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MDSnowman: Tears of Taija Act 5 Updates, Mira

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Postby MDSnowman » Fri Nov 24, 2006 7:51 pm

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Elijah Snow

PL:
13 (200pp)

Abilities: STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 22 (+6) WIS: 20 (+5) CHA: 18 (+4)

Skills: Bluff 12 (+16), Climb 6 (+9), Diplomacy 12 (+16), Disable Device 6 (+12), Gather Information 8 (+12), Intimidate 12 (+16), Knowledge [History] 16 (+22), Knowledge [Behavioral Sciences] 8 (+14), Medicine 8 (+13), Notice 6 (+11), Sense Motive 12 (+17), Search 10 (+16), Stealth 4 (+6), Languages (Chinese, French, German, Arabic; Base: English)

Feats: Attack Specialization [Cold Touch] (4), Benefit [Secret History, Wealth x2] (3), Contacts, Connected, Defensive Roll (2), Dodge Focus (12), Distract [Intimidation], Eidetic Memory, Equipment (4), Fearsome Presence (5), Improved Initiative, Leadership, Master Plan, Set Up, Well Informed

Powers: Cold Control 13 (Extra: Wide Array [+1]; Dynamic; Dynamic Alternate Powers: Environmental Control [Distraction, Hamper Movement], Obscure, Corrosion; 46pp), Immunity 6 (Cold Descriptor, Aging; 6pp)

Combat: Attack +5 (+13 Cold Touch) [Unarmed +3, Corrosion Touch +13] Defense 26 (12 flat-footed) Init +6

Saves: Toughness +10 (8 flat-footed) Fortitude +5 Reflex +5 Will +13

Equipment: Uniform [+5 Toughness; 5ep], Sky Scraper Base [Size: Large; Toughness: 10; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop; 15ep]

Abilities 46 + Skills 31 (124 Ranks) + Feats 39 + Powers 53 + Combat 18 + Saves 13 – Drawbacks 0 = 200pp

:arrow: Character #200 is Planetary’s own Elijah Snow. (I have to admit, his name alone is reason enough for me to build him) He’s a deceptively powerful character. Sure he can cause all manner of cold related weather conditions around him easily, however that not how he fights. He’ll use his corrosion alternate power to flash freeze and smash any person or object that he’s attacking. And given his ungodly defense bonus most foes will be hard pressed to lay a single finger on him. For all that power I did make him surprisingly easy to lay out. If you can get initiative before him (or feint past his crazy sense motive score) his defense drops like a rock, as does his toughness save. However most foes won’t get that chance against him. All they’ll get is an icy hand upside the head.
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Postby MDSnowman » Fri Nov 24, 2006 7:53 pm

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Fairchild

PL:
8 (120pp)

Abilities: STR: 30 (+10) DEX: 20 (+5) CON: 26 (+8) INT: 18 (+4) WIS: 14 (+2) CHA: 14 (+2).

Skills: Climb 4 (+14), Computers 4 (+8), Knowledge [Tactics] 4 (+8), Notice 6 (+8), Sense Motive 6 (+8)

Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] (3), Attractive (3), Dodge Focus (4), Eidetic Memory, Inspire, Leadership, Luck, Power Attack, Teamwork, Ultimate Effort [Ultimate Toughness Save]

Powers: Super Senses (Communication Link –Freefall; 1pp), Super Strength 6 (12pp)

Combat: Attack +3 (+6 Melee) [Unarmed +10] Defense 18 (12 flat-footed) Init +5

Saves: Toughness +8 (8 flat-footed) Fortitude +9 Reflex +5 Will +8

Abilities 62 + Skills 6 (24 Ranks) + Feats 18 + Powers 13 + Combat 14 + Saves 7 – Drawbacks 0 = 120pp

