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

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Postby Thorpacolypse » Sun Oct 19, 2008 7:27 pm

Khantalas wrote:Since we have statted out the B&B Corps, we have a feeling we should also stat out the other two bad guys of MGS 4 - Vamp and Liquid Ocelot.

Those builds are soon coming up.


Thanks for the MSG4 run, Khan. Makes me want to get back to gaming again. But with the little Thorpacolypses, work and this grand MnM obsession of mine, there's just not enough time in the day.

But perhaps there is time for Raiden or Snake to make a cameo in an upcoming storyline...? 8)
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Postby Thorpacolypse » Sun Oct 19, 2008 7:29 pm

The Ilethryl Knight wrote:Image

PITT
Power Level 12 (165pp)

:arrow: Remember this guy? Pitt wreaked some havoc over at Image Comics during the 90’s. I guess you could say he was their version of the Hulk. Less powerful but more skilled in combat. He’s a half Creed, half human hybrid bred for battle. There is a young boy named Timmy who’s human genetic characteristics are identical to Pitt’s, and Pitt can sense where he is at all times. I thought about giving him some Impervious Toughness, but as I was looking through my comics I saw that gunfire could make him bleed, so I chose not to. I didn’t count his 1 rank of Rage against his power level caps since it’s an even trade-off (+2 damage for -2 defense). And I gave him Animal Empathy because he seemed to have a way with dogs and other wild life he came across.


Thanks for the Spectre and this angry young man, IK. Pitt definitely fits the essence of J-Mart! And I have need of a man of his ilk...
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Postby JoshuaDunlow » Sun Oct 19, 2008 9:28 pm

Here's Ms. Marvel on our new Marvel line up!

Image

Ms. Marvel (PL10/150pp)
Real Name: Carol Danvers, Trade Off: -2 Attack, +2 DC, -2 Defense, +2 Toughness

Abilities [23pp]: Strength 16/26 (+3/+8), Dexterity 12 (+1), Constitution 15 (+2), Intelligence 14 (+2), Wisdom 12 (+1), Charisma 14 (+2)
Saves [12pp]: Toughness +10, Fortitude 4 (+6), Reflexes 2 (+3), Willpower 6 (+7)
Combat [16pp]: Base Attack 4 (+8 Unarmed), Base Defense 4 (+10, +2 flat), Initiative +1, Grapple +28, Knock Back -5, Hero Points 1
Attack (dc): Unarmed +2/+10, Radiation Blast (+10 line attack), Radiation Strike (+10 wide attack)
Skills [10pp]: Acrobatics 6 (+7), Bluff 6 (+8), Craft: Writing 4 (+6), Computers 2 (+4), Gather Information 4 (+6), Knowledge: Civics 2 (+4), Notice 6 (+7), Profession: Espionage Agent 4 (+5), Search 6 (+8)
Feats [8pp]: Attack Specialist (Unarmed) 2, Contacts, Dodge Focus 4, Power Attack
Powers [81pp]:
Enhanced Strength 10
Flight 7
Protection 8 [PF: Additional Boost (Constitution for Absorption), Extra: Impervious, Absorption** (+3); Flaws: Limited (Absorbs energy only)]
Seventh Sense [Super Senses 2 (Danger Sense [Hearing, Psychic])]
Super Strength 10 [PF: 2 Alternate Powers]
- Ap: Radiation Strike 10 [Extra: Area (line)]
- AP: Radiation Strike 10 [Extra: Area (Wide)*]

Notes:
*Area (wide): A new area effect that spreads out 5’ long/10’ wide per rank
** Boosts (Super strength), this in turn boosts her Radiation strike. Up to PL 12. With the Power Feat, this can in turn affect Constitution. Can up the max toughness limit to 12.
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Postby JoshuaDunlow » Sun Oct 19, 2008 10:19 pm

Another Special Agent Hottie!, Jessica Drew, aka Spider Woman.

