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

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Postby Jabroniville » Wed Nov 14, 2007 7:27 pm

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BOOMSLANG
PL 7 (70)

ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 10 WIS 10 CHA 10

Skills:
Acrobatics 5 (+8.)
Bluff 6 (+6)
Climb 4 (+6)
Escape Artist 4 (+7)
Survival 5 (+5)

Feats:
Attack Focus (Ranged) 1, Attack Specialziation (Serpent-Rangs) 1, Defensive Roll 2, Dodge Focus 2, Improved Aim, Improved Critical (Serpent-Rangs), Improved Sunder, Precise Shot, Ranged Pin

Powers:
"Serpent-Rangs" Device 2 (easy to lose) [6]
Strike 2 (Thrown 4, Homing, Ricochet) (Extras: Mighty) (10)

Saves:
Toughness +2 (+4 Defensive Roll), Fortitude +4, Reflex +7, Will +2

Combat:
Attack +6 (+7 Ranged, +9 Serpent-Rangs), Damage +2 (+4 Serpent-Rangs), Defense +8 (+10 Dodge), Initiative +3

Complications:
Responsibility (Viper)

Abilities: 14 / Skills: 24--6/ Feats: 11/ Powers: 6/ Saves: 5 /Combat: 28 (70)

-Boomslang was totally one of the worst members of the Serpent Society; a mole from Viper who was trying to infiltrate the team, he was a running gag in that all the heroes tended to make fun of him, and even his own teammates thought he sucked. As such, he's a ridiculously cheap build, focused pretty much entirely on hitting people at range with his Serpent-Rangs (yes, he actually called them that), and not much else. I gave them "Homing" instead of just Ricochet (which the M&M main book recommends) for feats, simply because Homing works WAY better as an actual boomerang power, since you get two chances to hit.
Last edited by Jabroniville on Wed Apr 07, 2010 12:43 am, edited 1 time in total.
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Postby Jabroniville » Wed Nov 14, 2007 7:28 pm

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COPPERHEAD
PL 8 (67)

ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 10 WIS 10 CHA 10

Skills:
Acrobatics 4 (+7)
Bluff 4 (+4)
Intimidation 4 (+4)
Knowledge (Streetwise) 4 (+4)
Notice 4 (+4)

Feats:
Attack Specialziation (Gauntlet Blast) 1, Defensive Roll 1, Dodge Focus 2, Improved Aim, Precise Shot

Powers:
"Copperhead Armour" Device 3 (hard to lose) [12]
Blast 8 (Flaws: Fades) (4)
Protection 4 (Extras: Impervious) (8.)

Saves:
Toughness +2 (+3 Defensive Roll, +6 Armour), Fortitude +5, Reflex +5, Will +2

Combat:
Attack +6 (+8 Blast), Damage +2 (+8 Blast), Defense +6 (+8 Dodge), Initiative +3

Complications:
Responsibility (Viper)

Abilities: 12 / Skills: 20--5/ Feats: 6/ Powers: 12/ Saves: 8 /Combat: 24 (67)

-Copperhead isn't much better than Boomslang. Strictly minor-league, he wore a suit of scale-mail armor and shot energy blasts that needed to be recharged from something on his belt. As far as 'snake themes' go, his was pretty weak.
Last edited by Jabroniville on Wed Apr 07, 2010 12:44 am, edited 1 time in total.
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Postby Jabroniville » Wed Nov 14, 2007 7:29 pm

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COACHWHIP
PL 9 (79)

ST 14 (+2) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 10 CHA 10

Skills:
Acrobatics 6 (+9)
Bluff 6 (+6)
Intimidation 4 (+4)
Notice 4 (+4)

Feats:
Attack Focus (Melee) 2, Attack Specialziation (Whips) 1, Chokehold, Grappling Finesse, Defensive Roll 2, Dodge Focus 3, Equipment 1 (Visor- Fixes Drawback), Improved Critical (Whips) 1, Improved Disarm, Improved Sunder

Powers:
"Electric Whips" Device 3 (hard to lose) [12]
Electric Strike 8 (Feats: Extended Range 3)

