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Taliesin's builds: 3E moved to sister thread

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Postby Nero's Boot » Sun Dec 10, 2006 11:11 am

More WildStorm! More WildStorm!! More WildStorm!!!

--let's see Void, Dr. Krigstein, and Helspont! NB
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Postby Taliesin » Sun Dec 10, 2006 11:13 am

Nero's Boot wrote:More WildStorm! More WildStorm!! More WildStorm!!!

--let's see Void, Dr. Krigstein, and Helspont! NB


That's a good idea, too! *sigh* I seem to never finish anything.
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Postby Taliesin » Sun Dec 10, 2006 2:19 pm

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I work alone. I walk alone.

Arilyn Moonblade

Power Level: 10 (180pp)

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

Skills: Acrobatics 8 (+12), Climb 4 (+7), Disable Device 6 (+8), Disguise 6 (+9), Language 1 (Common; base: Elvish), Notice 8 (+10), Ride 4 (+8), Search 9 (+11), Sense Motive 8 (+10), Stealth 10 (+14), Survival 4 (+6), Swim 4 (+7)

Feats: Acrobatic Bluff, All-Out Attack, Assessment, Attack Specialization [Sword] 2, Attractive, Defensive Roll 4, Dodge Focus 6, Improved Block, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Notice, Search, Stealth), Takedown Attack 2, Uncanny Dodge [Auditory]

Powers:
Device 18 “Moonblade” [Easy to Lose] (Power Feat: Restricted 2; 56pp)
Gadgets 1 [Hard to Lose] (7pp)
Super-Senses 1 (Low-Light Vision; 1pp)

Devices:

Moonblade (90pp total)
Enhanced Feats 2 (Improved Initiative, Light Sleeper; 2pp)
Immunity 10 (all fire effects; 10pp)
Morph 2 (any humanoid; 4pp)
Strike 3 [Electricity] (Extra: Action [Reaction to wielding it without Arilyn’s permission; +3]; Flaw: Uncontrolled [-1]; 9pp)
Strike 4 (Extra: Penetrating [+1]; Flaw: Side-Effect [Paralyze; when drawn against an innocent; -1]; Power Feats: Improved Critical, Mighty; 6pp)
Summon Minion 9 (Elfshadow; Extras: Duration [Continuous; +1], Type [former wielders; +1]; Power Feat: Progression 3 [9 elfshadows]; 39pp)
Super-Senses 2 (Awareness [when wild elves of Wealdath have need], Danger Sense; 2pp)
Teleport 9 (Extra: Portal [+2]; Flaws: Anchor [to Evermeet; -1], Long-Range [-1]; 18pp)

Combat: Attack +9 / +13 (Sword); Damage +7 (Sword, 19-20 Crit); Defense +14 (+4 flat-footed); Initiative +8

Saves: Toughness +6 (+2 flat-footed), Fortitude +4, Reflex +10, Will +4

Drawbacks: Weakness (when separated from moonblade; Uncommon, Moderate [-1 Constitution every 5 hours], potentially lethal; -1pp)

Abilities 32 + Skills 18 (72 ranks) + Feats 23 + Powers 64 + Combat 34 + Saves 10 – Drawbacks 1 = 180

:arrow: Arilyn Moonblade is a half-elf and inheritor of one of the heriditary moonblades, artifacts whose ultimate purpose is to select the ruler of Evermeet. Even without the moonblade, Arilyn is a formidable warrior and well-rounded in her skillset, capable of acting as a ranger, spy, assassin, and sellsword. In addition to the moonblade, Arilyn usually carries an assortment of magical and mundane devices to aid her in her assignments.

:arrow: The moonblade that Arilyn wields can only be used by Arilyn and anyone who draws the sword or even holds it without her permission receives a shock of electricity. The moonblade contains a host of abilities imbued by each of its former wielders. Arilyn’s mother, Amnestria, gave the blade the power to open a portal to her homeland, Evermeet. As the blade of a solitary traveler, the moonblade provides Danger Sense and a dreamwarning that manifests as the Light Sleeper feat. As a weapon, the moonblade can cut through anything thanks to its Penetrating power. However, it cannot shed innocent blood, and if drawn for such a purpose, will strike its wielder with Paralyze.

