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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Thu Nov 02, 2006 5:14 pm

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Taskmaster

PL:
11 (165pp)

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

Skills: Bluff 4 (+6), Intimidate 8 (+10), Knowledge [Tactics] 8 (+10), Notice 8 (+9), Sense Motive 16 (+17)

Feats: Assessment, Beginner’s Luck, Eidetic Memory, Equipment (7), Jack of All Trades, Luck

Powers: Reflex Memory 4 (Extra: Feats [+1]; 40pp)

Combat: Attack +11 [Unarmed +5] Defense 21 (16 flat-footed) Init +5

Saves: Toughness +8 (8 flat-footed) Fortitude +10 Reflex +10 Will +7

Equipment:
Van [Str 35; Speed 5; Defense 8; Toughness 9; 8ep], Medium Metal Shield [+2 Dodge Bonus to Defense, +2 on Block checks vs. “Slow” projectiles; 4ep], Undercover Vest [+3 Toughness; Subtle; 4ep], Webshooters [Super Movement (Swinging); 2ep], Sword [+3 Damage; Mighty; 19-20 crit; 5ep]
:!: Arsenal [Twin 9mm [+3 Damage; Autofire], Bow [+3 Damage; Mighty], Billy Clubs [+2 Damage; Mighty; Throw], Knife [+1 Damage; 19-20; Thrown]; 12ep]

Abilities 42 + Skills 11 (44 Ranks) + Feats 12 + Powers 40 + Combat 44 + Saves 16 – Drawbacks 0 = 165pp

:arrow: Taskmaster is one of the preeminent gun toting martial artists of the MU so as a result I gave him the huge trade offs that go along with that. He’s still going to have trouble against the heavily armored types, but he’s actually in better shape than most of his brethren due largely to his mass of feats. This build focuses on Taskmaster as a solo act (as he is these days, no longer running his academy). "Slow" Projectiles are any kind of non-energy weapons.

:!: Update 8/10/06 :!:

So I have Ultimate Power and when I saw the X-Trait version of the Reflex Memory Power I knew who it was for immediately. This Taskmaster, as a result is the MEANEST 126pp dude you’ll ever meet. Essentially it’s up to each individual GM to determine what feats and skills Taskmaster is going into battle with, because realistically he should have master level skill in all physical skills, and every applicable general and combat related feat (some with several ranks). However since his weapon and feats will determine his Attack bonus, defense bonus, and even his toughness save he’ll be entirely fluid as to how he can chooses to enter a fight. Hyper accurate? He can do that. Tough as Nails? He can do that too. Able to unleash big damage? He can do that too. This is just an example of what an X-Trait can do to a character.

:!: Update: 10/22/06 :!:

Okay so I got rid of the X-Trait, 20 points of any skills and feats he wants is more than enough for Taskmaster.
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Postby MDSnowman » Thu Nov 02, 2006 5:43 pm

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"Death, thunderer, is like love-making. It gets better each time."

Thanos

PL:
18 (270pp)

Abilities: STR: 10 [54] (+22) DEX: 10 (+0) CON: 10 [50] (+20) INT: 30 (+10) WIS: 18 (+4) CHA: 16 (+3)

Skills: Bluff 8 (+11), Craft [Mechanical] 12 (+22), Craft [Electrical] 12 (+22), Craft [Chemical] 12 (+22), Concentration 17 (+21), Intimidate 15 (+18), Knowledge [Arcane Lore] 12 (+22), Knowledge [Technology] 12 (+22), Notice 8 (+12), Sense Motive 8 (+12)

Feats: Fearless, Fearsome Presence (12) [DC 22; 60ft.], Inventor, Master Plan, Jack of All Trades, Startle

Powers: Enhanced Strength 44 (Alternate Power: Cosmic Energy Control 22, Teleport (Flaw: Requires Concentration Check), Super Movement 3 (Dimensional Travel [3]); 47pp), Enhanced Constitution 40 (40pp), Immunity 10 (Life Support, and Age; 10pp), Impervious Toughness 12 (12pp), Protection 3 (Extras: Impervious [+1]; 6pp), Regeneration 1 (Resurrection 1; Power Feats: Regrowth, Persistent; 3pp), Super Senses 11 (Extended [10] Detect cosmic Energy; 11pp), Super Strength 14 (Power Feats: Countering Punch, Bracing; 30pp)

Combat: Attack +14 [Unarmed +22, Cosmic Blast +22] Defense 23 (17 flat-footed) Init +0

Saves: Toughness +23 [15 Impervious] (23 flat-footed) Fortitude +23 Reflex +3 Will +15

Abilities 34 + Skills 29 (116 Ranks) + Feats 17 + Powers 119 + Combat 54 + Saves 17 – Drawbacks 0 = 209pp

