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 Nov 05, 2007 10:50 am

PSYLOCKE, circa X-Cutioner's Song
PL 10 (150)
ST 14 (+2) DEX 22 (+6) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 9 (+15)
Bluff 4 (+6)
Climb 7 (+9)
Concentration 6 (+8.)
Disable Device 5 (+11)
Disguise 5 (+7)
Escape Artist 8 (+14)
Intimidate 4 (+6)
Language (Japanese, English) 1
Notice 4 (+6)
Sense Motive 5 (+7)
Stealth 10 (+16)

Feats:
Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 3, Attack Specialization (Unarmed) 1, Attractive, Blind-Fight, Defensive Attack, Defensive Roll 5, Dodge Focus 4, Equipment 2, Evasion, Grappling Finesse, Improved Critical (Psychic Knife) 2, Improved Defense 2, Teamwork, Uncanny Dodge

Powers:
Telepathy 10 [23]
AP: "Psychic Knife" Mental Blast 10 (Flaws: Mental Weapon)
AP: Telelocation 10
AP: Astral Form 4

Super-Senses 1 (Communication Link- Wolverine) [1]
Mind Shield 7 [7]

Equipment:
Katana (+3 Damage, Crit 19-20) (7)
Shuriken (+1 Damage, Autofire) (3)

Saves:
Toughness +3 (+8 D.Roll), Fortitude +6, Reflex +9, Will +7

Combat:
Attack +7 (+10 Melee, +12 Unarmed), Damage +2 (+5 Katana, +10 Psychic Knife), Defense +8 (+12 Dodge), Initiative +6

Complications:
Responsibility (Xavier's Dream)

Abilities: 32 / Skills: 68--17 / Feats: 29 / Powers: 31 / Saves: 11 /Combat: 30 (150)

-Role in the X-Over: Psylocke stuck around for most of the major plot points, but sadly didn't really do much in the way of helping out. In the X-Force fight, she was the first casualty, being nailed by Sunspot's energy attack and taken out. When the X-Teams hit the moon, Betsy hung around but never did anything important aside from communication with various team members. Her best showing was in the MLF takedown, as she took out Reaper, followed by Forearm.

-Psylocke was my, and nearly every other red-blooded teenage boy's- favourite X-woman for most of the 90s. Thanks to Jim Lee REALLY liking drawing her as an asian, she got the most confusing origin EVER and was put into a new body as a hot female assassin running around in a one-piece. Her looks basically carried her character most of the time (otherwise, she was just some cold chick who was sarcastic under the surface), until she decided to mind-rape Cyclops a bunch and seduce him (that guy and telepaths, I tell ya....). That gave her the "Revanche" storyline with the 'original' Betsy, but most people thought that was dumb and they went the easy way out and offed her from the Legacy Virus less than a year later. Then there was some "Crimson Dawn" thing that gave her teleporting powers, and now she'd kicking around in Exiles after being made Chris Claremon't Pet Female Character (tm) for a few years.
-So yeah, this is "X-Cutioner's Song" era Psylocke, so I don't have the major headaches associated with Psylocke builds on this forum. ie. this version is a combat goddess mixed with a telepath, focusing on melee. Not that that makes her all that much easier to stat... Like most Mixed Archetype builds, she came out way overstatted at first, roughly 175 pp or so (I only like the elite X-Men coming out to that level), since she was both Martial Artist and Powerful Telepath. So I just took out the unnecessary feats and such (she could KINDA be described as having Improved Trip, but it's really not that important), and whittled her down. I didn't give her very many Telepathy feats, mainly because she NEVER USED THEM during this period, using her TP as mere communication and tossing out her butterfly image to talk to people, and instead focused on the "Psychic Knife", the "focused totality of my telepathic powers" (a Claremont-ism if there ever was one). Still, she's pretty dangerous, maxing out Toughness AND Damage caps vs. Attack/Defense, with a +12 on unarmed attacks (she's better there than with her Psychic Knife, which explains why that's her coup de grace).

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Postby Jabroniville » Mon Nov 05, 2007 3:30 pm

"........"