Saves:
Toughness +2 (+4 Defensive Roll), Fortitude +5, Reflex +7, Will +2

Combat:
Attack +6 (+8 Melee, +10 Whip), Damage +2 (+8 Whip), Defense +6 (+9 Dodge), Initiative +3

Drawbacks:
Weakness (Bright Lights) [-1]

Complications:
Responsibility (Viper)

Abilities: 16 / Skills: 20--5/ Feats: 14/ Powers: 12/ Saves: 9 /Combat: 24/ Drawbacks: -1 (79)

-Coachwhip is a little better, specializing long-range attacks with her electro-whips (which are attached to her gauntlets- hence the "hard to lose"). Her added accuracy boosts her up to PL 9.
Last edited by Jabroniville on Wed Apr 07, 2010 12:46 am, edited 1 time in total.
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Postby Jabroniville » Wed Nov 14, 2007 7:31 pm

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COTTONMOUTH
PL 8 (67)

ST 16 (+3) DEX 12 (+1) CON 18 (+4) INT 8 (-1) WIS 10 CHA 10

Skills:
Bluff 4 (+4)
Intimidation 9 (+9)
Knowledge (Streetwise) 6 (+5)
Notice 5 (+5)

Feats:
Attack Focus (Melee) 4, Equipment 1 (Suit- Protection 4), Improved Critical (Bite), Improved Grab, Power Attack

Powers:
"Bite" Strike 8 (Feats: Penetrating 4) (Flaws: Requires Grapple) [8]

Saves:
Toughness +4 (+8 Suit), Fortitude +7, Reflex +5, Will +2

Combat:
Attack +4 (+8 Melee), Damage +3 (+8 Bite), Defense +7, Initiative +1

Complications:
Responsibility (Viper)

Abilities: 14 / Skills: 24--6/ Feats: 7/ Powers: 8/ Saves: 10 /Combat: 22 (67)

-Cottonmouth's gimmick is a mouth that opens super-wide, capable of fitting an entire human head in it, and lopping it off. This makes him one of the more recognizable Serpents, but also one of the silliest. Pretty much only dangerous in melee, but you still don't want to face that bite. Since M&M doesn't really have any kind of version of Vorpal Attack, I'll stick with Improved Critical, though really, I don't think I've ever seen the guy actually do what he threatens to anybody important.
Last edited by Jabroniville on Wed Apr 07, 2010 12:47 am, edited 1 time in total.
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Postby Jabroniville » Thu Nov 15, 2007 2:39 pm

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DEATH ADDER
PL 10 (114)

ST 18 (+4) DEX 16 (+3) CON 16 (+3) INT 10 WIS 10 CHA 12 (+1)

Skills:
Bluff 4 (+5)
Climb 6 (+10)
Intimidation 4 (+5)
Knowledge (Streetwise) 6 (+6)
Notice 5 (+5)

Feats:
Attack Focus (Melee) 4, Dodge Focus 4, Environmental Adaptation (Underwater), Improved Critical (Tail), Improved Grab, Power Attack

Powers:
"Talons" Strike 3 (Extras: Mighty) [6]
"Poison Tail" Strike 10 (Feats: Extended Reach 2) [12]
Drain Constitution 10 (Feats: Slow Fade) (Extras: Poison) [21] --Linked to Strikes
Additional Limb (Tail) 1 [1]
Immunity 1 (Drowning) [1]
Swimming 3 [3]
"Body Armour" Protection 4 [4]

Saves:
Toughness +3 (+7 Body Armour), Fortitude +7, Reflex +7, Will +2

Combat:
Attack +5 (+9 Melee), Damage +3 (+6 Claws, +10 Poison Tail), Defense +5 (+9 Dodge), Initiative +3

Drawbacks:
Mute [-4]

Complications:
Responsibility (Serpent Society)

Abilities: 22 / Skills: 24--6/ Feats: 12/ Powers: 48/ Saves: 10 /Combat: 20/ Drawbacks: -4 (114)

