… all on one day! First I give you Namorita. Essentially I took my Namor build, exchanged electrical absorption for corrosion, and turned the dial down to PL 10. By and large she’s a brawler, but her corrosion / paralyze array gives her the extra oomph she needs to really stick it to people in a fight. If Namorita avoids using her acidic secretions on a foe then she earns herself a spare her point for hamstringing herself like that. That extra hero point is often enough of a boon for her to do just that.
Last edited by MDSnowman on Tue May 04, 2010 2:45 pm, edited 2 times in total.
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Postby MDSnowman » Sun Oct 29, 2006 5:36 pm

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Nightcrawler

PL:
9 (135pp)

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

Skills: Acrobatics 13 (+23)*, Climb 5 (+7)*, Diplomacy 4 (+6), Escape Artist 2 (+12)*, Knowledge [Theology & Philosophy] 7 (+8)*, Notice 9 (+12), Sense Motive 10 (+13), Languages (English, Latin; Base: German)

Feats: Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Specialization [Sword] (3), Defensive Attack, Dedication, Defensive Roll, Dodge Focus (9), Elusive Target, Equipment (2), Hide in Plain Sight, Improved Critical [Sword], Improved Initiative, Improved Trick, Set up, Skill Mastery [Acrobatics, Climb, Escape Artist, Knowledge], Teamwork (3), Uncanny Dodge [Hearing]

Powers: Additional Limbs 1 (Power Feat: Innate; 2pp), Concealment 2 (Sight; Flaw: Limited – Only in Shadows [-1]; 2pp), Super Senses 1 (Distance Sense; 1pp), Super Movement 2 (Wall Crawling [2]; 4pp), Teleport 10 (Power Feats: Change Direction, Change Velocity, Progression [2], Turnabout; Flaw: Short-Ranged [-1]; 15pp)

Combat: Attack +7 (+13 w/ Swords) [Unarmed +2, Swords +5 (19-20; Cirt)] Defense 23 (12 flat-footed) Init +14

Saves: Toughness +5 (4 flat-footed) Fortitude +4 Reflex +11 Will +4

Equipment: Swords [+3 Damage; 19-20 Crit; Autofire; 8ep], Uniform [+2 Toughness; 2ep]

Abilities 40 + Skills 14 (56 Ranks) + Feats 31 + Powers 24 + Combat 22 + Saves 4 – Drawbacks 0 = 135pp

:arrow: Alright Nightcrawler was an interesting exercise. I’m pretty sure I hit most of the major points with him. Nightcrawler may teleport up to 500 pounds of excess baggage with him when he decides to teleport. Unwilling passengers must make a Reflex save DC 18 to escape. Also Kurt’s tail is an additional limb and operates as though it were a normal limb for all intents and purposes (including not being an “off hand"). Kurt can conceal himself from normal sight in a shadowed environment. Which is good, because his stealth is only respectable without that ability. Kurt as Skill Mastery with his Acrobatics checks. Meaning he can Always choose to take 10 on Acrobatics checks. The easiest way to lay Kurt out will be to catch him flat footed.

:!: Update :!:

After playing X-men legends 2 I decided to give Kurt the Short Range flaw to his teleport. Now if he wants to teleport an insane distance he can use extra effort, but under most circumstances Kurt should keep his teleportations short.

:!: Update: 6/28/06 :!:

I juggles numbers and gave Kurt improved trick, because if anyone deserves it he does.
Last edited by MDSnowman on Tue May 04, 2010 2:45 pm, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 5:38 pm

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Night Trasher

PL:
10 (150pp)

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

Skills: Acrobatics 8 (+11), Bluff 8 (+11), Climb 8 (+12), Computers 8 (+9), Disable Device 6 (+7), Intimidate 14 (+17), Knowledge [Streetwise] 8 (+9), Notice 8 (+9), Sense Motive 8 (+9), Stealth 12 (+15)

Feats: All-Out Attack, Accurate Attack, Defensive Attack, Dodge Focus (10), Equipment (5), Improved Block, Improved Disarm (2), Improved Initiative (2), Improved Pin, Inspire (3), Power Attack, Quick Draw, Startle, Stunning Attack, Teamwork (3), Uncanny Dodge [Sight]