:arrow: Tonight I bring you Gen 13’s lovely leader, and one of Wildstorm's hawt amazon girls, Fairchild. As far as raw power goes Caitlin leaves the rest of Gen 13 in the dust. Her physical abilities are just that good. She’s also a genius, go figure. She’s got a reputation for being able to slug it out with some of the meanest hombres the Wildstorm Universe has to offer, to allow her to do that and keep a decent defense bonus she has Ultimate Toughness save. That should guarantee at least one or two rounds fighting out of her league. Even when you put all that aside she’s also a pretty good leader. She’s the only one of the three Gen 13 members who got a lot of face time I would give Teamwork too. Burnout and Rainmaker will have teamwork, but that’s because they’re usually in the background, Fairchild has it because it’s in her nature.
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Postby MDSnowman » Fri Nov 24, 2006 7:55 pm

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Feedback

PL:
10 (150pp)

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

Skills: Acrobatics 4 (+6), Computers 8 (+10), Diplomacy 8 (+9), Knowledge [Pop Culture] 8 (+10), Knowledge [Technology] 6 (+8), Notice 8 (+10), Profession [Computer Programmer] 6 (+8), Sense Motive 4 (+6)

Feats: Defensive Attack, Defensive Roll (2), Equipment, Luck

Powers: Variable Power 10 (Multiple Powers of the Video Game Descriptor; Flaw: Must Witness power in use in a video game first [-1]; 50pp)

Combat: Attack +10 [Unarmed +3] Defense 23 (17 flat-footed) Init +3

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

Equipment: Costume [+2 Toughness; 2ep], Comm-Link [1ep], PDA [1ep], Cell Phone [1ep]

Abilities 24 + Skills 13 (52 Ranks) + Feats 5 + Powers 50 + Combat 46 + Saves 12 – Drawbacks 0 =150pp

Complications: Accident (EMP when not in suit), Enemy (Dark Enforcer), Fame (Reality Show Winner), Honor

:arrow: The winner of Who Wants to be a Superhero it’s Feedback. Matthew is a fun little build. Essentially he exists to emulate whatever video game strikes the player’s or GM’s fancy. He’ll develop an energy Whip after playing Castlevania, he’ll throw fireballs and grow in size after playing Super Mario Brothers, and of course a lot of deflection after playing Pong.
Last edited by MDSnowman on Thu Jan 25, 2007 6:47 pm, edited 1 time in total.
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Postby MDSnowman » Fri Nov 24, 2006 8:00 pm

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Fighter McWarrior

PL:
8 (120pp)

Abilities: STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 06 (-2) WIS: 06 (-2) CHA: 12 (+1)

Skills: Acrobatics 8 (+11), Bluff 8 (+9), Climb 8 (+12), Craft [Sword Chucks] 12 (+10), Disguise 8 (+9), Intimidate 8 (+9), Notice 8 (+6), Search 8 (+6), Survival 12 (+10)

Feats: Accurate Attack, All-Out Attack, Attack Specialization [Swords], Defensive Attack, Die Hard, Endurance (2), Equipment (3), Improved Block (2), Improved Disarm (2), Improved Initiative (2), Power Attack, Taunt, Track

Powers: The Twelve Schools of Vargus-do Zodiac Style Swordplay (Air Control 8; Flaws: Requires Swords [-1]; Alternate Powers: Deflect –All Ranged, requiring Swords; 9pp), Enhanced Intelligence 20 (Flaws: Unreliable [-1]; Alternate Power: Unreliable Enhanced Wisdom; 11pp)

Combat: Attack +7 (+9 w/ Swords) [Unarmed +4, Swords +7; 19-20 Crit] Defense 16 (13 flat-footed) Init +11

Saves: Toughness +10 (10 flat-footed) Fortitude +12 Reflex +8 Will +4

Equipment: Full Plate Armor [+6 Toughness; 6ep], Swords [+3 Damage; Auto-Fire; Mighty; Improved Critical; 8ep], Chain [1ep]

Abilities 16 + Skills 20 (80 Ranks) + Feats 19 + Powers 20 + Combat 26 + Saves 19 – Drawbacks 0 = 120pp