ZERO
PL 7 (120)
ST 14 (+2) DEX 14 (+2) CON -- INT 10 WIS 10 CHA --

Skills:
Disable Device 10 (+10)
Knowledge (History) 6 (+6)

Feats:
None

Powers:
Teleport 11 (Progression 5) (Extras: Portal +2) (Flaws: Long Range) (Drawbacks: Only To Places He's Been -5) [33]
Super-Senses (Low-Light Vision, Assessment Feat, Detect Powers 5-Acute 2) [9]
Nullify All Powers 6 [18]
Protection 5 [5]
Immunity 30 (Fortitude Saves) [30]

Saves:
Toughness +5 (8 Impervious), Fortitude --, Reflex +4, Will +2

Combat:
Attack +7, Damage +2, Defense +7, Initiative +2

Drawbacks:
Mute [-4]

Complications:
Enemy (X-teams)
Responsibility (Mutant Liberation Front)

Abilities: -16 / Skills: 16--4 / Feats: 11 / Powers: 95 / Saves: 2 /Combat: 28 /Drawbacks: -4 (120)

-Role in the X-Over: Zero was basically the source of all of Stryfe's meandering exposition for the course of the storyline, essentially a reason for the villain to talk out loud and explain his story for the readers, in the typical lyrical tone most super-villains take. Since Zero doesn't talk, he's perfect for the role. He didn't get involved in any fighting AT ALL during the storyline, and was assumed deactivated when Stryfe died.

-Zero, one of the most interesting (in spite of, and probably because of, his simplistic design) MLF members, a robot automoton that followed Stryfe around and ferried the MLF members from place to place. He never got involved in the combat in any story I saw, and all his Nullify and Super-Senses powers come from the exposition I got on Wikipedia, which says he was designed to counter meta-humans and stuff. That doesn't really match ANYTHING that came beforehand, to the point where I almost wasn't going to stat it (these are era-specific builds, after all), but figured 'what the hell' and stuck them in for completion's sake. Note that I had to basically invent a "Detect Powers" power, because I couldn't find anything in the book that outright stated how you could do that. I just used the Detect (Subject) power and increased it's cost by 3, similar to how I made up a Drawback for Teleport where you had to actually go to a certain place first before you could 'port to it. I figure half the cost of a full rank should suffice, since the full-rank Flaw of "One set location only" is SO much worse.

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Postby Jabroniville » Mon Nov 05, 2007 8:52 pm

STORM, circa X-Cutioner's Song
PL 11 (200)
ST 14 (+2) DEX 16 (+3) CON 18 (+4) INT 16 (+3) WIS 20 (+5) CHA 20 (+5)

Skills:
Acrobatics 5 (+8.)
Bluff 5 (+10)
Concentration 6 (+11)
Diplomacy 5 (+10)
Disable Device 7 (+12)
Escape Artist 15 (+18.)
Handle Animal 6 (+11)
Intimidate 6 (+11)
Knowledge (Streetwise) 9 (+12)
Language (English, Few African Dialects) 4
Medicine 1 (+4)
Notice 8 (+13)
Sense Motive 8 (+13)
Sleight of Hand 8 (+11)
Stealth 6 (+9)
Survival 10 (+15)
Swim 5 (+7)

Feats:
Animal Empathy, Assessment, Attractive, Beginner's Luck, Blind-Fight, Defensive Roll 4, Dodge Focus 2, Environmental Adaptation (Jungle/Wild Terrain), Favoured Environment (Air), Improved Aim, Improved Critical (Lightning Bolt), Improved Defense, Inspire 3, Leadership, Precise Shot, Set-Up, Skill Mastery (Disable Device, Escape Artist, Streetwise, Sleight of Hand), Teamwork 3, Track

Powers:
Weather Control 12 (Cold) [50]
Dynamic AP: Weather Control 12 (Distraction- Precipitation)
Dynamic AP: Weather Control 12 (Hamper Movement- Icy/Wet Surfaces)
Dynamic AP: Weather Control 12 (Reduced Visibility- Rain)
"Lightning"
Dynamic AP: Lightning Blast 11
Dynamic AP: Dazzle (Sight) 12
Dynamic AP: Stun 8 (Extras: Ranged)
"Air Control"
Dynamic AP: Flight 3 (Extras: Affects Others)
Dynamic AP: Air Control 12
Dynamic AP: Tornado Blast 6 (Area-Burst)
Dynamic AP: Wind
Dynamic AP: Wind Screen
Dynamic AP: Obscure (Visual) 12
"Cold Control"
Dynamic AP: Cold Control 4

