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 » Wed Nov 01, 2006 5:12 pm

Image

Sandman

PL:
9 (130pp)

Abilities: STR: 16 [28] (+9) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1)

Skills: Intimidate 12 (+13), Knowledge [Streetwise] 8 (+8), Knowledge [Tactics] 6 (+6), Notice 10 (+10), Profession [Mercenary] 8 (+8), Sense Motive 8 (+8), Stealth 8 (+8)

Feats: All-Out Attack, Chokehold, Improved Defense, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Startle, Teamwork (2)

Powers: Alternate Form [Particulate] 4 (Elongation 4, Immunity 8 [Life Support minus suffocation], Insubstantial 1, Super Movement 1 [Slithering]; Extras: Linked to Enhanced Strength, Protection, and Super Strength [+0]; 20pp), Enhanced Strength 12 (Extras: Linked to Alternate Form [+0]; 12pp), Protection 10 (Extras: Linked to Alternate Form [+0];10pp), Super Strength 3 (Extras: Linked to Alternate Form [+0];6pp)

Combat: Attack +9 [Unarmed +9, 50ft. Range] Defense 16 (13 flat-footed) Init +0

Saves: Toughness +12 (12 flat-footed) Fortitude +8 Reflex +7 Will +6

Drawbacks: Weakness [Water; Uncommon Occurrence; Moderate Intensity; Every round -1 Constitution; 8pp], Vunerable [Wind does damage at +25% DC. Uncommon. Minor intensity. 1pp], Vunerable [Heat paralyzes at +1DC. Uncommon. Minor intensity. 1pp]

Abilities 14 + Skills 15 (60 Ranks) + Feats 10 + Powers 48 + Combat 30 + Saves 16 – Drawbacks 10 = 130

:arrow: Wow, this proved tougher than I thought, especially since enhanced strength, super strength, and protection are not on the Alt Form list for Particulate. The result is a monster. If he gets a hold of you be careful, because when this guy gets you into a grapple you’ll know it. A great point sink turned out to be his past working for Silver Sable. It gave me an excuse to spend points on skills, and saves. Ultimately however Sandman is your typical Spidey villain, powerful, but too dumb to use his powers for anything beyond simple greed and revenge on Spidey for thwarting the aforementioned greed. Sandman is a monster strength-wise with a max drag / push of 30 tons. And yes, that’s a grapple check of about +22.
Last edited by MDSnowman on Wed Nov 01, 2006 7:24 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 » Wed Nov 01, 2006 5:14 pm

Image

Sasquatch (Heather Hudson)

PL:
10 (150pp)

Abilities: STR: 10 [34] (+12) DEX: 12 [16] (+3) CON: 10 [34] (+12) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3)

Skills: Bluff 8 (+11), Climb 8 (+14), Craft [Mechanical] 12 (+14), Intimidate 12 (+15), Knowledge [Arcane Lore] 8 (+10), Knowledge [Tactics] 12 (+14), Knowledge [Technology] 8 (+10), Notice 8 (+9), Sense Motive 7 (+8), Survival 8 (+9), Swim 8 (+14), Languages (French; Base: English)

Feats: All-Out Attack, Chokehold, Connected, Improved Critical [Unarmed] (3), Improved Grab, Improved Initiative, Improved Pin, Power Attack, Startle, Teamwork (2)

Powers: Enhanced Strength 12 (12pp), Enhanced Dexterity 4 (4pp), Enhanced Constitution 18 (18pp), Growth 6 (+12 Strength, +6 Constitution; Extras: Continuous [+1]; Flaws: Permanent [-1]; Power Feat: Innate; 19pp), Leaping 3 (3pp), Super Strength 5 (10pp)

Combat: Attack +8 [Unarmed +12; 17-20 Crit] Defense 18 (14 flat-footed) Init +7

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

Drawbacks: Normal Identity [Heather Hudson; 4pp]

Abilities 14 + Skills 23 (92 Ranks) + Feats 13 + Powers 66 + Combat 32 + Saves 6 – Drawbacks 4 = 150pp

:arrow: This is the Exiles Sasquatch . She doesn’t have Walter’s wide variety of scientific know how, or professions, but she is a better pure fighter. Having more feats. In a day to day situation a group would be better off with Walter, but if you need to choose one person to have along on a fight pick Heather. She’s far from useless outside of a fight however. She’s got good technical know-how, and tactical knowledge like you wouldn’t believe. Aside from that she has the same physical capabilities as Walter Langkowski
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 » Wed Nov 01, 2006 5:17 pm

Image

Sasquatch (Walter Langkowski)