:arrow: Since he got his class change and became a Knight Fighter has displayed some super human swordplay powers. His ability to create a sonic boom by swinging his swords, and his ability to deflect incoming attacks. Fighter is an idiot. Easily duped and mislead. However he occasionally has moments of brilliant insight. That’s when his unreliable enhanced abilities come into play. Fighter is extremely resilient, able to shrug off Black Mage’s repeated attempts to stab him, and to fight even the most dangerous of foes. Of course most foes that he fights are too dumb to realize they should do something besides pound blindly on his armored hide.
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Postby MDSnowman » Fri Nov 24, 2006 8:03 pm

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Freefall

PL:
8 (120pp)

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

Skills: Acrobatics 6 (+10), Bluff 8 (+11/+15)*, Concentration 8 (+8)*, Knowledge [Pop Culture] 8 (+10)*, Sense Motive 6 (+6), Stealth 6 (+10)*, Swim 6 (+6)

Feats: Attack Specialization [Gravity] (2), Attractive, Defensive Roll (2), Evasion (2), Improved Initiative (2), Luck (2), Sidekick (11) [Qeelocke], Skill Mastery [Bluff, Concentration, Knowledge [Pop Culture], Stealth], Taunt

Powers: Gravity Control 8 (Extra: Wide Array [+1]; Flaws: Concentration Required [-1]; Dynamic; Alternate Powers: Flight (flaw: Concentration Required)–Dynamic, Force Field (Concentration Required)–Dynamic, Telekinesis (Extra: Damaging; Flaw: Concentration)–Dynamic; 23pp), Super Senses 1 (Communication Link -Fairchild; 1pp)

Combat: Attack +4 (+8 Gravity) [Unarmed +1, Gravity Blast +8] Defense 18 (14 flat-footed) Init +12

Saves: Toughness +3 (1 flat-footed) Fortitude +4 Reflex +11 Will +4

Abilities 22 + Skills 12 (48 Ranks) + Feats 24 + Powers 24 + Combat 24 + Saves 14 – Drawbacks 0 = 120pp

:arrow: Here’s another Gen 13 member, fan favorite, Freefall. She’s your basic energy controller with enough power to put a hurt on a foe quickly. She also has a psychic link with her half-sister Fairchild. And of course she has Queelocke, a nasty little space rat / mascot.

Queelocke
PL:
2 (55pp)
Abilities: STR: STR 03 (-4) DEX: 14 (+2) CON: 10 (+0) INT: 06 (-2) WIS: 12 (+1) CHA: 10 (+0)
Skills: Notice 4 (+5), Stealth 4 (+14)
Feats: Improved Initiative, Teamwork
Powers: Additional Limbs 1 (1pp), Shrinking 8 (Extra: Continuous [+1]; Flaws: Permanent [-1]; Power Feat: Innate; 9pp), Super Movement 2 (Wall Crawling (2); 4pp), Teleport 10 (Extra: Portal [+2]; Flaws: Full Action [-1], Distracting [-1]; Alternate Power: Super Movement [Dimensional Travel]; 21pp)
Combat: Attack +5 [Unarmed -4] Defense 17 (13 flat-footed) Init +6
Saves: Toughness +0 (flat-footed) Fortitude +2 Reflex +5 Will +1
Abilities –5 + Skills 2 (8 Ranks) + Feats 2+ Powers 35 + Combat 16 + Saves 5 – Drawbacks 0 = 55pp
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Postby MDSnowman » Fri Nov 24, 2006 8:05 pm

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Golden Boy
“STUDYSTUDYSTUDYSTUDYSTUDY…”

After completing all the requisite courses for a law degree from Tokyo University, Kintaro Oe, 25, set off to study the world. With his trusty bike, the Mikazuki 5, and a knack for cleaning toilets, is Kintaro Oe destined to save the world, or is he destined to get killed lusting after women?