Powers: Device 2 [Mark II Armor – Protection 3 (Extra: Impervious), Strike 1 (Power Feat: Mighty, Improved Critical), Concealment [Normal Vision] 2 (Flaws: Blending, Passive); 8pp], Mind Shield 7 (7pp)

Combat: Attack +14 [Unarmed +4, Escrima Fighting Sticks +6] Defense 23 (12 flat-footed) Init +11

Saves: Toughness +7 (3 Impervious) (7 flat-footed) Fortitude +8 Reflex +7 Will +5 (+12 vs. Mental Effects)

Equipment:
:arrow: Escrima Fighting Sticks [+2 Damage; Mighty. Thrown; Autofire; 6ep]
:arrow: Skateboard [Strength 10; Speed 1; Toughness +5; Features: Attaches to Armor; 2ep]
:arrow: Utility Pack [Pepper Spray – (Dazzle + Stun 5), Shaped Explosive Charges – [Explosion Area Blast 5], Machine Pistol – [+3 Damage; Auto-Fire], Sleep Gas – (Fatigue Explosion 4), Smoke Bomb – (Obscure [Visual] 4), Ball Bearings – (Trip 4 Cone Area; Triggered), Grappling Line - (Super Movement [Swinging]), Caltrops; 20ep]

Abilities 32 + Skills 22 (88 Ranks) + Feats 35 + Powers 15 + Combat 34 + Saves 12 – Drawbacks 0 = 150pp

:arrow: The founder of the New Warriors, Night Thrasher. Statistically Night Thrasher is what would happen if Nightwing and Batman had a love child. For A costumed adventurer Night Trasher can really take a beating. And with his auto-fire Escrima sticks he can really hand one out too. Night Thrasher used two sets of armor throughout his career, so what I did was split the difference. I put the hidden blade, active camo, and protection on the device while making the pepper spray, and skate board a part of his equipment. Technically however the active camo is enough of a boon where I felt compelled to cite it as the Mark II armor, even if I didn’t have the armor giving him enhanced strength. In a fight he’ll likely lay into tougher enemies with his sticks, while using his sleep gas or pepper spray on foes who appear to have a less than stellar fortitude save. As the founder of the New Warriors he’s got mucho teamwork and the inspiration feat. If I’ve done this build right Night Wing and Night Thrasher should be able to fight one another to a virtual standstill.
Last edited by MDSnowman on Tue May 04, 2010 2:46 pm, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 5:41 pm

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Nocturne

PL:
9 (135pp)

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

Skills: Acrobatics 10 (+20), Bluff 8 (+11), Climb 5 (+6), Knowledge [Arcane Lore] 9 (+10), Sense Motive 8 (+9), Stealth 8 (+18)

Feats: Acrobatic Bluff, Defensive Roll (5), Dodge Focus (5), Improved Trick, Hide in Plain Sight, Set-Up, Sneak Attack (4), Teamwork (3), Uncanny Dodge [Hearing]

Powers: Additional Limb 1 (1pp), Hellfire Control 8 (Alternate Powers: Possession 8 (Flaw: Touch Range); 17pp), Super Movement 2 (Wall Crawling [2]; 4pp)

Combat: Attack +10 [Unarmed +1, Hex Bolt +8] Defense 24 (14 flat-footed) Init +10

Saves: Toughness +6 (1 flat-footed) Fortitude +5 Reflex +11 Will +5

Abilities 30 + Skills 12 (48 Ranks) + Feats 23 + Powers 25 + Combat 36 + Saves 9 – Drawbacks 0 = 135pp