Image

Spider Woman (PL 10/150)
Real Name: Jessica Drake

Abilities [37pp]: Strength 15 (+2), Dexterity 20 (+5), Constitution 14 (+2), Intelligence 16 (+3), Wisdom 16 (+3), Charisma 16 (+3)
Saves [15pp]: Toughness +5/+7 (+10 vs. fire), Fortitude 4 (+6), Reflexes 5 (+10), Willpower 6 (+9)
Combat [26pp]: Base Attack +5 (+9 ranged), Base Defense +8 (+4 flat), Initiative +5, Grapple +12, Knock Back -3, Hero Points 1
Attack (dc): Unarmed +2, Bio Energy Blast +7, Bio Energy Stun (dc 14 stun), Pheromones (dc 16 love or fear, see below)
Skills [14pp]: Acrobatics 4 (+9), Bluff 7 (+10/+14 when attractive), Computers 2 (+5), Diplomacy 3 (+6), Drive 3 (+8), Gather Information 5 (+8), Intimidate 3 (+6), Investigation 5 (+8), Knowledge: Behavioral Sciences 4 (+7), Knowledge: Civics 2 (+5), Knowledge: Streetwise 2 (+5), Notice 6 (+9), Profession: Shield Agent 5 (+8), Search 5 (+8)
Feats [11pp]: Attack Focus (Ranged) 4, Attractive, Benefit 1 (Shield Agent), Endurance 2, Equipment 1, Defensive Roll 2
Powers [53pp]:
Immunity 10 [Poison & Radiation Descriptor]
Flight 4
Super Strength 5
Pheromones (4pp)
- Base: Emotion Control 6 [Extra: Linked +0, Area (Burst); Flaws: Love Only, Men Only, Sense Dependant (Smell)]
- Linked: Emotion Control 6 [Extra: Area (Burst); Flaws: Fear Only, Females Only, Sense Dependant (Smell)]
Bio-Energy Blast 7 [PF: 1 Alternate Power]
- AP: Stun 4 (Extra: Ranged)
Equipment [4ep]: Beta Cloth Costume [Protection +3, Protection 3 [Fire Damage Only]

Complication: A chemical Perfume, can cancel the affects of her Pheromones. Otherwise her Pheromones are always on. This has little affect in play, unless the character is really hard up to gain a Hero point in a awkward situation.

Notes:
I’ve made an assumption with this character, that her costume is composed of the same material that most shield outfits are made of.
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The Fly

Postby Tattooedman » Sun Oct 19, 2008 11:10 pm

The Fly

Image
PL: 10
Str 14 [26] (+0/+7) Dex 10 [20] (+0/+5) Con 14 [28] (+0/+9) Int 10 (+0) Wis 12 (+2) Cha 14 (+2)

Skills: Acrobatics 4 (+9), Bluff 4 (+6), Climb 4 (+11), Intimidate 6 (+8 ), Knowledge (Streetwise) 6 (+6), Notice 8 (+10), Sense Motive 4 (+6), Stealth 4 (+9)

Feats: Attack Spec. (Melee) 3, Attack Focus (Ranged) 4, Distract [Intimidate], Dodge Focus 3, Evasion 2, Improved Initiative, Luck 2, Move-By Action, Power Attack, Startle, Uncanny Dodge [visual]

Powers: Enhanced Strength 12
Enhanced Constitution 14
Enhanced Dexterity 10
Flight 4 (Flaw: Winged)
Impervious Toughness 9
Supermovement 2 (Wall-Crawling 2)
Super-Senses 4 (Extended Vision x2; Radius Vision)
Super Strength 2

Saves: Toughness +9* Fort +9 Ref +9 Will +6
*Impervious

Combat: Attack +2/+6 (ranged)/+8 (melee), Damage +7 (unarmed), Defense +11 (+4 flat-footed), Initiative +9

Costs: Attributes 14+ Skills 10+ Feats 20+ Powers 61+ Saves 8+ Combat 20 = 133 pts.

:arrow: I figured that during this villains run I should work up a couple builds that are old-school, and they don't get much more old-school than the Fly.

:arrow: A 70s villain who played out to me what if Spidey had been biten by a fly somehow instead of a spider (thank god most flys can't actually bite a person!). He challenged Spidey on and off again throughout the 70s and maybe the early 80s (not a 100% sure), then during the huge house cleaning Marvel did on their lamer villains with the original Scourge of the Underworld Fly was one of the his earlier victims.

:arrow: To be honest though Scourge did the Fly a favor as the insect DNA had been becoming more dominate forcing him to feed on garbage and such. Plus by that point the Fly was more of an annoying factor to Spidey who simply used his acrobatics to dance around the Fly and then would K.O. him with his higher strength.