Immunity (Hot & Cold Conditions) [2]

Saves:
Toughness +4 (+8 D.Roll), Fortitude +9, Reflex +7, Will +10

Combat:
Attack +10 (+11 Air), Damage +2 (+11 Lightning), Defense +8 (+10 Dodge, +11 Air), Initiative +3

Complications:
Responsibility (Xavier's Dream)

Abilities: 44 / Skills: 106--27 / Feats: 27 / Powers: 52 / Saves: 14 /Combat: 36 (200)

-Role in the X-Over: In the absence of Cyclops and Professor Xavier, Storm led the combined X-teams against Stryfe & company, and as such, she was a pretty major player. Though she got tooled by Apocalypse like the others while Havok led the anti-X-Force team, she got to play against the MLF and the Dark Riders. No major power feats though, but she was certainly an able leader & commander.

-Storm is one of Chris Claremont's babies, and was treated with due reverence by most later writers as well. NOBODY shows up Storm. In terms of raw power, VERY few mutants ever come close, and even villains respect her. Hell, Roger Ebert even used her as an example of why it's silly that "a guy with knives on his hands" is a team powerhouse. No one ever gets tired of Storm, even when she spent like FIVE YEARS without powers.
-Storm is ridiculously hard to stat, mainly because (like Iceman) she's so dependent on varying powers and Dynamic Alternate Powers. They're Dynamic because she's frequently been shown flying, shooting stuff, AND controlling the winds all at the same time. Her rank's up to 12 on it because of the insane levels of power she's showcased, and even her Attack Bonus is high, because while unpowered, she STILL led the X-Men to victory several times. Between her high Ability scores, her large Skill set (master thief, remember), her Feats (focused on Teamwork and thieving, with some combat stuff thrown in), her Powers, etc. she's obviously coming in way over-pointed than most of the other X-Men, and deservedly so.

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Postby Jabroniville » Tue Nov 06, 2007 10:39 am

HARDDRIVE
PL 9 (132)
ST 14 (+2) DEX 12 (+1) CON 16 (+3) INT 18 (+4) WIS 12 (+1) CHA 12 (+1)

Skills:
Computers 7 (+10)
Craft (Mechanical) 7 (+10)
Gather Information 5 (+6)
Knowledge (Technology) 5 (+9)

Feats:
Assessment, Attack Focus (Ranged) 2, Equipment 4 (Various communication devices)

Powers:
Machine Animation 5 (Flaws: Touch Range) [6]
AP: Datalink (Mental) 5
"Cryo-Therm Relay/Assorted Mechanical Implants"
Laser Blast 10 [22]
AP: Fire Blast 6
AP: Snare 6
Electrical Aura 4 [16]
Teleport 7 (Progression 4) [18]
Super-Senses 1 (Extended Sight) [1]
Protection 4 [4]

Saves:
Toughness +3 (+7 Protection), Fortitude +5, Reflex +3, Will +3

Combat:
Attack +6 (+8 Ranged), Damage +2 (+10 Laser), Defense +8, Initiative +1

Complications:
Enemy (X-teams)
Responsibility (Survival of the Fittest)

Abilities: 24 / Skills: 24--6 / Feats: 5 / Powers: 63 / Saves: 6 /Combat: 28 (132)

-Role in the X-Over: HardDrive (sometimes called "Mainframe", while Barrage gets called "HardDrive" or "Gauntlet", because even X-writers didn't care enough about these guys to remember their names) took his usual place leading the Dark Riders, away from the battle, but that didn't save him from getting beat up by Stryfe.

-Ah, now here's one I was dreading. See, HardDrive tends to not get involved in fights (thus making his combat capability hard to define), and yet seems to have TONS of powers, in addition to the vague "connects with machines" power that tends to be REALLY hard to stat. I stuck various Powers based off of things he's been described as having, and guesstimated their power levels at the same level as the other Dark Riders, making him a PL 9. Warning: nearly all of his powers are described in sources, so may not be accurate.