PL:
10 (150pp)

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

Skills: Acrobatics 8 (+11), Bluff 8 (+10), Climb 8 (+14), Diplomacy 8 (+10), Intimidate 12 (+14), Investigate 12 (+14), Knowledge [Physical Sciences] 12 (+15), Knowledge [Life Sciences] 8 (+11), Medicine 12 (+14), Notice 8 (+10), Profession [Scientist] 8 (+10), Profession [Pro Football Player] 8 (+10), Sense Motive 6 (+8), Survival 8 (+10), Swim 8 (+14), Languages (French, English; Base: Polish)

Feats: Attack Focus [Melee] (5), Chokehold, Connected, Dodge Focus (4), Improved Grab, Improved Initiative, Power Attack, Startle

Powers: Enhanced Strength 8 (8pp), Enhanced Dexterity 4 (4pp), Enhanced Constitution 14 (14pp), Growth 6 (+12 Strength, +6 Constitution; Extras: Continuous [+1]; Flaws: Permanent [-1]; Power Feat: Innate; 19pp), Leaping 3 (3pp), Super Strength 5 (10pp)

Combat: Attack +3 (+8 Melee) [Unarmed +12] Defense 18 (13 flat-footed) Init +7

Saves: Toughness +12 (12 flat-footed) Fortitude +12 Reflex +6 Will +4

Drawbacks: Normal Identity [Walter Langkowski; 4pp]

Abilities 24 + Skills 34 (136 Ranks) + Feats 15 + Powers 58 + Combat 18 + Saves 5 – Drawbacks 4 = 150pp

This is the good ol’ 616 Sasquatch. The Exiles Sasquatch is to follow. He’s pretty much your typical brick. Tough to hurt, and able to grapple like no body’s business. Of course Walter does have the added benefit of being a genuinely smart guy. He still has good physical ability scores due to the simple fact that he used to be a pro football player, though he isn’t in his prime anymore. Of course who needs to hit the gym when you easily lift nearly 70 tons and have a running jump of over 350 feet.
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 » Wed Nov 01, 2006 5:20 pm

Image

Sauron

PL:
10 (150pp)

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

Skills: Bluff 4 (+5), Computers 4 (+6), Drive 4 (+5), Intimidate 12 (+13), Knowledge [Behavioral Sciences] 8 (+10), Medicine 8 (+9), Notice 8 (+9), Sense Motive 12 (+13), Stealth 8 (+9), Survival 8 (+9)

Feats: Favored Environment [Airborne] (11), Fearsome Presence (6), Move By Action, Startle

Powers: Strike 10 (Extra: Cone Area [+1]; Alternate Powers: Mind Control 10 (Extra: Sustained Duration [+1], Independent [+0]; Flaw: Sense Dependent - Sight [-1]); 21pp), Drain [Constitution] 8 (8pp), Enhanced Strength 8 (8pp), Enhanced Constitution 8 (8pp), Flight 4 (8pp), Protection 3 (3pp), Strike 2 (Power Feats: Mighty, Improved Critical (2); 5pp)

Combat: Attack +6 (+12 w/ Flying)[Claws +8; 18-20 Crit; Fire Breath +10] Defense 16 (21 w/ Flying) (13 flat-footed) Init +1

Saves: Toughness +9 (9 flat-footed) Fortitude +9 Reflex +5 Will +6

Drawbacks: Involuntary Transformation [Karl Lykos; 3pp]

Abilities 18 + Skills 19 (76 Ranks) + Feats 19 + Powers 61 + Combat 24 + Saves 12 – Drawbacks 3 = 150pp

:arrow: Always a crowd pleaser, Sauron! More so than many people I stat out Sauron is an absolute sucker outside of his favored environment. Fortunately for him his fire breath is an area attack and doesn’t require an attack roll. His mind control and drain powers make him a very dangerous opponent as he can easily provoke every save in the game (Toughness, Fortitude, Reflex, and Willpower). With all of this it’s easy to see how he can cause so much trouble for the X-Men. If for some reason you’re dealing with Dr. Karl Lykos his stats are as follows…

Karl Lykos
PL:
8 (64pp)
Abilities: STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 12 (+1)
Skills: Bluff 4 (+5), Computers 4 (+6), Drive 4 (+7), Knowledge [Behavioral Sciences] 8 (+10), Medicine 8 (+9), Notice 8 (+9), Sense Motive 12 (+13)
Feats: None
Powers: Drain [Constitution] 8 (8pp)
Combat: Attack +6 [Unarmed +0] Defense 16 (13 flat-footed) Init +1
Saves: Toughness +2 (2 flat-footed) Fortitude +3 Reflex +3 Will +3
Drawbacks: Involuntary Transformation [Sauron; 3pp]
Abilities 18 + Skills 12 (48 Ranks) + Feats 0 + Powers 8 + Combat 24 + Saves 5 – Drawbacks 3 = 64pp


