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Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

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Postby Jabroniville » Mon Jan 08, 2007 8:08 pm

Image

CONSTABLE BENTON FRASER, R.C.M.P.
PL 10 (187)

ST 16 (+3) DEX 16 (+3) CON 18 (+4) INT 18 (+4) WIS 20 (+5) CHA 18 (+3)

Skills:
Acrobatics 12 (+15)
Bluff 8 (+11)
Climb 8 (+11)
Concentration 10 (+15)
Craft (Artistic) 5 (+9)
Disguise 6 (+9)
Escape Artist 6 (+9)
Gather Information 6 (+9)
Handle Animal 12 (+15)
Investigate 10 (+14)
Knowledge (Behavioral Sciences) 6 (+10)
Language (Inuit, Sign Language, Chinese, French) 4
Notice 6 (+11)
Perform (Guitar) 7 (+10)
Profession (Mountie) 10 (+15)
Ride 6 (+9)
Search 8 (+12)
Sense Motive 8 (+13)
Stealth 5 (+8)
Survival 10 (+15)
Swim 6 (+9)

Feats:
Animal Empathy, Attractive 3, Beginner's Luck, Blind-Fight, Defensive Attack, Defensive Roll, Eidetic Memory, Endurance 2, Environmental Adaptation (Arctic), Favored Environment (Arctic), Fearless, Improved Aim, Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improvised Tools, Inspire, Interpose, Jack-of-All-Trades, Luck 3, Master Plan, Precise Shot, Second Chance, Sidekick 6, Skill Mastery (Survival, Ride, Escape Artist, Climb, Notice), Teamwork, Track, Trance, Ultimate Effort (Aim), Ultimate Effort (Survival), Well Informed

Saves:
Toughness +4, Fortitude +9, Reflex +8, Will +10

Combat:
Attack +10 , Damage +3, Defense +10, Initiative +3

Complications:
Responsibility (Royal Canadian Mounted Police)
Responsibility (Courteousy)
Obsession (Victoria Metcalf)
Responsibility (Attracted to his superior, Lt. Thatcher)

Abilities: 46 / Skills: 164--41/ Feats: 45 / Saves: 15 /Combat: 40 (187)

--------------------
Sidekick (Diefenbaker)
PL 5 (---)
ST 15 (+2) DEX 15 (+2) CON 15 (+2) INT 5 (-3) WIS 15 (+2) CHA 8 (-1)

Skills:
Climb 4 (+6)
Intimidate 4 (+3)
Notice 7 (+9)
Survival 3 (+5)
Swim 2 (+3)

Feats:
Improved Disarm

Powers:
Super-Senses 3 (Scent, Track, Ultra-Hearing) [3]

Saves:
Toughness +1, Fortitude +5, Reflex +6, Will +5

Combat:
Attack +5, Damage +2, Defense +4, Initiative +2

Complications:
Responsibility (Benton Fraser)

Drawbacks:
Mute & Deaf [-8]
No Hands [-4]
Abilities: 13 / Skills: 20--5/ Feats: 1/ Powers: 3 / Saves: 10 /Combat: 18 /Drawbacks: -12 (30)


The main character of the long-running (for a Canadian show) Due South, in which the Mountie moves to Chicago and solves crimes in the big city, thanks to a ridiculously huge array of Batman-like skills, know-how, and incredible feats of daring-do. His stats are alot higher than most 'normal' detectives, but the man is no normal detective.
Last edited by Jabroniville on Mon Mar 22, 2010 11:34 pm, edited 1 time in total.
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Postby Jabroniville » Mon Jan 08, 2007 8:32 pm

"Daredevil, Captain America, Mr. Fantastic and especially SPIDER-MAN... They'll ALL fall before me! I've got the power to crush them ALL!

At LAST I've got the power to crush them all! AT LAST--- DOCTOR OCTOPUS WILL BE TRIUMPHANT!"