:arrow: But hey, he was still a pretty cool villain in the 70s as far as I care..... :wink:
Last edited by Tattooedman on Mon Oct 20, 2008 11:17 am, edited 1 time in total.
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Whiplash

Postby Tattooedman » Sun Oct 19, 2008 11:11 pm

Whiplash:

Image
PL: 10
Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 14 (+2) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 6 (+9), Climb 4 (+8 ), Craft (Electronic) 6 (+8 ), Craft (Mechanical) 6 (+8 ), Diplomacy 4 (+7), Disable Device 4 (+6), Escape Artist 2 (+6), Gather Information 4 (+7), Intimidate 4 (+9), Knowledge (Physical Sciences) 4 (+6), Knowledge (Streetwise) 4 (+6), Knowledge (Technology) 6 (+8 ), Notice 6 (+9), Search 4 (+6), Sense Motive 6 (+9), Stealth 6 (+8 ), Swim 4 (+8 )

Feats: Attack Focus (Ranged) 2, Attack Focus (Melee) 2, Attack Spec. (Whips) 3, Contacts, Connected, Distract [Bluff], Dodge Focus 4, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Quick Draw, Power Attack, Precise Shot, Set-Up, Talented (Intimidate), Taunt, Teamwork 2, Uncanny Dodge (visual)


Powers:
Device {Cybernetic Whip} 3 (easy to lose)
--Strike 6 (Extra: Penetrating); (Power Feat: Mighty)
-Alt. Power: Deflect 6 (Slow & Fast projectiles)
-Alt. Power: Leaping 2

Device {Necro-Lash} 3 (easy to lose)
--Strike 10 [electric] (Power Feat: Extended Reach 4 [20 ft])

Device {Disc-Bolo} 1 (easy to lose)
-Gravity Control 5 (Flaw: Decrease only)

Device {Hover Disc} 1 (hard to lose)
--Flight 2

Saves: Toughness +8*/+4 Fort +7 Ref +7 Will +7
*Costume

Combat: Attack +6/+8 (melee/ranged)+10 (whips), Damage +4 (unarmed)/+10 (cybernetic whip)/+10 (necro-lash), Defense +12 (+4 flat-footed), Initiative +7

Equipment: Costume: +4 Toughness; Subtle


Costs: Attributes 40+ Skills 20+ Feats 27+ Powers 25+ Saves 10+
Combat 28= 150 pts.



:arrow: Another one of what I call the "jobber" villains in Marvel, meaning that normally a group of something like 4 to 6 of them are put together to
challenge a hero. Not that they really have a chance of beating said hero, but it looks kinda difficult at first.

:arrow: Whiplash has been around for years and years fighting against pretty much every hero possible and losing. For most of his criminal career he manly fought against Iron Man along with fellow jobbers Blizzard, Boomerang and the like.

:arrow: Then Iron Man started to deal with bigger threats and villains like Whiplash fell off to the side and were used as something like a joke villain for the newest newbie hero to beat on in his debuting issue. After that Whiplash was treated something like a powered mook, good against PC types but little challenge to heroes nowadays.

:arrow: I've heard that Whiplash was killed off in the last year or so, but gimmick villains like him have a special interest to me. So with this run of villains I'm working on Whiplash gets a build as well since in the Tattooverse he'd end up part of Flash's Rogue's.
Last edited by Tattooedman on Mon Oct 20, 2008 11:20 am, edited 1 time in total.
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Mr. Hyde

Postby Tattooedman » Sun Oct 19, 2008 11:12 pm

Mr. Hyde:

Image
PL: 11

Str 34 (+12) Dex 14 (+2) Con 34 (+12) Int 10 (+0) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 4 (+6), Climb 0 (+12), Intimidate 6 (+10), Knowledge (Streetwise) 6 (+6), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 4 (+6), Swim 0 (+12)

Feats: All-Out Attack, Attack Focus (Melee) 6, Chokehold, Defensive Attack, Distract [Intimidate], Dodge Focus 5, Improved Grab, Improved Grapple, Improved Initiative 2, Improved Overrun, Improved Sunder, Power Attack, Startle, Stunning Attack, Taunt

Powers: Alternate Form {Mr. Hyde} 17
--Enhanced Feats 6 (Diehard; Endurance; Fearsome Presence 3 [DC 13; 15 ft radius]; Talented {Intimidate})
--Enhanced Strength 24
--Enhanced Constitution 24
--Immunity 3 (cold; heat; high pressure)
--Impervious Toughness 10
--Regeneration 4 [Recovery Rate: Bruised 1/round; Injured 1/mintue] (Power Feat: Regrowth)
--Super Strength 5 (Dynamic)
-Alt. Power: Leaping 10 (Dynamic)

Saves: Toughness +12* Fort +15 Ref +4 Will +6
*10 Impervious

Combat: Attack +5/+11 (melee), Damage +12 (unarmed), Defense +10 (+2 flat-footed), Initiative +10

Drawbacks: Normal Identity (-4 pts)
One-Way Transformation (-4 pts)


Costs: Attributes 12+ Skills 8+ Feats 25+ Powers +85 Saves 9+ Combat 20- Drawbacks 8= 151 pts.


