Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Kerevision: Josiah X, Confessor II, Black Lantern Superman

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

Moderators: The Mod Squad, M&M Line Developer, The Justice League

Postby kerianvalentine » Sun Mar 04, 2007 11:16 am

Image

Hal Jordan
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 16, INT 18, WIS 16, CHA 14

Skills:
Acrobatics 4+3 = 7
Bluff 4+2 = 6
Climb 4+2 = 6
Concentration 12+3 = 15
Diplomacy 8+2 = 10
Escape Artist 8+3 = 11
Gather Information 8+2 = 10
Intimidate 4+2 = 6
Investigate 8+4 = 12
Notice 12+3 = 15
Pilot 4+3 = 7
Search 8+4 = 12
Sense Motive 12+3 = 15
Sleight of Hand 4+3 = 7
Stealth 4+3 = 7

Feats:
Accurate Attack, Assessment, Benefit (Green Latern)*1, Connected, Contacts, Defensive Attack, Elusive Target, Eidetic Memory, Evasion 2, Improved Initiative 1, Move-By Action, Power Attack, Redirect

Powers:
Power Ring 15 (Devices, Hard-To-Lose, Restricted 1 ["Worthy" wielders])

Power Ring
Create Dynamic Innate Precise Progession 6 Selective Tether Moveable Impervious Objects 11 [D.A.P.: Accurate 2 Ranged Penetrating Damage, D.A.P.: Force Field, D.A.P.: Flight, D.A.P.: Damaging Perception Move Objects, D.A.P.: Perception Stun, D.A.P.: Selective Area Space Flight/Selective Area Immunity, D.A.P.: Shield, D.A.P.: Boost [Knowledges], D.A.P.: Comprehend]
Immunity [Suffocation]
Morph 1 [Costume]

Init/Defense: +7/10
Saves: FORT +7, REF +3, WILL +7, TOUGH +3
Attack/Damage: +6/+2

[Power Loss: The Color Yellow, Very Common: +4]
[Power Loss: Lack Of Battery Recharge, Uncommon, +1]

*Benefit [Green Lantern]: As a Green Lantern, the character is a member of a universally-recognized peacekeeping organization. As such, certain benefits apply. When making a diplomacy or intimidate check, a Green Lantern gets +1 on the interaction roll per rank of this benefit. In addition, Benefit [Green Lantern] allows a character to make arrests at any point in time as he sees fit - however, abuse of either of these bonuses -will- result in the Guardians of Oa removing the Power Ring and the feat bonus in the first place.

Notes:
Oh man, I love Hal Jordan. Hal was the guy I remember from my childhood. He's the Green Lantern, the DC character I most adore. The cartoons are a fond memory that live on in my mind...

May 03, 2007: The GL ring gets a huge redefinition, actually creating a full array instead of a Variable Power. I much prefer this new form of Hal - it gives anyone who plays him a little more of a definition of Green Lantern abilities.
While I'm unhappy with his Force Field, it's just going to have to stay; he needs it to hit his caps without using the create objects power than forms the base of the set.
He has 50 points in the Create Objects to shuffle wherever he likes. Hal is a very dangerous man, even if you don't count the Parallax stuff [and I don't!], and he can perform enough of a variety of tricks to deal with it without resorting to a rather cheap Variable Array.
Expect the rest of the Corps to get restatted to these new specifications, as well. When Hal changes, the Corps changes, after all...

May 19, 2007: Good grief, Hal gets changed -again-! Oh, Hal. Hal, Hal, Hal. Please, try to stay good for another month, okay?
Hal's major changes are: Folding his shield into his Array, making his GL-Transit-Power Dynamic, and making his Morph a Quick-Change power, as well as making his primary power dynamic while simultaneously giving him the most powerful Create Objects of the Corps - an extra +1 rank is nothing to sneeze at where a GL is concerned.

May 24, 2007: Yeargh. Another Hal update. This one sees the end of the Uncontrolled Limited Boost of the Corps, instead folding the Boost into their arrays. Also, Comprehend has been added. Hoorah.
Last edited by kerianvalentine on Thu May 24, 2007 9:26 am, edited 5 times in total.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Sun Mar 04, 2007 12:30 pm

Image

Cable 2.0 (Nathan Dayspring Christopher Akani'son Summers)
PL 10/PP 150
Attributes: STR 20, DEX 16, CON 20, INT 30, WIS 30, CHA 20