DOCTOR OCTOPUS, circa Revenge of the Sinister Six
PL 11 (174)
ST 12/30 (+1/+10) DEX 10 CON 16 (+3) INT 28 (+9) WIS 12 (+1) CHA 16 (+3)

Skills:
Bluff 6 (+9)
Craft (Mechanical) 13 (+22)
Drive 4 (+4)
Knowledge (Technology) 12 (+21)
Knowledge (Streetwise) 4 (+13)
Intimidate 6 (+9)
Notice 4 (+5)
Pilot 5 (+5)
Profession (Engineer/Radiation Expert) 10 (+19)
Sense Motive 8 (+9)

Feats:
Attack Focus (Melee) 6, Benefit (Wealth) 2, Connected, Equipment 5, Improved Critical (Arms) 2, Leadership, Master Plan, Minions 15, Power Attack

Powers:
Enhanced Strength 18 [18]
Super-Strength 4 [8]
Additional Limbs 3 [5]
AP: Super-Movement (Wall-Crawling 2), Speed 2
Elongation 4 (Flaw: Arms Only) [2]
Strike 2 (Feats: Mighty, Split Attack) (Extras: Penetrating 10, Autofire) [17]
AP: Deflect 10 (Extras: Action)

Equipment: A Really Big Gun, Other Littler Guns

Saves:
Toughness +3, Fortitude +8, Reflex +5, Will +5

Combat:
Attack +4 (+10 Melee), Damage +12, Defense +9, Initiative +0

Complications:
Enemy (Spider-Man)

Abilities: 32 / Skills: 72--18/ Feats: 34 / Powers: 50/ Saves: 14 /Combat: 26 (174)

Doc Ock in all his Adamantium-laced Armed glory. Note that Erik Larsen's run on Spidey amped up Ock's powers to the point where he absolutely DESTROYED Spider-man AND the "All personalities" Hulk with ease, nearly killing them both within the span of three pages, by himself. This Ock ALSO took on about fifteen super-heroes at once in the same arc and held his own for a while (basically using the Autofire & Shield powers) until Sandman nearly killed him in VERY messy fashion. I gave him Strike as a separate power (and not "Mighty") because I needed to establish the sheer POWER of his Adamantium punches here. Handing Hulk his arse like that shows some SERIOUS power. The "Shield" power is something I've never seen in an Ock build before, but I felt it was the only way to show why Ock wasn't getting thumped (seeing as how he's a normal man and all) by high-Dex, high-Attack guys like Spidey, and actually managing to keep his distance. The answer: The waving arms act like a shield.
Last edited by Jabroniville on Sun Jan 06, 2008 10:52 pm, edited 3 times in total.
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Postby Jabroniville » Tue Jan 09, 2007 2:07 pm

"It's the will of the LORD that guides us!
The ALIMIGHTY speaks to me-- His will is communicated to ME and he COMMANDS ME to use my POWERS to help spread his WORD. Soon, ALL the world will be OURS and we can save the sinners from Eternal Damnation with the help of the ONE UP ABOVE."


THE HOBGOBLIN, circa Revenge of the Sinister Six
PL 10 (150)
ST 16/26 (+3/+8.) DEX 18 (+4) CON 18/26 (+4/+8.) INT 12 (+1) WIS 12 (+1) CHA 14 (+2)

Skills:
Bluff 4 (+6)
Drive 8 (+12)
Escape Artist 8 (+12)
Intimidate 10 (+12)
Notice 6 (+7)
Pilot 12 (+16)
Search 4 (+5)

Feats:
Attack Focus (Ranged) 2, All-Out Attack, Equipment 2, Evasion, Fascinate (Intimidate), Fast Overrun, Favored Opponent (Sinners), Fearsome Presence 1, Improved Aim, Startle

Powers:
Enhanced Strength 10 [10]
Enhanced Constitution 8 [8]
Hellfire Control 5 [10]

Pumpkin Bombs- Device 6 (Easy to Lose) [18]
Blast 8 (Extras: Area- Explosion) (Flaws: Inverse Progression -2 of Explosion Distance) (22)
Linked: Obscure 4 (Visual Senses) (8.)