For the times that Mr. Hyde allows himself to return to Zabo's form use the following.

Calvin Zabo:

Image
Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 8 (+10), Craft (Chemicals) 6 (+8 ), Diplomacy 6 (+8 ),Gather Information 4 (+6), Knowlegde (Physical Sciences) 6 (+8 ), Knowledge (Streetwise) 6 (+6), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 8 (+8 )

Feats: Connected, Contacts, Eidetic Memory, Taunt

Saves: Toughness +0 Fort +2 Ref +2 Will +5

Combat: None


:arrow: Mr. Hyde was an interesting character to me, taking the classic story and making into a villain. The only difference is that both of his personalities are …..well less than nice.

:arrow: Calvin Zabo thought that the story of Dr. Jekyll and Mr. Hyde was possible and spent several years to develop a serum that would work like the book said. When he did his new personality was even more cruel and corrupted than Zabo was, a fact he enjoyed.

:arrow: After that Hyde fought Thor some and went on to earn “jobber” status, never having a regular foe for several years. Hyde is powerful enough that he was brought into Baron Zemo’s army-like Master’s of Evil that took over the Avengers’ Mansion, and if memory serves me right Hyde was the member responsible for the torturing of Jarvis, simply because he could do it.

:arrow: Since then Hyde has managed to keep his jobber status, bouncing around from hero to hero whenever the writers need a somewhat twisted, super-strong villain to challenge their hero, most commonly being caught trying to steal the chemicals he needs to stay as Mr. Hyde since he does sometimes turn back into Zabo to better get around since not very many people recognize him in his normal form.
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Dreadbolt

Postby Tattooedman » Sun Oct 19, 2008 11:13 pm

Dreadbolt:

Image
PL: 9
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Aerobatics 6 (+8 ), Bluff 6 (+8 ), Craft (Electronic) 6 (+8 ), Craft (Mechanical) 6 (+8 ), Intimidate 6 (+8 ), Knowledge (Streetwise) 4 (+6), Knowledge (Technology) 6 (+8 ), Notice 6 (+8 ), Search 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+6)

Feats: Aerobatic Bluff, All-Out Attack, Attack Spec. (Suit Powers) 2, Distract [Intimidate], Dodge Focus 2, Equipment, Evasion 2, Favored Environment [airborne] (+1 defense), Improved Initiative, Inventor, Luck, Move-By Action, Power Attack, Precise Shot, Seize Initiative, Set-Up, Taunt, Teamwork, Uncanny Dodge [visual]

Powers:
Device {Dreadbolt Suit} 10 (hard to lose)
--Blast 10 [electrical]
--Flight 3
--Protection 7 (Extra: Impervious)
--Teleport 4 (Extra: Accurate); (Power Feat: Change Direction, Easy); (Flaw: Short-Range)

Saves: Toughness +9*/+2 Fort +5 Ref +8 Will +6
*Suit’s Protection (Impervious)

Combat: Attack +4/+8 (suit powers), Damage +2 (unarmed)/+10 (electric blast), Defense +9 [airborne]/+8 [grounded] (+3 [airborne]/+2 [grounded] flat-footed), Initiative +6

Equipment: Comm-Link; GPS


Costs: Attributes 24+ Skills 16+ Feats 22+ Powers 40+ Saves 13+ Combat 18= 123 pts.

:arrow: Here we have another member of the new generation of criminals in DC, Dreadbolt.

:arrow: From what I’ve read so far Dreadbolt is the son of mercenary criminal Bolt and he is more than willing to follow in Dad’s footsteps. The big difference is that Dreadbolt is able to work within a team better than his Dad and is even the field leader of the Terror Titians.

:arrow: Dreadbolt has modified the looks of Bolt’s suit to his tastes and that’s about it, otherwise it’s the same old song and dance power-wise. Though he seems better at using it that Bolt is, though that could be simply from his growing up watching Bolt rework it and rebuild it.