Skills:
Acrobatics 4+3 = 7
Bluff 8+5 = 13
Computers 12+10 = 22
Concentration 12+10 = 22
Diplomacy 12+5 = 17
Disable Device 12+10 = 22
Gather Information 8+5 = 13
Intimidate 4+5 = 9
Investigate 8+10 = 18
Notice 12+10 = 22
Search 4+10 = 14
Sense Motive 12+10 = 22
Sleight of Hand 4+3 = 7
Stealth 12+3 = 15

Feats:
Attack Focus (Ranged) 3, Benefit (Status), Connected, Contacts, Elusive Target, Evasion, Fearless, Move-By Action, Power Attack, Precise Shot, Uncanny Dodge 1 (Cyberpathy), Well-Informed

Powers:
Datalink 9 (Mental)
Flight 2
Telekinesis 3
Force Field 4
Shield 7

Init/Defense: +3/17
Saves: FORT +5, REF +3, WILL +10, TOUGH +9
Attack/Damage: +3/+3

Notes:
No, this is not a rewrite of my prior Cable build. It is instead an attempt to cram the now-limited-to-Cyberpathic-Powers NCDASS into a PL 10/PP 150 build, and personally, I think this came out incredibly well. His shield seems a little low because it is. It's not the point of Cable.
He's the soldier-savior from the future limited to Cyberpathy. Once the most powerful mutant alive, Cable is now a burned-out husk living on cyberpathic connections and a force-field generator originally designed to keep him in. This build, hopefully, shows what a fall that godhood has been, but also shows how much finesse NCDASS has. Check out that skills list.
This is Cable as he is without his divine powers. This is a playable Cable, an underwhelming Cable, but a Cable with tons of options not related to his now semi-nonexistant mutant powers. Does he do very little damage? Oh yeah. Does he have any real kick to him? Not much.
Is he an inspirational leader with a cool gimmick and a limitless source of knowledge (Datalink 9 for the Dominus Project)?
Oh yeah.
A good NPC. A playable, but underwhelming, PC. But hopefully, he still feels like Cable, because if he doesn't feel like Cable, he's no good.
Other powers can be described as a use of Extra Effort.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Sun Mar 04, 2007 1:08 pm

Image
Citizen V
PL 10/PP 150
Attributes: STR 14, DEX 18, CON 16, INT 18, WIS 16, CHA 14

Skills:
Acrobatics 12+4 = 16
Bluff 8+2 = 10
Climb 4+2 = 6
Diplomacy 12+2 = 14
Disable Devices 8+4 = 12
Disguise 12+2 = 14
Escape Artist 12+4 = 16
Gather Information 12+2 = 14
Intimidate 8+2 = 10
Investigate 12+4 = 16
Notice 12+3 = 15
Search 12+4 = 16
Sense Motive 12+3 = 15
Sleight of Hand 12+4 = 16
Stealth 12+4 = 16

Feats:
Accurate Attack, Acrobatic Bluff, Attack Focus (Melee) 10, Connected, Contacts, Defensive Attack, Defensive Roll 1, Dodge Focus 5, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Block, Improved Disarm 2, Improved Initiative 2, Move-By Action, Power Attack, Sneak Attack 4, Taunt, Uncanny Dodge (Hearing), Weapon Bind, Weapon Break, Well-Informed

Powers:
Costume (Devices 2, Hard-To-Lose, Restricted x2: Citizen V, Comprehend Languages 1, Morph 3, Protection 5)
V-Blade (Devices 4, Hard-To-Lose, Mighty Strike 8, Enhanced Feat: Improved Block 2, Shield 5, Deflect (Fast Projectiles) 4)

Init/Defense: +12/15 (20 with V-Blade)
Saves: FORT +8, REF +6, WILL +3, TOUGH +4 (+9 with Costume)
Attack/Damage: +10/+10

Notes:
Man, Citizen V is a bad boy. He can fence on a level that makes me a sad panda, his Toughness and Defense are huge, and he can nail somebody for a lot of damage with that stupid V-Blade of his. He's a practiced swordsman, he can pull a Jedi when he wants to, and as long as he has the V-Blade he can block almost anything.
Note that while I do not agree with the tool giving the wielder feat-bonuses, the V-Blade is made of a titanium core with adamantium around it. This Enhanced Feat: Improved Block does not, therefore, represent his skill in blocking (represented by his actual FEATS), but the fact that his V-Blade can block things normal weapons would never be able to hit.
His skills are, by the way, insane. He's a super-spy with an organization and a country behind him...are you scared yet?
You should be.
He's right behind you.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Sun Mar 04, 2007 3:05 pm