:arrow: Here’s Nocturne. I have to say I love these Exiles characters they’re so much fun. It’s like playing “what if they mated” and “what if they weren’t a bit characters” all at the same time. Nocturne has a lot on common with her Father. She’s fast, she’s got a tail (which is retractable, go figure), and she can cling to surfaces easily. Her differences are really in her main powers. She can either summon bolts of energy from the same dimension Nightcrawler does his teleporting through, or she can meld her body with that of someone she’s touching taking possession of their bodies. Needless to say she’s got a lot of options in combat. However she’s an under powered version of her father. Therefore she works really well as a member of a team. A teammate can grapple a target and she can use extra effort to power attack on her possession. And of course like her father she can use teamwork like nobody’s business.
Last edited by MDSnowman on Tue May 04, 2010 2:47 pm, edited 2 times in total.
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Postby MDSnowman » Sun Oct 29, 2006 5:42 pm

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Northstar

PL:
10 (150pp)

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

Skills: Acrobatics 13 (+17), Bluff 6 (+8/+12), Knowledge [Pop Culture] 6 (+8), Sense Motive 6 (+7), Stealth 8 (+12), Languages (English; Base: French)

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

Powers: Dazzle 10 [Visual] (Extra: Burst Area [+1]; Flaw: Only when in Contact with Sister [-1]; Alternate Power: Blast 10 (Extra: Burst Area; Flaw: Only when in Contact with Sister; 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 +11 Will +3

Abilities 34 + Skills 10 (40 Ranks) + Feats 26 + Powers 54 + Combat 16 + Saves 9 – Drawbacks 0 = 150pp

:arrow: Here’s another mutant character, Northstar. He’s kinda like a Speedster, but isn’t… the fact that he only moves at superhuman speed when he’s flying makes him cheap powers wise. He does have high physical ability scores to compensate for being able to exist at such high speeds. I gave him my typical speedster triple helping of Teamwork, and a side of Move By Action.He can really get the most out of his powers by catching foes flat footed, either at the start of a round, or by using his acrobatic bluff.

:!: Update: 3/14/06 :!:

Northstar went up a Power Level, but retained the same Power point total.

:!: Update: 8/21/06 :!:

Updated Northstar, touching his sister no longer renders him powerless, and they gained an extra trick when they're touching, they can unleash massive explosions.
Last edited by MDSnowman on Tue May 04, 2010 2:47 pm, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 5:53 pm

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Nova

PL:
11 (165pp)

Abilities: STR: 14 [34] (+12) DEX: 12 (+1) CON: 14 [20] (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)

Skills: Bluff 8 (+10), Intimidate 12 (+14), Knowledge (Civics) 8 (+8), Notice 10 (+12), Sense Motive 14 (+16)

Feats: Accurate Attack, All-Out Attack, Benefit [Status], Dedication, Fearless, Move By Action, Power Attack, Teamwork

Powers: Enhanced Strength 20 (Alternate Power: Blast; 21pp), Enhanced Constitution 6 (6pp), Flight 8 (16pp), Super Strength 4 (Power Feat: Counter Punch; 9pp), Device 7 [Xandarian Star Corps Uniform – Protection 7 (Extra: Impervious 9), Immunity 10 (Life Support, Own Powers), Super Senses 3 (Extended Acute Energy Awareness), Space Flight 6; 28pp]

Combat: Attack +10 [Unarmed +12, Blast +10] Defense 20 (15 flat-footed) Init +1

Saves: Toughness +12 (9 Impervious) (12 flat-footed) Fortitude +12 Reflex +2 Will +8

Abilities 18 + Skills 13 (52 Ranks) + Feats 8 + Powers 72 + Combat 40 + Saves 14 – Drawbacks 0 = 165pp

:arrow: Here we have the New Warriors’ own Nova. He plays the role of the resident flying brick / Superman clone. Of course with his armor, absorption and the like he actually becomes very expensive. As a result he hits hard, can take a pounding, and really knows how to move. In combat he’s a very straight forward foe. Pounding on you until you can’t fight back.
Last edited by MDSnowman on Tue May 04, 2010 2:48 pm, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 5:55 pm

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Omega Red

PL:
10 (165pp)

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

Skills: Bluff 8 (+8), Climb 12 (+17), Gather Information 12 (+12), Intimidate 12 (+12), Profession [Mobster] 8 (+8), Notice 9 (+9), Sense Motive 8 (+8), Stealth 8 (+12), Survival 6 (+6), Languages (English; Base: Russian)