-Death Adder, in spite of his ignominious fate at the hands of the Scourge of the Underworld, was one of the deadliest members of the Serpent Society, as shown in that Contest of Champions Avengers Annual where he got to kill Tigra with the slightest touch of his poisonous tail. So he ends up being PL 10, but only with his Poison, otherwise he's just your standard PL 9 super-villain. Note that his tail attack isn't a Mighty Strike, since it attacks of it's own power, and he doesn't really seem to swing his butt around to use it or anything.
Last edited by Jabroniville on Fri May 28, 2010 2:55 pm, edited 3 times in total.
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Postby Jabroniville » Thu Nov 15, 2007 2:40 pm

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BLACK RACER
PL 9 (70)

ST 12 (+1) DEX 16 (+3) CON 14 (+2) INT 10 WIS 10 CHA 12 (+1)

Skills:
Bluff 4 (+5)
Disable Device 4 (+4)
Knowledge (Streetwise) 4 (+4)
Notice 4 (+4)

Feats:
Attack Focus (Melee) 4, Defensive Roll 4, Dodge Focus 6, Improved Initiative, Move-By Action, Takedown Attack

Powers:
Speed 6 [6]

Saves:
Toughness +2 (+6 D.Roll), Fortitude +5, Reflex +10, Will +2

Combat:
Attack +4 (+8 Melee), Damage +1, Defense +5 (+11 Dodge), Initiative +7

Complications:
Responsibility (Serpent Society)

Abilities: 14 / Skills: 16--4/ Feats: 16/ Powers: 6/ Saves: 12 /Combat: 18 (70)

-Black Racer's one of the least-seen Serpent Society people, probably related to A) her basic, boring powers and B) the lesser-known snake name she picked. She's a standart super-speedster (I didn't give her the Super-Speed variant because I don't think she's at that level), high defense, but little power.
Last edited by Jabroniville on Wed Apr 07, 2010 12:55 am, edited 1 time in total.
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Postby Jabroniville » Thu Nov 15, 2007 2:42 pm

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THE RATTLER
PL 9 (99)

ST 16 (+3) DEX 12 (+1) CON 16 (+3) INT 14 (+2) WIS 10 CHA 14 (+2)

Skills:
Bluff 5 (+7)
Craft (Mechanical) 6 (+8.)
Disable Device 6 (+6)
Language (Polish, English) 1
Notice 4 (+4)
Sense Motive 2 (+2)

Feats:
Dodge Focus 2, Power Attack

Powers:
"Bionic Tail"
Strike 8 (Feats: Extended Range 1) [9]
Vibration Control 9 [24]
AP: Deflect (Slow Projectiles) 9
AP: Deflect (Fast Projectiles) 9
AP: Drain Toughness 9 (Extras: Ranged) (Flaws: Objects Only)
AP: Nauseate 9
AP: Shockwave 9 (Extras: Area- Burst)
AP: Sleep 4
"Body Armour" Protection 2 [2]

Saves:
Toughness +3 (+5 Armour), Fortitude +7, Reflex +4, Will +2

Combat:
Attack +8, Damage +3 (+8 Tail, +9 Vibrations), Defense +6 (+8 Dodge), Initiative +1

Drawbacks:
Mostly Deaf in both ears [-3]

Complications:
Responsibility (Serpent Society)

Abilities: 18 / Skills: 24--6/ Feats: 3/ Powers: 35/ Saves: 9 /Combat: 28 (99)

-The Rattler's a little more versatile than most of his buddies, thanks to having long range and short range talents. His Bionic Tail actually has a TON of uses, but his low Toughness is what usually gets him in the end. He's basically just a pretty tough guy, with not much armour.
Last edited by Jabroniville on Wed Apr 07, 2010 12:57 am, edited 1 time in total.
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Postby Jabroniville » Thu Nov 15, 2007 2:42 pm

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PRINCESS PYTHON
PL 7 (58)

ST 10 DEX 14 (+2) CON 12 (+1) INT 12 (+1) WIS 10 CHA 14 (+3)