PL: 6 (120pp)

Abilities: STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 20 (+5) WIS: 08 (-1) CHA: 12 (+1)

Skills: Acrobatics 8 (+10), Climb 8 (+10), Computer 11 (+16), Craft [Mechanical] 6 (+11), Drive [Bicycle] 11 (+13), Knowledge [Civics] 8 (+13), Notice 8 (+7), Sense Motive 11 (+10), Sleight of Hand 9 (+11), Survival 8 (+7), Swim 8 (+10)

Feats: Accurate Attack, Beginner’s Luck, Defensive Attack, Defensive Roll (2), Endurance, Eidetic Memory, Equipment, Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Improvised Tools, Jack of All Trades, Luck (3), Sneak Attack, Stunning Attack

Powers: Device 1 [Mikazuki 5 – Strength 15; Speed 2; Defense 10; Toughness 5; Size: Medium; Powers: Speed 1 when going down hill; 3pp], Enhanced Charisma 12 (Power Feats: Attractive (2); Flaws: Limited- Only after he’s gone [-1]; 8pp)

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

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

Equipment: Leather Jacket [+1 Toughness; 1ep], Swing Line [Super Movement: Swinging; Quick Draw; 3ep], Master Work Bike Tools [1ep]

Abilities 22 + Skills 24 (96 Ranks) + Feats 19 + Powers 12 + Combat 28 + Saves 15 – Drawbacks 0 = 120pp

Complications: Accident (Embarrassment), Honor, Obsession (Toilets)

What can I say I like Golden Boy, nowhere has a pervert been more lovable. I tried to make Kintaro a low PL skill machine. Kintaro would spend most of his hero points on Beginners luck and on increasing the ranks of his device (seriously how else is a mountain bike going to be a motorcycle in a race?) The flaw on Kintaro’s Enhanced Charisma just boils down to the fact that women are slavishly devoted to him… After they’ve treated him like crap for half an hour and he’s ridden off into the sunset.
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Postby MDSnowman » Fri Nov 24, 2006 8:07 pm

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Grunge

PL:
8 (120pp)

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

Skills: Acrobatics 8 (+11), Bluff 8 (+9), Climb 8 (+12), Intimidate 8 (+9), Notice 4 (+4), Sense Motive 6 (+6), Stealth 8 (+11), Swim 6 (+10)

Feats: All-Out Attack, Accurate Attack, Attack Focus [Melee] (5), Defensive Attack, Dodge Focus (4), Eidetic Memory, Improved Trip, Power Attack, Stunning Attack, Taunt

Powers: Object Mimicry 6 (36pp)

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

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

Abilities 28 + Skills 14 (56 Ranks) + Feats 17 + Powers 36 + Combat 14 + Saves 11 – Drawbacks 0 = 120pp

:arrow: I know it’s been requested a lot but I decided to do some more Wildstorm characters. In this case everyone’s favorite super powered slacker, Grunge. Even without his powers he’d make a decent martial artists, but having access to object mimicry allows him to shore up a few of his weaknesses. In all he’s a pretty straight forward build. He’s got the feats to be a pain in melee combat, but he doesn’t like using his object mimicry, he’s got too much pride. That complication is usually enough to earn him an extra HP.
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Postby MDSnowman » Fri Nov 24, 2006 8:09 pm

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Hellboy

PL:
10 (150pp)

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

Skills: Craft [Mechanical] 6 (+9), Intimidate 13 (+14), Knowledge [Arcane Lore] 12 (+15), Knowledge [Theology & Philosophy] 8 (+11), Notice 8 (+10), Sense Motive 8 (+10), Languages (Russian, Latin, German, Ancient Lemurian, Gaelic; Base: English)

Feats: All-Out Attack, Attack Focus [Melee] (3), Chokehold, Improved Grapple, Power Attack, Startle, Tough (4)

Powers: Additional Limbs 1 (1pp), Device 2 [The Samaritan – Blast 5; 6pp], Immunity 5 (Fire; 5pp), Mystical Gadgets 2 (12pp), Shield 3 (3pp), Strike 2 (Extra: Penetrating [+1]; Power Feat: Mighty; 5pp), Super Strength 4 (8pp)

