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Saving the world, one d20 roll at a time

Praetorian: *silent whispers*

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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Warpath

Postby Praetorian » Sat Mar 14, 2009 7:19 am

Warpath
Image
You should see what I am like on "Fire-water"!!!

PL: 15
PP: 231


Abilities: STR: 15 (30*); DEX: 14 (25*); CON: 16 (32*); INT: 14; WIS: 15; CHA: 12
*from enhanced traits

Saves: Tough 15; Fort 5; Ref 3; Will 3


ATK: 6
DEF: 6 (5 dodge bonus)
INI: 10


FEATS: Accurate Atk; All-out Atk; Ambidexterity; Atk Focus (3 ranks, Melee); Atk Spcl (1 ranks, Knives); Diehard; Dodge focus (2 ranks); Elusive target; Endurance (2 ranks); Fearless; Improved Grapple; Improved Ini (2 ranks); Improved Pin; Power Atk;
Rage (4 ranks); Ranged Pin; Sneak Atk; Takedown Atk (2 ranks); Track;


POWERS: Enhanced Str (15 ranks)
Enhanced Dex (11 ranks)
Enhanced Con (16 ranks)
Enhnaced Climb (4 ranks)
Super Senses (21 ranks)
-Visual: Extended, Low Light [3]
-Auditory: Extended, Tracking x2, Ultra Hearing, Danger Sense [5]
-Olfactory: Accute, Accurate, Counter-Concealment, Tracking x2 [6]
-Touch: Analytical [1]
-Taste: Analytical [1]
-Extra: Distance, Direction, Tremorsense [5]
Protection (11 ranks; Extras: Impervious) [14]
Immunity (10 ranks: life support, sleep)
Super Str (4 ranks) [8]
Speed (2 ranks, Wall run) [4]
-swim (2 ranks)
Flight (1 ranks, Flaw: Unreliable) [2]
-Leaping (2 ranks)
Adrenal Surge (7 ranks) [4]

Device: Vibranium Knives (5 ranks, easy to loose)
-Absorption: Energy (5 ranks, boost-Toughness, Limited: vibratory and kinetic energies only)
-Strike (7 ranks, Split Atk, Mighty)

Skills: Climb 19; Intimidate 13; Knoledge (tactics) 15; Knowledge (Native American life) 16; Languages 1; Stealth 14; Survival 16; Swim 14


* This is one of my favorite X-men of all time, after Lifeguard and Colossus. James Proudstar is the epitomy of an angry Native American. Warpath is probally better at "what he does best" then Wolverine. Yes, I said it...you heard me. Warpath will hand Wolverine his arse pretty much any day of the week.
Warpath is a better all around tracker then wolverine or sabertooth. The only sense that wolvering MIGHT have better is smell, but it's doubtful.
His sense of smell is so defined, it cuts through concelments effects.
His touch and taste are analytical, ei: he can tell you all the chemicals in a box of sand from the playground.
He can hear higher and lower frenquencies much better then Wolvie.
He also gets Distance, Direction, and Tremorsense

Warpath has also recently exhibited the abilty of running fast enough to run across/ up walls. He also exhibited flight abilities, however, their kinda in flux, and possibally reduced to leaping...bt it's still up in the air...we'll have to wait till after the Messiah Complex is over.

I gave Adrenal Surge to Warpath, because, much like his brother, Warpath has exhibited extra bursts of untold str. It was stated by a few Marvel editors, in the late 90's, that Thunderbird and Warpath will only be surpassed by the Hulk in str. I'm not sure how accurate that is anymore, so I just tossed in Adrenal Surge...hit that up with Rage...and thats a + 17 to his STr SCORE...no the bonus...the SCORE. Adrenal Surge, for those not aware of it, gives a boost to Str and Con, up to it's rank. The Boost is Temp, fading 1 rank per round. not bad for 1pp = 1 rank!!

So, attack wise, he can hit his caps faily easy, and the knives only make it worse.