Skills:
Acrobatics 4 (+6)
Bluff 5 (+7)
Handle Animal 10 (+13)
Language (French, English) 1
Notice 4 (+4)

Feats:
Animal Empathy, Attack Focus (Melee) 2, Defensive Roll 2, Minion 4 (Rock Python)

Powers:
None

Saves:
Toughness +1 (+3 D.Roll), Fortitude +4, Reflex +6, Will +2

Combat:
Attack +4 (+6 Melee), Damage +0, Defense +8, Initiative +2

Complications:
Responsibility (Serpent Society)

Abilities: 12 / Skills: 24--6/ Feats: 7/ Powers: 0/ Saves: 9 /Combat: 24 (58)

ROCK PYTHON
PL 7 (49)

ST 22/26 (+6/+8.) DEX 17 (+3) CON 13/17 (+1/+3) INT 1 (-4) WIS 12 (+1) CHA 2 (-4)

Skills:
Climb 11 (+17)
Notice 8 (+9)
Stealth 8 (+11)
Swim 8 (+11)

Feats:
Attack Focus (Melee) 6, Improved Grab

Powers:
Protection 2 [2]
Super-Movement 1 (Slithering) [2]
Super-Senses 2 (Infravision, Scent) [2]
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]

Saves:
Toughness +3 (+5 Protection), Fortitude +4, Reflex +6, Will +2

Combat:
Attack +0 (+5 Size, Melee), Damage +8, Defense +6 (+5 Size), Initiative +3

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

Abilities: 7 / Skills: 35--9/ Feats: 7/ Powers: 15/ Saves: 7 /Combat: 12/ Drawbacks: -8 (49)


-The Princess herself isn't much of a threat (basically, she's PL 4 in combat alone), but with the 24' Rock Python by her side, you have to be careful. A former member of the Circus of Crime and the Serpent Society, she's spent plenty of time being a sucky villainess without any success. The Python was basically statted using the standard M&M constrictor, but with alot more strength and size (a skinny 24' has gotta be worth 4 ranks in Growth at LEAST, and there's no way a snake that's grappled people like Spidey is gonna be a mere ST 17).
Last edited by Jabroniville on Wed Apr 07, 2010 1:02 am, edited 2 times in total.
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Postby scc » Thu Nov 15, 2007 10:03 pm

Nice serpent society builds. I like second rate villians too. And here I thought I was the only one to do a Cottonmouth build. They are very similiar. I believe Rattler has some degree of super-strength that allows him to lift 1000 lbs. Looking forward to more builds.
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Postby Jabroniville » Fri Nov 16, 2007 2:55 pm

Hm, I couldn't find any inference of strength on the Wiki or the Marvel Bios thing it links to, so I'm not sure. His TAIL can punch through steel, though.
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Postby Jabroniville » Fri Nov 16, 2007 2:56 pm

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ROCK PYTHON
PL 9 (99)

ST 20 (+5) DEX 14 (+2) CON 16/ (+3) INT 14 (+2) WIS 12 (+1) CHA 14 (+2)

Skills:
Bluff 5 (+7)
Craft (Mechanical) 6 (+8.)
Disable Device 6 (+6)
Language (African Dialect, English) 1
Notice 6 (+7)
Sense Motive 2 (+3)
Stealth 6 (+8.)

Feats:
Attack Specialization (Eggs) 1

Powers:
"Body Armour" Protection 6 (Extras: Impervious) [12]

"Metal Eggs" Device 3 (easy to lose) [9]
Snare 8 (Feats: Thrown 3) (Flaws: Touch Range) (15)
AP: "Smoke Bomb" Obscure 5 (Area-Cloud)
AP: "Razor Wire" Snare 5-- Linked Strike 3
AP: "Plastic Explosives" Strike 5 (Area- Burst)
AP: "Acids" Corrosion 6

Saves:
Toughness +3 (+9 Armour), Fortitude +7, Reflex +6, Will +4

Combat:
Attack +8 (+10 Eggs), Damage +5 (+8 Snare), Defense +7, Initiative +2

Complications:
Responsibility (Serpent Society)