Combat: Attack +7 (+10 Melee) [The Right Hand of Doom +10, The Samaritan +5] Defense 18 (13 flat-footed) Init +3

Saves: Toughness +12 (12 flat-footed) Fortitude +11 Reflex +4 Will +8

Drawbacks: Disability [Unable to perform fine manipulation with right hand; 1pp]

Abilities 50 + Skills 15 (60 Ranks) + Feats 12 + Powers 40 + Combat 24 + Saves 10 – Drawbacks 1 = 150pp

:arrow: As per request (see I still do requests) it’s Hellboy. When you realize the rest of the BPRD are at most PL 8 Hellboy becomes a bruiser of the highest order. In melee he wields his right hand like a sledgehammer. Of his powers I think that Strike and shield best demonstrate how he uses the right hand of doom in combat. In ranged combat he’s got his big gun, I figure it required the device power if only because of it’s construction and the type of rounds it fires, giving it the holy and ballistic descriptors. Of course he also has outstanding knowledge of the arcane world, and access to magical trinkets that can provide small bursts of power for the clever GM or player.
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Postby MDSnowman » Fri Nov 24, 2006 8:14 pm

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Invincible

PL:
11 (165pp)

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

Skills: Bluff 10 (+11), Knowledge [Pop Culture] 7 (+8), Notice 9 (+10), Sense Motive 6 (+7)

Feats: All-Out Attack, Leadership, Luck, Power Attack, Taunt

Powers: Enhanced Strength 22 (22pp), Enhanced Constitution 22 (22pp), Flight 5 (Alternate Power: Super Speed 2; 11), Immunity 9 (Life Support; 9pp), Impervious Toughness 12 (12pp), Super Strength 6 (12pp)

Combat: Attack +10 [Unarmed +12] Defense 20 (15 flat-footed) Init +2

Saves: Toughness +12 Impervious (12 flat-footed) Fortitude +13 Reflex +6 Will +6

Abilities 14 + Skills 8 (32 Ranks) + Feats 5 + Powers 88 + Combat 40 + Saves 10 – Drawbacks 0 = 165pp

:arrow: Invincible isn’t the type of character who really jumps out and looks impressive based on the numbers. Really it’s Mark’s everyday life and his humanity who makes him a compelling character. As such he’s a variation on the paragon archetype. I decided against giving him a increased toughness save. Now if I were to stat up Mark’s father he’d certainly be PL 15 I felt more comfortable going with the enhanced constitution route as opposed to protection because Invincible exists in a universe removed from the DC universe and thus he doesn’t need to conform to the standards I set out with Superman.
Last edited by MDSnowman on Sat Dec 09, 2006 11:59 pm, edited 1 time in total.
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Postby MDSnowman » Fri Nov 24, 2006 8:19 pm

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Jakita Wagner

PL:
11 (180pp)

Abilities: STR: 34 (+12) DEX: 22 (+6) CON: 34 (+12) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4)

Skills: Acrobatics 8 (+14), Bluff 8 (+12/+20), Diplomacy 4 (+8/+16), Gather Information 8 (+12), Intimidate 12 (+16), Knowledge [History] 7 (+9), Notice 8 (+10), Search 6 (+8), Sense Motive 10 (+12), Stealth 8 (+14), Survival 8 (+10), Languages (English; Base: German)

Feats: All-Out Attack, Attractive (2), Benefit [Secret History], Chokehold, Defensive Attack, Equipment, Dodge Focus (3), Elusive Target, Improved Initiative (2), Inspire, Power Attack, Takedown Attack

Powers: Leaping 4 (4pp), Speed 2 (2pp), Super Strength 8 (Power Feat: Ground Strike; 17pp), Super Senses 2 (Extended Sight, Extended Hearing; 2pp)