Feats: Ambidexterity, Attack Focus [Melee] (8), Chokehold, Contacts, Dodge Focus (4), Fearless, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Improved Throw, Improved Trip, Minions (5) [10 Thugs], Grappling Finesse, Power Attack, Startle

Powers: Boost [Regeneration] 16 ([Recovery Rate: Bruised 3, Injured 6; Ability Damage: 6, Resurrection: 1]; Flaws: Personal Only [-1]; Power Feat: Triggered – By Successful Drain Attack; 9pp), Device 3 [Carbonadium Armor - Protection 7: Extras: Impervious [+1]; Comm-Link; 12pp], Elongation 4 (4pp), Immunity 1 (Own Power; 1pp), Strike 3 (Power Feats: Mighty; 4pp), Super Strength 3 (Flaw: Limited - To Tentacles; 3pp), Transfer [Strength] 8 (Extras: Duration - Sustained [+2], Aura [+1]; Flaws: Unable to Lower Aura [-1]; 32pp)

Combat: Attack +4 (+12 Melee) [Unarmed +5, Tentacles +8; 25ft. Reach] Defense 18 (12 flat-footed) Init +8

Saves: Toughness +12 (7 Impervious) (12 flat-footed) Fortitude +11 Reflex +6 Will +5

Abilities 30 + Skills 21 (84 Ranks) + Feats 27 + Powers 57 + Combat 16 + Saves 13 – Drawbacks 0 = 165pp

:arrow: Omega Red is here and he’s one bad dude. He’s built to do one thing… grapple. Once he has a foe grappled he has a load of nasty things to do to people. Getting too close means he can drain constitution (something most really tough people can usually shrug off), chokehold them, and if he takes a full round he can drain their strength and add it to his own, making him even harder to grapple. And if you’re pinned by him… you’re in deep crap. Really there are only two ways to effectively fight Omega Red, have a good fortitude save and go toe to toe, or hit him with a mental attack. The latter is usually much safer, if only because he’s one mean tank when it comes to absorbing punishment.

:!: Update 3/14/06 :!:

I folded Omega Red's Drain and Transfer powers into one making him even more deadly in a grapple.

:!: Update 3/18/06 :!:

I gave Omega a Triggered Boost that goes off when he successfully drains a target. When he’s got that going on he recovers from bruised status once round without rest, injured status once per round without rest, ability damage 1 point per round, and death once per week. I also gave him some thugs to command.
Last edited by MDSnowman on Tue May 04, 2010 2:48 pm, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 6:22 pm

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Phoenix (Jean Grey)

PL:
17 (300pp)

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 (2), Inspire (2), Interpose, Luck, Second Chance [Concentration Checks], Seize Initiative, Set-Up, Teamwork, Ultimate Effort [Ultimate Will Save]

Powers: Element Control [Fire] 18 (Dynamic; Alternate Powers: Blast – Dynamic, Elemental Aura – Dynamic, Flight – Dynamic, Space Travel –Dynamic, Absorption [Energy] 18 (Healing; Flaws: Limited –Heat [-2]) – Dynamic, Super Movement [Dimensional Travel], Super Movement [Temporal Movement]; 49pp), Immunity 14 (Life Support; Fire Descriptor; 14pp), Regeneration 9 (Recovery Bonus: 8; Resurrection: 1; 9pp), Telepathy 17 (Dynamic; Extras: Move Action [+1], Wide Array [+1]; Alternate Powers: Force Field (Extra: Impervious [+1], Shapeable Area [+1]) – Dynamic, ESP (Audio, Visual, Telepathy) – Dynamic, Mental Blast – Dynamic, Mind Control – Dynamic, Telekinesis – Dynamic (Extra: Damaging [+1]), Blast 12 (Extra: Action – Move Action [+1], Duration – Concentration [+1]; Power Feat: Indirect) – Dynamic, Astral Form 10 (Dimensional) - Dynamic, Mind Shield – Dynamic, Life Control – Dynamic, Boost – Dynamic, Transform - Dynamic; 93pp), Gestalt 10 (10pp)