:arrow: Karl’s transformation is usually triggered by using his drain power on a mutant.
Last edited by MDSnowman on Fri Nov 03, 2006 8:00 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 » Wed Nov 01, 2006 5:21 pm

Image

Scarlet Witch

PL
: 11 (165pp)

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

Skills: Bluff 9 (+13/+17), Craft [Artistic] 8 (+11), Concentration 12 (+12), Diplomacy 10 (+14), Knowledge [Arcane Lore] 16 (+19), Notice 10 (+10), Medicine 10 (+10), Sense Motive 10 (+10), Languages (French, English, Latin; Base: Russian)

Feats: Attractive, Attack Specialization [Hex Bolts] (4), Contacts, Improved Initiative, Ritualist, Teamwork

Powers: Probability Control 11 (Extra: Range – Perception [+2], Explosion Area [+1], Jinx [+1]; Flaw: Jinx Only [-1]; Alternate Powers: Blast 11 (Extras: Range – Perception [+1], Penetrating [+1]; Power Feat: Indirect), Variable Power 11 (Multiple Powers of the Magic Descriptor); 79pp)

Combat: Attack +3 (+11 w/ Hex Bolts) [Unarmed +0] Defense 20 (15 flat-footed) Init +6

Saves: Toughness +0 (0 flat-footed) Fortitude +0 Reflex +2 Will +11

Abilities 18 + Skills 22 (88 Ranks) + Feats 9 + Powers 79 + Combat 26 + Saves 11 – Drawbacks 0 = 165pp

:arrow: Well when I went to put a facelift on Wanda I ended up starting almost from scratch. Talesin’s build gave me a lot of inspiration in that regard. Meaning that Wanda works best in the back of the pack either fowling up a foe’s plans with Probability Control, raining them with indirect blasts of objects falling on them and what not, and Variable power for all of her mystical tricks. I still mourn the loss of my old “Wanda is Nuts” mechanic, but the overall result is a tighter build that is far more effective for the retooling.
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 » Wed Nov 01, 2006 5:23 pm

Image

Sentinel

PL:
10 (150pp)

Abilities: STR: 34 (+12) DEX: 08 (-1) CON: -- (+0) INT: -- (+0) WIS: 14 (+2) CHA: -- (+0)

Skills: Notice 12 (+14)

Feats: None

Powers: Growth 8 (+16 Strength, +4 Toughness; Extra: Continuous [+1];, Permanent [-1]; Power Feat: Innate; 25pp), Blast 10 (Extra: Line Area [+1]; Alternate Powers: Paralyze 10 (Extra: Line Area), Snare 10 (Extra: Explosive Area), Super Strength; 33pp), Immunity 40 (Fortitude Effects, Mental Effects; 40pp), Flight 4 (8pp), Super Senses 3 (Extended (2) Mutant Awareness; 3pp), Protection 8 (Extra: Impervious [+1] 12; Flaws: Ablative [-1]; 12 pp)

Combat: Attack +8 [Unarmed +12, Blast +10] Defense 16 (13 flat-footed) Init -1

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

Abilities –10 + Skills 3 (12 Ranks) + Feats 0 + Powers 121 + Combat 36 + Saves 0 – Drawbacks 0 = 150pp

:arrow: This is your garden variety Sentinel. Big, mean, and as predictable as hell. Naturally it’s size makes it a horrible shot. Fortunately its ranged attacks are area based. Whatever you do don't let a Sentinel grapple you. And the rules governing extremely large foes mean that most unarmed attacks that Sentinels make are going to be area attacks as well. If you want a Sentinel as a minion it’s 10 ranks in the minion feat, or 30 ranks of the sidekick feat. A lone Sentinel might cause trouble for a few X-Men, but Sentinels really become a pain if you're forced to fight multiple ones at once.
Last edited by MDSnowman on Tue Nov 14, 2006 2:07 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 » Wed Nov 01, 2006 5:25 pm

Image

Shadowcat (Ninja Version)

PL:
8 (150pp)

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

Skills: Acrobatics 8 (+12), Bluff 4 (+6/+14)*, Computers 12 (+16)*, Craft [Electrical] 8 (+12), Disable Device 12 (+16)*, Knowledge [Teachnology] 4 (+8), Notice 6 (+7), Sense Motive 6 (+7), Stealth 12 (+16)*