:arrow: Basically Dreadbolt is a flying blaster with some interaction skills and feats as well as some team working feats on top of it all. A nice and simple build honestly, again due to the newness of the character and lack of in-depth information I’m somewhat slightly under points used for this build.

:arrow: I’m sure some of it has to due with my not reading comics on a regular basis, so if I’m missing anything let me know & it shall get added in.

:arrow: I’m also gonna try to work up some builds for the rest of the Terror Titans if I can find at least as much info as I did on Dreadbolt.
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Killer Frost

Postby Tattooedman » Sun Oct 19, 2008 11:14 pm

Killer Frost:

Image
PL: 10

Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 14 (+2)

Skills: Bluff 6 (+8/+12), Diplomacy 6 (+8/+12), Knowledge (Life Sciences) 4 (+6), Knowledge (Physical Sciences) 6 (+8 ), Knowledge (Streetwise) 4 (+6), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 6 (+9)

Feats: Attractive, Attack Spec. (Thermal Control Array) 2, Defensive Roll 4, Distract [Bluff], Dodge Focus 5, Environmental Adaptation (extreme cold), Fascinate [Diplomacy], Improved Initiative, Move-By Action, Power Attack, Precise Shot

Powers: Absorption 8 [energy-boost Thermal Control Array] (Extra: Power Magnet); (Flaw: Heat Energy only)
-Alt. Power: Drain [Constitution] 8 (Extra: Aura)
-Alt. Power: Drain [Toughness] 8 (Extra: Aura); (Power Feat: Improved Sunder)

Thermal Control 10 [boosted-12] [extreme cold] (Dynamic)
-Alt. Power: Blast 8 [boosted-10] [ice shards] (Dynamic)
-Alt. Power: Create Objects 8 [boosted-10] [ice shapes] (Extra: Independent); (Power Feat: Innate)
-Alt. Power: Environmental Control 8 [boosted-10] [hamper movement {1-quarter speed}-icey surfaces] (Extra: Independent)
-Alt. Power: Snare 6 [boosted-8] (Extra: Independent)

Super-Movement 4 (Sure-Footed 4); (Flaws: Limited-Only on icey surfaces)

Saves: Toughness +7*/+3 Fort +6 Ref +6 Will +5
*Defensive Roll

Combat: Attack +4/+8 (thermal control array), Damage +10/+12 (thermal control/boosted)/+8/+10 (ice shards/boosted)/+6/+8 (snare/boosted)/+8 (drain {Constitution/Toughness}), Defense +10 (+2 flat-footed), Initiative +7

Costs: Attributes 24+ Skills 11+ Feats 19+ Powers 59+ Saves 9+ Combat 18 = 150 pts.

:arrow: Killer Frost is a villain that's been around for a quite a few years and to be honest I've only read two of her appearances, the one in the early Superboy series and when she fought Green Arrow.

:arrow: Even though Frost tends to be used as muscle in a group of villains she does make a good stand alone villain when you look at what she can do. Her absorption allows her to draw all of the heat from anyone or anything, thus making it super-cold and in the case of objects very brittle. Then throw in her thermal powers that allow her to make like Mrs. Iceman and she can attack at range as well as throw up all kinds of roadblocks for a hero to overcome.

:arrow: That doesn't really include her technical background as a scientist so with a small reach of imagination she could possibily come up with some type of device if she really needed it. It looks to me like here recently DC has started to toss Frost into some of the more powerful circles of villains like the newest version of the Injustice League.

:arrow: So in future builds some possible add-ons would be feats like Set-Up and Teamwork as alot of her powers make her good for that with being able to encase foes in blocks of ice or inside ice creations.
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Postby Tattooedman » Sun Oct 19, 2008 11:18 pm

There ya go Thorp, one order of villains delivered. Hope you get some good use outta them! :D
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Postby Khantalas » Mon Oct 20, 2008 2:23 am

Thorpacolypse wrote:But perhaps there is time for Raiden or Snake to make a cameo in an upcoming storyline...? 8)


Yes, please.

And maybe even a fight between Snake and someone else.