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Postby Jabroniville » Tue Nov 06, 2007 10:47 am

CYCLOPS, circa X-Cutioner's Song
PL 12 (182)
ST 16 (+3) DEX 16 (+3) CON 18 (+4) INT 16 (+3) WIS 20 (+5) CHA 18 (+4)

Skills:
Acrobatics 5 (+8.)
Bluff 6 (+10)
Concentration 5 (+10)
Diplomacy 5 (+9)
Escape Artist 4 (+7)
Investigate 5 (+10)
Knowledge (Tactics) 10 (+13)
Notice 8 (+13)
Pilot 5 (+8.)
Sense Motive 8 (+13)
Stealth 4 (+7)
Survival 3 (+8.)

Feats:
Assessment, Attack Focus (Ranged) 2, Attractive, Defensive Roll 2, Dodge Focus 2, Equipment (Visor- Removes Permanent Flaw), Inspire 2, Leadership, Master Plan, Power Attack, Set-Up, Teamwork 3, Ultimate Will Save

Powers:
"Optic Blast" [51]
Blast 12 (Precise, Ricochet 4, Accurate Attack, All-Out Attack, Improved Aim, Improved Critical 3, Improved Sunder, Precise Shot 2)
(Extras: Area-Cone, Penetrating) (Flaws: Permanent)
AP: Blast 12 (Extras: Area-Line)

Immunity (Summers Family Powers) [1]
Super-Senses (Communication Link- Jean Grey) [1]

Saves:
Toughness +4 (+8 D.Roll), Fortitude +8, Reflex +8, Will +9

Combat:
Attack +10 (+12 Ranged), Damage +3 (+12 Blast), Defense +8 (+10 Dodge), Initiative +3

Complications:
Responsibility (Xavier's Dream)
Responsibility (Jean Grey)

Abilities: 44 / Skills: 68--17 / Feats: 19/ Powers: 52 / Saves: 13 /Combat: 36 (182)

-Role in the X-Over: Cyclops, like Jean, spent most of the storyline getting his ear talked off by Stryfe, though he made a couple efforts to break out, and even took out half the Dark Riders by himself. Cable forced him to activate the time vortex that 'killed' him and Stryfe in the end, giving Cyke some more angst to deal with.

-Cyclops is pretty much the X-Men's greatest leader, and a central character of the whole concept. Except for the brief X-Factor period, he was the central character on the team, and pretty much the living embodiment of Xavier's Dream.
-Statting Cyke is pretty easy; just take the Blast power, and amp the living CRAP out of it. There's no mistaking Cyclops for the best Blaster archetype in the Marvel Universe (Johnny Storm POSSIBLY comes close), with his raw, unrestrained power regarded several times as the most powerful ability of all the X-Men. Two Area effects (Cone & Line), nearly every sort of 'modification' feat (Power Attack, Accurate Attack, etc.) to allow various power levels and amounts of accuracy, 3 ranks in Improved Critical, some more accurate shots (Precise, Sunder) and even bloody Ricochet is there to make him unstoppable at range. But Cyke is ALSO a good hand-to-hand guy, even taking on Wolverine that way before (the early days, before Wolvie became Ninja Jesus, but still). He doesn't match Storm's points cost, but he beats her in power and overall ability. But certainly neither is one to screw with.
Last edited by Jabroniville on Fri Nov 23, 2007 12:16 pm, edited 1 time in total.

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Postby Libra » Wed Nov 07, 2007 8:43 am

Keep up the good work Jabron. :D
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Postby Jabroniville » Wed Nov 07, 2007 1:28 pm

APOCALYPSE, weakened, circa X-Cutioner's Song
PL 11 (211)
ST 18/32 (+2/+11) DEX 8 (-1) CON 18/20 (+4/+5) INT 30 (+10) WIS 24 (+7) CHA 26 (+6)

Skills:
Bluff 6 (+12)
Computers 5 (+15)
Craft (Mechanical) 5 (+15)
Craft (Chemical) 5 (+15)
Gather Information 5 (+11)
Intimidate 7 (+13)
Knowledge (Arcane Lore) 2 (+12)
Knowledge (History) 10 (+20)
Knowledge (Life Sciences) 10 (+20)
Knowledge (Physical Sciences) 5 (+15)
Language (Many) 6
Medicine 6 (+16)
Notice 3 (+10)
Search 4 (+11)
Sense Motive 5 (+12)

Feats:
All-Out Attack, Attack Focus (Melee) 5, Blind-Fight, Chokehold, Eidetic Memory, Equipment 3 (Pyramid Base), Fearless, Improved Grab, Improved Grapple, Inventor, Master Plan, Power Attack, Takedown Attack