Feats: Accurate Attack, Attack Focus [Melee] (6), Attractive (2), Dodge Focus (6), Dedication, Defensive Attack, Equipment (2), Improved Disarm, Improved Initiative (2), Minion (4), Power Attack, Skill Mastery [Bluff, Computers, Disable Device, Stealth], Sneak Attack (2), Taunt, Teamwork (3)

Powers: Insubstantial 4 (Extra: Linked to Nullify & Super Movement [+0], 20pp), Nullify [Electronics] 6 (Extras: Duration Sustained [+2], Independent [+0], Affects Corporeal [+1]; ; Flaws: Range - Touch [-1]; Alternate Powers: Stun 6 (extra:Affects Corporeal [+1]); 19pp), Super Movement 1 (Air Walk; Extra: Linked to Insubstantial [+0]; 2pp)

Combat: Attack +4 (+10 Melee) [Unarmed +0, Ninja-To +3; 19-20 Crit] Defense 22 (13 flat-footed) Init +12

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

Equipment: Uniform [+4 Toughness; Comm-Link; 5ep], Ninja-To [+3 Damage; Mighty; Improved Critical; 5ep]

Abilities 22 + Skills 18 (72 Ranks) + Feats 34 + Powers 41 + Combat 20 + Saves 15 – Drawbacks 0 = 150pp

:arrow: I did Kitty! (You hear that BARON? She’s mine now!! ). She turned out to be more expensive than I originally believed due in large part because I tried to get her to do a lot of things at once. As a result, she’s got Ninja skills, electrical engineering skills, and Lockheed. Really I like Kitty as a low powered mutant who didn’t have a lot of skill, but I couldn’t bring myself to stat her as such, she’d largely be a waste of space otherwise. Really I made Kitty useful, with lots of Teamwork, and good enough skills to be a top-notch infiltrator. However she’s got a serious glass jaw, and weak saves so if you can get past her insubstantial form you have a better than average chance of hurting her. Lockheed, like most Diminutive Sidekicks, I decided to stat out as a minion rather than a sidekick. (Really I like Lockheed and all but he’s not taking a hit from anybody.)

Lockheed
PL:
4 (60pp)
Abilities: STR: 10 [06] (-2) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0)
Skills: Bluff 7 (+7), Language [English]
Feats: Move By Attack, Teamwork
Powers: Shrinking 8 (Permanent; Power Feats: Innate; 9pp), Flight 2 (4pp), Strike 2 (2pp), Blast 4 (8pp), Mental Shield 8 (8pp), Protection 5 (5pp)
Combat: Attack +4 [Unarmed +0, Blast +4] Defense 14 (12 flat-footed) Init +1
Saves: Toughness +4 (4 flat-footed) Fortitude +1 Reflex +1 Will +0 (+8 vs. Mental Effects)
Abilities 4 + Skills 2 (8 Ranks) + Feats 2 + Powers 36 + Combat 16 + Saves 0 – Drawbacks 0 =60pp
Last edited by MDSnowman on Tue Nov 14, 2006 1:52 pm, edited 11 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 » Wed Nov 01, 2006 5:28 pm

Image

Shatterstar

PL:
10 (150pp)

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

Skills: Acrobatics 12 (+20), Bluff 4 (+5), Knowledge [Tactics] 8 (+9), Medicine 4 (+4), Notice 8 (+8), Profession [Gladiator] 12 (+12), Sense Motive 12 (+12), Stealth 8 (+16), Survival 8 (+8), Swim 4 (+9)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization [Swords], Defensive Attack, Dodge Focus (9), Equipment (3), Improved Block, Improved Critical [Swords] (2), Improved Disarm, Improved Initiative, Improved Trick, Luck, Power Attack, Takedown Attack (2), Ultimate Effort [Ultimate Toughness Save], Uncanny Dodge [Hearing]

Powers: Enhanced Strength 4 (4pp), Enhanced Dexterity 10 (10pp), Enhanced Constitution 4 (4pp), Leaping 2 (2pp), Regeneration 19 (Recovery Bonus: 4; Recovery Rate: Bruised 3 Ranks, Unconscious 2 Ranks, Injured 4 Ranks, Staggered 3 Ranks, Disabled 3 Ranks; Power Feat: Regrowth; 20pp), Vibration Control 10 (Flaws: Requires Swords [-1], Distracting [-1]; 5pp)

Combat: Attack +10 (+12 w/ Swords) [Unarmed +5, Blades +8; 17-20 Crit, Vibration Blasts +10] Defense 22 (12 flat-footed) Init +12