Image

Felix Faust
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 14, INT 30, WIS 14, CHA 20

Skills:
Bluff 12+5 = 17
Concentration 12+2 = 14
Craft (Arcana) 12+10 = 22
Diplomacy 8+5 = 13
Gather Information 4+5 = 9
Intimidate 12+5 = 17
Knowledge (Arcana) 12+10 = 22
Notice 4+2 = 6
Sense Motive 4+2 = 6
Sleight of Hand 12+3 = 15

Feats:
Artificer, Attack Specialization (Spells) 3, Benefits 2 (Wealth), Fascinate, Inspire 2, Leadership, Master Plan, Ritualist, Taunt

Powers:
Spells 15 (Variable Power, 7/rank, Mystic Descriptors, Flaw: Action, Flaw: Duration [Concentration], Flaw: Distracting)

Init/Defense: +3/10
Saves: FORT +2, REF +3, WILL +8, TOUGH +2
Attack/Damage: +6/Variable

Notes:
Felix Faust, the fearsome foe of freedom-fighters, mystic monster, mighty magic-master!
Enough alliteration. He's INCREDIBLY powerful, this Felix, but he has a ton of drawbacks on that 15-point Variable...
First: he has to concentrate. Second: He's always distracted while spellcasting. Third: It takes a full-round action to cast spells.
Yes, this brings his variable power down to 4/rank! Yes, he has 75 points to throw into any power he wants!
No...that doesn't help him too much unless he plans way ahead.
So he relies on his Ritualist and Artificer, as well as the Plot Device Artifact Of The Week, to become a true threat. With Ritualist and Artificer he can set up a ton of mystic traps and ready-to-go effects, focusing his array into exactly what HE wants it to be instead of what YOU want it to be.
With Ritualist and Artificer he's definitely capable of taking on the Justice League...
He'd probably give my Superman a huge run for his money with all his spellcraft.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Sun Mar 04, 2007 3:52 pm

Image

Doctor Victor von Doom
PL 10/PP 150
Attributes: STR 20, DEX 16, CON 20, INT 30, WIS 18, CHA 16

Skills:
Bluff 8+3 = 11
Concentration 12+4 = 16
Craft (Arcane) 12+10 = 22
Craft (Mechanical) 12+10 = 22
Diplomacy 8+3 = 11
Intimidate 12+3 = 15
Knowledge (Arcane 12, Technology 12)+10
Notice 8+4 = 12
Sense Motive 12+4 = 16

Feats:
Artificer, Benefit 2 (Diplomatic Immunity 1, Status 1), Eidetic Memory, Improved Grab, Improved Grapple, Improved Initiative 1, Inventor, Master Plan, Power Attack, Ritualist

Powers:
Battlesuit 5 (Devices, Hard-To-Lose, Super-Strength 4, Impervious Protection 5, Flight 2, Ablative Shield 6)
Spells 9 (Variable Power 5/Rank, Flaw: Action Flaw: Duration (Concentration), Flaw: Distracting)

Init/Defense: +7/16
Saves: FORT +5, REF +3, WILL +4, TOUGH +10 (5 Impervious)
Attack/Damage: +7/Variable

Notes:
YES! Here he is! My triumph, Victor von Doom at a playable PL 10/PP 150!
His genius, his might, his spells! THE HAND OF DOOM!
A couple notes, though. Victor Von Doom, as a PC, obviously shouldn't have access to his masses of minions full-time, and Doom-Bots are as usual a Fiat Escape Measure.
Doom draws heavily from my Faust build posted just before him when it comes to spells. See, Doom is a mystic master, but he's not Stephen Strange - where Doc Strange can flip out a spell of the Crimson Bands of Cyttorak followed up by the Wonderous Winds of Watoomb wafting and the Hoary Hosts of Hoggoth hurtling from the Primastic Portal of Power in a breath, Doom needs to focus, concentrate, and risk a lot of his power in his spells.
However.
Doom. Is. A. Genius. I cannot stress enough how incredibly powerful and intelligent Victor von Doom is because no one can stress this. The benefit of being Victor von Doom lies not in your up-front might - which is definitely considerable - but in all the preparations you can do.
Where Doctor Strange will expend himself doing exactly what I described earlier, Victor von Doom will use his Master Plan, Inventor, Artificer, and Ritualist to dream up a terrifying tremor-inducing titan armed with arcane artifacts and advanced attacks, and when the trail comes back to him, he'll have a shield generator, a ton of demons ready to be summoned from his ritual and the portal at the back of the room, his throne fully protected and loaded with an escape device just in case someone dares to lay a finger on the cloak of Doom.
Doctor Victor von Doom is all about forethought. And that's fantastic, because he has that out the armored butt.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Sun Mar 04, 2007 7:40 pm