I stated the knives as they should be, giving them the absorption: energy that Vibranium exhibits. Vibranium, as by definition, absorbs vibratory and kinetic energy and adds it to it's toughness, making the stuff almost impossible to break. Mind you, this is Wakandian Vibranium, not the Savage Land" Anti-metal" Vibranium (yes..there are two different types) Mind you, in the marvel world...pretty much anytime you hit something, kinetic energy is used...so therefuore, the knives are immune to Weapon Breaks and would absorb the impacts of hits, to Warpath cuts through things very much like butter.

There are a few people that would probally argue the level that he is at, but considering that the guy was the leading physical force against the Shiar Empire, and went toe to toe with Gladiator...I think this level will suffice, especially considering that Warpath has greater abilities then what Thunderbird had.
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Wolf

Postby Praetorian » Sat Mar 14, 2009 7:21 am

Wolf
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Wake up the killer inside

PL: 11
PP: 190

Abilities: STR 25; DEX 17; CON 19; INT 16; WIS 18; CHA 12

Saves: Tough 4; Fort 4; Ref 3; Will 4

ATK: 7
DEF: 16
INI: 11

FEATS: Accurate atk; all out atk; Assessment; Atk focus (3 ranks; Melee); Counter atk; Diehard; Dodge focus (2 ranks); Elusive target; Endurance (3 ranks); Evasion (2 ranks); Fearsome Presence (2 ranks); Follow-up; Improves Crit (3 ranks; Energy Blades); Improved Ini (2 ranks); Move-by action; Power Atk; Rage (3 ranks); Seize Ini; Sneak Atk (3 ranks); Takedown Atk (4 ranks);

POWERS: Strike (11 ranks; Extras: Penetrating; Feats: Mighty, Split atk)
-AP: Strike: Energy weave blades (10 ranks; Extras: Penetrating; Feats: Extended Reach, Mighty, Split Atk)
Super senses (8 ranks; Dark vision, detect{Ultra-sapiens}, Dangersense x4{covers mental, hearing, and visual}, Scent)
Leaping (1 rank)
Enhanced Str (12 ranks)
Enhanced Con (7 ranks)
Super Str (2 ranks)
-Adrenal Surge (4 ranks)
Quickness: mental (2 ranks)
Device: Tactical suit (6 ranks, hard to remove)
-Concealment: all senses (10 ranks; Flaws: Passive; Feats: close Range)
-Protection (9 ranks)

Skills: Acrobatics 10; Bluff 8; Intimidate 10; Notice 12; Stealth 10; Survival 10

Back Story: Wolf is an Ultra Sapien who is trained by the goverment to hunt down other Ultra Sapiens. Problem is that Wolf went rouge!! Check out the Top Cow comic Hunter-Killer by Mark Waid and Marc Silvestri for more on this, and other amazing characters....like the little girl that permantly radiates a 50 yard aura of death

**Wolf is the vigilantie/ anti-hero type that we all kinda root for, but are also somewhat amazed by their ruthlessness. He doesn't care about collateral damage or innocents if it means that caring gets him caught by the ppl hunting him down.

Wolf has all the usual animalistic abilities...but then he takes it up a notch with his "energy Weave Blades" (I made the name up, but it fits).
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Wonder Woman

Postby Praetorian » Sat Mar 14, 2009 7:22 am

Wonder Woman
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Don't you wish your girlfriend was hot like me!!

PL: 12
PP: 283

Abilities: STR 33; DEX 28; CON 35; INT 19; WIS 25; CHA 18

Saves: Tough 12 (8 ranks Impervious); Fort 12; Ref 9; Will 7

ATK: 7
DEF: 9
INI: 17

FEATS: Acrobatic Bluff; All out Atk; Animal Empathy; Assessment; Atk Focus (2 ranks; Melee); Attractive (3 ranks); Benefit: Status (3 ranks; Favored of the Gods); Chokehold; Crushing Pin; Defensive Strike; Defensive Roll (2 ranks); Dodge Fous(2 ranks); Endurance (3 ranks); Evasion (1 rank); Fearless; Improved block (2 ranks); Improved Grab; Improved Grapple; Improved Ini (2 ranks); Improved Pin; Interpose; Leadership; Power Atk; Seize Ini; Stunning Atk; Ultimate Save (1 rank; Will)