:arrow: Arilyn can use her moonblade to summon an elfshadow, a replicate of herself or one of the moonblade’s previous wielders. Arilyn’s elfshadow nearly duplicates Arilyn’s own abilities, but other elfshadows will vary slightly, and at least two are capable of using Magic. Arilyn can usually only summon one elfshadow at a time, but with Extra Effort, she has in the past Power Stunted a Horde Summon in conjunction with taking the Tiring Flaw, essentially trading two fatigue levels for the ability to summon all nine elfshadows at once.

Arilyn’s Elfshadow (Minion Rank 9)
Power Level: 10 (132pp)
Abilities: STR: 16 (+3), DEX: 18 (+4), CON: 14 (+2), INT: 14 (+2), WIS: 14 (+2), CHA: 16 (+3)
Skills: Acrobatics 8 (+12), Climb 4 (+7), Disable Device 6 (+8), Disguise 6 (+9), Language 1 (Common; base: Elvish), Notice 8 (+10), Ride 4 (+8), Search 9 (+11), Sense Motive 8 (+10), Stealth 10 (+14), Survival 4 (+6), Swim 4 (+7)
Feats: Acrobatic Bluff, All-Out Attack, Assessment, Attack Specialization [Sword] 2, Attractive, Defensive Roll 4, Dodge Focus 6, Improved Block, Power Attack, Quick Draw, Skill Mastery (Acrobatics, Notice, Search, Stealth), Takedown Attack 2, Uncanny Dodge [Auditory]
Powers:
Concealment 2 (Auditory; 4pp)
Device 3 “Shadow Moonblade” [Easy to Lose] (9pp)
Impervious Toughness 2 (2pp)
Super-Senses 1 (Low-Light Vision; 1pp)
Devices:
Shadow Moonblade (12pp total)
Strike 4 (Extra: Penetrating [+1]; Power Feats: Improved Critical, Mighty 3; 12pp)
Combat: Attack +9 / +13 (Sword); Damage +7 (Sword, 19-20 Crit); Defense +14 (+4 flat-footed); Initiative +4
Saves: Toughness +6 (+2 Impervious, +2 flat-footed), Fortitude +4, Reflex +10, Will +4
Abilities 32 + Skills 18 (72 ranks) + Feats 23 + Powers 16 + Combat 34 + Saves 10 – Drawbacks 1 = 132
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Postby Mike5000us » Sun Dec 10, 2006 5:13 pm

Nero's Boot wrote:More WildStorm! More WildStorm!! More WildStorm!!!

--let's see Void, Dr. Krigstein, and Helspont! NB


Ooooh what about the Alien God and Jenny Quantum(The Most POWERFUL posthuman in the series)!
"Ah man, I guess I'm just going to have to kill you now!"
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Postby Taliesin » Sun Dec 10, 2006 5:17 pm

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Hmm. Now, how did that happen?

Danilo Thann

Power Level: 10 (165pp)

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

Skills: Bluff 12 (+16), Climb 4 (+7), Concentration 11 (+14), Diplomacy 8 (+12), Gather Information 8 (+11), Knowledge [Arcane Lore] 8 (+12), Knowledge [Current Events] 8 (+12), Language 1 (Elvish; base: Common), Notice 8 (+11), Perform [Singing] 8 (+12), Perform [Stringed Instruments] 8 (+12), Ride 8 (+11), Sense Motive 8 (+11)

Feats: Assessment, Benefit (Wealth 2), Connected, Contacts, Defensive Attack, Fascinate [Perform], Inspire 3, Luck 2, Skill Mastery 2 (Bluff, Diplomacy, Gather Information, Knowledge [Arcane Lore, Current Events], Perform [Singing, Stringed Instruments], Ride), Taunt, Well-Informed