Great PL10/150pp versions of a lot of characters done so far since I last commented in this thread. Need to see Sky Captain and the World of Tomorrow already. :oops: Your Chamber build has one thing off, his Disable Device skill should be +11, you listed the bonus from Intelligence on that skill as +2 instead of +3.
User avatar
Psistrike
Luminary
Luminary
 
Posts: 2504
Joined: Sun Sep 18, 2005 3:11 pm

Postby kerianvalentine » Sun Mar 04, 2007 8:44 pm

Thanks. Like I said earlier, I try and pin down the essences of the characters so that any player or GM could just lift them, slap a new name on it, and play it or run it against the players.

Hence why Victor von Doom is missing his minions and resources, or why Cable seems so limited in both builds. It's a matter of accuracy, true, but it's also that these characters are a skeleton I fill in.

And on that note, build #75 was Doom...keep an eye out for Build #100. It's a veeeery famous villain.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Sun Mar 04, 2007 9:41 pm

The Master
"I believe it is time for you to learn your lesson."
PL 10/PP 100
Attributes: STR 16, DEX 16, CON 18, INT 14, WIS 14, CHA 12

Skills:
Sense Motive 8+2 = 10

Powers:
Reflex Memory 5 (Extras: Feats, Power Feat: Televised/Movie-Based)
Mimic 2 (Any One Power, Extra: Extra Subject, Extra: Perception, Extra: Continuous)

Init/Defense: +3/10
Saves: FORT +4, REF +5, WILL +3, TOUGH +4
Attack/Damage: +0/+3

Notes:
The Master is, if you haven't noticed, a slightly edited version of my Taskmaster build to represent the literally legendary (in my setting, anyway) martial artist.
The Master is able to whup the Brawler, the Gambler, the Rewrite, Lykourgos, the Chain, the Earthen, and Battle Bug -all at once-.
But wait. It gets more terrifying. He can do it with their powers.
This is truly, truly horrible, when you consider how devestating even simple powers are in a PL 10/PP 100 setting.
And there's more! Yes, folks, he can become a martial arts master...but he can mimic up to two subjects at a time!
Consider if you will the PL Cap. The setting is PL 10. The Master has 10 points of mimic.
This doesn't seem like much, but look at his saves. They're pretty typical of the setting.
Oops...he just got a Blast 5 and a Strike 10.
Oops. He just killed you.
See why the Master is scary?
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby Psistrike » Sun Mar 04, 2007 10:34 pm

I thought for a moment when I saw the name you were stating up The Master from Buffy:TVS. :lol: Great character and definately a terror with his ability to adapt and duplicate his enemies powers.
User avatar
Psistrike
Luminary
Luminary
 
Posts: 2504
Joined: Sun Sep 18, 2005 3:11 pm

Postby kerianvalentine » Mon Mar 05, 2007 9:17 am

Reed Richards (Mangaverse Variant)
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 14, INT 30, WIS 20, CHA 16

Skills:
Bluff 12+3 = 15
Computers 8+10 = 18
Concentration 12+5 = 17
Diplomacy 8+3 = 11
Gather Information 4+3 = 7
Investigate 8+10 = 18
Notice 4+5 = 9

Feats:
Attractive 1, Beginner's Luck, Defensive Roll 3, Dodge Focus 1, Eidetic Memory, Equipment 6, Inspire 5, Leadership, Master Plan, Minions 50, Well-Informed

Powers:
Linked Boost Intelligence/Boost Wisdom 10 (Limited: Personal)


Equipment:
Baxter Compound (Awesome-sized, 25 TOUGHness building; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Infirmary, Laboratory, Living Space, Power System, Security System, Extended x9 Acute Awareness [Xenoculture Descriptor])

Init/Defense: +3/11
Saves: FORT +2, REF +3, WILL +10, TOUGH +6
Attack/Damage: +0/+2

Notes:

Everybody stats up Mister Fantastic. Look, he's Mister Fantastic! He can...stretch...his...body...
Oh, but he's a supergenius!

I prefer the mangaverse Reed Richards. A womanizer and a survivor of a moon-based "Meta-Talent Manifestation" Development Program, Reed Richards is the de facto leader of the Mega-Scale Metatalent Response Team Fantastic Four.