Saves: Toughness +8 (8 flat-footed) Fortitude +6 Reflex +11 Will +4

Equipment: Twin Swords [+3 Damage; Auto-Fire; Mighty; Improved Critical; 8ep], Armored Jumpsuit [+3 Toughness; 3ep]

Abilities 22 + Skills 20 (80 Ranks) + Feats 29 + Powers 45 + Combat 26 + Saves 8 – Drawbacks 0 = 150pp

:arrow: The last of White Howler’s requests. Shatterstar! He’s a mean weapon master who’s strong and tough enough to go toe to toe with the big guys for limited periods of time. He’s an outstanding minion sweeper, and if he really feels like opening himself up he can unleash a nasty blast. In a fight he’s a true scrapper, but he’s a little less accurate and swift than people without his heightened physical abilities. Fortunately he’s got a good toughness save and accurate attack to compensate for that problem. Finally between his ultimate toughness save and regeneration he shouldn’t think twice about stabbing himself through the stomach to get at someone directly behind him.
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 » Wed Nov 01, 2006 5:30 pm

Image

She-Hulk

PL:
12 (180pp)

Abilities: STR: 38 (+14) DEX: 16 (+3) CON: 38 (+14) INT: 18 (+4) WIS: 14 (+2) CHA: 18 (+4)

Skills: Bluff 8 (+12/+20), Computers 8 (+12), Diplomacy 8 (+12/+20), Intimidate 8 (+12), Knowledge [Civics] 12 (+16), Notice 8 (+10), Profession [Lawyer] 12 (+14), Sense Motive 4 (+6)

Feats: All-Out Attack, Attractive (2), Defensive Attack, Elusive Target, Fascinate [Bluff], Improved Block, Interpose, Power Attack, Takedown Attack, Teamwork, Tough

Powers: Impervious Toughness 10 (10pp), Leaping 7 (7pp), Regeneration 15 (Recovery Rate 15; 15pp), Super Strength 5 (Power Feat: Ground Strike; 11pp)

Combat: Attack +10 [Unarmed +14] Defense 19 (15 flat-footed) Init +3

Saves: Toughness +15 (10 impervious) (15 flat-footed) Fortitude +14 Reflex +10 Will +7

Drawbacks: Normal Identity [Jennifer Walters; Common Occurrence; Major Intensity; 4pp]

Abilities 62+ Skills 17 (68 Ranks) + Feats 12 + Powers 43 + Combat 38 + Saves 12 – Drawbacks 4 = 180pp

:arrow: Here’s She-Hulk she’s essentially what you get if you take the normal hulk, remove his anger issues and make him smart. She’s a heck of a brick, an above average one actually, but she does pale in comparison to her cousin. She’s nearly as strong and tough as her cousin is when he’s calm, but it’s Hulk’s rage that really makes him unstoppable. Her good looks however make her a real danger when she feints in combat. A flat-footed target would get manhandled by one of her punches. Jennifer always makes her recovery checks and recovers from bruised and unconscious status once per round without rest. Injured or staggered status once per minute, and disabled status once per 20 minutes. It’s easy to underestimate She-Hulk, but that’s a mistake she really knows how to hurt you, and in a team setting she’ll be one of those people that are getting aid actions to increase her chances of landing that big green hand.
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 » Wed Nov 01, 2006 5:32 pm

Image

Shocker

PL:
8 (120pp)

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

Skills: Bluff 8 (+9), Craft [Mechanical] 12 (+14), Craft [Electrical] 12 (+14), Disable Device 6 (+8), Gather Information 12 (+13), Intimidate 6 (+7), Knowledge [Technology] 6 (+8), Notice 10 (+13), Sense Motive 8 (+11), Stealth 8 (+9)

Feats: All-Out Attack, Connected, Contacts, Defensive Attack, Elusive Target, Improved Block, Power Attack, Takedown Attack, Well Informed

Powers: Device 6 [Shocker Suit – Protection 6, Immunity 5 (Entrapment), Vibration Control 8; 24pp]

Combat: Attack +8 [Unarmed +2, Blast +8] Defense 18 (14 flat-footed) Init +1

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

Abilities 23 + Skills 20 (80 Ranks) + Feats 9 + Powers 24 + Combat 32 + Saves 12 – Drawbacks 0 = 120/120