Goblin Glider- Device 1 (Easy to Lose) [3]
Flight 5 (Flaws: Platform) (5)

Equipment: Big Cannons

Saves:
Toughness +8, Fortitude +10, Reflex +7, Will +7

Combat:
Attack +8 (+10 Ranged), Damage +8, Defense +8, Initiative +4

Complications:
Enemy (Spider-Man)

Abilities: 33 / Skills: 52--13/ Feats: 12 / Powers: 49 / Saves: 11 /Combat: 32 (150)

Hobgoblin in all his crazy, demonic glory. Note that Jason Macendale himself has way more Skills and Feats than this (being a mercenary), but a psychotic, screaming lunatic wouldn't have much use for skills like Diplomacy or Gather Information. Hobby's actually kind of tough, though not much against Spidey solo (since Spidey's defense is so ridiculously high). In battle, he's there to throw some big explosions Spidey's way, and get him moving and ready to meet another 6er's attack. His role in the Return storyline was basically as extra meat, never really factoring into any strategies (he flew around and blew stuff up basically).
Last edited by Jabroniville on Fri Feb 02, 2007 2:44 am, edited 1 time in total.
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Postby Jabroniville » Tue Jan 09, 2007 2:16 pm

"You've gotten pretty CHUMMY with Octopus, Electro. You wanted Ock DEAD before-- Why the sudden CHANGE? I smell a RAT."

THE VULTURE, circa Revenge of the Sinister Six
PL 10 (103)
ST 18 (+4) DEX 20 (+5) CON 18 (+4) INT 16 (+3) WIS 10 CHA 11

Skills:
Bluff 5 (+5)
Craft (Mechanical) 8 (+11)
Intimidate 8 (+8.)
Notice 4 (+5)
Sense Motive 3 (+3)
Stealth 8 (+13)

Feats:
Attack Focus (Melee) 4, Defensive Roll 1, Equipment 2, Fast Overrun, Favored Environment (Air), Improved Defense, Improved Overrun, Move-By Action, Power Attack, Sneak Attack, Startle, Taunt

Powers:
Vulture Costume- Device: 3 (Hard to Lose) [12]
Flight 4 (8.)
Protection 4 (4)
Wing Strike 3 (Feats: Mighty) (4)

Equipment: Pair of Energy Guns

Saves:
Toughness +4 (+7 Costume, +8 D. Roll), Fortitude +8, Reflex +7, Will +5

Combat:
Attack +4 (+8 Melee), Damage +4 (+7 Strike), Defense +7, Initiative +5

Complications:
Enemy (Spider-Man)

Abilities: 33 / Skills: 36--9/ Feats: 16 / Powers: 12 / Saves: 11 /Combat: 22 (103)

Vulture's the obvious weak link of the Sinister Six, as he's about the only guy in the whole storyline not to get in any really good shots (shooting Ben Grimm while Benjy talks to Sue doesn't count), and got KOd by Spidey like twice. He's tricky on the Intimidates and stuff, but he's not even really that good at teamwork (thus why I didn't give him Set-Up to make him more useful). He's a fairly decent guy in most combats (strong and tough), but nothing Spidey couldn't beat with a good punch. Most of Vulchy's tactics involve getting out of the way.
Last edited by Jabroniville on Fri Feb 02, 2007 2:45 am, edited 1 time in total.
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Postby Jabroniville » Thu Jan 11, 2007 1:38 pm

"You're DUST, Green Man!" (to the Hulk, natch)

ELECTRO, circa Revenge of the Sinister Six
PL 10 (143)
ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 10 WIS 10 CHA 14 (+2)

Skills:
Bluff 10 (+12)
Diplomacy 4 (+6)
Gather Information 5 (+5)
Intimidate 6 (+8.)
Notice 7 (+7)