Abilities: 30 / Skills: 32--8/ Feats: 1/ Powers: 21/ Saves: 11 /Combat: 30 (101)

-Rock Python's among the more competent Serpent members. With his throwing eggs, he's got myriad effects (mostly snares, but a few damaging ones), all with the limitation that he basically has to throw them, which is pretty easily done. Just make something Touch Range, and then add some distance to it, so it's a Flaw, but not all the way. Python lacks full PL 10 power, but is one of the few Serpents to hit his +10 in Attack. Sadly, he's got much lower defense thanks to his invulnerable skin being his key focus, not getting out of the way of others' attacks.
Last edited by Jabroniville on Wed Apr 07, 2010 1:03 am, edited 1 time in total.
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Postby Jabroniville » Fri Nov 16, 2007 3:25 pm

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BLACK MAMBA
PL 8 (109)

ST 12 (+1) DEX 18 (+4) CON 12 (+1) INT 10 WIS 12 (+1) CHA 16 (+3)

Skills:
Acrobatics 4 (+8)
Bluff 5 (+8)
Concentration 4 (+5)
Diplomacy 4 (+7)
Disable Device 4 (+4)
Gather Information 3 (+6)
Profession (Call Girl) 4 (+4)
Sense Motive 4 (+5)
Sleight of Hand 4 (+8)
Stealth 4 (+8)

Feats:
Attractive, Defensive Roll 2, Distract (Bluff), Dodge Focus 2, Improved Defense, Set-Up

Powers:
Mind Reading 8 (Flaws: Desires Only) [4]
Snare 8 (Extras: Suffocating) [26]
Dynamic AP: Illusion (All Senses) 6 (Flaws: Desires Only)

Saves:
Toughness +1 (+3 D.Roll), Fortitude +4, Reflex +6, Will +4

Combat:
Attack +8, Damage +1 (+8 Suffocate), Defense +8 (+10 Dodge), Initiative +4

Complications:
Responsibility (Serpent Society)

Abilities: 20 / Skills: 40--10/ Feats: 7/ Powers: 30/ Saves: 10 /Combat: 32 (109)

-Black Mamba has an unusual power set; it all works concurrently: She draws out the great desire of her opponent, then she creates an illusion of it via her Darkforce power, which then begins to strangle the opponent while it's caught in the illusion. This could be done with Ranged Suffocate, but I picked Snare because I believe the subject is physically trapped by dark tendrils. The way it works is that usually the opponent is fooled by the illusion, and a low Strangle kills them, but in any major heroes (like Captain America), they fight back hard enough that she has to give up the illusion and focus all her points in the Dynamic Array to strangulation. You could make an argument for her power having Alternate Save- Will, but I'm pretty sure guys just fight it off as normal once they break past the illusion.
Last edited by Jabroniville on Thu May 27, 2010 11:08 pm, edited 2 times in total.
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Postby Jabroniville » Fri Nov 16, 2007 3:43 pm

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FER-DE-LANCE
PL 9 (109)

ST 13/25 (+1/+7) DEX 16 (+3) CON 14/28 (+2/+9) INT 10 WIS 10 CHA 10

Skills:
Acrobatics 5 (+8.)
Bluff 4 (+4)
Climb 4 (+11)
Disable Device 4 (+4)
Intimidate 6 (+6)
Language (English, Spanish) 1
Notice 4 (+4)
Stealth 4 (+7)

Feats:
Attack Focus (Melee), Attack Specialization (Claws) 1, Improved Critical (Claws), Improved Grab, Power Attack

Powers:
"Fer-de-Lance Costume" Device 3 (hard to lose) [12]
Strike 2 (Extras: Mighty, Penetrating 5) (8)
Super-Movement 1 (Wall-Crawling) (2)

Enhanced Strength 12 [12]
Enhanced Constitution 14 [14]
Super-Strength 2 [4]

Saves:
Toughness +9, Fortitude +8, Reflex +5, Will +2

Combat:
Attack +6 (+7 Melee, +9 Claws), Damage +7 (+10 Claws), Defense +8, Initiative +3