By the way, I'm still waiting for the Kane cameo you mentioned. Or did I miss it?
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Postby scc » Mon Oct 20, 2008 3:03 pm

Image
An immense shape slithers through the branches that form a canopy over the forest floor. Its dark green form is nearly against the leaves, but its serpentine eyes, unblinking and yellow, track its prey with cold precision.-Forgotten Realms-Serpent Kingdoms

Deathcoils

"----------Character Details---------
Character Alias: Deathcoils
Eyes: Yellow
Power Level: 7 OPL-7 DPL-3.5
Power Points: 113
---------------------------------
----------Ability Scores---------
Strength: 25 (+7/-1)
Dexterity: 17 (+3)
Constitution: 13 (+1/-3)
Intelligence: 10 (0)
Wisdom: 12 (+1)
Charisma: 2 (-4)
--------------------------------------
----------Saves---------
Toughness: +6
Fortitude: +8
Reflex: +10
Willpower: +4
--------------------------------------

----------Combat---------
Attack Bonus: +7 (melee), +6 (ranged)
Damage Bonus: Unarmed +7, Bite +7, Poison Gas +6
Grapple: +24
Defense Bonus: +1 (+0 flat footed)
Initiative: +3
Knockback: -11
--------------------------------------

----------Lifting Capacity---------
Light Load: 1064 lbs
Medium Load: 1.1 tons
Heavy Load: 1.6 tons
Max Load: 3.2 tons
Push/Drag: 8.0 tons
--------------------------------------
----------Movement Rate---------
Base Speed: 40 ft/r / 80 ft/r / 160 ft/r
Leap: 17 ft / 8 ft / 4 ft
Swimming: 25 ft/r
--------------------------------------

----------Skills---------
  • Climb - 14 (+13)
  • Escape Artist - 0 (+3)
  • Notice - 10 (+11)
  • Sense Motive - 0 (+1)
  • Stealth - 4 (+7)
  • Survival - 0 (+1)
  • Swim - 14 (+13)
  • Balance - 12 (+15)
-------------------------------------
----------Feats---------
  • Attack Focus Melee: +1 bonus to melee attack rolls
  • Endurance: +4 bonus on checks requiring endurance or stamina
  • Improved Grab: Grapple as a free action after a successful attack
  • Crushing Pin: If you pin an opponent you can inflict your unarmed damage each round if you maintain pin
  • Challenge(Accelerated Climb): You can move half your speed while climbing
  • Skill Mastery (Climb): Take 10 with climb while distracted or under pressure
--------------------------------------

----------Powers---------
Growth- Power Rank 8 - Cost 25
Extras: Continuous
Flaws: Permanent
Power Feats: Innate

Sleep- Power Rank 6 - Cost 19
Description: Deathcoils can breathe a 60 foot cone of poisonous gas
Extras: Duration(Sustained), Area(Cone), Linked(Drain)
Flaws: Range(Touch), Limited(Can use only twice per day)
Power Feats: Sedation
Drain(Constitution)- Power Rank 6 - Cost 12
Description: Deathcoils can breathe a 60 foot cone of poisonous gas
Extras: Area(Cone), Linked(Sleep)
Flaws: Limited(Can use only twice per day)
Power Feats: Slow Fade 6(One Day)

Protection- Power Rank 5 - Cost 6
Power Feats: Innate

Super-Senses(Darkvision)- Power Rank 2 - Cost 2

Super-Senses(Low-Light Vision) - Power Rank 1 - Cost 1

Super-Senses(Scent)- Power Rank 1 - Cost 1

Swimming- Power Rank 1 - Cost 1
--------------------------------------


----------Drawbacks---------
Disability - Points -4
Description: Mute - Freq DC 5 - Sev DC 10
Diability - Points -4
Description: No hands - Freq DC 5 - Sev DC 10
--------------------------------------

----------Cost Summary---------
Abilities: -5
Combat: 22
Saves: 17
Skills: 14
Feats: 6
Powers: 67
Drawbacks: -8
Total Cost: 113
--------------------------------------"

Comments:This is a Deathcoil. It's most dangerous ability is it's poison breath. Also keep in mind these creatures are smart as monsters go. It will try to drown or try to knock an opponent in a ravine to get an edge. It will even leave scattered treasure to lure someone to it's lair. Under skills I only gave it balance from the acrobatic skill. Balance only costs one point per 8 ranks. As you can see not very powerful defensively but these are pretty much straight conversions from D&D.
Last edited by scc on Mon Aug 17, 2009 1:55 pm, edited 1 time in total.
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Postby scc » Mon Oct 20, 2008 3:33 pm

Image
A hissing, chittering sound fills the air in the darkened wood. Out of the corner of your eye, you see a small, black form dash between the tree branches.-Monster Manual IV