:arrow: Here’s another monster. If my Superman draws a lot on Freedom City’s Centurion then Thanos owes quite a bit to Omega. As a result Thanos is nearly unstoppable. With a toughness save of 23 and a 14 impervious toughness only the strongest attacks will even force him to make a save (which he’ll likely make). Thanos is not the type of guy a hero should be able to fight one on one (well there’s a short list of people who can do that but they’re already powerful) fighting Thanos should be a huge group focus. Really Thanos’ biggest weakness is himself, he’s a genius, he’s nearly all-powerful, but he can underestimate a foe. He won’t use his will save in lieu of his sense motive check, and when he’s sure he’s more powerful than his foes (read: almost always) he won’t use his master plan ability.
Last edited by MDSnowman on Fri Nov 03, 2006 6:20 pm, edited 1 time in total.
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Postby MDSnowman » Thu Nov 02, 2006 5:46 pm

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The Thing

PL:
10 (135pp)

Abilities: STR: 22 [34] (+12) DEX: 14 (+2) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 14 (+2)

Skills: Craft [Mechanical] 4 (+5), Intimidate 12 (+14), Notice 8 (+10), Pilot 12 (+14), Sense Motive 12 (+14), Stealth 4 (+6)

Feats: All-Out Attack, Attack Focus [Melee] (7), Benefit [Wealth], Chokehold, Defensive Attack, Distract [Intimidate], Fascinate [Intimidate], Equipment, Improved Initiative, Interpose, Luck, Power Attack, Startle, Takedown Attack

Powers: Growth 3 (+6 Strength, +3 Constitution; Extra: Continuous [+1], Flaws: Permanent [-1]; 9pp), Density 6 (+12 Strength, Protection 3 (Extra: Impervious), Immovable 2, Super Strength 2; Extra: Continuous [+1], Flaws: Permanent [-1]; 18pp), Protection 6 (Extra: Impervious [+1] 10; 16pp), Super Strength 3 (6pp)

Combat: Attack +1 (+8 Melee) [Unarmed +12] Defense 17 (14 flat-footed) Init +6

Saves: Toughness +13 Impervious (13 flat-footed) Fortitude +13 Reflex +2 Will +5

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

Abilities 25 + Skills 13 (52 Ranks) + Feats 20 + Powers 49 + Combat 16 + Saves 12 – Drawbacks 0 = 135pp

:arrow: The thing has the combat bonuses of your average Brick but he really shows what he’s capable with through his feats. Two ranks improved block let him turtle up when he knows he’s in for a nasty hit, his Distract and startle feat put him in a good position to help in a fight. With his high sense motive check he’s also less prone to be caught in a bad situation due to feints and the like. He doesn’t have teamwork because in a combat situation he’s usually the guy other people are using Aid actions to help. They know that he can startle a foe and power attack hard. The extra bonus Reed or Sue’s teamwork can give him are really more useful than Ben attempting to do the same for them.

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

The Thing gets trimmed back a little bit. He doesn't lose much in the translation he just becomes a little more specialized. He now has the option on being a human shieldand when he pushes himself he can lift 89 tons.
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Postby MDSnowman » Thu Nov 02, 2006 5:50 pm

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Thor

PL:
14 (210pp)

Abilities: STR: 30 [40] (+15) DEX: 14 (+2) CON: 40 (+15) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3)

Skills: Gather Information 8 (+11), Intimidate 16 (+19), Knowledge [Life Sciences] 4 (+5), Knowledge [Arcane Lore] 12 (+13), Medicine 8 (+10), Profession [Doctor] 8 (+10)

Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee], Benefit [Status], Dodge Focus (6), Equipment, Fearless, Fearsome Presence (6) [DC 16; 30ft.], Improved Critical [Mjolnir], Luck, Power Attack, Startle

Powers: Immunity 2 (Disease & Suffocation via Vacuum; 2pp) Super Strength 5 (10pp), Device 4 [Belt of Strength – Enhanced Strength 10, Super Strength 5; 16pp], Device 14 [Mjolnir – Strike 3 (Power Feats: Mighty, Improved Critical (2)), Weather Control 13 (Precipitation; Extra: Wide Array; -Dynamic; Dynamic Alternate Powers: Slick Surfaces, Air Control, Dazzle [Visual], Dazzle [Auditory], Obscure [Visual], Blast [Lightning Bolt] (Extra: Line Area; Power Feat: Indirect), Blast [Mystic Blast], Blast [Thrown Hammer], Flight, Space flight, Super Movement [Dimensional Travel]); Power Feat: Restricted- Those Worthy; 43pp]

Combat: Attack +10 [Unarmed +15, Mjolnir +18; 17-20 Crit] Defense 20 (12 flat-footed) Init +2

Saves: Toughness +18 (18 flat-footed) Fortitude +18 Reflex +2 Will +9

Equipment: Asgardian Scale Mail [+3 Toughness; 3ep]

Abilities 66 + Skills 14 (56 Ranks) + Feats 21 + Powers 68 + Combat 28 + Saves 10 – Drawbacks 0 = 210pp

:arrow: Ladies and Gentlemen, this is The Mighty Thor. A 210pp Monster more than capable of leveling an entire super team on his own. As one of the Marvel U’s most powerful characters I hope I’ve got most of the major points. Thor’s Dimensional Travel works as follows. He can travel to any Norse related Dimension (if he’s going someplace else use extra effort). He can bench 6,400 tons. His weather control is VERY Dynamic so he can produce and maintain numerous environmental effects all at once at varying strengths. Most of Thor’s skills are rooted in the fact that he still has the memories of Don Blake. As a result he would make an exceptional doctor if he wasn’t too busy being a powerhouse.