Powers: Enhanced Str (23 Ranks)
Enhanced Con (25 Ranks)
Enhanced Dex (18 ranks)
Super Str (8 ranks; PF: Counter Punch, Bracing)
Flight (7 ranks)
--AP: Speed (5 ranks)
--AP: Quickness (2 ranks)
Immunity (6 ranks; Aging, all enviromental conditions)
Device: Lasso of Truth (9 ranks; Easy to loose; PF: Unbreakable)
-Snare (13 ranks; Extras: Regenerating; Flaws: Entangle; PF: Reversable, Tether)
-Mind Control (14 ranks; Extras: Conscious; Flaws: Limited{snared targets}, One Command {speak Truth})
Device: Aegis Bracers (6 ranks; Hard to loose; PF: Indestructable)
-Deflect (10 ranks; All rngd Attacks; Extras: Reflection)

Skills: Acrobatics 11; Climb 8; Diplomancy 10; Escape artist 6; Handle Animal 8; Intimidate 10; Knowledge (Arcane Lore) 11; Knowledge (mythology) 13; Knowledge (tactics) 11; Languages (Greek, English, Latin) 3; Pilot 8; Sense Motive 9; Swim 8

Drawbacks: Vulnerable: Magical attacks (Moderate-Uncommon); Powerloss: all powers, sans devices (Magical spells of 15 DC or higher); Weakness: loss of contact with Earth (Moderate-Uncommon: -1 Culmutive penalty{skill checks, saves, attacks, defense)

Back Story: Diana is the Leader of the Themscyra Amazons, a civilization of women warriors hidden away by the gods. She, however, isn't human...she is a magical construct, created by the former Queen of Themscyra, Hippolyta. She was gifted amazing abilities by the Greek Pantheon, and sent out amongst the "World of Man" as Wonder Woman, a female force of justice among mans' world of corruption.
A great leader and gifted combatant, Diana uses her remarkable, physical gifts along with two other gifts from the gods, her magical Lasso of Truth and the impenetrable Aegis Bracers. Both are indestructable items from the gods: the Lasso of Truth compelling anyone within it to tell the truth, and the Aegis Bracers able to deflect any attack, sans mental.

**yeah...you see it right...Diana comes up under Batman in level and points. Why?...again...BATMAN HAS A HALF TON OF EQUIPMENT...and also...he can out wrestle Wonder Woman...he is more of a master fighter then her...though she is nothing to scoff at.

As a magical Construct, Diana is subject to magical attacks, which harm her more then most attacks, and have the ability to actually turn her back into the clay she was formed from, if she fails by too much. They are a critical attack against her.

She is the Favored of the Gods, which gives her a boost to her Diplomancy, something that Diana is very good at, which is why she is the Diplomatic Representative of both Themscyra and the JLA.
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Black Adam 2040

Postby Praetorian » Sat Mar 14, 2009 7:25 am

Black Adam- 2040 A.D.
Image
I will redeem the name of the Avenging Marvel!!!

PL: 10
PP: 172


Abilities: STR 30; DEX 22; CON 30; INT 15; WIS 17; CHA 12


Saves: Tough 10 (impervious); Fort 10; Ref 6; Will 8


ATK: 5 (+5 melee)
DEF: 19
INI: 16


FEATS: All Out Atk; Assessment; Atk Focus (5 ranks, Melee); Chokehold; Eiditic Memory; Fearless; Improved Grab;
Improved Grapple; Improved Ini (1 ranks); Improved pin; Power Atk; Teamwork (2 ranks); Ultimate Save (2 ranks; Toughness, Reflex)


POWERS: Enhanced Str (18 Ranks)
Enhanced Dex (11 Ranks)
Enhanced Con (17 Ranks)
Enhanced Int (5 Ranks)
Enhanced Wis (7 Ranks)
Immunity (16 ranks; Life Support, own Powers, Magic Damage, Critical hits, -suffocation)
Imperv Toughness (10 Ranks)
Flight (8 ranks)
-Superspeed (2 ranks)
Super Str (14 ranks; Flaw: sustained; Feats: Counter Punch, Groundstrike)
Deflect: Energy (3 ranks; Extra: Automatic)