Combat: Attack +10 [Unarmed +12] Defense 20 (14 flat-footed) Init +14

Saves: Toughness +12 (12 flat-footed) Fortitude +13 Reflex +9 Will +6

Equipment: Uniform [Environmental Adaptation (Cold), Fascinate (Bluff); 2ep], Cell Phone [1ep]

Abilities 76 + Skills 22 (88 Ranks) + Feats 15 + Powers 25 + Combat 34 + Saves 8 – Drawbacks 0 = 180pp

:arrow: Jakita is the muscle of the Planetary Group. She’s built for brawling, not necessarily for finesse. She can lift nearly 800 tons without having to break a sweat, she moves at twenty five miles an hour without effort, and can leap 975 feet with a running start. For all her muscle she really has some tricks up her sleeve. She can inspire up to three people, demoralize foes, and if she's fighting someone attracted to her she can fient anyone out of their pants. Caught flat footed she can power attack targets nice and hard. Throw in her super senses and she’s essentially golden age Supes.
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Postby MDSnowman » Fri Nov 24, 2006 8:27 pm

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Keitaro Urashima

PL:
6 (40pp)

Abilities: STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 14 (+2) WIS: 08 (-1) CHA: 14 (+2)

Skills: Acrobatics 2 (+3), Craft [Structural] 2 (+4), Profession [Dorm Manager] 3 (+2), Languages (English… sort of; Base: Japanese)

Feats: Beginner’s Luck, Endurance, Elusive Target, Equipment, Improved Block (2), Instant Up, Luck (3), Sneak Attack (2).

Powers: Protection 10 (Flaw: Does Not Count Against Knock Back [-1]; 5pp)

Combat: Attack +6 [Unarmed +0] Defense 11 (11 flat-footed) Init +1

Saves: Toughness +10 (10 flat-footed) Fortitude +1 Reflex +3 Will -1

Equipment: Hinata Inn - All Girls Dorm with Outdoor Bath [Toughness: 5; Size: Medium; Features: Living Space, Pool, Workshop; 4ep]

Drawback: Vulnerable [Knock Back; Common Occurrence, Major Intensity; 4pp]

Abilities 8 + Skills 2 (8 Ranks) + Feats 12 + Powers 5 + Combat 14 + Saves 3 – Drawbacks 4 = 40/40

Complications: Accident, Obsession, Prejudice, Responsibility, Rivalry

:arrow: Behold Keitaro! He’s the man whose luck runs hotter and colder than any other man alive. I’m a huge Love Hina fan and I always thought Keitaro with his ability to absorb untold amounts of punishment would make a zany NPC. Every day of his life should be FILLED with complications. As a result, Keitaro should always come equipped with tons of hero points. His Protection does nothing to prevent knock back, and he suffers 200% normal knock back meaning that Keitaro goes flying at the lightest tap. For as the Former President of the Syracuse University Anime Club once told me “If NASA ever got their hands on Keitaro we’d be on Mars already.”
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Postby MDSnowman » Fri Nov 24, 2006 8:28 pm

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Kevin

PL:
7 (105pp)

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

Skills: Acrobatics 8 (+14), Handle Animal 6 (+9), Knowledge [Philosophy & Theology] 6 (+8), Notice 8 (+10), Sense Motive 6 (+8), Stealth 10 (+16)

Feats: Acrobatic Bluff, Challenge [Vanishing], Defensive Attack, Defensive Roll (2), Dodge Focus (6), Elusive Target, Improved Defense, Improved Initiative (2), Improved Trick, Sidekick (4) [Wolf], Sneak Attack (2)

Powers: Strike 1 (Power Feats: Mighty, Improved Critical; 3pp)

Combat: Attack +9 [Unarmed +2;19-20 Crit] Defense 21 (13 flat-footed) Init +14

Saves: Toughness +3 (+1 flat-footed) Fortitude +4 Reflex +8 Will +8

Abilities 30 + Skills 11 (44 Ranks) + Feats 22 + Powers 3 + Combat 28 + Saves 11 – Drawbacks 0 = 105pp