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

Thor got dialed back to a well balanced PL 13. I did this largely by moving his mystic blast into part of his weather control array. The final result is a much tighter build that doesn't loose much of the punch of my PL 15 Thor.

:!: Update: 8/20/06 :!:

I bumped Thor up a Power Level. I also switched some of his strength over to his belt. The result is a perfectly balanced PL 14 Thor with a wide array on his Weather Control.
Last edited by MDSnowman on Thu Nov 02, 2006 7:24 pm, edited 1 time in total.
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Postby MDSnowman » Thu Nov 02, 2006 6:02 pm

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Toad

PL:
9 (135pp)

Abilities: STR: 14 (+2) DEX: 24 (+7) CON: 16 (+3) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+2)

Skills: Acrobatics 12 (+19), Bluff 12 (+14), Computers 8 (+11), Diplomacy 8 (+10), Notice 8 (+8), Sense Motive 12 (+12), Stealth 12 (+19), Swim 8 (+14)

Feats: Acrobatic Bluff, All-Out Attack, Dodge Focus (10), Equipment, Elusive Target, Evasion, Improved Initiative (2), Taunt, Teamwork (3), Uncanny Dodge [Hearing]

Powers: Additional Limb 1 (1pp), Elongation 2 (Flaws: Limited – Tongue [-1]; 1pp), Leaping 3 (3pp), Paralyze 8 (Extra: Alternate Save: Fortitude [+0], Ranged [+1]; 24pp), Strike 4 (Flaw: Only on a round he leaps [-1]; Power Feat: Mighty; 3pp)

Combat: Attack +10 [Unarmed +2, Pounce +6] Defense 21 (11 flat-footed) Init +15

Saves: Toughness +7 (7 flat-footed) Fortitude +3 Reflex +11 Will +3

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

Abilities 32 + Skills 20 (80 Ranks) + Feats 22 + Powers 32 + Combat 22 + Saves 7 – Drawbacks 0 = 135pp

:arrow: Toad has always had a soft spot in my heart. He was always a standard mook with powers like Blob, Pyro, or Avalanche, but over the years he’s learned from being Magneto’s annoying lackey. As a result he’s some leadership ability. Of course all of this equals him being expensive for his power level, due mostly to things that may not even show up in a fight. I know I inflated it a bit but I felt it fit the character pretty well to accent what few powers he did. In combat he’ll likely use teamwork, and leap around trying to get a Sneak Attack. And of course he can cough up phlegm to paralyze a target. Use extra effort to have the phlegm produce other effects.
Last edited by MDSnowman on Thu Nov 02, 2006 7:26 pm, edited 1 time in total.
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Postby MDSnowman » Thu Nov 02, 2006 6:05 pm

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Tombstone

PL:
9 (120pp)

Abilities: STR: 16 [28] (+9) DEX: 12 (+1) CON: 16 [28] (+9) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2)

Skills: Bluff 8 (+10), Gather Information 12 (+14), Intimidate 14 (+16), Knowledge [Streetwise] 8 (+8), Notice 8 (+9), Sense Motive 6 (+7), Stealth 8 (+9)

Feats: All-Out Attack, Contacts, Defensive Attack, Distract [Intimidate], Elusive Target, Equipment (2), Fearsome Presence (4), Improved Block, Power Attack, Startle, Takedown Attack, Ultimate Effort (Ultimate Intimidate Check)

Powers: Enhanced Strength 12 (12pp), Enhanced Constitution 12 (12pp)

Combat: Attack +9 [Unarmed +9, Pistol +4] Defense 19 (15 flat-footed) Init +1

Saves: Toughness +9 (9 flat-footed) Fortitude +10 Reflex +4 Will +6

Equipment: Heavy Pistol (+4 Damage; 8ep)

Drawbacks: Weakness [Sunlight; Common Occurrence, Minor Intensity; 2pp)

Abilities 21 + Skills 16 (64 Ranks) + Feats 16 + Powers 24 + Combat 36 + Saves 9 – Drawbacks 2 =120/120

:arrow: Well this is Tombstone. He’s a very straight forward character. No tradeoffs for him, he’s a competent fighter, and he really packs a nasty punch. His intimidate skills are top notch as he’s one scary dude. He can provoke fear in lesser foes, and startle at such a level that if he had skill mastery Batman would actually need to roll to prevent being startled. He does have a few tricks up his sleeve however. Like all characters with All-Out Attack, Defensive Attack, and Power Attack, he has a great deal of control over how he stands in any given round of combat. Further he can use distract to daze a foe. Knowing that they cannot fight back he’ll have no problem dropping the boom with an All-Out attack. Also if he’s really pressed he can also use extra effort to gain the Stunning Attack feat. This makes him a threat regardless of his foe’s toughness save. Being exposed to Sunlight gives Tombstone -1 cumulative penalty to his defense per round.
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Postby MDSnowman » Thu Nov 02, 2006 6:23 pm

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"Like my daddy said right before he killed my mom, "If ya want somethin' done right, ya gotta do it yourself".

