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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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Postby catsi563 » Tue Jul 08, 2008 9:27 am

=^_^= well If no one minds then ill add my very first ever post to the J-Mart line of products for Ladys Night and its a heavenly selection in deed

=>_>= you can stop drooling randall

Angela Heavens Warrior

Image

PL 11/222pp

Abilities (60pp)

Str 22 Dex 22 Con 22 Int 18 Wis 18 Cha 18

Skills (25pp)

Acrobatics 8 (+14 ), Bluff 2 (+6 ), Climb 4 (+10 ), Diplomacy 2 (+6 ), Craft [Swordsmith] 8 (+12 ), Intimidate 8 (+12 ), KS Arcane Lore 10 (+14 ), KS History 6 (+10 ), KS Tactics 8 (+12 ), KS Theology & Philosophy 6 (+10 ), Medicine 2 (+6 ), Notice 8 (12 ), Perform [Singing] 6 (+10 ), Search 4 (+8 ), Sence Motive 8 (+12 ), Stealth 4 (+10 ), Survival 4 (+8 ), Swim 2 (+8 )

Feats (29pp)

Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Attack Specilization (Blades) 2, Attractive 2, Defencive Attack, Defencive Roll 2, Dodge Focus 6, Elusive Target, Evasion, Favored Opponent (Demons), Fearless, Improved Block, Improved Initiative, Instant Up, Power Attack, Quick Draw (Sword), Takedown Attack, Uncanny Dodge (Danger Sense, Visual)

Powers (62pp)

Ageless Warrior (Immunities 12 (Life Support, Age, Starvation, Sleep) 12pp

Angelic Physique (Impervious +4 Toughness Save (Power Feats: Diehard, Endurance) 6pp

Angelic Healing (Regeneration 20 (+6 Recovery bonus, Bruised & Unconscious 1 Round each, Injured & Staggered 5 minutes each, Disabled & Ability 1 Hour each, Resurrection 1 day) Power Feats: Persistent, Regrowth) 20pp

Angelic Strength and Speed (7pp)

Super Strength 2
AP: Leap 4

Speed 2

Angelic Warrior (Super Sences 3 (Awareness (Divine) 2, Danger Sence [Mental]) 3pp

Holy Blade Device 3 (Easy to lose) (Power Feats: Indestructible, Restricted [Angels] 2) 12pp

Strike 2 (Extras: Penetrating +8; Power Feats: Mighty, Improved Critical 3, Critical Strike)

Combat (36pp)

Attack: +10, +14 (Blades)

Damage: +6 (Unarmed), +8 (Holy Blade)

Defence: +8, +14 (Dodge Focus)

Initiative: +10

Tradeoffs

ATT/DAM +3/-3
DEF/TOUGH +3/-3

Saves (10pp)

Toughness: +6*, +8 (Defencive Roll)

*+4 Impervious

Fortitude: +8

Reflex: +10

Will: +8

==========================================
Abilities 60 + Skills 25 + Feats 29 + Powers 62 + Combat 36 + Saves 10 = Total 222pp
==========================================

Another personal fave of mine and one that Ive Surprisingly not seen much on the boards.

Angela's is one of heavens greatest warriors, and at one time a nemesis of Spawn. Eventually she joined forces with him, and after he saved her during her trial in heaven she became his lover.

In the Spawnverse she was killed by Malbogia. But in my universe shes alive and swinging. Heaven isnt about to let one of its greatest go down without a fight. :D

:arrow: Angela's a beast in melee. her Sword combined with her natural strength and speed makes her one fo the msot dangerous foes you can face. Especially if your a Demon, Devil, or undead monstrosity

:arrow: Im also leaving her Lance out of this as 1) its a major Game Breaker, and 2) Spawn Wished it out of existence and so its gone.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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http://www.fanfiction.net/~catsi563
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Postby JoshuaDunlow » Tue Jul 08, 2008 9:38 am

And since we are on a roll about, TopCow Babes. I'll add my own two cents.

Image

“Now if the WitchBlade had a female aspect, instead of a male one. I’d bet my body armor, would cover more skin. And I wouldn’t have a metal g-string up my @$$.”