Skiurid

"----------Character Details---------
Character Alias: Skiurid
Height: 14 in.
Hair: Dark Grey or Black
Eyes: Red
Power Level: 1.5 OPL-1 DPL-1.5
Power Points: 59.5
--------------------------------------
----------Ability Scores---------
Strength: 3 (-4/0)
Dexterity: 17 (+3)
Constitution: 10 (0)
Intelligence: 2 (-4)
Wisdom: 12 (+1)
Charisma: 12 (+1)
--------------------------------------

----------Saves---------
Toughness: -2
Fortitude: +2
Reflex: +5
Willpower: +1
--------------------------------------
----------Combat---------
Attack Bonus: +3, +5 Unarmed
Damage Bonus: Unarmed -4, Bite -4, Chill Darkness Damage +1
Grapple: -11
Defense Bonus: +5 (+4 flat footed)
Initiative: +3
Knockback: +3
--------------------------------------
----------Lifting Capacity---------
Light Load: 5 lbs
Medium Load: 10 lbs
Heavy Load: 15 lbs
Max Load: 30 lbs
Push/Drag: 100 lbs
--------------------------------------
----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 6 ft / 3 ft / 1 ft
--------------------------------------

----------Skills---------
  • Acrobatics - 7 (+10)
  • Bluff - 0 (+1)
  • Climb - 8 (+11)
  • Concentration - 0 (+1)
  • Diplomacy - 0 (+1)
  • Disguise - 0 (+1)
  • Escape Artist - 0 (+3)
  • Gather Info - 0 (+1)
  • Handle Animal - 0 (+1)
  • Intimidate -4 (-3)
  • Notice - 4 (+5)
  • Search - 0 (-4)
  • Sense Motive - 0 (+1)
  • Stealth - 9 (+12)
  • Survival - 0 (+1)
  • Swim - 0 (-4)
--------------------------------------
----------Feats---------
  • Benefit: Use Dexterity modifier for climb checks
  • Skill Mastery (Climb): Take 10 on climb checks while under pressure
  • Challenge(Accelerated Climb): Half your normal speed while climbing
  • Attack Specialization (Unarmed): +2 bonus to attack rolls with unarmed attacks
--------------------------------------

----------Powers---------
Darkness Control {Chill Darkness} -Power Rank 3 - Cost 4.5
Extras: Independent, Total Fade
Flaws: Limited(Partial Concealment), Limited(Only 3 times per day), Range(Touch)
Power Feats: Slow Fade 4(30 minutes)
Drawbacks: Power Loss(Must touch an object)

Drain(Strength) {Chill Darkness} -Power Rank 1 - Cost 6
Description: Drains strength when you initially enter the field, but characters take no further damage while in the field unless they leave and reenter it
Extras: Area(Stationary Burst), Reaction(When within radius of darkness effect)
Flaws: Limited(Only those who initially enter the field)
Power Feats: Improved Range 2(20 foot radius)

Damage {Chill Darkness} -Power Rank 1 - Cost 6
Description: You take damage when you initially enter the field, but characters take no further damage while in the field unless they leave and reenter it
Extras: Area(Stationary Burst), Reaction(When within radius of darkness effect)
Flaws: Limited(Only those who initially enter the field)
Power Feats: Improved Range 2(20 foot radius)

Transmit(Shadows) {Shadow Jump} -Power Rank 3 - Cost 1
Flaws: Limited(Can only teleport 30 feet per day and each jump counts at least as a 10 ft increment), Action(Standard)
Power Feats: Change Direction
Drawbacks: Can't perform an action after teleport

Feature(Nourishment) -Power Rank 1 - Cost 1
Description: Damage taken from chill darkness at the end of the chill darkness effect turns into a small nodule that provides nourishment to the Skiurud and can increase the effectiveness of necromacy spells

Super-Senses(Darkvision) -Power Rank 2 - Cost 2

Super-Senses(Low-Light Vision) -Power Rank 1 - Cost 1

Shrinking -Power Rank 8 - Cost 17
Description: Strength -8, Toughness -2, Atk/Def Mod +2, Grapple -8, Stealth +8, Intimidation -4, Reach 0, Carrying Capacity 1/2
Extras: Continuous, Normal Movement
Flaws: Permanent
Power Feats: Innate

--------------Drawbacks-----------------
Disability- Points -4
Description: Mute - Freq DC 5 - Sev DC 10

----------Cost Summary---------
Abilities: 4
Combat: 8
Saves: 4
Skills: 5
Feats: 4
Powers: 38.5
Drawbacks: -4
Total Cost: 59.5
--------------------------------------"