Generic Vampire Template

Powers: Enhanced Strength 6 (6pp), Enhanced Dexterity 6 (6pp), Enhanced Constitution (6pp), Immunity 30 (Fortitude Effects; Flaws: Partial Immunity [-1]; 15pp), Impervious Toughness 3 (3pp), Leaping 2 (2pp), Regeneration 13 (Recovery Rate 13; Power Feat: Regrowth; 14pp)

Drawbacks: Vulnerable [Silver/Silvered Items; Uncommon Occurrence; Major Intensity; 3pp], Weakness [Garlic; Uncommon Occurrence; Major Intensity; 3pp], Weakness [Dependence on Blood; Common Occurrence; Minor Intensity; 2pp], Weakness [Ultraviolet Light; Major Intensity, Per Round, Destroyed after 3 rounds; 10pp]

Net Cost: 34pp

:arrow: I made the mistake of watching all three Blade movies yesterday (It was more of a mistake in the last two hours than it was in the first two, but that's a different rant). So I took a stab at making the generic vampire template for that series of movies. I think I would describe Blade’s vampires more as half living than undead. As a result they only have partial immunity to all fortitude effects. However if these effects have been tailored to fight vampires (either via silver weapons, or the “silvered” power feat I put all over Blade) the vampires’ weaknesses bring the DC back up to where it would be before partial immunity got a hold of it. This is useful if you engineer a virus that attacks vampires, garlic/silver nitrate mace, and the like. The generic vampire’s Regeneration works as follows. They recover from bruised damage every round without rest, unconscious status once every round injured and staggered status once per minute and disabled status once per hour. Furthermore they can re-grow lost body parts. I struggled with how to best deal with the varying degree of problems Blade's vampires seem to have with UV light. An entire tunnel full of reapers end up dust instantly, Ron Perlman manages to become nice and ugly, hot babe gets superficial scars, and the bad guy doesn't even get a sun tan. So I split the difference and said it took three rounds to be lethal. Of course you can also rule that it's a function of minions vs. NPCs.
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Postby MDSnowman » Thu Nov 02, 2006 6:25 pm

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The Vision

PL:
12 (180pp)

Abilities: STR: 14 (+2) DEX: 10 (+0) CON: -- (+0) INT: 22 (+6) WIS: 10 (+0) CHA: 06 (-2)

Skills: Computers 16 (+22), Concentration 12 (+12), Disable Device 8 (+14), Knowledge [Technology] 12 (+18), Sense Motive 8 (+8)

Feats: Accurate Attack, Eidetic Memory, Move-by Action, Power Attack, Teamwork (2)

Powers: Density 12 (+24 Strength; Impervious Protection 6; Immovable 4; Super Strength 4; Extra: Wide Array [+1]; Flaws: Immobile [-1]; Dynamic; Dynamic Alternate Powers: Blast, Insubstantial, Flight, Shield, Super Strength; 46pp), Immunity 40 (All Fortitude Effects, Mental Effects; 40pp), Impervious Toughness 5 (5pp), Quickness 6 (Flaws: Limited – Mental Quickness [-1]; 3pp), Regeneration 9 (Recovery Check 9; Power Feat: Regrowth; 10pp)

Combat: Attack +10 [Unarmed +2] Defense 18 (14 flat-footed) Init +0

Saves: Toughness +10 (5 impervious) (10 flat-footed) Fortitude +NA Reflex +0 Will +8

Abilities 2 + Skills 14 (56 Ranks) + Feats 6 + Powers 104 + Combat 36 + Saves 18 – Drawbacks 0 = 180pp

:arrow: I hadn’t realized until I’d started this but Vision is quite possibly one of those few Avengers who could realistically tangle with JLA members. He’s a BEAST. He has a wide range of useful powers, and as far as saves go he’s got few weaknesses. His only real weakness I’d have to say is his lack of personality, with no interaction skills he can’t bluff, feint, or demoralize anyone. Therefore he can become predictable in combat. By predictable I mean if he’s on the ground his density will shoot up and he’ll pound a foe. If not he’ll likely use extra effort to add affects corporeal to his energy blast and blast foes while intangible. I’m focusing on Vision as more emotionless, but the fact that he doesn’t have flat out immunity to mental effects shows that he once had a human personality.