WitchBlade II(PL 8/120pp)
Real Name: Danielle Baptiste, Place of Birth: New Orleans, Place of Residence: New York, Marital Status: Single, Family: (Father, policeman), (mother, Sarah‘s boss) Age: 23, Hair: Blonde, Eyes: Green

Abilities [11pp]: Strength 10/12 (+1), Dexterity 14/16 (+3), Constitution 12/14 (+2), Intelligence 11 (+0), Wisdom 12 (+1), Charisma 12 (+1)
Saves [5pp]: Toughness +2/+8, Fortitude 1 (+2), Reflexes 2 (+7), Willpower 2 (+5)
Combat [8pp]: Base Attack +5 (+8 in Melee), Base Defense +8 (+3 flatfooted), Initiative +3/+7, Grapple +9, Knock Back -1/-4, Hero points 1
Attack (dc): Unarmed +0/+1, Witch Blade [25pp to build weapons]
Skills [6pp]: Acrobatics 3 (+5), Bluff 3 (+4), Diplomacy 5 (+6), Drive 2 (+4), Knowledge: Current Events 2 (+2), Notice 4 (+5), Perform: Dance 5 (+7)
Feats [2pp]: Attractive, Elusive Target , [See WitchBlade for more]
Devices [88pp]:
The WitchBlade 21 [Hard; Power Feats: Restricted 2 (only women who are worthy), Subtle, Quick Change]
The Witchblade is an intelligent, ancient, and conscious weapon with supernatural origins. It is one of thirteen artifacts of similar kind. It is the offspring of the universe's opposing aspects, the Darkness and the Angelus (the dark and the light). The Witchblade is a male aspect created to act as a balance, which must have a female as a host. The Witchblade was discovered in modern times in Greece by Kenneth Irons, but before he found it, it had many wielders. When not in use, it can look like an ornate, jewel encrusted, right-handed gauntlet. When wielded by an unworthy user, that person will lose their arm. It forms a symbiotic relationship with the host, who can hear the Witchblade. When used, it expands across the body of the wielder, shredding clothes and covering the body like an armor. The amount and coverage of the armor depends on the level of the threat. For example, when facing mortals, it will usually generate less armor than when facing a demon of hell. This armor can produce extensions of itself that can form swords, other stabbing weapons, hooks, chains, shields, and wings, enabling the wielder to fly. It may also become temperamental if it chooses not to be used. When wielded, it can shoot energy blasts from the hand or sword, fire projectile darts, and whip-like grapples to attack or to climb. The Witchblade is also an excellent lock pick, and can heal wounds, even mortal ones. The Witchblade can re-animate the dead, empathically show the wielder scenes of great trauma, and allow the wielder to relive experiences from past wielders as dreams. The WitchBlade has now split into two parts following the events in the "First Born" crossover. One half belongs to Dani while Sara has reclaimed the other half.
- Weapons Creation [Variable Power 5 (Multiple Powers)]
- Mystical Powers [Animate Object 8 [Flaws: Limited (Corpses)]
-- AP: Flight
-- AP: Super Movement (Spider Climb)
-- AP: Healing 4 [Power Feats: Persistent, Extra: Total, Action (Standard)]
- Protection 6
- Super Senses 5 [Communicate (with the WitchBlade), Post Cognition (uncontrolled)]
- Enhanced Skill 2 [Disable Device (Flaws: Limited to Unlocking)] =
- Enhanced Combat [+3 base attack, +4 base defense]
- Enhanced Feats [Attack Focus 3 (melee), Accurate Attack, Defensive Attack, Improved Block, Improved Disarm, Improved Initiative, Power Attack, Dodge Focus 2]
- Symbiotic Relationship [Enhanced Strength +2, Dexterity +2, Constitution +2, +2 Reflexes, +2 Willpower]
Equipment []: ?
Drawbacks []: ?
Complications: Responsibility (Ailing father), Wants a career as a dancer.
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Postby Elric » Tue Jul 08, 2008 10:11 am

Thorpacolypse wrote:My belated birthday present to Kreuzritter. As always, comments welcome (even from Elric. :D )

Round 7 – Keeping the pressure on, Spidey goes for another All Out/Power Attack for 2, he gets a 25. Bane has to save at 24 again and is at -2 now to his saves, but he gets a natural 20 and takes the shot. OK, time for some tactics. Bane will try and intimidate as a move action against Spidey, who will oppose with his Will save. And I rolled a 3 for Bane…geez…but I rolled a 5 for Spidey and Bane beats him by 1, 12 to 11. Spidey is at -2 for checks this next round. Bane will again AAA/PA for 3 and this time he hits. Bane will forego damage in order to initiate a grapple since has Improved Grab. Bane wins the grapple check easily, 43 to 23.