:arrow: I’ve always had a soft spot for the Classic Shocker. Unlike a lot of Spidey villains he didn’t have a vast amount of power to work with, but he was smart enough to know that he was a thug in suit, and an ugly suit at that. He was also gifted enough to build the suit on his own so I decided to give him high craft skills, but low knowledge skills, making him in a way a savant when it comes to mechanical and electrical construction. I also pointed out that for such a mook he has some pretty good connections in the underworld and as a result can find out what he needs to know quickly. Also Shocker can cause his suit to vibrate thus making him immune to snares, grapples, and the like. A Useful trick for a Spiderman villain. In the end he’s powerful enough to force Spidey to actually have to work for a victory, but would still have to get really luck to win (either that or be working with the Sinister Six).
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 » Wed Nov 01, 2006 5:35 pm

Image

Silver Samurai

PL:
10 (150pp)

Abilities: STR: 16 [26] (+8) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2)

Skills: Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 11 (+13), Intimidate 12 (+14), Knowledge [Tactics] 8 (+9), Knowledge [Streetwise] 8 (+9), Notice 8 (+10), Sense Motive 12 (+14), Languages (English; Base: Japanese)

Feats: Accurate Attack, Attack Specialization [Swords], Contacts, Connected, Defensive Attack, Distract [Intimidate], Dodge Focus (5), Equipment (3), Improved Block, Improved Initiative (2), Improved Sunder, Improved Trip, Instant Up, Power Attack, Quickdraw, Startle, Uncanny Dodge [Hearing]

Powers: Enhanced Strength 10 (10pp), Strike 8 (Extras: Penetrating [+1], Auto-Fire [+1]; Flaw: Requires a Sword [-1]; Alternate Powers: Corrosion; Power Feats: Improved Critical (4); 21pp), Super Strength 3 (6pp)

Combat: Attack +10 (+12 w/ Sword) [Unarmed +8, Channeled Katana +8; 16-20 Crit] Defense 21 (13 flat-footed) Init +11

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

Equipment: Katana [+3 Damage; 19-20 Crit; Mighty; 5ep], Silver Samurai Armor [+6 Toughness; 6ep], Shuriken [+1 Damage; Auto-Fire; 3ep]

Abilities 28 + Skills 19 (76 Ranks) + Feats 24 + Powers 37 + Combat 32 + Saves 10 – Drawbacks 0 = 150pp

:arrow: Here’s a little used Villain, The Silver Samurai. I used a few tricks on him that I’d learned elsewhere. In essence he has a wildly powerful strike attack, as long as he has a sword to use as a focus. Aside from that he’s very strong and can comfortably lift 7.4 tons, and 14.7 tons if he uses extra effort. Aside from those perks he’s pretty much a straight weapon master character. However his long past with the underworld gives him contacts, and street knowledge to bring into a fight. I read about him having a Teleportation ring, I didn’t feel inclined to add it to this build but if you need it…

Device 1 [Teleportation Ring -Teleportation 5 (Flaw: Tiring [-1]); 4pp]
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 » Wed Nov 01, 2006 5:38 pm

Image

Silver Surfer

PL:
15 (225pp)

Abilities: STR: 10 [40] (+15) DEX: 14 (+2) CON: 10 [26] (+8) INT: 16 (+3) WIS: 26 (+8) CHA: 20 (+5)

Skills: Diplomacy 12 (+17/+21), Knowledge [Space Science] 12 (+15), Notice 12 (+20), Pilot 16 (+18), Sense Motive 12 (+20)

Feats: Accurate Attack, Dodge Focus (10), Equipment (10), Move By-Action, Luck, Power Attack

Powers: Enhanced Strength 30 (Alternate Powers: Cosmic Energy Control 15, Boost (Super Strength) 30 (Flaw: Self Only), Healing 15; 33pp) Enhanced Constitution 16 (16pp), Immunity 19 (Life Support, Heat, Cold; 19pp), Protection 7 (Extra: Impervious [+1] 10; 17pp), Super Senses 18 (Extended [8] Cosmic Energy Awareness, Extended [8] Life Awareness; 18pp)

Combat: Attack +15 [Unarmed +15; Cosmic Blast +15] Defense 25 (13 flat-footed) Init +2

Saves: Toughness +15 (10 Impervious) (15 flat-footed) Fortitude +12 Reflex +5 Will +12

Equipment: [Board – Strength: 45; Speed: Flight 10; Toughness: 15; Size: Medium; Features: Remote Control, Restricted; Powers: Space Flight 11; 50ep]

Abilities 33 + Skills 16 (64 Ranks) + Feats 24 + Powers 103 + Combat 40 + Saves 9 – Drawbacks 0 = 225pp