Powers:
"Cellular Control"
Enhanced Strength 14 [14]
Enhanced Constitution 2 [2]
Protection 4 [4]
Snare 7 (Tether) [16]
AP: Elongation
Morph 5 [10]
Super-Strength 6 [12]
Immunity (Life Support) [9]
Immortality [5]
Strike (Energy) 8 [8]

Saves:
Toughness +5 (+9 Protection), Fortitude +5, Reflex +2, Will +7

Combat:
Attack +5 (+10 Melee), Damage +11, Defense +7, Initiative +1

Complications:
Enemy (X-teams)
Responsibility (Survival of the Fittest)

Abilities: 64 / Skills: 84--21 / Feats: 19 / Powers: 80 / Saves: 3 /Combat: 24 (211)

-Role in the X-Over: NOT a good story for Apocalypse fans. Dragged out of his hibernatory sleep way too early, he struggled to barely stand, and though he managed to beat six X-Men in sixty seconds (his own words), he was housed by Stryfe immediately thereafter. And though he was the one to cure Professor X of his Techno-Organic Virus, he was helpless against his own Dark Riders, who beat him badly and left him near-dead.

-Apocalypse, like most "Master Villains" is pretty tough to stat, because he tends to exhibit whatever power the writer feels like having him use at that particular moment. He's been shown as having force fields, energy blasts, telepathy, telekinesis, etc. Which is why this build is so much easier; in his weakened stat, he doesn't exhibit ANY of his old power level, instead having baseline Super-Strength, some durability, his Morph powers, etc. Rest assured, Apocalypse at full power is WELL above this, exhibiting nearly double most of his power levels, and having his real Attack & Defense Bonuses (likely 10s in both), but with added power and durability.

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Postby Jabroniville » Wed Nov 07, 2007 1:44 pm

WOLVERINE, circa X-Cutioner's Song
PL 11 (210)
ST 22 (+6) DEX 16 (+3) CON 24 (+7) INT 14 (+2) WIS 20 (+5) CHA 18 (+4)

Skills:
Bluff 4 (+8.)
Climb 8 (+14)
Disable Device 4 (+6)
Disguise 3 (+7)
Drive 5 (+8.)
Escape Artist 4 (+7)
Gather Information 8 (+12)
Handle Animal 9 (+13)
Intimidate 10 (+14)
Investigate 4 (+9)
Knowledge (History) 4 (+6)
Knowledge (Tactics) 6 (+8.)
Knowledge (Streetwise) 13 (+15)
Language (English, Russian, Japanese, Madripoori, etc.) 7
Medicine 4 (+6)
Notice 10 (+15)
Ride 4 (+7)
Search 10 (+15)
Stealth 10 (+13)
Survival 13 (+18.)

Feats:
All-Out Attack, Ambidexterity, Animal Empathy, Assessment, Attack Focus (Melee) 2, Attack Specialization (Claws) 1, Blind-Fight, Defensive Roll 2, Diehard, Distract (Intimidate), Dodge Focus 2, Endurance, Fascinate (Intimidate), Fast Overrun, Fearless, Fearsome Presence 1, Improved Block, Improved Critical (Claws) 3, Improved Disarm, Improved Grab, Improved Overrun, Improved Sunder, Power Attack, Prone Fighting, Startle, Takedown Attack, Teamwork, Ultimate Will Save, Ultimate Fortitude Save, Well-Informed

Powers:
Regeneration 18 (Recovery Bonus +8, Bruised 3, Injured 4, Disabled 3) [18]
Immunity 3 (Aging, Poison, Disease) [3]
Super-Senses (Accurate Scent 2, Analytical Scent 1, Extended Scent 2, Tracking, Communication Link- Psylocke, Ultra-Hearing, Low-Light Vision, Scent) [10]

"Adamantium Skeleton"
Protection 2 [2]
Strike 4 (Mighty, Penetrating 12) [20]

Saves:
Toughness +9 (+11 D.Roll), Fortitude +10, Reflex +8, Will +10

Combat:
Attack +8 (+10 Melee, +12 Claws), Damage +6 (+10 Claws), Defense +8 (+10 Dodge), Initiative +3