My pleasure :D

Bane does not need to forgo damage to use Improved Grab. In particular, Improved Grab allows the relatively broken combo attack, deal damage from the attack, then use Improved Grab to try start a grapple by winning an opposed grapple check; if that succeeds, you can apply a grapple result (e.g., damaging the opponent again). A common house rule is to make it so Improved Grab doesn't let you get a grapple result, but just lets you start the grapple.

Without Improved Grab, Bane would have to declare that he was trying to initiate the grapple when he made the attack roll. Then if he hit, you'd roll opposed grapple checks and if he won, he could immediately apply a grapple check result (e.g., dealing normal unarmed damage).

Round 8 – Spidey has to try and break the grapple. Not this time. Bane will just deal unarmed damage of +10, Spidey gets a adjusted 17 against a DC25 to take a bruised and stunned..


Some logical limitations should apply to the attacks a character in a grapple can make (e.g., no using your sniper rifle) but there's no rule that you can't attack normally when grappled. So Spidey could attack Bane normally.

Note that resisting a grapple check is a reaction. Steve has realized that he's been messing up the grapple rules and that the "resisting a grapple takes a standard action" idea (in some of his early responses on grapple) was a mistake. See here.

So Spidey rolls to get out, Bane opposes that as a reaction, and then Bane has to win a grapple check of his own (very likely) to do normal unarmed damage to Spidey.

I can't remember what the rule (more like ruling, as I'm sure this one isn't covered in the book but might have come up in question to Steve) is about making grapple checks while stunned.

Round 10 – OK, that didn’t help, and so Spidey has to burn his last HP to shake off the stunned and try and break the grapple. No dice, he loses 28 to 47. Man, this Bane is a grappling GOD.


Round 11 – Ok, Spidey goes to break the grapple again and HE DOES, 32 to 26.


What is Bane's grappling modifier? It's not possible for him to get both a 47 and a 26 result rolling with the same bonus both times (and I don't see any modifiers here). A casual look suggests it should be +27 (+10 attack, +10 Str, +4 Size, +3 Super-Str). Note that the attack bonuses and penalties from size don't affect Grapple checks (see here).

He will use his Move Action to try and put some space between himself and Bane and then burn his HP (I’m a risk taker!) try to web snare him. He hits with a 20. Bane blows the save DC of 17 by 7 and is bound and helpless. Bane will try and break the snare…rolls a 1. He’s stuck this round.


Spidey should have already used his standard action to get out of the grapple. Attacking would be another standard action.

Round 13 – Spidey will use one of his new HP to power stunt a visual Dazzle (7 ranks, ranged) off his web snare. He hits with 19, Bane misses the reflex save so he is blinded. He takes a swing at Spidey and misses, even without the penalty.

Status: Bane, bruised x3, blinded; Spidey bruised and injured x3, 1HP.

Round 14 – Spidey again goes for a big hit, All Out/Power Attacking for 4, and he gets a natural 20. Bane is immune to crits, but still has to save DC26. I rolled a 5…and I’m going to let it stand. He’s out.


Bane should get a Fortitude save to shake off the dazzle before Spidey gets his attack. See page 70- "An Instant Lasting power allows a new saving throw each round on the initiative count when the effect occurred". It's sort of unfortunate, to be honest, that Dazzle (and other Instant-Lasting duration powers) work this way as it makes them much less useful in a one on one fight, leading to a lot of "all damage, all the time" combats.
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Postby JackGiantkiller » Tue Jul 08, 2008 1:22 pm

Nice Ladies' Night, gents. Particularly fond of the art for Jean and Ivy.
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Postby Thorpacolypse » Tue Jul 08, 2008 7:57 pm

JackGiantkiller wrote:Nice Ladies' Night, gents. Particularly fond of the art for Jean and Ivy.


Indeed. Thanks for all the ladies' Team. I probably won't get them all indexed for a couple of days, but it will get done.