:arrow: The Silver Surfer is a BEAST. His Cosmic Energy control gives him a blast that can nuke anybody and using extra effort he can also disintegrate targets whole. So much of what the guy does can end up being an extra effort to his Cosmic Energy control that it’s not even funny. It saves points and makes him more flexible. He can lift around 100 tons, and by applying his boost he can conceivably lift anything All but the most powerful attacks are going to bounce right off of him, and then there’s the simple fact that with a Defense of 25 most attacks are just going to flat out miss him. His time as a herald has made him a master diplomat. (I don’t care what your PL is. You need to have a silver tongue to tell folks their planet is on a menu) He can sense life and cosmic energy from about 2 million miles away. Under normal circumstances his board can do 10,000mph and in space can do 1,000 times the speed of light.
Last edited by MDSnowman on Thu Nov 02, 2006 6:16 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 » Wed Nov 01, 2006 5:41 pm

Image

Spider-man

PL:
10 (165pp)

Abilities: STR: 10 [26] (+8) DEX: 12 [40] (+15) CON: 10 [18] (+4) INT: 18 (+4) WIS: 12 (+1) CHA: 10 (+0)

Skills: Acrobatics 3 (+18), Bluff 12 (+12), Climb 5 (+13), Craft [Mechanical] 11 (+15), Craft [Chemical] 11 (+15), Disable Device 2 (+6), Knowledge [Physical Sciences] 10 (+14), Knowledge [Technology] 10 (+14), Notice 8 (+9), Profession [Photographer] 4 (+5), Sense Motive 8 (+9)

Feats: All-Out Attack, Acrobatic Bluff, Attack Focus [Melee] (6), Defensive Attack, Defensive Roll (2), Dodge Focus (9), Equipment, Improved Throw, Improved Trick, Inventor, Sneak Attack, Taunt, Takedown Attack

Powers: Enhanced Dexterity 28 (28pp), Enhanced Strength 16 (16pp), Enhanced Constitution 8 (8pp), Super Movement 2 (Wall Crawling [2]; 4pp), Super Senses 1 (Danger Sense; 1pp), Super Strength 3 (6pp), Leaping 2 (2pp), Device 6 [Web Shooters – Snare 10 (Power Feats: Tether, Split Attack, Accurate (3); Alternate Powers: Create Object), Super Movement 1 (Swinging), Speed 4 (Flaw: Limited- Only to Swinging [-1]); 18pp]

Combat: Attack +4 (+10 Melee / Web Shooters) [Unarmed +8] Defense 24 (13 flat-footed) Init +15

Saves: Toughness +6 (4 flat-footed) Fortitude +5 Reflex +15 Will +5

Equipment: Mini Tracer [1ep], Camera [1ep], GPS Receiver [1ep],

Drawbacks: Less Wealth [1pp]

Abilities 12 + Skills 21 (84 Ranks) + Feats 27 + Powers 83 + Combat 18 + Saves 5 – Drawbacks 1 = 165pp

:arrow: I approached Spidey with a simple design philosophy. He’s a hero with A LOT of power, but who has never received any proper training with it. As such he relies VERY heavily on his speed; Initiative, and feats like Dodge Focus and Defensive Roll to get himself out of trouble. But if you can sneak up on him (not an easy task) or provoke a save other than reflex you’ve got a good shot of putting him down hard. Taunt allows Spidey to use his bluff skill to demoralize his foes. I gave Spidey the Split attack Power Feat on his web shooters so he could snare to foes at once. He usually splits the effect evenly in half if he’s doing this to a pair of thugs. On a Surprise Attack Spidey does +2 Damage
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 » Wed Nov 01, 2006 5:43 pm

Image

Spider-man (Ultimate)

PL:
10 (150pp)

Abilities: STR: 10 [26] (+8) DEX: 12 [40] (+15) CON: 10 [18] (+4) INT: 18 (+4) WIS: 10 (+0) CHA: 10 (+0)

Skills: Acrobatics 3 (+18), Bluff 12 (+12), Climb 5 (+13), Craft [Mechanical] 6 (+10), Craft [Chemical] 6 (+10), Computers 4 (+8), Knowledge [Physical Sciences] 6 (+10), Knowledge [Technology] 6 (+10), Notice 8 (+8), Profession [Web Designer] 4 (+4), Sense Motive 4 (+4)

Feats: All-Out Attack, Acrobatic Bluff, Attack Specialization [Melee] (3), Defensive Attack, Defensive Roll, Dodge Focus (11), Sneak Attack, Taunt, Takedown Attack, Tough