Feats:
Attack Focus (Ranged) 4, Equipment 2, Improved Aim, Improved Critical (Electrical Control), Taunt

Powers:
Electrical Control 12 (Extras: Area- Line, Area- Cone, Inverse Progression -5, Aura, Autofire) [69]
AP: Dazzle (Visual Senses), Shield
Immunity (Electrical Attacks) [5]

Equipment: Big Wrist Gauntlets (Amplify Electrical Control)

Saves:
Toughness +3, Fortitude +5, Reflex +7, Will +3

Combat:
Attack +4 (+8 Ranged), Damage +2/+12, Defense +8, Initiative +3

Complications:
Enemy (Spider-Man)

Abilities: 18 / Skills: 32--8/ Feats: 9 / Powers: 74 / Saves: 10 /Combat: 24 (143)

Electro's a bit of a moron, plain and simple. Like most "Energy Guys", he's the ultimate one-trick pony, taking his element of choice and using nearly every possible attack based around that ability at the expense of all others. But unlike most energy guys, he just stands around shooting without any other tricks or tactics to his advantage, relying only on his electrical field to save him. It's been pretty well established, in fact, that Electro is COMPLETELY USELESS in melee, as all Spidey's got to do is avoid his devastating power (no easy task, I'll admit) and pop him one, and the fight's over. This is reflected in his low Melee attack (+4), and his low Fortitude (+5) compared to what it could be.
Last edited by Jabroniville on Fri Feb 02, 2007 2:41 am, edited 2 times in total.
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Postby Jabroniville » Thu Jan 11, 2007 1:38 pm

"He's RIGHT to be suspicious of us. Ock BETRAYED us before and he may very well do so again. *I* plan to. They all UNDERESTIMATE me. As soon as we ATTAIN our goal, I'll show them all just how powerful I AM."

MYSTERIO, circa Revenge of the Sinister Six
PL 10 (150)
ST 12 (+1) DEX 12 (+1) CON 14 (+2) INT 20 (+5) WIS 12 (+1) CHA 18 (+4)

Skills:
Bluff 8 (+12)
Craft (Mechanical) 8 (+13)
Craft (Chemical) 8 (+13)
Disable Device 6 (+8.)
Disguise 15 (+19)
Drive 5 (+6)
Escape Artist 8 (+10)
Notice 4 (+5)
Profession (Special Effects Expert) 15 (+20)
Sleight of Hand 15 (+17)
Stealth 8 (+10)

Feats:
Distract (Bluff), Equipment 5, Fascinate (Bluff), Improved Defense 1, Inventor, Luck 1, Master Plan, Skill Mastery (Craft-Chemical, Disguise, Sleight of Hand, Stealth), Ultimate Effort (Disguise)

Powers:
Mysterio Costume- Device 12 (Hard to Lose) [48]
Illusion 10 (All Senses) (Feats: Progression 6- 1000 Feet, Selective) (Extras: Action- Free Action)
AP: Nauseate 5 (Extras: Area Cloud), Invisibility, Obscure (59)

Equipment: Big Guns, Smoke Bombs, Assorted Prepared Illusions

Saves:
Toughness +2, Fortitude +3, Reflex +5, Will +4

Combat:
Attack +6, Damage +2, Defense +8, Initiative +3

Complications:
Enemy (Spider-Man)

Abilities: 28 / Skills: 100--25/ Feats: 13 / Powers: 48 / Saves: 7 /Combat: 28 (150)

Mysterio is dangerously competent and deadly in a team situation. Solo against Spidey, it's just a matter of time before all of his pre-set game plans and gadgets fail to take him out, and he clocks him once and ends it. But with Hobgoblin & Electro running interference while Ock scores some shots, Mysterio is DEVASTATING. With illusions strong enough to keep something like ten or twelve heroes at bay, he nearly won the final battle all by himself before Deathlok saw through his tricks and one-punched him. As a skill-monkey and Illusion master, Quentin Beck is among the best there ever was. But solo, or once things come down to fights, he's a gone goose.
Last edited by Jabroniville on Fri Feb 02, 2007 2:46 am, edited 1 time in total.
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Postby Jabroniville » Fri Jan 12, 2007 1:55 pm