Combat: Attack +12 [Unarmed +1] Defense 20 (15 flat-footed) Init +9

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

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

Abilities 22 + Skills 16 (64 Ranks) + Feats 19 + Powers 175 + Combat 44 + Saves 24 – Drawbacks 0 = 300pp

:arrow: Wow, this was not an easy build. Phoenix is a monster of the highest order. I used Jean as the basis of Phoenix and then added on things. Her Force field and Telekinesis increased of course but she also gained fire control, a strike aura, flight, space travel, time travel, dimensional travel, life support, and of course more alternate powers on her telepathy. I did nothing to increase her defense score, she was already as expensive as all heck so I decided to leave her as easy to hit, with a force field as powerful as her’s she hardly needs it. Her saves are still rather weak meaning that a smart foe can use that against her (come on Mastermind got inside her head… it’s shocking that such a powerful telepath doesn’t have much in the way of mental defenses). As with most uber psychics I used Professor X as the measuring stick. Phoenix can truly hurt Charles in mental combat her own telepathy overwhelming his mental defenses, however her mental transform, and mental blasts can’t hurt him until she manages to bring down his mental shield through telepathy or mind control. Or of course she could just use her life control or extra effort to gain other life control powers. I used Gestalt to drive home to combined nature of the Phoenix power inside of Jean. Since I dont need to stat out the Phoenix force we can assumes for purposes of this build that it is INCREDIBLY powerful on its own in order to make Jean this mighty. After this I need to do some characters who are low PL :?

:!: Update :!:
Ugh... I did Gestalt wrong then double checked my math and discovered I VASTLY overpriced Telepathy.. as a result we got quite a bit of point reshuffling.

:!: Update 3/12/06 :!:

When I redid Jean I naturall had to go back and Redo Phoenix. She comes in now at a lower PL, but no less powerful, even more so now that she's dynamically powered beyond belief.
Last edited by MDSnowman on Tue May 04, 2010 11:16 am, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 6:24 pm

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Phoenix (Rachel Summers)

PL:
10 (150pp)

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

Skills: Bluff 4 (+6/+14), Concentration 12 (+15), Intimidate 12 (+14), Notice 8 (+11), Sense Motive 8 (+11), Survival 8 (+11)

Feats: All-Out Attack, Attack Specialization [Telekinetic Blast], Attractive (2), Defensive Roll (3), Dodge Focus (2), Equipment, Fearsome Presence (2), Luck, Move-By-Action, Rage, Teamwork, Track, Ultimate Effort [Ultimate Will Save]

Powers: Element Control [Fire] 12 (Dynamic; Alternate Powers: Elemental Aura –Dynamic, Absorption [Energy] (Boost: Protection; Flaws: Limited – Heat [-2]) – Dynamic, Flight –Dynamic; 31pp), Telepathy 10 (Dynamic; Extras: Move Action [+1], Wide Array [+1]; Alternate Powers: Mental Blast – Dynamic, Telekinesis – Dynamic (Extra: Perception Range [+1]), Blast 10 (Extra: Action – Move Action [+1], Duration – Concentration [+1]; Power Feat: Indirect) – Dynamic, Astral Form 10 (Dimensional) - Dynamic, Mind Shield –Dynamic; 29pp)

Combat: Attack +8 (+10 w/ Blast)[Unarmed +1] Defense 20 (14 flat-footed) Init +1

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

Equipment: Uniform [+3 Toughness; Subtle; 4ep], Leather Jacket [1ep]

Abilities 20 + Skills 13 (52 Ranks) + Feats 18 + Powers 60 + Combat 28 + Saves 11 – Drawbacks 0 = 150pp

:arrow: This was not an easy build for me. I’d already done Jean Grey in Normal form and as the Phoenix. So When asked to do Rachel I was stumped as to how to handle it without overshadowing those other two builds. What I did here was take my other Phoenix and dialed it back until you reach the point where she's a playable character. She's more combat ready than Jean is, but makes up for it by having a narrower set of powers. Meaning she'd have to extra effort quite a bit more. The only way she can reach her cap as far as toughness goes is by absorbing heat. Her survival and Tracking skills represents her time as a hunter in the future.