Powers:
Device 1 “Pouch of Holding” [Hard to Lose] (4pp)
Device 7 “Singing Sword” [Easy to Lose] (21pp)
Magic 10 (Drawback: Power Loss [when unable to gesture and speak; Uncommon, Minor; -1pp]; 19pp)
Base Power: Illusion 10 (Visual; 0pp)
AP: Concealment 4 (Visual; Extra: Affects Others [+1]; 1pp)
AP: Dispel Magic 10 (1pp)
AP: Emotion Control 10 (1pp)
AP: Glamour 5 (all senses; Extra: Selective Attack [+1]; Flaw: Phantasms [-1]; 1pp)
AP: Mystic Blast 10 (1pp)
AP: Mystic Hand 10 (1pp)
AP: Scrying 5 (all senses; 1pp)
AP: Teleport 10 (1pp)

Devices:

Pouch of Holding (5pp total)
Dimensional Pocket 1 (Power Feat: Progression 3 [capacity; 1,000 lbs.]; 5pp)

Singing Sword (35pp total)
Emotion Control 10 (Extra: Area [Burst; +1]; Flaws: Limited [to Hope; -1], Sense-Dependent [Auditory; -1]; 10pp)
Linked Power: Nullify 10 (all auditory attacks; Extra: Nullifying Field [+0]; 20pp)
Strike 3 (Power Feats: Improved Critical, Mighty; 5pp)

Combat: Attack +6; Damage +5 (Sword, 19-20 Crit); Defense +6 (+3 flat-footed); Initiative +3

Saves: Toughness +2, Fortitude +3, Reflex +6, Will +9

Abilities 38 + Skills 25 (100 ranks) + Feats 16 + Powers 52 + Combat 24 + Saves 10 – Drawbacks 0 = 165

:arrow: Danilo Thann portrays the image of an indolent noble but is a highly-skilled mage and bard. He can cast a wide array of magical spells and has ranks in Luck to permit Power Stunting more unusual spells off that array. Danilo has two magical items of note: a pouch of holding that has an extradimensional storage space and a singing sword that can counter sound-based attacks and boost the morale of his allies. He is a passable swordsman but relies primarily on his Magic.
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Postby Taliesin » Sun Dec 10, 2006 5:21 pm

Mike5000us wrote:
Nero's Boot wrote:More WildStorm! More WildStorm!! More WildStorm!!!

--let's see Void, Dr. Krigstein, and Helspont! NB


Ooooh what about the Alien God and Jenny Quantum(The Most POWERFUL posthuman in the series)!


There really wasn't a whole lot of source material on the Alien God, and unfortunately I stopped reading Authority by the time Jenny Quantum got going. I normally like a bit more literature to go on before writing a build, so I've got a bit of reading to do.

That said, there are several series I need to update myself on before doing some builds, including recent Authority issues (and I also want to write up Kev, actually), the Judo Girl 4-parter (just because I can't say no to Howler if I tried), and that's just for starters.
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Postby Mike5000us » Sun Dec 10, 2006 5:35 pm

Well if you want, I could give you the rest of The Authority issues, I pretty much have all of them in cbr format? Plus I have the kev series.
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Postby Taliesin » Mon Dec 11, 2006 3:25 pm

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I’m never going to get rid of the smell of ketchup.

Beatrix Kiddo (the Bride, Black Mamba)

Power Level: 10 (135pp)

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

Skills: Acrobatics 10 (+14), Bluff 4 (+7), Climb 10 (+11), Gather Information 6 (+9), Intimidate 10 (+13), Knowledge [Streetwise] 8 (+9), Language 3 (Japanese, Mandarin, Spanish; base: English), Notice 5 (+6), Search 6 (+8), Stealth 10 (+14)

Feats: Acrobatic Bluff, All-Out Attack, Attack Focus [Melee] 2, Attack Specialization [Katana], Attractive, Challenge (Slip Between Cover), Defensive Roll 3, Diehard, Dodge Focus 6, Equipment 2, Improved Initiative, Improved Sunder, Move-By Action, Power Attack, Sneak Attack, Takedown Attack 2, Weapon Break, Well-Informed

Powers:
Drain Constitution 10 (Extra: Secondary Effect [+1]; 20pp) Five Point Palm Exploding Heart Technique

Equipment: Superior masterwork "Hanzo" katana (+3 Dmg, +2 Atk, Improved Critical 2, Mighty; 8ep)