:!: Update: 4/1/06 :!:

Vision gets an upgrade. I now sorted out the non-sense with his density and lifting strength. If I've done my work right he can lift a shade under fifty tons when he's not all dense, and when he is that lifting weight rises to a shade under 900 tons (he needs to use extra effort to reach that). I also made his.
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Postby MDSnowman » Thu Nov 02, 2006 6:28 pm

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Vulture

PL:
7 (105pp)

Abilities: STR: 08 [19] (+4) DEX: 10 (+0) CON: 09 (-1) INT: 18 (+4) WIS: 12 (+1) CHA: 12 (+1)

Skills: Bluff 6 (+7), Computers 12 (+16)*, Craft [Mechanical] 12 (16)*, Disable Device 6 (+10)*, Intimidate 10 (+11), Knowledge [Technology] 12 (16)*, Notice 10 (+11), Pilot 8 (+8), Sense Motive 4 (+5), Stealth 8 (+8)

Feats: Fast Overrun, Favored Environment [Airborne] (4), Improved Initiative, Inventor, Move-by Action, Skill Mastery [Computers, Craft, Disable Device, Knowledge], Sneak Attack (2), Startle, Teamwork (2)

Powers: Device 6 [Vulture Flight Harness – Enhanced Strength 11, Flight 4, Protection 8, Immunity 1 (Aging); 24pp]

Combat: Attack +5 (+7 in the Air) [Unarmed +4] Defense 15 [17 in the Air] (13 flat-footed) Init +4

Saves: Toughness +7 (7 flat-footed) Fortitude +3 Reflex +5 Will +6

Abilities 11 + Skills 22 (88 Ranks) + Feats 14 + Powers 24 + Combat 20 + Saves 14 – Drawbacks 0 = 105/105

:arrow: Again no trade offs. I don’t see the Vulture as the kind of guy who excels in any specific area of combat. The Vulture is a terror if you’re a normal person, but against Spidey he has to rely on the superior speed of his flight harness, sneak attacks, and the odd invention to prevail. Some might say that a man who can fly can do anything, but that’s only true as long as he’s doing it to people PL 7 and below. Beyond that he’s going to have problems. Like I said the wild card with Vulture is going to be him catching you off guard and whatever invention he has with him. Also he gets a lot of support as a lifelong member of the Sinister Six. His Teamwork feat represents this
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Postby MDSnowman » Thu Nov 02, 2006 6:30 pm

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Venom

PL:
11 (180pp)

Abilities: STR: 19 [34] (+12) DEX: 16 [32] (+11) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0)

Skills: Acrobatics 2 (+13), Bluff 6 (+6), Climb 5 (+17), Computers 3 (+4), Gather Information 6 (+6), Intimidate 8 (+8), Investigate 8 (+10), Notice 8 (+10), Profession [Reporter] 6 (+8), Stealth 8 (+19)

Feats: All Out Attack, Fearsome Presence (6) [DC 16; 30ft.], Improved Pin, Power Attack, Startle

Powers: Enhanced Strength 15 (15pp), Enhanced Dexterity 16 (16pp), Snare 12 (Power Feats: Tether, Split Attack; Alternate Power: Create Object; Extra: Engulf [+0]; 27pp), Super Movement 3 (Wall crawling [2], Swinging; 6pp), Super Senses 1 (Danger Sense; 1pp), Super Strength 2 (4pp), Speed 4 (Flaw: Limited- Only Swinging[-1]; 2pp), Leaping 2 (2pp), Morph [Any Humanoid] 6 (6pp), Immunity 1 (Spiderman’s Danger Sense; 1pp), Protection 9 (9pp)

Combat: Attack +10 [Unarmed +12] Defense 20 (15 flat-footed) Init +11

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

Drawbacks: Vulnerable [Fire] [Common Occurrence, Major Intensity; 4pp], Weakness [Sonics] [Uncommon Occurrence, Major Intensity 8pp], Power Loss [All Powers] [Major Intensity, Uncommon Occurrence; 3pp]

Abilities 25 + Skills 15 (60 Ranks) + Feats 9 + Powers 91 + Combat 40 + Saves 13 – Drawbacks 15 = 180pp

:arrow: Venom has the same web slinging speed as Spidey. I handled the concealment issue as such, a simple one point Immunity. Venom doesn’t have the uncanny ability to sneak up on everyone, just Peter. Venom can do a running leap forward of 195 feet, a Standing forward jump of 97 feet, and a vertical leap of 48 feet. Eddie's Morphing gives him a +30 to disguise checks. When facing fire based attacks the DC increases by 100% when such attacks are directed at Venom. Meanwhile Sonic attacks give him a cumulative –1 drain to all ability scores. Once Eddie’s Charisma gets down to 2 or 1 the Symbiote will bail leaving him powerless.
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Postby MDSnowman » Thu Nov 02, 2006 6:33 pm

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Wallflower

PL:
6 (90pp)