And welcome Catsi563! I was looking at your thread and coveting that Angela just the other day. And lucky me, it's now part of the J-Mart inventory. Randall is no doubt very happy. :D
Last edited by Thorpacolypse on Tue Jul 08, 2008 8:12 pm, edited 1 time in total.
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Postby Thorpacolypse » Tue Jul 08, 2008 8:09 pm

Elric wrote:
Thorpacolypse wrote:My belated birthday present to Kreuzritter. As always, comments welcome (even from Elric. :D )

My pleasure :D

Bane does not need to forgo damage to use Improved Grab. In particular, Improved Grab allows the relatively broken combo attack, deal damage from the attack, then use Improved Grab to try start a grapple by winning an opposed grapple check; if that succeeds, you can apply a grapple result (e.g., damaging the opponent again). A common house rule is to make it so Improved Grab doesn't let you get a grapple result, but just lets you start the grapple.

Some logical limitations should apply to the attacks a character in a grapple can make (e.g., no using your sniper rifle) but there's no rule that you can't attack normally when grappled. So Spidey could attack Bane normally.

Note that resisting a grapple check is a reaction. Steve has realized that he's been messing up the grapple rules and that the "resisting a grapple takes a standard action" idea (in some of his early responses on grapple) was a mistake. See here.

So Spidey rolls to get out, Bane opposes that as a reaction, and then Bane has to win a grapple check of his own (very likely) to do normal unarmed damage to Spidey.

What is Bane's grappling modifier? It's not possible for him to get both a 47 and a 26 result rolling with the same bonus both times (and I don't see any modifiers here).

Spidey should have already used his standard action to get out of the grapple. Attacking would be another standard action.

Bane should get a Fortitude save to shake off the dazzle before Spidey gets his attack. See page 70- "An Instant Lasting power allows a new saving throw each round on the initiative count when the effect occurred". It's sort of unfortunate, to be honest, that Dazzle (and other Instant-Lasting duration powers) work this way as it makes them much less useful in a one on one fight, leading to a lot of "all damage, all the time" combats.


I knew that would bring you out of hiding. :D

Thanks for the info. I did not know that about Improved Grab. That is kind of a broken feat, I never realized that. That's pretty effective, being able to hit, do damage THEN grapple check. I can see why there are house rules about that.

I thought breaking a grapple was a standard action, that's why I did not have him attack and I was thinking that he would be most concerned about getting away from Bane moreso than striking. Good to know he could do both.

I messed up Bane's modifier the second time. It is 27 and I think I wrote it that time as if it was 25. Regardless, the natural 1 did him in.

I didn't write that last part clearly, but Spidey's HP burn was for another action so he could attack after he broke the grapple.

Man, that dazzle save rule does kind of suck. Seems like it does lessen that power, although the way I did it, I was thinking that it was a more effective power than I thought, so guess it evens out. Thanks for the input, as always, every time helps me do better stuff. You're probably going to wear your fingers out when I cut some of these X builds loose where I have test out Telepathy, Nemesis and who knows what else that I haven't played before?!?!? :shock:
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Postby Thorpacolypse » Tue Jul 08, 2008 8:20 pm

Taking a break from the ladies, here is another build in our playable X-Men line that is getting stocked on Aisle 3.

Image
Well, Scott may be one of the best leaders ever and Gabriel may be the really, really powerful one, but I...well, I...um...I have a chick with green hair! Top that, fellas!

HAVOK PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3)

SKILLS: Bluff 4 (+7/+11) [Attractive], Climb (+2), Computers 4 (+6), Concentration (+1), Diplomacy (+3/+7) [Attractive], Disguise (+3), Drive 4 (+6), Escape Artist (+2), Gather Info (+3), Handle Animal (+3), Intimidate 5 (+8), Knowledge [Tactics] 6 (+8), Notice 7 (+8), Pilot 6 (+8), Search (+2), Sense Motive 8 (+9), Stealth (+2), Survival (+1), Swim (+2)

FEATS: All-out Attack, Attack Specialization (1) [Unarmed], Attractive (1), Defensive Roll (2), Dodge Focus (4), Improved Initiative (1), Inspire (1), Equipment (1), Leadership, Luck (1), Teamwork (1)

POWERS:
Immunity (Own powers, Cyclops’ powers, radiation, heat, cold, plasma effects [11pp]) [11]
Plasma Control (Extra: Area Burst, Flaw: Uncontrolled [24pp]) [12] - DC:22:tough
Plasma Control Suit (Device, Hard to Lose [25pp]) [5]