Combat: Attack +8 / +10 (Melee) / +12 (Katana) // +2 (Hanzo katana); Damage +1 (Unarmed) / +4 (Katana, 18-20 Crit) // +2 (Sneak Attack); Defense +14 (+4 flat-footed); Initiative +8

Saves: Toughness +6 (+3 flat-footed), Fortitude +4, Reflex +8, Will +6

Abilities 28 + Skills 17 (68 ranks) + Feats 28 + Powers 20 + Combat 32 + Saves 10 – Drawbacks 0 = 135

:arrow: Pretty standard fighter here, with the attack and defense shifted tradeoffs. The Bride is built as a sneak who can mix it up in battle, but like most normals isn’t much of a tank. She gets her ass handed to her in the movies, but it’s her resilience that wins out in the end. Beatrix does have one notable “power,” and that is her Five Point Palm Exploding Heart technique, which is capable of ensuring a kill on any normal human; the Secondary extra is enough to give the victim enough time to walk five steps and die. The Hanzo katana is a beefed up masterwork sword, with an additional rank of attack bonus and Improved Critical.
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Postby Taliesin » Mon Dec 11, 2006 6:11 pm

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The least likely can be the most dangerous.

Bumblebee

Power Level: 8 (150pp)

Abilities: STR: 12 [24] (+7), DEX: 14 (+2), CON: -- (--), INT: 16 (+3), WIS: 16 (+3), CHA: 20 (+5)

Skills: Bluff 8 (+13), Disable Device 8 (+11), Gather Information 8 (+13), Navigate 4 (+7), Notice 12 (+15), Pilot 8 (+10), Stealth 8 (+10)

Feats: Defensive Attack, Environmental Adaptation [Underwater], Taunt, Teamwork 2

Powers:
Growth 6 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 19pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into car; Power Feat: Metamorph; 5pp)
Protection 4 (Extra: Impervious [+1]; 8pp)
Super-Senses 5 (Normal Sight [Extended 4]; Radio; 5pp)

Growth Effects
Mass x8
Base movement +5 feet, Carrying capacity +5 Str, Intimidate +3, Stealth -6
-1 Attack and Defense bonus, +12 Str, +3 Toughness

Combat: Attack +10 // -1 (size); Damage +7 (Unarmed); Defense +10 (+5 flat-footed) // -1 (size); Initiative +2

Saves: Toughness +7 (+4 Impervious), Fortitude --, Reflex +8, Will +5

Drawbacks: Weakness (lack of energon; Common, Major, every day; -1pp)

Abilities 18 + Skills 12 (48 ranks) + Feats 5 + Powers 68 + Combat 40 + Saves 8 – Drawbacks 1 = 150

:arrow: Bumblebee is one of the smallest and weakest of the Autobots. He isn’t built for combat but reconnaissance and is extremely skilled and intelligent. Since he burns energon at a lower rate than other Transformers, his Weakness Drawback has a lower frequency.

:arrow: Bumblebee can transform into a car resembling a Volkswagen Beetle. Replace his Feats, Powers, Combat, and Drawbacks lines with the following:

Feats: Defensive Attack, Environmental Adaptation [Underwater], Fast Overrun, Taunt, Teamwork 2

Powers:
Growth 6 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 19pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into robot; Power Feat: Metamorph; 5pp)
Protection 4 (Extra: Impervious [+1]; 8pp)
Speed 4 (100 MPH; 4pp)
Super-Senses 5 (Normal Sight [Extended 4]; Radio; 5pp)

Combat: Attack +10 // -1 (size); Damage +7 (Unarmed); Defense +10 (+5 flat-footed) // -1 (size); Initiative +2

Drawbacks: Disability (no hands; Very Common, Major; -5pp), Weakness (lack of energon; Common, Major, every day; -1pp)

Abilities 18 + Skills 12 (48 ranks) + Feats 6 + Powers 72 + Combat 40 + Saves 8 – Drawbacks 6 = 150
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Postby Taliesin » Mon Dec 11, 2006 6:15 pm

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Hit it ‘till it stands no taller than dust.