Complications:
Responsibility (Xavier's Dream)
Responsibility (Jean Grey)
Obsession (His Past)

Abilities: 42 / Skills: 140--35 / Feats: 35 / Powers: 53 / Saves: 13 /Combat: 32 (210)

-Role in the X-Over: Wolverine, this being the 90s, was one of the biggest players in the story, even though he didn't actually do much plot-changing stuff. Basically, he stuck out in the forefront to get issue sales. That's not to say he didn't kick alot of ass. The guy beat Shatterstar solo in the big X-fight, then hunted down the fleeing X-Forcers, and snuck up behind them to take out Feral. He & Bishop whupped on Cable's ass for a while. He faced off against a ton of the Dark Riders. Sure, he got shot down by Barrage, but that was about it.

-Wolverine's the most popular X-Man by far, and alot of it is because of how capable he's been shown in combat. Reflecting that in my build, he's got a PL 11 build, along with very few other X-people (Storm, Cyclops & Havok are the only other ones). He was gonna be PL 13, since I had him with the Rage Feat earlier on, but ultimately I figured that gaming-wise, he didn't really use it as opposed to just being angry all the time. That may seem odd, given that the feat seems practically NAMED after him ("berzerker rage" they described it), but I don't see Wolvie getting a strength bonus when raging; he just hits everything and won't stop.
-Wolvie's obviously the defining close-combat Scrapper archetype, good at both avoiding damage (+10 Defense, +11 Toughness), dealing with damage (Regeneration 18), and dishing out lots of high accuracy attacks (+12 Attack) with dangerous amounts of damage (+10, plus Power Attack), that can shear through any armour (Penetrating 12, just in case he's using Power Attack). Almost all of the really good close combat feats are his as well, he's a skill-monkey spy/ninja type, and he ALSO has Super-Senses, high saves across the board, and no poor Ability scores. Really, it's no surprise that Wolverine ends up with the highest points-cost of the entire team.

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Postby Libra » Fri Nov 09, 2007 11:51 am

Once again, pray continue your sterling statting efforts, Jabronville. :D
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Postby Jabroniville » Sat Nov 10, 2007 4:02 am

PROFESSOR X, circa X-Cutioner's Song
PL 12 (182)
ST 12 (+1) DEX 2 (-4) CON 14 (+2) INT 26 (+8.) WIS 30 (+10) CHA 20 (+5)

Skills:
Bluff 5 (+10)
Computers 8 (+16)
Concentration 8 (+17)
Craft (Mechanical) 6 (+14)
Craft (Electronics) 4 (+12)
Diplomacy 10 (+15)
Investigate 5 (+15)
Knowledge (Behavioral Sciences) 8 (+16)
Knowledge (Civics) 2 (+10)
Knowledge (Current Events) 4 (+12)
Knowledge (History) 5 (+13)
Knowledge (Life Sciences) 9 (+17)
Knowledge (Physical Sciences) 5 (+13)
Knowledge (Theology & Philosophy) 6 (+14)
Language (Several) 5
Medicine 4 (+12)
Notice 4 (+14)
Pilot 8 (+4)
Sense Motive 6 (+16)
Survival 4 (+14)

Feats:
Attack Specialization (Psionic) 5, Benefit (Wealth) 4, Connected, Equipment 15 (X-Mansion, Cerebro, Blackbird), Inspire 3, Leadership, Second Chance (Mind Control), Ultimate Will Save

Powers:
Telepathy 15 (Subtle) (Extras: Area) [57]
AP: Mind Control 12 (Mental Link, Subtle) (Extras: Conscious)
AP: Emotion Control 15
AP: Illusion 7
AP: Mental Blast 12
AP: Stun 7
AP: ESP 10 (Visual)
Dynamic AP: Astral Form 4 (Subtle)
Dynamic AP: Telelocation 15
Dynamic AP: Mind Shield 12 (Extras: Area)

Shi'Ar Hoverchair: Device 1 (Hard to Lose) [4]
Flight 1 (Flaws: Low Ceiling -3) (1)
Datalink 3 (3)

Saves:
Toughness +2, Fortitude +6, Reflex +2, Will +15

Combat:
Attack +2 (+12 Psionic), Damage +1 (+12 Mental Blast), Defense +2, Initiative -4

Drawbacks:
Paraplegic [-4]

Complications:
Responsibility (The Dream)

Abilities: 42 / Skills: 116--29 / Feats: 31 / Powers: 61 / Saves: 15 /Combat: 8 -4 (182)

-Role in the X-Over: The crux of the whole thing was Xavier lying near-death thanks to Stryfe's Techno-Organic Virus. So he only remained conscious during the first and final chapters of the entire story.