ANIMATOR
PL 10 (150)
ST 18 (+4) DEX 18 (+4) CON 17 (+3) INT 12 (+1) WIS 12 (+1) CHA 18 (+4)

Skills:
Acrobatics 6 (+10)
Bluff 9 (+13)
Diplomacy 4 (+8.)
Disable Device 6 (+7)
Drive 4 (+8.)
Escape Artist 4 (+8.)
Gather Information 4 (+5)
Knowledge (Streetwise) 7 (+8.)
Notice 5 (+6)
Sense Motive 5 (+6)
Sleight of Hand 4 (+8.)

Feats:
Attack Focus (Melee) 2, Attack Specialization (Rapier) 1, Attractive 2, Benefit (Wealth) 1, Connected, Contacts, Defensive Attack, Distract, Equipment 2, Improved Critical (Rapier), Improved Defense, Improved Disarm, Improved Sunder, Luck, Quick Draw, Set-Up, Taunt, Teamwork

Powers:
Animated Objects 5 (Feats: Progression 5) (Extras: Horde) [25]
Costume: Protection 2 [2]

Rapier- Device (Easy to Lose) 3 [9]
Strike 4 (Extras: Penetrating, Autofire) (12)

Saves:
Toughness +3 (+5 Costume), Fortitude +8, Reflex +9, Will +5

Combat:
Attack +6 (+8 Melee, +10 Rapier), Damage +4, Defense +9, Initiative +3

Complications:
Enemy (Young Guns)
Enemy (Las Vegas Mafia)

Abilities: 35 / Skills: 56--14/ Feats: 21 / Powers: 40 / Saves: 14 /Combat: 30 (150)

Suits of Armor
ST 28 (+9) DEX 8 (-1) CON -- INT -- WIS 10 CHA --

Feats:
Improved Grab, Interpose, Equipment 1

Powers:
Immunity 30 (Fortitude Effects, Ballistics, Piercing) [40]
Protection 10 (Feats: Impervious) [20]

Saves:
Toughness 0, Fortitude --, Reflex +2, Will --

Combat:
Attack +3, Damage +9, Defense +3, Initiative -1

Abilities: -14 / Skills: 0/ Feats: 3 / Powers: 60 / Saves: 3 /Combat: 12 (64)


Here's a fun little character I created for my team of super-heroes to fight. His gimmick is low-level Animate Objects to act as annoying little distractions (favorite tactics are his statted-up knight statues, chairs and carpets using Snare and other distracting abilities), while using his dangerous melee capabilities to take advantage. Pretty scary up close to low-Toughness & Fort guys, but even worse when you consider that he's part of an entire team of guys. Animate Objects is one of the more versatile powers in the game (you can come up with almost ANY power if you animate the right stuff), and in the hands of an imaginative player, could be pretty devastating.
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Postby Mike5000us » Fri Jan 12, 2007 2:26 pm

So no more Sailor Moon builds? :(
"Ah man, I guess I'm just going to have to kill you now!"
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Postby Jabroniville » Sat Jan 13, 2007 2:20 pm

Ah, I'll be making more. I just needed a change, since I was repeating essentially the same build over and over again for a few of them, with minor modifications.
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Postby Jabroniville » Sat Jan 13, 2007 2:55 pm

SAILOR NEPTUNE
PL 11 (178)
ST 10/16 (+0/+3) DEX 16/22 (+3/+6) CON 14/20 (+2/+5) INT 25 (+7) WIS 22 (+6) CHA 20 (+5)
Skills:
Acrobatics 5 (+11)
Bluff 8 (+13)
Craft (Artistic) 6 (+13)
Diplomacy 6 (+11)
Disable Device 4 (+11)
Gather Information 6 (+11)
Investigate 8 (+15)
Perform (Violin) 8 (+13)
Search 5 (+12)
Swim 8 (+14)