Bonecrusher

Power Level: 10 (150pp)

Abilities: STR: 20 [38] (+14), DEX: 6 (-2), CON: -- (--), INT: 6 (-2), WIS: 8 (-1), CHA: 16 (+3)

Skills: Craft [Structural] 8 (+6), Demolitions 8 (+6), Intimidate 12 (+11)

Feats: All-Out Attack, Attack Specialization [Blast], Power Attack, Startle

Powers:
Device 4 “Laser Pistol” [Easy to Lose] (12pp)
Flight 2 (25 MPH; 4pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into bulldozer; Power Feat: Metamorph; 5pp)
Protection 13 (Extra: Impervious [+1]; 26pp)
Super-Senses 1 (Radio; 1pp)

Growth Effects
Mass x~108
Base movement +10 feet
+18 Str, +4 Toughness
Carrying capacity +10 Str
Intimidate +4, Stealth -9

Devices:

Laser Pistol (20pp total)
Blast 10 (20pp)

Combat: Attack +8 / +12 (Blast) // -2 (size); Damage +10 (Blast) / +14 (Unarmed); Defense +5 (+2 flat-footed) // -2 (size); Initiative -2

Saves: Toughness +17 (+13 Impervious), Fortitude --, Reflex -1, Will +3

Drawbacks: Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities -4 + Skills 7 (28 ranks) + Feats 4 + Powers 107 + Combat 26 + Saves 5 – Drawbacks 2 = 143

:arrow: Bonecrusher transforms into a bulldozer. Replace his Powers, Combat, and Drawbacks lines with the following:

Powers:
Blast 10 (Extra: Area [Explosion; +1]; 30pp)
AP: Penetrating Damage 14 (1pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into robot; Power Feat: Metamorph; 5pp)
Protection 13 (Extra: Impervious [+1]; 26pp)
Speed 1 (10 MPH; 1pp)
Super-Senses 1 (Radio; 1pp)
Super-Strength 1 (Heavy Load: ~24 tons; 2pp)

Combat: Attack +8 // -2 (size); Damage +10 (Blast) / +14 (Unarmed, Penetrating); Defense +2 (+1 flat-footed) // -2 (size); Initiative -2

Drawbacks: Disability (no hands; Very Common, Major; -5pp), Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities -4 + Skills 7 (28 ranks) + Feats 4 + Powers 125 + Combat 20 + Saves 5 – Drawbacks 7 = 150

:arrow: Bonecrusher is the strongest and most violent of the Constructicons but far from the brightest. His attacks often result in collateral and self-inflicted damage, but he’s tough enough to take it; his enemies seldom are.
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Postby Taliesin » Mon Dec 11, 2006 6:17 pm

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Strive for perfection even if others must suffer.

Hook

Power Level: 10 (150pp)

Abilities: STR: 18 [36] (+13), DEX: 14 (+2), CON: -- (--), INT: 18 (+4), WIS: 8 (-1), CHA: 12 (+1)

Skills: Craft [Electronic] 4 (+8), Craft [Structural] 8 (+12)

Feats: Attack Specialization [Blast] 2, Precise Shot 2

Powers:
Device 4 “Laser Pistol” [Easy to Lose] (12pp)
Flight 2 (25 MPH; 4pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into crane; Power Feat: Metamorph; 5pp)
Protection 11 (Extra: Impervious [+1]; 22pp)
Super-Senses 1 (Radio; 1pp)

Growth Effects
Mass x~108
Base movement +10 feet
+18 Str, +4 Toughness
Carrying capacity +10 Str
Intimidate +4, Stealth -9

Devices:

Laser Pistol (20pp total)
Blast 10 (20pp)

Combat: Attack +8 / +12 (Blast) // -2 (size); Damage +10 (Blast) / +13 (Unarmed); Defense +7 (+3 flat-footed) // -2 (size); Initiative +2

Saves: Toughness +15 (+11 Impervious), Fortitude --, Reflex +3, Will +0

Drawbacks: Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities 4 + Skills 3 (12 ranks) + Feats 4 + Powers 103 + Combat 30 + Saves 2 – Drawbacks 2 = 150

:arrow: Hook transforms into a crane. Replace his Feats, Powers, Combat, and Drawbacks lines with the following:

Feats: Attack Specialization [Blast] 2, Improved Overrun, Precise Shot 2

Powers:
Blast 10 (Extra: Area [Explosion; +1]; 30pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into robot; Power Feat: Metamorph; 5pp)
Protection 11 (Extra: Impervious [+1]; 22pp)
Speed 2 (25 MPH; 2pp)
Super-Senses 1 (Radio; 1pp)
Super-Strength 1 (Heavy Load: ~12 tons; 2pp)

Combat: Attack +8 / +12 (Blast) // -2 (size); Damage +10 (Blast) / +13 (Unarmed); Defense +4 (+2 flat-footed) // -2 (size); Initiative +2

Drawbacks: Disability (no hands; Very Common, Major; -5pp), Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities 4 + Skills 3 (12 ranks) + Feats 5 + Powers 121 + Combat 24 + Saves 2 – Drawbacks 7 = 150

:arrow: The most intelligent and skilled of the Constructicons is Hook. In fact, he is a little too slow and methodical at times.
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Postby Taliesin » Mon Dec 11, 2006 6:19 pm

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A battle front is only as good as its supply line.

Long Haul

Power Level: 10 (150pp)

Abilities: STR: 20 [38] (+14), DEX: 6 (-2), CON: -- (--), INT: 10 (+0), WIS: 8 (-1), CHA: 16 (+3)

Skills: Craft [Structural] 8

Feats: Improved Overrun, Power Attack

Powers:
Device 5 “Laser Pistol” [Easy to Lose] (15pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into dump truck; Power Feat: Metamorph; 5pp)
Protection 14 (Extra: Impervious [+1]; 28pp)
Super-Senses 1 (Radio; 1pp)
Super-Strength 2 (Heavy Load: ~50 tons; Power Feat: Bracing; 5pp)
AP: Flight 2 (25 MPH; 1pp)

Growth Effects
Mass x~108
Base movement +10 feet
+18 Str, +4 Toughness
Carrying capacity +10 Str
Intimidate +4, Stealth -9

Devices:

Laser Pistol (24pp total)
Blast 12 (24pp)

Combat: Attack +10 // -2 (size); Damage +12 (Unarmed) / +12 (Blast); Defense +4 (+2 flat-footed) // -2 (size); Initiative -2

Saves: Toughness +18 (+14 Impervious), Fortitude --, Reflex +0, Will +3

Drawbacks: Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities 0 + Skills 2 (8 ranks) + Feats 2 + Powers 114 + Combat 28 + Saves 6 – Drawbacks 2 = 150

:arrow: Long Haul transforms into a dump truck. Replace his Powers, Combat, and Drawbacks lines with the following:

Powers:
Blast 12 (Power Feats: Homing 2 [x5], Split Attack; 27pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into robot; Power Feat: Metamorph; 5pp)
Protection 14 (Extra: Impervious [+1]; 28pp)
Speed 1 (10 MPH; 1pp)
Super-Senses 1 (Radio; 1pp)
Super-Strength 3 (Heavy Load: ~100 tons; 6pp)

Combat: Attack +10 // -2 (size); Damage +12 (Blast, Homing, Split Attack) / +12 (Unarmed); Defense +0 (+0 flat-footed) // -2 (size); Initiative -2

Drawbacks: Disability (no hands; Very Common, Major; -5pp), Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities 0 + Skills 2 (8 ranks) + Feats 2 + Powers 127 + Combat 20 + Saves 6 – Drawbacks 7 = 150

:arrow: Long Haul is strong, solid, and reliable. In his vehicle form, he can make use of homing missiles.
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Postby Taliesin » Mon Dec 11, 2006 6:20 pm

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How strong the steel, how quick the conquest.

Mixmaster

Power Level: 10 (150pp)

Abilities: STR: 16 [34] (+12), DEX: 12 (+1), CON: -- (--), INT: 12 (+1), WIS: 8 (-1), CHA: 12 (+1)

Skills: Craft [Chemical] 15 (+16), Craft [Structural] 5 (+6)

Powers:
Device 5 “Laser Pistol” [Easy to Lose] (15pp)
Flight 2 (25 MPH; 4pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into cement mixer; Power Feat: Metamorph; 5pp)
Obscure 6 (Flaw: Limited [to normal vision; -1]; Partial [-1]; 3pp)
Protection 13 (Extra: Impervious [+1]; 26pp)
Super-Senses 1 (Radio; 1pp)