Complications:
Responsibility (Serpent Society)

Abilities: 13 / Skills: 32--8/ Feats: 5/ Powers: 42/ Saves: 5 /Combat: 30 (109)

-Fer-de-Lance is pretty tough; a chick with super-strength & durability (I gave her the 'low-end' super-strength using my 'if you don't shatter walls with your fists; you're as strong as Captain America, deal with it' rule) as well as osmium steel blades on her hands and feet that retract. She's one of the least-used Serpents though, probably because her direct powers don't leave much room for error; she'll either gut Cap, or be unrealistically taken down by someone who's supposed to be much weaker than her.
Last edited by Jabroniville on Wed Apr 07, 2010 1:06 am, edited 2 times in total.
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Postby Jabroniville » Fri Nov 16, 2007 3:57 pm

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SLITHER
PL 8 (81)

ST 26 (+8) DEX 16 (+3) CON 20 (+5) INT 8 (-1) WIS 8 (-1) CHA 6 (-2)

Skills:
Climb 9 (+17)
Notice 6 (+5)
Stealth 5 (+8)
Swim 8 (+16)
Intimidation 8 (+6)

Feats:
Attack Focus (Melee) 4, Improved Critical (Grapple), Improved Grab

Powers:
Protection 2 [2]
Super-Movement 1 (Slithering) [2]
Super-Senses 2 (Infravision, Scent) [2]
Immunity 5 (Entrapment) (Flaws: Half-Effect Only) [3]

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

Combat:
Attack +4 (+8 Melee), Damage +8, Defense +8, Initiative +3

Complications:
Responsibility (Serpent Society)

Abilities: 24 / Skills: 36--9/ Feats: 6/ Powers: 9/ Saves: 9 /Combat: 24 (81)

- Slither is a minor member of the Society, only belonging to them for a short while, spending most of his time as a mutant with Mutant Force. Here for completion's sake, he's basically an version of the Rock Python that Princess Python controls, but with higher mental stats and the "no hands/mute" disabilities gone. Pretty dangerous in a grapple, but hardly a complete villain on his own.
Last edited by Jabroniville on Wed Apr 07, 2010 1:34 am, edited 1 time in total.
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Postby Jabroniville » Sat Nov 17, 2007 10:45 pm

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ASP
PL 8 (108)

ST 10 DEX 18 (+4) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Skills:
Acrobatics 6 (+9)
Bluff 6 (+9)
Diplomacy 5 (+8.)
Disguise 4 (+7)
Handle Animal 8 (+11)
Knowledge (Streetwise) 6 (+6)
Notice 5 (+5)
Perform (Dance) 8 (+11)
Sense Motive 4 (+6)
Stealth 8 (+11)

Feats:
Animal Empathy, Defensive Attack, Defensive Roll 2, Dodge Focus 3, Fascinate (Dance), Improved Defense, Precise Shot, Seize Initiative

Powers:
Paralyze 8 (Extras: Ranged, Fortitude Save +0) (Flaws: Fades) [17]
AP: Drain Dexterity 4 (Extras: Ranged)

Saves:
Toughness +1 (+3 D.Roll), Fortitude +4, Reflex +8, Will +2

Combat:
Attack +8, Damage +0 (+8 Paralyze), Defense +8 (+10 Dodge), Initiative +4

Complications:
Responsibility (Serpent Society)

Abilities: 22 / Skills: 60--15/ Feats: 11/ Powers: 17/ Saves: 10 /Combat: 32 (108)

-Asp is one of the Society members that did a minor face-turn as a member of BAD Girls, Inc., and has a semi-useful paralyzation power. It'd be dangerous, except a running theme is her inability to do it continuously. Why they'd give a chick with a pretty weak power a LIMITATION on said power I'm not sure, but it probably has something to do with the fact that most Society members are pretty weak in general. So there ya go.
Last edited by Jabroniville on Fri May 28, 2010 2:54 am, edited 3 times in total.
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