-The Professor is, of course, one of the more difficult builds out there to do, thanks to his weak physical stature, but uber-powerful telepathic set-up, which is sometimes so advanced that Marvel writers portray him as able to wipe out entire teams with but a thought. I prefer the more toned-down version, at a 'mere' PL 12 (182). His Telepathy array gives him a TON of various powers to use, not to mention the sheer power. I ended up going with +12 to be at least playable (though nobody should ever try to play the crippled guy), and gave him a ton of science skills to reflect his nature as the stay-at-home dad of the team. I shunted 15 points into Equipment because my lazy ass didn't feel like statting out EVERYTHING in the Mansion, Blackbird and Cerebro, because that kind of thing is a pain and practically better off just being hand-waved away as "he's got a high score, so you get whatever you need"-type things.

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Postby JoshuaDunlow » Sat Nov 10, 2007 11:29 am

Good work, i found Professor X rather challenging as well.

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Postby Libra » Sat Nov 10, 2007 1:44 pm

Thankfully so does Magneto. :wink:
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Postby Jabroniville » Sun Nov 11, 2007 1:17 pm

MISTER SINISTER, circa X-Cutioner's Song
PL 10 (250)
ST 18/28 (+4/+9) DEX 12 (+1) CON 18/28 (+4/+9) INT 28 (+9) WIS 20 (+5) CHA 20 (+5)

Skills:
Bluff 10 (+15)
Computers 8 (+17)
Craft (Mechanical) 6 (+15)
Craft (Electronic) 5 (+14)
Craft (Chemical) 8 (+17)
Gather Information 8 (+13)
Intimidate 6 (+11)
Investigate 9 (+14)
Knowledge (History) 4 (+13)
Knowledge (Life Sciences) 10 (+19)
Knowledge (Technology) 4 (+13)
Medicine 8 (+17)
Notice 4 (+9)
Sense Motive 6 (+11)

Feats:
Attack Focus (Melee) 2, Benefit (Wealth) 1, Connected, Contacts, Eidetic Memory, Equipment 10 (Base), Improved Grab, Improved Grapple, Inventor, Master Plan, Minions 6 (Weak Clones of Marauders), Power Attack, Taunt, Well-Informed

Powers:
"Cellular Control"
Enhanced Strength 10 [10]
Enhanced Constitution 10 [10]
Regeneration 29 (+9 Recovery Bonus, Bruised 3, Injured 5, Disabled 6, Ability Damage 6) (Persistent, Regrowth) [31]
Morph 3 (People) [6]
Energy Blast 8 [21]
AP: Telekinesis 5
AP: Telepathy 4
AP: Astral Form 1
AP: Paralyze 8
AP: Super-Strength 4
Mind Shield 10 [10]
Immunity 5 (Aging, Disease, Poison, Cold, Heat) [5]

Saves:
Toughness +9, Fortitude +12, Reflex +5, Will +9

Combat:
Attack +9 (+11 Melee), Damage +9 (+8 Blast), Defense +10, Initiative +1

Complications:
Enemy (X-teams)
Obsession (Summers/Grey Family)

Abilities: 56 / Skills: 96--24 / Feats: 29 / Powers: 93 / Saves: 10 /Combat: 38 (250)

-Role in the X-Over: Sinister showed up in a tertiary (but important) role, dealing with Stryfe behind the scenes. He did get to beat up Bishop & Jubilee with his trademark "I don't register anybody as a threat" personality, and in the end, he was responsible for unleashing the Legacy Virus on the world.