:!: Update 3/12/09 :!:

Rachel got updated to match my builds for Jean and Jean's Phoenix form. I really like how this came out... I'd felt unsure of this build since I originally did it.
Last edited by MDSnowman on Tue May 04, 2010 11:16 am, edited 1 time in total.
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Postby MDSnowman » Sun Oct 29, 2006 6:30 pm

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Polaris

PL:
10 (135pp)

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

Skills: Bluff 4 (+7/+15), Computers 4 (+5), Concentration 8 (+9), Diplomacy 4 (+7/+15), Disguise 8 (+11), Knowledge [Current Events] 6 (+7), Knowledge [Pop Culture] 8 (+9), Notice 10 (+11), Sense Motive 8 (+9)

Feats: All-Out Attack, Attractive (2), Distract [Bluff], Improved Block (2), Power Attack, Teamwork, Weapon Break

Powers: Magnetic Control 12 (Extra: Wide Array [+1]; Dynamic; Dynamic Alternate Powers: Force Field (Extra: Impervious), Flight, Deflect [Slow Protectiles] (extra: Move Action), Blast, Nullify (Electronics; Extra: Concentration Duration), Nauseate; 49pp), Super Senses 3 (Extended (2) Metal Awareness; 3pp)

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

Saves: Toughness +0 (0 flat-footed) Fortitude +4 Reflex +4 Will +8

Abilities 14 + Skills 15 (60 Ranks) + Feats 9 + Powers 52 + Combat 32 + Saves 13 – Drawbacks 0 = 135pp

:arrow: I always liked Lorna, and it wasn’t just the green hair. She’s essentially what you get when you take away the nearly 40 years of power creep that Magneto has undergone. She can lift 100 tons of metal, fly, deflect slow-moving projectiles, deactivate electronics, and use the iron in someone’s blood stream to nauseate them. (It’s the only trick of she has that Magneto doesn’t do better.) I gave her Improved Block and Weapon break so I could simulate her using her magnetic powers to break a weapon used against her in melee.
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Postby MDSnowman » Sun Oct 29, 2006 6:32 pm

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Prodigy

PL:
7 (105pp)

Abilities: STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 [24] (+7) WIS: 12 (+1) CHA: 12 (+1)

Skills: Bluff 8 (+9), Concentration 8 (+9), Craft [Mechanical] 4 (+11), Disable Device 4 (+11), Knowledge [Physical Sciences] 4 (+11), Knowledge [Life Sciences] 4 (+11), Knowledge [Technology] 4 (+11), Sense Motive 8 (+9)

Feats: Dodge Focus (7), Eidetic Memory, Equipment (3), Inventor, Improved Tools, Jack of all Trades, Master Plan, Set-Up, Teamwork (2)

Powers: Enhanced Intelligence 14 (14pp), Mimic [Skills & Feats] 8 (Extras: Perception [+2]; Flaws: Resisted [-1], Power Ends when Target moves more than 30 feet away [-1]; 24pp), Quickness 2 (Flaws: Mental Quickness [-1]; 1pp)

Combat: Attack +6 [Unarmed +2] Defense 18 (11 flat-footed) Init +1

Saves: Toughness +6 (6 flat-footed) Fortitude +2 Reflex +2 Will +9

Equipment: New X-Men Uniform [+4 Toughness; Comm-Link; 5ep], 10 extra EP

Abilities 14 + Skills 11 (47 Ranks) + Feats 18 + Powers 39 + Combat 14 + Saves 9 – Drawbacks 0 = 105pp

:arrow: I took an interesting tactic in building Prodigy. Before his de-powering after House of M he had mental block in place that prevented him from keeping skills that he’d mimiced indefinitely. So on his own he doesn’t have many skills, what he does have is my usual array of dirty tricks built to make skillful characters cheaply. Within 30 feet of him his target needs to make a will save or have Prodigy copy all of his skills. He will retain those skills until his target is no longer 30 feet away, or if fails a concentration check after receiving a beating. Even when he’s not mimcing skills he’s an excellent teammate. He can hatch Master Plans and give the benefits to allies with his set up, and use mad teamwork. And if all else fails he can spend time around someone smarter than him and invent something REALLY nasty. Of course when that’s all said and done Prodigy is still pretty weak.