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

Skills: Bluff 4 (+4/+8), Concentration 8 (+9), Diplomacy 4 (+4/+8), Knowledge [Pop Culture] 8 (+9), Notice 8 (+9), Sense Motive 8 (+9)

Feats: Defensive Attack, Sneak Attack, Teamwork (3)

Powers: Emotion Control 6 (Extra: Action - Free Action [+2], Continuous Duration [+1], Cloud Area [+1]; Flaws: Sense Dependent [Olfactory] [-1]; Power Feats: Subtle [2], Reversible; Alternate Power: Emotion Control 6 (Selective [+1], Continuous Duration [+1], Cloud Area [+1]; Flaws: Sense Dependent [Olfactory] [-1]; Power Feats: Subtle [2], Reversible); 34pp)

Combat: Attack +6 Melee [Unarmed +0] Defense 18 (14 flat-footed) Init +1

Saves: Toughness +4 (4 flat-footed) Fortitude +3 Reflex +3 Will +7

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

Abilities 6 + Skills 10 (40 Ranks) + Feats 5 + Powers 34 + Combat 24 + Saves 11 – Drawbacks 0 = 90pp

And now the uber under achiever of the New X-Men… Wallflower. Laurie is entirely useless in a straight fight…. I only filled her out close to her cap as a nicety. All she has going for her his her power, and if she can get it off most foes won’t be a problem for her. And of course even though she’s supposed to be the mousy type she’s still drawn as being attractive (don’t you love comics?) She has another emotion control tacked on to her normal power build. If she doesn’t want to protect people from the force of her power she can quickly drop a big emotion bomb on an area. However she can choose to protect any allies in melee with her target by using her alternate power.. however it requires more focus (i.e. time) on her part. Laurie is best used as support. She’ll sit back and pile on despair and fear on foes. The problems that she has unconsciously using her powers work best as a complication feeding her Hero Points

:!: Update: 4/24/07 :!:

Again the dial gets turned down.
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Postby MDSnowman » Thu Nov 02, 2006 6:35 pm

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White Queen

PL:
10 (165pp)

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

Skills: Bluff 6 (+9/+17), Concentration 12 (+13), Diplomacy 6 (+9/+17), Drive 4 (+6), Gather Information 12 (+15), Intimidate 12 (+15), Knowledge [Business] 12 (+16), Notice 8 (+9), Profession [CEO] 12 (+13), Profession [Teacher] 8 (+9), Sense Motive 12 (+13)

Feats: Attractive (2), Benefit [Wealth 3] (3), Equipment (7), Leadership, Second Chance [Bluff]

Powers: Telepathy 10 (Dynamic; Extras: Move Action [+1], Wide Array [+1], Comprehend (2); Power Feat: Subtle; Alternate Powers: ESP [Telepathy - Dynamic, Mental Blast 10 - Dynamic, Mind Shield -Dynamic, Astral Form 11 [Dimensional] -Dynamic, Emotion Control 10 -Dynamic, Free Action Phantasm Illusion [All Senses] 10 - Dynamic, Alternate Form [Solid] 11; 57pp)

Combat: Attack +10 [Unarmed +2, Small Pistol +2, Mental Blast +10] Defense 16 (13 flat-footed) Init +2

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

Equipment: Small Pistol [+2 Damage; 4ep], Limo [Strength: 35; Speed: 5; Defense: 8; Toughness: 9; Size: Huge; 8ep], Mansion [Size: Large; Toughness: 10; Features: Living Space; 4ep], Private Jet [Strength: 40; Speed: 7; Defense: 6; Toughness 11: Size: Gargantuan; 17ep], The Outfit [Fascinate – Bluff; 1ep], Cell Phone [1ep]

Abilities 28 + Skills 26 (104 Ranks) + Feats 14 + Powers 57 + Combat 32 + Saves 8 – Drawbacks 0 = 165pp

Here’s Emma. She’s a one-woman telepathic maelstrom. She has a wide variety of mental powers all dynamically linked, and considering that telepathy is a free action for her she can do quite a bit in one round. I left her Will Save low largely because her mind shield is the easiest power to get a lot of mileage out of in her Dynamic Array. I could have easily given her more leadership-related feats, but Emma’s not the type to inspire or give a rousing speech. She’s more the type to glare at you until being beaten on by a foe seems like the best choice at the moment. I also added her diamond form. I may not approve of it, but it only cost me one point. The above “official” stat block doesn’t include it. Of course below you’ll find her unofficial stats from when her diamond form is up (much like my AoA/ Exiles Sabretooth vs. my 616 Sabretooth). Be aware however that she has access to none of her psychic powers in this form.