Skills: Bluff 6; Notice 11; Search 8; Survival 7

Drawbacks: Normal ID: Marcus Addams (4 point)
Involuntary Trans: Lightning (3 pnts)

Back Story: Marcus Addams was the average highschool jock with a broken home. He was given up for adoption by his birth parents, and was placed in numerous foster homes till he was 13. He used his frustration as a driving force, determined to become better then what he was given in life. He worked out regularly, made the wrestling team at school, and even became rather well-liked after using his size to intimidate some of the school bullies. He eventually turned his gifts on the wrestling team into gifts in track and field events, excelling at events like the hammer Throw, Discus, Long jump, and 50 meter dash.
Then, everything got turned upside down when his current foster family was found murdered, their bodies placed in some kind of bloody ritualistic positions. What became worse was that Marcus became the prime suspect, simply because of his past of being moved from place to place. He was placed under arrest and spent 4 months in jail, awaiting a "speedy trail". He was assigned a public defender, who agreed with the judge, one Phyllis Bacchus, on everything, but..since it was Marcus' first time in trouble with the law, he was given a bail bond...of $64,000!!!
Marcus never thought he would be able to get out of this, when suddenly, he was told that his bail had been paid and he was free to go. Upon leaving the Jail, he was introduced to his "benefactor", wheel-chair ridden Freddy Freeman, editor in chief of the local newspaper. He said that he was simply here to full-fill a favor, and that Marcus's true benefactor wished to see him. He asked Marcus to step into the back of an awaiting limo. Marcus entered the limo, and was immeadiatly transported into a large cave, where he was standing before the figure of Captian Marvel himself!!.

Marvel told Marcus that he was the newest chosen champion of magic, as Marvel himself was getting too old to maintain the magicaly balance AND take an active role in the fighting. He said that, while Freeman himself had once taken on the mantel of champion, after the death of Mary Marvel at the hands of Sabbac, he just didn't have the right attitude. Also, it was in Marcus' blood to be the next champion, as his maternal grandfather had once born the powers of the champion, even if he didn't use them as they were supposed to be. He asked Marcus if he would accept the mantle as the newest champion, and bear it with proper standing.
Marcus was unsure, still angry over the murder of his family. Marvel said that anger is good, as long as it is used in the right course...something his grandfather had tried so hard to do and eventually was forced to divert from. Marcus agreed, as long as he was able to bring his family's killers to justice. Marvel agreed, revealing that his foster parents were killed in a ritual to hopefully turn Marcus into the Champion of Dark forces, Sabbac!!. Marvel granted the powers of the Marvel Line to Marcus Addam's, giving him the name and much of the power that his grandfather had...as BLACK ADAM!!!!

*I really do love this character, and while he can be used as a tank, in the game I use him more like a very powerful set of hand-cuffs. He is a grappling monster, able to hold even some of the strongest of the enemies in game in grapples and pins. He works well with the PC character of Powerman my friend uses: I hold the characters in submission and he beats on them.

My Black Adam uses grapples to aid many of his attacks, simpley because it lowers the defense of any character I am holding and makes it so much easier to hit them. I love hitting them, using my Improved Grab to instantly get a grapple oppertunity, grapple them with one hand, then pummel my opponent. choking an opponent out is another favorite tactic. All the other characters in the game have a ranged atk, which my Black Adam doesn't have...unless you count picking up a chunk of wall, opponent, etc..and tossing them at villians.

I also gave my Black Adam an ability boost when he is in the presence of other magic users. This means that his STR, CON, Dex..all of that, goes up by 5 ranks when he is close to other magic users in the game...which the GM only uses about 1 out of 5 gaming sessions average. It does give me that little "oomph" against characters like Sabbac, Wonder Woman, even Captian Marvel (we had to fight an evil captian Marvel robot who had a magical powersource...which gave me a boost).

He doesn't use the word Shazam to transform. He is still on a "trial" basis as the Champion, and because of his family's bloodline, Captian Marvel grants the power of Black Adam to Marcus when he needs it, though if Marcus is struck by lightning, he changes back to his normal form, and has no way to call back the power by his-self (something I am so happy my GM hasn't used against me yet...might fix that later).