Powers: Enhanced Dexterity 28 (28pp), Enhanced Strength 16 (16pp), Enhanced Constitution 8 (8pp), Super Movement 2 (Wall Crawling [2]; 4pp), Super Senses 1 (Danger Sense; 1pp), Super Strength 3 (6pp), Leaping 2 (2pp), Device 6 [Web Shooters – Snare 10 (Power Feats: Tether, Split Attack, Accurate (3); Alternate Powers: Dazzle [Sight]), Super Movement 1 (Swinging), Speed 4 (Flaw: Limited- Only to Swinging [-1]); 18pp]

Combat: Attack +4 (+10 Unarmed / Web Shooters) [Unarmed +8] Defense 24 (12 flat-footed) Init +15

Saves: Toughness +6 (5 flat-footed) Fortitude +5 Reflex +15 Will +5

Drawbacks: Less Wealth [1pp]

Abilities 10 + Skills 16 (64 Ranks) + Feats 22 + Powers 83 + Combat 14 + Saves 6 – Drawbacks 1 = 150pp

Okay at the prodding of others I have decided to post an ultimate version of Spider-man. I tried to reach all the same major points as my more robust 616 Spider-man build, but do it in a cheaper way. To that end I gave him a rank of the tough feat from The Mastermind's Manual, and further whittled away his combat abilities by handing out more ranks in dodge focus. Thematic differences are subtle but they're there. Peter has a different profession at the Bugle, hence he has a different profession in his stat block. Also to that end he's got some computer know-how as well. I also lowered his wisdom, both for points reasons, and because Ultimate Spider-man makes some real bone head moves that you'd expect out of a fifteen year old. He also doesn't have equipment. This is a bare bones build and this Spdier-man, while smart, isn't at the point where he's building micro tracers or owning his own camera. Heck considering he lives with Aunt May, she'd be the one paying the points for Peter's lab in the basement. (Everyone thank Aunt May) Finally I could justify no inventor feat, and lower craft skills because most of the work in creating the web shooters was done by Peter's late father. We can assume that Peter's dad did the design check and Peter spent a couple of years trying to roll a natural twenty on the actual construction check.
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 » Wed Nov 01, 2006 5:46 pm

Image

Spider-Man (Miguel O’Hara)

PL:
10 (165pp)

Abilities: STR: 12 [22] (+6) DEX: 10 [30] (+10) CON: 12 (+1) INT: 18 (+4) WIS: 14 (+2) CHA: 14 (+2)

Skills: Acrobatics 8 (+18), Bluff 8 (+10), Climb 5 (+11), Craft [Chemical] 11 (+15), Craft [Mechanical] 8 (+13), Computers 8 (+13), Diplomacy 8 (+10), Knowledge [Life Sciences] 8 (+12), Knowledge [Technology] 8 (+12), Profession [Research Scientist] 8 (+10), Sense Motive 8 (+10), Stealth 8 (+18)

Feats: Acrobatic Bluff, All-Out Attack, Benefit [Security Clearance], Dodge Focus (9), Defensive Roll (2), Equipment, Evasion, Power Attack, Uncanny Dodge [Sight]

Powers: Enhanced Strength 10 (10pp), Enhanced Dexterity 20 (20pp), Leaping 3 (3pp), Snare 9 (Power Feat: Tether; 19pp), Speed 4 (Flaw: Limited to Swinging [-1]; 2pp), Super Movement 3 (Swinging, Wall Crawling (2); Alternate Powers: Improved Critical (2) Mighty Strike 3; 7pp), Super Senses 2 (Extended Vision, Low Light Vision; 2pp)

Combat: Attack +11 [Unarmed +6, Claws +9; 18-20 Crit] Defense 24 (13 flat-footed) Init +10

Saves: Toughness +6 (4 flat-footed) Fortitude +4 Reflex +13 Will +4

Equipment: Day of the Dead Costume – Protection 3, Super Movement (Slow fall); 5ep

Abilities 20 + Skills 24 (96 Ranks) + Feats 18 + Powers 63+ Combat 34 + Saves 8 – Drawbacks 0 = 165

I've always like Spider-Man 2099 go figure. :D I don’t know why, but I’ve been doing the new line up of Exiles lately. Spider-Man 2099 is sub-Spider-man in a lot of respects, but he plays things a little safer than Peter. He’s not as totally lost if caught flat footed, and knows how to fight pretty well (it’s kind of required Miguel’s New York is a lot more violent than Peter’s). Miguel’s a smart guy but he rarely applies that knowledge to his crime fighting activities. As a result he doesn’t have the inventor feat. On the other hand he has his claws and they make him a deadly foe to fight. The improved crit gives him a chance to really put the hurt on a foe in a way Peter can barely dream of.
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: RomanMetal and 3 guests