White Queen
PL:
10 (165pp)
Abilities: STR: 14 [30] (+10) DEX: 14 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 12 (+1) CHA: 16 (+3)
Skills: Bluff 6 (+9/+17), Concentration 12 (+13), Diplomacy 6 (+9/+17), Drive 4 (+6), Gather Information 12 (+15), Intimidate 12 (+15), Knowledge [Business] 12 (+16), Notice 8 (+9), Profession [CEO] 12 (+13), Profession [Teacher] 8 (+9), Sense Motive 12 (+13)
Feats: Attractive (2), Benefit [Wealth 3] (3), Equipment (7), Leadership, Second Chance [Bluff]
Powers: Telepathy 10 (Dynamic; Extras: Free Action [+2]; Alternate Powers: Mental Blast - Dynamic, Mind Shield -Dynamic, Astral Form [Dimensional] -Dynamic, Emotion Control -Dynamic, Free Action Phantasm Illusion [All Senses] 10 - Dynamic, Alternate Form [Solid] 11 (Density 8 [+16 Strength, 4 Protection {Impervious}, Immovable 2, Super Strength 2], Immunity 9 [Life Support], Protection 8 [Impervious], Super Strength 3); 57pp)
Combat: Attack +10 [Unarmed +10] Defense 16 (13 flat-footed) Init +2
Saves: Toughness +14 (12 Impervious) (14 flat-footed) Fortitude +6 Reflex +6 Will +3
Equipment: Small Pistol [+2 Damage; 4ep], Limo [Strength: 35; Speed: 5; Defense: 8; Toughness: 9; Size: Huge; 8ep], Mansion [Size: Large; Toughness: 10; Features: Living Space; 4ep], Private Jet [Strength: 40; Speed: 7; Defense: 6; Toughness 11: Size: Gargantuan; 17ep], The Outfit [Fascinate – Bluff; 1ep], Cell Phone [1ep]
Abilities 28 + Skills 26 (104 Ranks) + Feats 14 + Powers 57 + Combat 32 + Saves 8 – Drawbacks 0 = 165pp
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MDSnowman
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Postby MDSnowman » Thu Nov 02, 2006 6:39 pm

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Wind Dancer

PL:
10 (135pp)

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

Skills: Bluff 4 (+7/+15), Computers 6 (+8), Gather Information 8 (+11), Knowledge [Pop Culture] 8 (+10), Notice 8 (+9), Sense Motive 8 (+9), Languages (English, Portuguese; Base: Spanish)

Feats: Accurate Attack, Attractive (2), Defensive Roll (3), Equipment, Favored Environment [Airborne] (8), Improved Initiative (2), Luck, Move By Action, Teamwork (2)

Powers: Element Control [Air] 12 (Dynamic; Extra: Cone Area [+1]; Alternate Powers: Trip (Extra: Knock back [+1], Cone Area [+1]) – Dynamic, Flight – Dynamic, Blast (Extra: Auto-Fire [+1])– Dynamic; 43pp), Super Senses (Extended (5) Hearing; 5pp)

Combat: Attack +6 (+8 in Air) [Unarmed +1, Wind Blast +12] Defense 16 (22 in Air)(13 flat-footed) Init +10

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

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

Abilities 20 + Skills 11 (44 Ranks) + Feats 21 + Powers 47 + Combat 24 + Saves 12 – Drawbacks 0 = 135pp

Here’s yet another New X-Men, Wind Dancer. She’s your typical blaster. In essence she operates a lot like a watered down Storm. I know Air Control lets you perform a trip-like power… but it doesn’t have knock back… so I threw away a point to give Sofia the option to really send people flying. With her favored environment and her dynamic array whoever is running her can really decide how accurate and how hard to hit she will be at any given moment, there’s a surprising amount of freedom in that. Her ability to hear at extended distance however is second to none.
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MDSnowman
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Postby MDSnowman » Thu Nov 02, 2006 6:42 pm

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Wither

PL:
9 (135pp)

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

Skills: Bluff 8 (+8), Climb 8 (+10), Drive 8 (+9), Intimidate 12 (+12), Notice 8 (+8), Sense Motive 6 (+6), Stealth 6 (+7).

Feats: All-Out Attack, Defensive Attack, Elusive Target, Equipment, Fearsome Presence (4) [DC 13; 15 ft.], Improved Block, Improved Grab, Improved Pin, Power Attack, Rage (3) [+8 Strength, +4 Fortitude & Will Saves], Startle, Teamwork (3)

Powers: Drain [Constitution] 10 (Extras: Duration – Sustained [+2], Aura [+1]; Flaws: Uncontrolled [-1]; Alternate Power: Corrosion 10 (Extras: Duration –Concentration [+1]; Flaws: Only Effects Organic Material [-1]); 41pp)

Combat: Attack +8 [Unarmed +2] Defense 21 (16 flat-footed) Init +0

Saves: Toughness +6 (6 flat-footed) Fortitude +7 Reflex +3 Will +3

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

Abilities 12 + Skills 14 (56 Ranks) + Feats 19 + Powers 41 + Combat 38 + Saves 11 – Drawbacks 0 = 135pp