Feats:
Accurate Attack, Attack Focus (Ranged), Attractive 1, Beginner's Luck, Benefit (Wealth) 1, Defensive Attack, Defensive Roll 1, Distract (Bluff), Equipment 2, Grappling Finesse, Improved Defense 1, Improved Critical (Deep Submerge), Improved Critical (Submarine Reflection), Inspire, Jack-of-All-Trades, Set-Up, Skill Mastery (Craft- Artistic, Gather Info, Perform-Violin, Swim), Sneak Attack, Taunt, Teamwork 1, Ultimate Save (Will), Uncanny Dodge

Powers:
Enhanced Strength 6 [6]
Enhanced Dexterity 6 [6]
Enhanced Constitution 6 [6]
Leaping 4 [4]
Super-Movement 1 (Slow Fall) [1]
Super-Senses (Danger Sense) [1]
"Deep Submerge!" Blast (Water) 12 (Extras: Area-Cone) (Flaws: Full Action, Tiring) [12]

"Submarine Reflection!" Device 5 (Easy to Lose): Submarine Mirror [15]
Blast (Energy) 12 (Area-Line) (Flaws: Full Action, Tiring) (12)
Nullify Illusion 12 (12)

Equipment: Musical Instruments, Submarine Mirror

Saves:
Toughness +2/+5, Fortitude +7/+10, Reflex +7/+10, Will +10

Combat:
Attack +8 (+9 Ranged), Damage +3/+12, Defense +9, Initiative +5

Trade-Offs:
-1 Attack Bonus/+1 Damage Bonus

Complications:
Enemy (Master Pharoah 90)
Enemy (Professor Tomoe/Witches 5/Dark Messiah)
Responsibility (Stop the Dark Messiah)
Responsibility (High School)
Rivalry (Sailor Moon & Inner Senshi)
Secret Identity (Michelle/Michiru Kaioh)

Drawbacks:
Normal Identity (Requires Power Stick and Must Be Speaking) [-4]
Power Loss (Must Be Speaking and Gesturing Freely, Only on Water-Based Powers) [-2]

Abilities: 47 / Skills: 64--16/ Feats: 23 / Powers: 51 / Saves: 13 /Combat: 34 /Drawbacks -6 (178)

Sailor Neptune is generally kind of a Mary Sue in Sailor Moon's world; ie. she's the prettiest, smartest, most amazingly spectacular person EVER, and all the other characters remain in awe of her fancy-haired beauty for the majority of her first season. She has ridiculous mental stats, and her physical ones are amped by going Senshi, not to mention she had honest-to-god prescient super powers out of costume, and the same kind of lethal prowess Sailor Uranus has as a Senshi. Honestly, I've never been a fan of the "smarter than Ami, prettier than Rei, more kind that Usagi, etc." character, especially since her & Uranus were pretty much useless the entire Sailor Moon S arc (they were wrong the WHOLE TIME about what needed to be done), and mostly just sat around and acted bored with everything elsewhere.
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Postby Mike5000us » Sat Jan 13, 2007 5:08 pm

Jabroniville wrote:Ah, I'll be making more. I just needed a change, since I was repeating essentially the same build over and over again for a few of them, with minor modifications.


Oh well thats true because all the senshi and 4 heavenly general had pretty much the same powers. I do like your sinster six and sprider man build. Plus your Sailor Neptune build is awesome. (Lol your right she was completely useless doing the Sailor Moon S arc, the only good thing she did was give her power to sailor moon at the end in order for her to tranform and save Hotaru.)