:!: Update: 4/27/07 :!:

I turned down the dial on Prodigy, trimming him from PL 8 to PL 7.
Last edited by MDSnowman on Tue May 04, 2010 2:49 pm, edited 2 times in total.
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Postby MDSnowman » Sun Oct 29, 2006 6:33 pm

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Professor X

PL:
16 (150pp)

Abilities: STR: 10 (+0) DEX: 06 (-2) CON: 07 (-2) INT: 22 (+6) WIS: 22 (+6) CHA: 20 (+5)

Skills: Concentration 15 (+21), Diplomacy 12 (+17), Gather Information 12 (+17), Knowledge [Civics] 10 (+16), Knowledge [Behavioral Sciences] 10 (+16), Knowledge [Current Events] 8 (+14), Knowledge [Earth Sciences] 6 (+12), Knowledge [Life Sciences] 6 (+12), Knowledge [Theology & Philosophy] 10 (+16), Notice 8 (+14), Profession [Teacher] 5 (+11), Sense Motive 12 (+8), Languages (Latin, Arabic; Base: English)

Feats: Assessment, Connected, Contacts, Eidetic Memory, Equipment (13), Master Plan, Well-Informed

Powers: Telepathy 16 (Extras: Move Action [+1], Wide Array [+1]; Dynamic; Alternate Powers: Astral form [Dimensional] - Dynamic, Mind Control - Dynamic, Mental Blast – Dynamic, Transform [Mental] – Dynamic, Illusion – Dynamic, ESP [Visual & Audio] – Dynamic, Mind Shield - Dynamic; 79pp)

Combat: Attack +0 [Unarmed +0] Defense 10 (10 flat-footed) Init -2

Saves: Toughness +0 (0 flat-footed) Fortitude +0 Reflex -2 Will +6

Equipment:
:!: Xavier’s School - [Size: Large; Toughness: 15; Combat Simulator, Communications, Computer, Concealed, Defense System, Fire Prevention System, Garage, Gym, Hanger, Infirmary, Living Space, Power System, Security System, Workshop; Powers: Boost [ESP] 2, Super Senses 1 [Detect Mutants]; Cost: 21ep]
:!: X-Jet - [Strength: 65; Speed: 8; Defense 2; Toughness 13; Size: Colossal; Powers: Concealment 2 (Auditory & Radar), Space Travel 4, Chaff –Dazzle (Mechanical Based Senses) 5; 44ep]

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

Abilities 27 + Skills 29 (116 Ranks) + Feats 19 + Powers 79 + Combat 0 + Saves 0 – Drawbacks 4 = 150pp

:arrow: This is my new Professor X Build. The only difference here is that he now conforms with all PL guidelines. In almost every respect he’s a PL 10 character. His skills are those of a PL 10 character and most of his saves defense bonus, and attack bonus are below PL 10. Under normal circumstances Chuck’s ESP can home in on anything within 200 miles, but when hooked into Cerebro the boost effect widens his range to anywhere on Earth. This is important because mental powers have a range of “perception” meaning that Charles can actually hit anyone on Earth with one of his mental powers when hooked into Cerebro (and can detect mutants in the same area.) For any use of Cerebro beyond boosting ESP and giving Mutant Detection abilities I would rule it a plot device. Ultimately Charles is a great telepath, but his lack of mobility limits him and prevents him from being anywhere near a battle. Also a kindly nature is enough to keep him from hooking into Cerebro and mentaly nuking those who displease him. Charles is the patron, the benefactor, his powers are best used to help the X-Men in information gathering not to do work for them. Of course if the group suffers a defeat you can bet he'll be aware of it and ready to send a rescue.

:!: Update: 6/15/06 :!:

I brought Professor X down to PL 16, and folded all his psychic powers into one wide array. With a little point trimming he was able to remain 150pp. I think it goes a long way toward driving home how little you want him in a fight, but showing his use as a support character.
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