:arrow: Sin City’s own Kevin. I built Kevin specifically to fight Marv. As such he has one power level on the lug (like most good Street Level Villains should), and he’s built to be nasty. He’ll rely on improved defense and defensive attack most often in combat, keeping himself out of reach of most average foes. Against tougher foes (like Marv) he’ll use stealth, crazy initative, and acrobatic bluff to catch his foes flat-footed and put a foe in damage save trouble quickly with Sneak attack. And if that fails he can always call on his pet wolf for a bit of help.
Last edited by MDSnowman on Fri Nov 24, 2006 9:50 pm, edited 1 time in total.
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Postby MDSnowman » Fri Nov 24, 2006 8:30 pm

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Kratos

PL:
10 (165pp)

Abilities: STR: 24 (+7) DEX: 18 (+4) CON: 24 (+7) INT: 12 (+1) WIS: 10 (+0) CHA: 08 (-1)

Skills: Acrobatics 8 (+12), Climb 12 (+19), Intimidate 15 (+14), Notice 12 (+12), Ride 12 (+16), Sense Motive 9 (+9), Survival 12 (+12), Swim 12 (+19)

Feats: All-Out Attack, Attack Focus [Melee] (3), Chokehold, Defensive Roll (3), Diehard, Dodge Focus (3), Endurance (2), Evasion, Fearless, Fearsome Presence (5), Improved Block, Improved Critical [Chaos Blades] (3), Improved Initiative, Improved Grapple, Improved Throw, Power Attack, Startle, Takedown Attack, Ultimate Effort [Ultimate Grapple Check]

Powers: Device 2 [Chaos Blades – Strike 3 (Extras: Auto-Fire [+1]; Power Feats: Mighty, Extended Reach (3); 8pp], Device 1 [Poseidon’s Trident – Immunity 1 (Water Based Suffocation), Swimming 3; 3pp], Magic 10 (Mystic Blast; Extra: Burst [+1]; Flaw: Tiring [-1]; Alternate Powers: Auto-Fire Lightning Blast 6, Fading Concentration Cloud Area Blast 6, Sense Dependent Transform 10, Penetrating Strike 10; 24pp)

Combat: Attack +7 (+10 Melee) [Unarmed +7, Chaos Blades +10; 17-20 Crit] Defense 20 (14 flat-footed) Init +8

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

Abilities 36 + Skills 23 (92 Ranks) + Feats 30 + Powers 35 + Combat 28 + Saves 13 – Drawbacks 0 = 165/165

:arrow: I like God of War, what can I say. Frankly Kratos is one bad dude and could give some of the other iconic characters I’ve stated up thus far a run for their collective money. I built most of Kratos’ magic with flaws so he wouldn’t rely on it too often. The spells are as follows Poseidon’s Rage (Tiring Burst Mystic Blast 10), Medusa’s Gaze (Sense Dependent Transform [Flesh to stone] 10), Zeus’ Fury (Auto-Fire Lightning Blast 6), Army of Hades (Fading Concentration Duration Cloud Blast 6), Blade of Artemis (Penetrating Strike 10). For completeness I also added the trident of Poseidon which allows the character to swim like nobody’s business. Also check out Ultimate Grapple check. It’s what allows Kratos to tangle with minotaurs, and hydras in grappling situations and come out on top.
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MDSnowman
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Postby MDSnowman » Fri Nov 24, 2006 8:32 pm

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Leon Kennedy

PL:
7 (120pp)

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

Skills: Bluff 8 (+10/+14), Climb 8 (+11), Computers 4 (+7), Craft [Mechanical] 4 (+7), Drive 8 (+11), Gather Information 8 (+10), Knowledge [Tactics] 8 (+11), Medicine 8 (+10), Notice 8 (+10), Pilot 8 (+11), Search 8 (+11), Sense Motive 8 (+10), Stealth 8 (+11), Survival 8 (+10), Swim 8 (+11)