Growth Effects
Mass x~108
Base movement +10 feet
+18 Str, +4 Toughness
Carrying capacity +10 Str
Intimidate +4, Stealth -9

Devices:

Laser Pistol (24pp total)
Blast 12 (24pp)

Combat: Attack +10 // -2 (size); Damage +12 (Unarmed) / +12 (Blast); Defense +5 (+3 flat-footed) // -2 (size); Initiative +1

Saves: Toughness +17 (+13 Impervious), Fortitude --, Reflex +3, Will +1

Drawbacks: Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities 0 + Skills 5 (20 ranks) + Feats 0 + Powers 113 + Combat 30 + Saves 4 – Drawbacks 2 = 150

:arrow: Mixmaster transforms into a cement mixer. Replace his Powers, Combat, and Drawbacks lines with the following:

Powers:
Acid 8 (Extra: Range [+1]; Flaw: Action [-1]; 16pp)
AP: Transform 8 (any substance into any substance; Extra: Duration [+1]; Flaws: Action [-1], Check Required [Craft [Chemical]; -1], Range [-1]; 1pp)
Device 6 “Infrared Cannon” [Easy to Lose] (18pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into robot; Power Feat: Metamorph; 5pp)
Protection 13 (Extra: Impervious [+1]; 26pp)
Speed 2 (25 MPH; 2pp)
Super-Senses 1 (Radio; 1pp)

Devices:

Infrared Cannon (30pp total)
Blast 12 (Power Feats: Improved Range 3, Progression 3 [maximum range]; 30pp)

Combat: Attack +10 // -2 (size); Damage +12 (Unarmed) / +12 (Blast); Defense +0 (+0 flat-footed) // -2 (size); Initiative +1

Drawbacks: Disability (no hands; Very Common, Major; -5pp), Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities 0 + Skills 5 (20 ranks) + Feats 0 + Powers 128 + Combat 20 + Saves 4 – Drawbacks 7 = 150

:arrow: Mixmaster is paradoxically, a non-genius mad scientist. Using his mixer drum, Mixmaster can transmute various compounds and even use it to produce an acid attack. In robot mode, he is also equipped with an optical distortion projector.
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Taliesin
Cosmic Entity
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Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Taliesin » Mon Dec 11, 2006 6:21 pm

Image
Everything is worth something, even me.

Scavenger

Power Level: 10 (150pp)

Abilities: STR: 16 [34] (+12), DEX: 8 (-1), CON: -- (--), INT: 4 (-3), WIS: 8 (-1), CHA: 16 (+3)

Skills: Craft [Structural] 8 (+5), Notice 8 (+7)

Powers:
Device 4 “Laser Pistol” [Easy to Lose] (12pp)
Flight 2 (25 MPH; 4pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into steam shovel; Power Feat: Metamorph; 5pp)
Protection 11 (Extra: Impervious [+1]; 22pp)
Super-Senses 17 (Detect Energy 8 [mental; Ranged, Extended 4, Acute, Analytical], Detect Metal 8 [auditory; Ranged, Extended 4, Acute, Analytical]; Radio; 17pp)

Growth Effects
Mass x~108
Base movement +10 feet
+18 Str, +4 Toughness
Carrying capacity +10 Str
Intimidate +4, Stealth -9

Devices:

Laser Pistol (20pp total)
Blast 10 (20pp)

Combat: Attack +10 // -2 (size); Damage +10 (Blast) / +12 (Unarmed); Defense +7 (+3 flat-footed) // -2 (size); Initiative -1

Saves: Toughness +15 (+11 Impervious), Fortitude --, Reflex +0, Will +0

Drawbacks: Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities -8 + Skills 4 (16 ranks) + Feats 0 + Powers 119 + Combat 34 + Saves 2 – Drawbacks 2 = 149

:arrow: Scavenger transforms into a steam shovel. Replace his Powers, Combat, and Drawbacks lines with the following:

Powers:
Device 6 “Missile Launcher” [Easy to Lose] (18pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into robot; Power Feat: Metamorph; 5pp)
Penetrating Damage 12 (12pp)
Protection 11 (Extra: Impervious [+1]; 22pp)
Speed 2 (25 MPH; 2pp)
Super-Senses 17 (Detect Energy 8 [mental; Ranged, Extended 4, Acute, Analytical], Detect Metal 8 [auditory; Ranged, Extended 4, Acute, Analytical]; Radio; 17pp)

Devices:

Missile Launcher (30pp total)
Blast 10 (Extra: Area [Explosion; +1]; 30pp)

Combat: Attack +10 // -2 (size); Damage +10 (Blast) / +12 (Unarmed, Penetrating); Defense +2 (+1 flat-footed) // -2 (size); Initiative -1

Drawbacks: Disability (no hands; Very Common, Major; -5pp), Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities -8 + Skills 4 (16 ranks) + Feats 0 + Powers 135 + Combat 24 + Saves 2 – Drawbacks 7 = 150

:arrow: The dumbest Constructicon is the junk collecting Scavenger. Interestingly, he also is equipped with some of the best sensors of any Transformer, capable of detecting and analyzing various electromagnetic and other energy as well as the mineral composition of the earth beneath him using sonics.
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Taliesin
Cosmic Entity
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Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Taliesin » Mon Dec 11, 2006 6:22 pm

Image
My work is a monument to—and of—my enemies.

Scrapper

Power Level: 10 (150pp)

Abilities: STR: 18 [36] (+13), DEX: 10 (+0), CON: -- (--), INT: 16 (+3), WIS: 10 (+0), CHA: 10 (+0)

Skills: Craft [Mechanical] 8 (+11), Craft [Structural] 12 (+15), Knowledge [Tactics] 8 (+11), Knowledge [Technology] 8 (+11)

Feats: Attack Specialization [Blast] 3, Inventor

Powers:
Device 4 “Laser Pistol” [Easy to Lose] (12pp)
Flight 2 (25 MPH; 4pp)
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into wheel loader; Power Feat: Metamorph; 5pp)
Protection 12 (Extra: Impervious [+1]; 24pp)
Super-Senses 1 (Radio; 1pp)

Growth Effects
Mass x~108
Base movement +10 feet
+18 Str, +4 Toughness
Carrying capacity +10 Str
Intimidate +4, Stealth -9

Devices:

Laser Pistol (20pp total)
Blast 8 (Power Feats: Improved Range 2, Progression 2 [maximum range]; 20pp)

Combat: Attack +8 / +14 (Blast) // -2 (size); Damage +8 (Blast) / +13 (Unarmed); Defense +6 (+3 flat-footed) // -2 (size); Initiative -1

Saves: Toughness +16 (+12 Impervious), Fortitude --, Reflex +1, Will +1

Drawbacks: Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities 4 + Skills 9 (36 ranks) + Feats 4 + Powers 105 + Combat 28 + Saves 2 – Drawbacks 2 = 150

:arrow: Scrapper transforms into a wheel loader. Replace his Powers, Combat, and Drawbacks lines with the following:

Powers:
Growth 9 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 28pp)
Immunity 31 (Aging, all Fortitude effects; 31pp)
Morph 4 (into robot; Power Feat: Metamorph; 5pp)
Protection 12 (Extra: Impervious [+1]; 24pp)
Speed 2 (25 MPH; 2pp)
Penetrating Damage 13 (13pp)
Super-Senses 1 (Radio; 1pp)
Super-Strength 2 (Heavy Load: ~24 tons; 4pp)
AP: Flight 2 (25 MPH; 1pp)

Combat: Attack +8 // -2 (size); Damage +13 (Unarmed, Penetrating); Defense +6 (+3 flat-footed) // -2 (size); Initiative -1

Drawbacks: Disability (no hands; Very Common, Major; -5pp), Weakness (lack of energon; Very Common, Major, every day; -2pp)

Abilities 4 + Skills 9 (36 ranks) + Feats 4 + Powers 109 + Combat 28 + Saves 2 – Drawbacks 7 = 150

:arrow: Leader of the Constructicons mainly due to his intelligence and immense skill in structural design, Scrapper is the most well-balanced of the Constructicons and has no glaring weaknesses.
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Taliesin
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Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

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