Removes Uncontrolled Flaw (12pp)
Enhanced Feats: Accurate Attack, Power Attack (2pp)
AP: Plasma Control (Extra: Auto Fire [1pp]) [12] - DC:19:ref
AP: Melt (Drain Toughness, Extra: Ranged, Flaw: Limited [Objects]; 1pp) [12] - DC:27:tough
AP: Disintegrate (Flaw: Full Round [1pp]) [9] - DC:19/19:fort/tough
AP: Dazzle (Visual, Extra: Area Burst [1pp]) [12] - DC:22/22:ref/fort
Protection (3pp)
Flight (4pp) [2]


EQUIPMENT:
(5ep)
Commlink (1ep)

COMBAT: Base Attack +8, Melee +8, Ranged +8, Unarmed +10, Grapple +10 [Unarmed +2 (Bruise), Plasma Control +12, Auto-Fire (Bruise)]; Defense 22 (14 flat-footed); Init +6; Knockback -4 (-3 flat-footed)

SAVES: Toughness +8 (+6 flat-footed), Fortitude +5, Reflex +5, Will +7

DRAWBACKS:

Abilities 26 + Skills 11 (44 ranks) + Feats 15 + Powers 55 + Combat 32 + Saves 11 – Drawbacks 0 = 150 / 150


Comments: A little bit of a clean up to Havok as I continue to go through my X-builds. For my general feelings on Alex, check my other build of him (which I am really going to pump up based on his last go around with Vulcan in the Emperor Vulcan arc).

One thing to note is that even though his base power is an Area Burst Plasma Blast, I intend (and recommend) on using the Auto-Fire blast more often than not for the power.
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Postby AmericanYeti » Tue Jul 08, 2008 8:29 pm

Mediocre builds, but wow! Killer art! Oh, what a night!

I'm just kidding with the mediocre bit. Love the last series of builds, 'specially that Jean Grey. Daaaaaaaaaaaang.
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Postby Elric » Tue Jul 08, 2008 8:30 pm

Thorpacolypse wrote:I knew that would bring you out of hiding. :D

Thanks for the info. I did not know that about Improved Grab. That is kind of a broken feat, I never realized that. That's pretty effective, being able to hit, do damage THEN grapple check. I can see why there are house rules about that.

I thought breaking a grapple was a standard action, that's why I did not have him attack and I was thinking that he would be most concerned about getting away from Bane moreso than striking. Good to know he could do both.


Oh, right. I see that you said Spiderman burned an HP to attack Bane after breaking the grapple check. This should have read uses Extra Effort to Surge and take an extra standard action, and then a round later when the fatigue from extra effort kicks in he can use a hero point to ignore the fatigue. This isn't necessarily a trivial difference- you may decide that you have a better use of that HP before the time comes to buy off the fatigue. Also, since Extra Effort is limited to once a round you can't Surge and also, say, gain a Power Stunt in the same round.

Your use of Move-by Action here was also confusing- you don't need Move-by Action to take a Standard Action, take a Move Action, then Surge to take another standard action. Move-by Action is when you want to move in the middle of the same standard action.

Man, that dazzle save rule does kind of suck. Seems like it does lessen that power, although the way I did it, I was thinking that it was a more effective power than I thought, so guess it evens out. Thanks for the input, as always, every time helps me do better stuff. You're probably going to wear your fingers out when I cut some of these X builds loose where I have test out Telepathy, Nemesis and who knows what else that I haven't played before?!?!? :shock:


My fingers have spent the pp they've accumulated from adventures on this thread for the Protection power. I'm ready 8)
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Postby Thorpacolypse » Tue Jul 08, 2008 8:34 pm

Another new item in our X-Verse line hits the Aisle 3 shelves.

Image
If Thorpacolypse makes one more Vanilla Ice reference when he posts builds of me, he'll be renamed Thorpcicle by the time I am done with him...

ICEMAN
PL:
12 (180 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 24 [14] (+7/+2) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+8), Bluff 10 (+12) [Taunt], Climb (+2/+7), Concentration (+1), Diplomacy (+2), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Business] 6 (+8), Knowledge [Popular Culture] 6 (+8), Notice 5 (+6), Profession [Accountant] 6 (+7), Search (+2), Sense Motive 5 (+6), Stealth (+2), Survival (+1), Swim (+2/+7)

FEATS: Accurate Attack, Dodge Focus (2), Equipment (1), Fast Overrun, Favored Environment (2) [+2 Dodge on Ice Slides], Improved Initiative (1), Luck (1), Move-by Action, Set Up, Taunt, Teamwork (1)