So are you going to do any of the "big bads" of sailormoon. Like Queen Beryl, Metallia, Death Phantom, Mistress 9, Pharoah 90, Queen Nellehia and the nearly invincible planet destorying, galaxy conquering Sailor Galaxia.
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Postby Jabroniville » Sun Jan 14, 2007 9:48 pm

I'll give 'er a shot, though I never saw the endings of the last couple seasons. Beryl you will definitely see, however.
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Postby Jabroniville » Thu Jan 18, 2007 2:24 pm

QUEEN BERYL
PL 13 (206)
ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 22 (+6) WIS 22 (+6) CHA 24 (+7)
Skills:
Bluff 10 (+17)
Concentration 8 (+14)
Craft (Arcane Items) 10 (+16)
Intimidate 10 (+17)
Knowledge (Arcane Lore) 10 (+16)
Gather Information 8 (+14)
Notice 8 (+14)

Feats:
Artificer, Attack Focus (Ranged) 3, Benefit (Queen of the Dark Kingdom) 3, Equipment 1, Fascinate (Intimidate), Fearsome Presence 3, Leadership, Master Plan, Minions 12, Ritualist, Startle, Trance

Powers:
Magic 14 (Flaws: Charm & Summoning is Tiring -2 pp) [39]
AP: Magic Blast, Charm, Dimensional Portal, Force Field, Healing, Mesmerism, Scrying, Summoning, Petrification 4 (Extras: Continuous), Super-Movement (Permeate), Teleport
Dynamic AP: Telekinesis 12
Drain Strength 10 (Feats: Extended Reach 10, Slow Fade 5) (Extras: Alternate Save- Will) (Flaws: Tiring) [25]
Immortality [5]

Equipment: Magic Amulets, Crystal Ball, etc. (Focus for Powers)

Saves:
Toughness +2, Fortitude +4, Reflex +5, Will +10

Combat:
Attack +7 (+10 Ranged), Damage +2 (+12 Blast), Defense +9, Initiative +3

Trade-Offs:
-1 Attack Bonus/+1 Damage

Complications:
Enemy (Sailor Senshi)
Enemy (Tuxedo Mask)
Responsibility (Queen Metallia)
Obsession (Loves Prince Endymion)

Abilities: 52 / Skills: 64--16/ Feats: 29 / Powers: 69 / Saves: 8 /Combat: 32 (206)

Queen Beryl surprisingly costs the same amount of points as Malachite, even though she's much more powerful and dangerous in just about every way. Beryl's true weakness is her low physical defenses; if breached, she's history. As shown in the finale for Sailor Moon's first season, one shot from Prince Endymion pretty much killed her outright, necessitating Queen Metallia's possession of her to do it's final work. On her own though, Beryl is truly fearsome nonetheless, with the most powerful Blast by far of the Dark Kingdom (except for Metallia's of course), numerous other powers, a devastating Mesmerizing power that twisted even Endymion's powerful will to her own (this was obviously necessitated by Metallia, but Beryl had her own stake in it as well), teleportation, minions out the wazoo, and what I'm assuming is her own level of Drain Strength to match her Generals', though she never really used it. I gave her Immortality just because I can't really imagine her getting old and dying (Suspended Animation is obviously from Metallia's end, not her own, so Beryl doesn't get that). Also notable is Beryl's powerful mind, with all mental stats being near human max. Her charisma is notable because she can control the disparate Generals pretty well, except for Zoisite who repeatedly disobeyed her. But they ALL feared her, even Malachite.
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Postby kirezemog » Thu Jan 18, 2007 9:59 pm

Hey Jab. For the Mysterio build, how would you put in that it eats away at Spidey's webbing. Doesn't seem worth spending points on a full power when it only effects such a limited thing, yet against Spidey, that takes away quite a bit, so should be worth something.
Progress takes away what forever took to find
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Postby Jabroniville » Fri Jan 19, 2007 2:51 am

Hm, I sorta forgot about that power, so let's say... Nullify (Spider-Man's Webbing)? That's gotta be worth about Nullify 8 (it works very well), at the one pp/rank, but at half strength since it ONLY affects Spidey's webbing. It'll give him about four pp in it then. Seems fair for a Spidey enemy.
Jabroniville
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