Feats: Accurate Attack, Attractive, Benefit [Security Clearance], Defensive Attack, Defensive Roll (2), Dodge Focus (2), Elusive Target, Equipment (4), Evasion, Improved Block, Improved Disarm, Improved Initiative, Improvise Tools, Interpose, Luck (3), Quick Draw, Power Attack, Sneak Attack, Uncanny Dodge [Sight]

Powers: Super Movement 1 (Slow Fall; 2pp)

Combat: Attack +9 [Unarmed +3, Knife +4; 19-20 Crit, Pistol +3] Defense 19 (14 flat-footed) Init +7

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

Equipment: Light Pistol [+3 Damage; 6ep], Knife [+1 Damage; 19-20 Crit; Thrown; Mighty; 4ep], Comm Link [1ep], Flash Light [1ep], First Aid Spray [Healing 6; Flaws: Unreliable [-1]; 6ep], GPS Receiver [1ep], Mini Tracer [1ep]

Abilities 26 + Skills 28 (112 Ranks) + Feats 26 + Powers 2 + Combat 32 + Saves 6 – Drawbacks 0 = 120pp

:arrow: I’ve spent far too much time playing Resident Evil 4 the past couple of days. So what we have here is Leon at he start of Resident Evil 4. It saves me having to give him a giant pile of weapons and addressing them all. Leon’s saves may looks a little low, but when you realize that he deals almost entirely with conventional attacks they prove to be just good enough to make things interesting. Improvise Tools lets him make medicine checks without the proper equipment [say mixing herbs], while Interpose will let him act as a shield for Ashley. If I were to place Leon later in the game he would have a higher PL and would carry many many more weapons and have a much better toughness save [if only because of the tactical vest]. The Slowfall was a private joke, just my reaction from Leon jumping off of the top of the tower down like 50 feet and walking away fine, if we were playing Metal Gear Solid 3 Snake would have broken both his legs.
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MDSnowman
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Postby MDSnowman » Fri Nov 24, 2006 8:37 pm

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Marv

PL:
6 (90pp)

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

Skills: Acrobatics 2 (+4), Bluff 4 (+6), Climb 4 (+9), Drive 4 (+6), Escape Artist 5 (+7), Gather Information 7 (+9), Intimidate 10 (+12), Knowledge [Streetwise] 6 (+7), Notice 2 (+4), Sense Motive 4 (+6), Stealth 6 (+8), Survival 6 (+8)

Feats: Challenges (2) [Forceful Intimidation, Powerful Intimidation], Contacts, Diehard, Equipment (5), Improved Critical [Unarmed], Startle, Takedown Attack, Tough, Ultimate Effort [Ultimate Toughness Save]

Powers: None

Combat: Attack +7 [Unarmed +5; 19-20 Crit, Heavy Pistol +4] Defense 15 (13 flat-footed) Init +2

Saves: Toughness +7 (+7 flat-footed) Fortitude +8 Reflex +2 Will +3

Equipment: Leather Jacket [+1 Toughness; 1ep], Heavy Pistol [+4 Damage; 8ep], Full Sized Car [Strength: 35; Speed: 5; Defense: 9; Toughness: 8; Size: Huge; 8ep], 8 Extra EP

Abilities 34 + Skills 14 (56 Ranks) + Feats 14 + Powers 0 + Combat 24 + Saves 4 – Drawbacks 0 = 90pp

:arrow: So I was building another Street-Level hero, he was going to be named “Brute” Brian Cohen. Halfway through the build I realized I was building Sin City’s own Marv. So to that end I decided to change gears entirely and just post Marv. He’s a monster for a PL 6 character. He uses his big fists and gun to put the hurt on anyone who gets in his way. At the same time his insane toughness save lets his soak up absurd damage in a Street-Level game… and naturally his Ultimate Toughness save allows him to pull off stunning feats of endurance.
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MDSnowman
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Posts: 6851
Joined: Sun Aug 17, 2003 9:43 am
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