MSMRTFF is the name of the NERV-like organization that protects humanity from hostile Xenocultures by using the other three members of the F4 (Jonatha Storm, Sioux Storm, and Benjamin [Ben-Ya-Meen!] Grimm) and a form of power pack to boost the metatalents the three have to phenomenal levels.

But Reed's talent is crap on the battlefield...however, it's incredibly freakin' fantastic in the control room.
Reed's talent allows him to "stretch" his brain and hyperconnect his neurons, giving him a massive (but temporary) boost of insight.
This temporary boost of insight is what ends up saving the day.

And yes, he has a ton of low-ranking minions maintaining the Baxter Compound, which yes, actually is a massive base if you include all the skyscrapers and such around it Reed undoubtedly also owns.

I'll probably stat up the rest of the MSMRTFF sooner or later. Keep an eye out.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Mon Mar 05, 2007 9:50 am

Jonatha Storm
PL 10/PP 150
Attributes: STR 12, DEX 14, CON 14, INT 12, WIS 10, CHA 14

Skills:
Acrobatics 12+2 = 14
Escape Artist 8+2 = 10
Notice 8+0 = 8
Sleight of Hand 8+2 = 10

Feats:
Acrobatic Bluff, All-Out Attack, Attack Specialization (Blast) 4, Attractive, Defensive Roll 2, Dodge Focus 10, Elusive Target, Evasion 2, Fearless, Improved Initiative 4, Move-By Action, Power Attack, Precise Shot 2, Rage 5, Uncanny Dodge (Sight)

Powers:
Linked Flight/Strike [Trail] 3
Aura Strike 10
Blast 10
Devices 9 (Power Pack, Personal Boost (4/rank) 10, Protection 5)

Init/Defense: +18/20
Saves: FORT +2, REF +2, WILL +0, TOUGH +9
Attack/Damage: +0 [+8 Blast]/+1 (+3 Trail/+10 Aura/+10 Blast)

Notes:
Jonatha Storm, the only air-capable member of the Mega-Scale Metatalent Response Team Fantastic Four. Hotheaded, Asuka-esque, and half-sister of Sioux Storm, Jonatha has a glass jaw for everything but Toughness saves. She's no slouch, though - she's a capable threat to any PL 10 character.

However, the Xenocultures the MSMRTFF fights generally aren't...PL 10.
So, Jonatha and her allies have that Power Pack. The Power Pack is a standard issue 36 points (4/rank) device that boosts all powers by 10 and adds Protection 5 (when you're in the middle of your uber Mega-Scale Metatalent Manifestation, you're a scary bugger).

Note that of course these are PL 10/PP 150 builds. When fighting Xenoculture Giants, up the PL to 20, but otherwise, leave them as they are. (Except Reed - he sucks, but he can inspire everybody)

Yes, the FF get cosmic powers when they're mega-scale. Duh.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Mon Mar 05, 2007 10:08 am

Sioux Storm
PL 10/PP 150
Attributes: STR 12, DEX 12, CON 14, INT 16, WIS 18, CHA 6

Skills:
Notice 12+4 = 16
Search 8+3 = 11
Sense Motive 12+4 = 16

Feats:
Accurate Attack, All-Out Attack, Attack Specialization (Telekinetics) 4, Attractive 1, Critical Strike (Xenotypes), Fearless, Favored Enemy (Xenocultures) 3, Improved Pin, Move-By Action, Power Attack, Takedown Attack 1

Powers:
Damaging Precise Telekinesis 10 (Alternate Power: Create Innate Subtle Tethered Objects 15 [Progression 7])
Force Field 9
Shield 10
Power Pack (Hard-To-Lose Personal Boost [All Powers] 10, Protection 5)

Init/Defense: +0/20
Saves: FORT +10, REF +4, WILL +5, TOUGH +10
Attack/Damage: +8/+10

Notes:

Miss Storm is a pain to stat out in any reality, it seems, and Mangaverse is no exception. Like Jonatha and Ben-ya-meen, Sioux has a Power Pack to uber herself up for Mega-Scale threats. Unlike Jonatha and Benjamin, Sioux has a Rei Ayanami-style super-vacuum-of-personality. She's pathetically introverted, to the point that she talks to her "invisible friends" (read: the alternate power on Sioux's telekinesis), according to Jonatha, and has since childhood.
Sioux isn't the heavy hitter, but she -is- the heavy wrestler. She's got the ability to pin people with that big TK-created monster (or the TK itself) and do it well. Her purpose is neutralizing the enemy's combat potential so Jonatha can blast it and Ben-ya-meen can bust it in the head.