:arrow: Here’s another Hellion character, Wither. Any touch from Wither, intentional or not, drains constitution from a target, effectively disintegrating them. The aura extra essentially means the effort it takes Kevin to take off some piece of clothing and making any touch dangerous. Normally however he doesn't do that and it would net him a hero point. However His powers only effect organic material. For his drain power that’s not too big a deal, but it does matter on the corrosion alternate power. Wither is one of those really angry types of kids, hence he’s got rage, and the nature of his powers make him a little intimidating. Despite his relative lack of power Wither can be a devastating combatant, and his own instability promise to make him very very dangerous in the future.
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Postby MDSnowman » Thu Nov 02, 2006 6:45 pm

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Wolfsbane

PL:
10 (150pp)

Abilities: STR: 12 [20] (+5) DEX: 14 [18] (+4) CON: 12 [20] (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1)

Skills: Climb 12 (+17)*, Drive 8 (+12), Intimidate 12 (+13)*, Knowledge [Theology & Philosophy] 8 (+9), Notice 12 (+15), Sense Motive 8 (+11), Stealth 12 (+16)*, Survival 12 (+15)*, Swim 8 (+13)

Feats: All-Out Attack, Attractive (2), Defensive Attack, Defensive Roll (2), Elusive Target, Equipment (2), Fearsome Presence (4), Improved Initiative (2), Improved Trip, Power Attack, Rage (2), Startle, Skill Mastery [Climb, Intimidate, Stealth, Survival], Takedown Attack, Teamwork (2)

Powers: Enhanced Strength 8 (8pp), Enhanced Dexterity 4 (4pp), Enhanced Constitution 8 (8pp), Morph 1 (Power Feat: Metamorph [Wolf Form]; 2pp), Speed 2 (2pp), Strike 2 (Power Feats: Mighty, Improved Critical (3); 6pp), Super Senses 4 (Scent, Extended Low Light Vision, Tracking; 4pp)

Combat: Attack +10 [Claws +7; 17-20 Crit] Defense 23 (17 flat-footed) Init +12

Saves: Toughness +7 (5 flat-footed) Fortitude +9 Reflex +9 Will +5

Equipment: Motorcycle [Strength: 15; Speed: 5; Defense: 10; Toughness: 8; Size: Medium; 9ep]

Drawbacks: Normal Identity [Rahne Sinclair; Free Action; 3pp]

Abilities 18 + Skills 20 (80 Ranks) + Feats 24 + Powers 34 + Combat 46 + Saves 11 – Drawbacks 3 = 150pp

:arrow: So in my on again off again attempt to do New Mutants, and Excalibur characters I’m doing a girl with her own cult following. Rahne Sinclair, Wolfsbane. This build represents her Werewolf form. In combat she’s a watered down version of Wolverine. She’ll tear through minions like no one’s business, but will lack stopping power against more powerful foes. Then she’ll be best served by using her teamwork feats. Her metamorph lets her turn into a rather big wolf…

Wolfsbane (Wolf Form)
PL:
10 (150pp)
Abilities: STR: 12 [16] (+3) DEX: 14 [22] (+6) CON: 12 [20] (+5) INT: 08 (-1) WIS: 13 (+1) CHA: 08 (-1)
Skills: Climb 12 (+15)*, Drive 8 (+12), Intimidate 14 (+13)*, Knowledge [Theology & Philosophy] 8 (+7), Notice 14 (+15), Sense Motive 8 (+9), Stealth 12 (+18)*, Survival 12 (+13)*, Swim 8 (+11)
Feats: All-Out Attack, Attractive (2), Defensive Attack, Defensive Roll (2), Elusive Target, Equipment (2), Fearsome Presence (6), Improved Initiative (2), Improved Throw, Improved Trip, Move By Action, Power Attack, Rage (4) [+10 Strength, +6 Fort & Will Saves; 5 Rounds], Startle, Skill Mastery [Climb, Intimidate, Stealth, Survival], Takedown Attack, Teamwork (2)
Powers: Enhanced Strength 4 (4pp), Enhanced Dexterity 8 (8pp), Enhanced Constitution 8 (8pp), Morph 1 (Power Feat: Metamorph [Werewolf Form] 1; 2pp), Speed 4 (4pp), Strike 2 (Power Feat: Mighty, Improved Critical (3); 6pp), Super Senses 4 (Extended Low Light Vision, Scent, Track; 4pp)
Combat: Attack +10 [Bite +5] Defense 23 (16 flat-footed) Init +14
Saves: Toughness +7 (5 flat-footed) Fortitude +11 Reflex +11 Will +4
Drawbacks: Normal Identity [Rahne Sinclair; Free Action; 3pp], Disability [Canine Physiology; 1pp]
Abilities 7 + Skills 21 (84 Ranks) + Feats 30 + Powers 36 + Combat 46 + Saves 14 – Drawbacks 4 = 150pp


:arrow: This form is best suited for extreme circumstances. When Rahne needs to run, hide, or take a saving throw this is where she’d rather be. However she has to rely on Rage for so much of her damage (and will save) she’s advised against prolonged fighting in this form.
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