Comments:These are Skiurids. Basically they are evil squirrels from the Plane of Shadow. Obviously there chill darkness ability is there most powerful ability. They attack in groups using this ability to cover an area in darkness. If this does not work they will hide in the shadow. The feature is up to the GM on how it will boost necromancy. Surely any GM out there can find a place for evil squirrels in his or her campaign.
Last edited by scc on Mon Aug 17, 2009 2:04 pm, edited 1 time in total.
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Postby Thorpacolypse » Tue Oct 21, 2008 4:46 am

Khantalas wrote:
Thorpacolypse wrote:But perhaps there is time for Raiden or Snake to make a cameo in an upcoming storyline...? 8)


Yes, please.

And maybe even a fight between Snake and someone else.

By the way, I'm still waiting for the Kane cameo you mentioned. Or did I miss it?


I think Snake might get into something. And I still need to think about that Kane cameo. He's just too cool not to throw in somewhere!
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Postby Thorpacolypse » Thu Oct 23, 2008 6:35 pm

Finally ending my almost 2 week forced sabbatical, the J-Mart management is back! We've only got a build or two tonight, but this weekend we'll back in full swing. Check out this J-Mart Favorite on Aisle 2.

Image
Betsy Braddock? Never heard of her...

CYBLADE
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Acrobatics 7 (+11) [Acrobatic Bluff], Bluff 4 (+7), Climb (+2), Computers 5 (+7), Concentration (+2), Diplomacy 4 (+7), Disable Device 5 (+7), Disguise (+3), Escape Artist (+4), Gather Info 5 (+8], Handle Animal (+3), Intimidate (+3), Knowledge [Tactics] 6 (+8], Medicine 5 (+7), Notice 8 (+10), Search (+2), Sense Motive 8 (+10) [Assessment], Stealth 6 (+10), Survival (+2), Swim (+2)

FEATS: Acrobatic Bluff, All-out Attack, Assessment, Attack Specialization (1) [Sword], Attack Specialization (1) [Unarmed], Benefit (1) [Wealth], Diehard, Defensive Roll (3), Dodge Focus (5), Equipment (2), Grappling Finesse, Improved Critical (1) [Unarmed], Improved Initiative (1), Leadership, Power Attack, Takedown Attack (1), Teamwork (1), Uncanny Dodge [Visual]

POWERS:
Immunity (Aging, Flaw: Limited [1pp]) [1]
Cyblades (Corrosion, Array [30pp]) [10] - DC:25:tough
AP: Cyblade Blast (Electromagnetic Blast, Extras: Auto-Fire, Penetrating, Range [Perception], Flaw: Touch Range, Limited [loses 1 rank per range increment past 25ft [1pp]) [10] - DC:25:tough
AP: Cyblade Blast (Electromagnetic Blast, Extras: Auto-Fire, Penetrating, Range [Area Burst], Flaw: Touch Range, Limited [loses 1 rank per range increment past 25ft [1pp]) [10] - DC:25:tough
AP: Cyblade Strike (Electromagnetic Strike, Extras: Auto-Fire, Penetrating [1pp])


EQUIPMENT:
(10ep)

Costume (Protection, Subtle [2ep]) [1]
Sword (5ep) [3] - DC:20:tough
Cell Phone, Commlink, GPS (3ep),

COMBAT: Base Attack +10, Melee +10, Ranged +10, Unarmed +12, Sword +12, Grapple +14 [Unarmed +2, 19-20 Critical (Bruise); Cyblades +10, Auto-Fire (Bruise); Sword +5, 19-20 Critical (Lethal)]; Defense 23 (14 flat-footed); Init +8; Knockback -3 (-2 flat-footed)

SAVES: Toughness +7 (+4 flat-footed), Fortitude +5, Reflex +8, Will +5

DRAWBACKS:

Abilities 32 + Skills 14 (56 ranks) + Feats 25 + Powers 34 + Combat 36 + Saves 9 – Drawbacks 0 = 150 / 150

Comments: I told Tattooedman she was mine!

Finally got around to whipping up Cyblade, one of Top Cow’s Cyberforce stars. She rocks. She’s kind of a ripoff of Psylocke, but instead of having Psionic knives, she has electromagnetic ones. And she's rich and she's a master tactician and martial artist. And of course, she's epically hot. My kind of character.

Let's check her out in action, shall we? 8)

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