-Ah, Mr. Sinister. The bastard child of the X-Men "Master Villain" trifecta. Magneto's the personable, agreeable savior of mutantkind, Apocalypse is the super-powerful god, and Sinister... just kinda is there. He's the wheeler-dealer/secret plotter of the three, which makes for some bizarre retcons and even weirder definition of his powers. His whole Energy Blast array I gave him I've never personally seen in the comics, so I just pay lip service to it here, statting all those weird powers under one. His basic set-up is a guy who's not so huge of a heavy hitter in combat, but is basically impossible to permanently injure. AND he has absurdly varied powers, capable of blasting, paralyzing, morphing and more, all the while ignoring damage like it's basically nothing. And yeah, it's weird that he's only a PL 10, but when you think about it, he was never good at attacking OR defending. He'd much rather let his machinations take place, and just survive to fight another day.

Jabroniville
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Postby Jabroniville » Sun Nov 11, 2007 1:25 pm

"CHHHHIIIIIIIIIIIIIIIIIRRRRRRRRRRRRRRRP!!!"

MOTHRA (Showa series, 55-75)
PL 14 (250)
ST 10/54 (+0/+22) DEX 12 (+1) CON 20/42 (+5/+16) INT 8 (-2) WIS 16 (+3) CHA 10

Skills:
Survival 12 (+12)

Feats:
Favored Environment (Air) 4, Fearless, Fearsome Presence 2, Set-Up, Teamwork 2

Powers:
Growth 20 (Feats: Innate) (Flaws: Permanent) [41]
Snare 20 (Feats: Obscure Senses, Tether) [43]
AP: "Scales" Drain Constitution 15 (Extras: Poison) (Flaws: Permanently Removes Flight Power)
Super-Senses (Extended Sight 2, Darkvision, Scent, Communication Link- Two Tiny Girls) [5]
Flight 9 (Drawbacks: Maneuverability- Poor, Power Loss- Bound Wings) [17]
Linked Power: Sonic Control 10 (Feats: Progession- Range 8.) (Extras: Area- Burst) (Drawbacks: Only at Flight 7, 8 or 9 -1) [37]
AP: Super-Strength 6
Immunity (Cold, Heat, Pressure, Drowning, Mental Powers) [18]
Impervious Toughness +9 [9]

Saves:
Toughness +16, Fortitude +16, Reflex +1, Will +8

Combat:
Attack +13 (+1 with size, +5 Air), Damage +22 (+10 Sonic Boom, +23 save vs. Snare), Defense +13 (+1 with size, +5 Air), Initiative +1

Drawbacks:
Mute [-4]
No Hands [-4]

Complications:
Enemy (King Ghidorah)

Abilities: 16/ Skills: 12--3/ Feats: 10 / Powers: 171 / Saves: 6 /Combat: 52 /Drawbacks: -8 (250)

-Mothra is the other hero of "The Big Three" kaiju of the Toho Godzilla films, and generally fills the 'support' role, by snaring and entangling the enemies from a distance.

Jabroniville
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Postby Jabroniville » Sun Nov 11, 2007 1:53 pm

BARAGON (Showa series, 55-75)
PL 13 (240)
ST 10/54 (+0/+22) DEX 10 CON 18/40 (+4/+15) INT 2 (-4) WIS 10 CHA 10

Skills:
Intimidation 12 (+12)
Survival 12 (+12)

Feats:
Environmental Adaptation (Underground), Fearsome Presence 4, Power Attack

Powers:
Growth 22 (Feats: Innate) (Flaws: Permanent) [45]
Super-Senses (Darkvision, Tremorsense) [5]
Super-Strength 6 (Total Strength: 32,000 tons) [13]
AP: Groudstrike (Flaws: Intensity 10, Happens every time he steps)
"Heat Ray" Heat Blast 17 (Extras: Penetrating) (Flaws: Distracting) [36]
Dynamic AP: Burrowing 8
Leaping 4 [4]
Immunity (Suffocation, Cold, Heat, Pressure) [4]
Impervious Toughness +10 [10]

Saves:
Toughness +15, Fortitude +15, Reflex +0, Will +5

Combat:
Attack +17 (+3 with size), Damage +22 (+17 Heat Blast), Defense +17 (+3 with size), Initiative +0

Drawbacks:
Mute [-4]

Abilities: 0/ Skills: 24--6/ Feats: 6 / Powers: 117 / Saves: 5 /Combat: 68 /Drawbacks: -4 (198)

Baragon is one of the bastard children of the franchise, built to fight Frankenstein (who was a Kaiju in Japan, believe it or not), and got sent out to face Ghidorah in "Destroy All Monsters". He actually got to fight again in the 2000s era, however.


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