The more I stat up the Mega-Scale Metatalent Response Team Fantastic Four, the more I wonder just how much fun this would be to run...
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby SpiderFan! » Mon Mar 05, 2007 10:12 am

Thanks and I love your builds!
User avatar
SpiderFan!
Collaborator
Collaborator
 
Posts: 345
Joined: Mon Mar 05, 2007 7:39 am

Postby kerianvalentine » Mon Mar 05, 2007 10:22 am

Benjamin (Ben-Ya-Meen!) Grimm
PL 10/PP 150
Attributes: STR 14, DEX 12, CON 18, INT 14, WIS 12, CHA 12

Skills:
Intimidate 12+
Notice 8+1 = 9
Search 8+2 = 10
Sense Motive 4+1 = 5

Feats:
All-Out Attack, Attack Focus (Melee) 10, Benefit (uses Power Rank to intimidate), Improved Grab, Improved Grapple, Move-By Action, Power Attack, Rage 10, Takedown Attack 2, Teamwork 2

Powers:
Linked Corrosion/Alternate Form [Limited: Touched Object Only] 9
Power Pack 9 (Hard-To-Lose Device, Boost [All Powers] 10, Protection 5)

Init/Defense: +0/10
Saves: FORT +4, REF +1, WILL +1, TOUGH +9
Attack/Damage: +10/+9

Notes:
The last of the Mega-Scale Metatalent Response Team Fantastic Four, Ben has a couple things going in his favor.

First off, his Linked Corrosion/Alternate Form is incredibly powerful already. Anything he touches becomes part of his Metatalent's manifestation (which looks a heck of a lot like the Thing, by the way, when he absorbs bricks). Second, anything he touches is disintegrated when he uses that power, as the pieces break apart and join his body.
This isn't limited to inorganic materials. Ben is the reason the MSMRTFF is able to beat Annihilus - he absorbs part of the giant alien (the cosmic rod) and explodes him.

Like Sioux and Jonatha, he has a power pack that, when used, makes his power INCREDIBLY good. When he's got that massive power, by the way, add Growth (Gargantuan) to his Alternate form, because he gets bu-bu-bu-BIG!

Also, when he's Benjamin, the guy's totally Shinji Ikari - weak and stammery. When he's manifesting his metatalent, he apparently becomes the Thing, including a hugely foul mouth (lots of black-bars on the screen). Funny thing is, he doesn't realize this at all.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

Postby kerianvalentine » Mon Mar 05, 2007 10:41 am

Annihilus (Mangaverse)
PL 20/PP 300
Attributes: STR 50, DEX 10, CON 50, INT 10, WIS 10, CHA 10

Skills:
Intimidate 12+20 = 32

Feats:
All-Out Attack, Benefit (Uses STR rank for Intimidate), Improved Initiative, Move-By Attack, Power Attack

Powers:
Growth 16 (Innate, Permanent)
Cosmic Rod 11 (Hard-To-Lose Device, Total Regeneration 43, Persistent, Regrowth, Recovery Bonus +10)
Blast 20
Shield 20
Space Flight 4
Immunity 9 (Life Support)
Unstoppable Immovable 3

Init/Defense: +4/22
Saves: FORT +20, REF +0, WILL +0, TOUGH +20
Attack/Damage: +20/+20

Notes:

I break my own rule to give an example Giant Monster for the Mega-Scale Meta-Talent Response Team Fantastic Four. Annihilus is one scary colossal mofo - this particular Kaiju homage has eye-beams, a massive shield, and TOTAL FREAKIN' REGENERATION.
WTF.
Well, as long as Annihilus has the Cosmic Rod around his neck, whenever he's damaged, he teleports a new body in from another universe using quantum dynamics.
In other words:
Woah, as long as he's got that, you can't kill him.
The fact that he has +20 to Attack and Damage makes him -scary-. His intimidate shows that - he's big, he's mean, but he's not particularly intelligent or wise - a blind dog could feint him if it tried hard and he didn't roll well.
The only reason the MSMTRTFF beat him is because Reed used his uber-boost and inspire to get Ben to hit Annihilus in the Cosmic Rod and corrode/absorb it into himself.
That's it.

He's a giant monster. So he breaks my personal rule of PL 10/PP 150. But otherwise he's a pretty solid build, a fantastic Big Bruiser.
User avatar
kerianvalentine
Zealot
Zealot
 
Posts: 1198
Joined: Mon Aug 28, 2006 5:25 pm

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 5 guests