POWERS:
Cold Control (Dynamic Array [30pp]) [15]
DAP: Ice Blast (2pp) [15] - DC:30:tough
DAP: Cold Blast (Ranged Fortitude Damage [2pp]) [10] - DC:20:fort
DAP: Ice Shackles (Snare, PF: Tether, Reversible [2pp]) [14] - DC:24:ref
DAP: Create Objects (Ice Objects [2pp]) [13]
DAP: Environmental Control (Mix and Match 3/pp per rank [Cold, Distract, Hamper Movement], Extra: Independent [2pp]) [7]
DAP: Weaken (Drain Toughness [2pp]) [13] - DC:28:tough
DAP: Ice Slick (Trip, Extra: Knockback, Cone Area) [7]
DAP: Fatigue (2pp) [10] - DC:20:fort
DAP: Paralyze (Extra: Alternate Save [Fortitude], Ranged [2pp]) [10] - DC:20:fort

Iceman Form (Alternate Form, Solid [20pp]) [4]
Protection (10pp) [10]
Enhanced Strength (10pp) [10]
Flight (Flaw: Platform [4pp]) [4]
Immunity (Cold, Cold Effects [6pp]) [6]
Super-Movement (Sure-Footed, Trackless [Ice and Snow]; 4pp) [2]
Super-Senses (Infravision [1pp]) [1]

Regeneration (Recovery Rate, Flaw: Requires Water [7pp])

Bruised: 1/round [1]
Injured: 1/minute [3]
Disabled: 1/5 minutes [4]
Resurrection: 1/hour [4]
PF: Diehard, Regrowth


EQUIPMENT:
(5ep)

CommLink, GPS (2ep)

COMBAT: Base Attack +9, Melee +9, Ranged +9, Unarmed +9, Grapple +11, Iceman Form Grapple +16 [Unarmed +2 (Bruise), Unarmed +7 (Bruise), Ice Blast +15 (Bruise)]; Defense 20 (14 flat-footed, 22 on Ice Slides); Init +6; Knockback -1 (0 flat-footed, -7 Iceman Form)

SAVES: Toughness +2 (+2 flat-footed, +12 Iceman Form), Fortitude +5, Reflex +7, Will +5

DRAWBACKS: Vulnerable -Heat Fire Attacks (50% extra damage) [-3]

Abilities 22 + Skills 11 (44 ranks) + Feats 13 + Powers 91 + Combat 34 + Saves 12 – Drawbacks -3 = 180 / 180

Comments: As I stated I would be doing in my PC build of Bobby, here is Iceman at PL12, which where I think he really is right now as a "representative of canon" level build. I added in a few more powers to his array, but I did not add Growth, or Power Control, which he has showed to be able to do now when he is dealing with anyone with powers that require any sort of water or heat modulation. I figured those are left to power stunts. Regardless, he is pretty powerful where he is.
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Postby JoshuaDunlow » Tue Jul 08, 2008 8:35 pm

Now thats a good Havok build.
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Postby Thorpacolypse » Tue Jul 08, 2008 8:39 pm

JoshuaDunlow wrote:Now thats a good Havok build.


Thanks. I've always felt Alex never got his due, but the Emperor Vulcan arc was great for him. Hopefully when they resolve (well, comic resolution, anyway) that whole thing since they have to come back to Earth eventually, he'll get to be the hero instead of Scott, but I guess we'll see.
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Postby catsi563 » Wed Jul 09, 2008 1:06 am

Thorpacolypse wrote:
JackGiantkiller wrote:Nice Ladies' Night, gents. Particularly fond of the art for Jean and Ivy.


Indeed. Thanks for all the ladies' Team. I probably won't get them all indexed for a couple of days, but it will get done.

And welcome Catsi563! I was looking at your thread and coveting that Angela just the other day. And lucky me, it's now part of the J-Mart inventory. Randall is no doubt very happy. :D


=^_^= No probs at all. heck if you see anything you like over at the litterbox let me know ok. Ill happily share.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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http://www.fanfiction.net/~catsi563
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Postby Libra » Wed Jul 09, 2008 5:19 pm

Keep up the good work Lads! :D
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Postby Khantalas » Fri Jul 11, 2008 5:08 pm

Also, we need a build of the Female (of the Species). No ladies' night is complete without the Female.
"I once had lots of friends. They gave me gifts like a word that means hope and despair at the same time and sands to season meals and a castle made out of nothing but stories. I wonder where I left them?"
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