Also, you will notice that I took the suffocation out of Life support...you can choke out my Black Adam (if you can win a grapple against him...fat chance), and he isn't good in space, underwater, etc..because while he can hold his breath decently, he can't breathe in space, underwater, etc like ALL THE OTHER PLAYERS IN THE GAME. The guys laugh about it, but I think it adds a good bit of character development to him.

:arrow: Edit- Feb. 04, 2008: More points reshuffling...somehow the math came out really ackward, and I'm not sure why...but I want to keep the character consistant with what I am currently RP'ing with.

Took out the Attractive feat....haven't been using it. Lowered his ATK to 5, giving me 2 pp's back, and raised his ATK focus on melee by one...simple trade, because the only ranged thing that this BA does is toss chunks of whatever at opponents...I play him as a super strong grappler!!.

UPDATE: FATE OF BA 2040!!!

So...to put some things into play, I would like to first let everyone know that in the DC-based MM 2ed game I was playing on Sundays, my GM found a nifty way to end the current "story arc" by adding a nice twist at the end.

We were playing a story arc in a "Batman Beyond" setting where all the JLA were slowly being replaced with robots that acted and performed EXACTLY like the real ppl, including weakness's, biology, etc.

Well...Black Adam 2040 had to go up against a robot of himself...and I thought I had defeated him, but I was seperated from the group for a couple minutes (NEVER SPLIT THE GROUP!!! WHEN WILL I EVER LEARN)
and at the end of the story arc, the GM reveals that I AM the Robot duplicate, and I now have to fight my team-mates.

Well...you've all seen Black Adam 2040....he's a grappling BEAST...so I get a surprise round on my nearest teammate...and boom...grappled.

My grapple check alone, without rolling a die, is higher then what he can get even by rolling a natural 20....I just beat him out in grapples.

Well...one of the other players, who is playing a buffed up PL 11 Power Boy (Power Man) character, has a Father Box....opens a boom tube, and slams into both our characters, sending everyone into space.

Though I would be fine, as a robot, because I have no Con score as a robot....nope...cuz the GM said that the Robots have all the EXACT weakness's that the real characters have...so I still can't breath in space.

I ask what happened to the REAL me...and he says the robot broke my neck when I was fighting him...Damn!!!

So yes...currently...this Black Adam is dead...but I got a plan...I plan on asking the GM if I can be Ressurrected by "Billy" (we use Captian Marvel as an NPC guide for my character..and he is the guardian of magic as well) or maybe the Egyptian gods that give me my power!....we'll see how that goes in the next Story arc...whenever that is, as we are taking a break to advance our D&D characters and finish that game before 4.0 comes out....
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Daredevil-Symbiote Costume

Postby Praetorian » Sat Mar 14, 2009 7:26 am

Daredevil - Symbiote Costume
Image
The Devil can see now....Justice is no longer blind.....just cold

PL: 11
PP: 153

Abilities: STR 25; DEX 28; CON 25; INT 16; WIS 17; CHA 14

Saves: Tough 7 (*13/*6 Imperv); Fort 7; Ref 9; Will 3

ATK: 8
DEF: 17
INI: 9

FEATS:Acrobatic Bluff; Assessment; Defensive Atk; Dodge Focus (5 ranks); Elusive Target; Equipment (3 ranks); Evasion; Fearless;
Grappling Finesse; Power Atk; Rage (3 ranks); Sneak Atk; Stunning Atk; Toughness (2 ranks)

POWERS: Supersenses (22 ranks)
-Hearing: Extended x 2, Penetrates concealment, Ultra Hearing
-Touch: Analytical, rapid, range
-taste: analytical
-smell: analytical, tracking x2, scent
-Other: Distance Sense, Radar, Dangersense (radar), Uncanny dodge (Radar)

Gestalt: Symbiote (6 ranks; Extras: Sentient*; Drawbacks: Involuntary Trans: sonic attacks) [16]
-Enhanced Str (8 ranks)
-Enhanced Dex (8 ranks)
-Enhanced Con (8 ranks)
-Leaping (2 ranks)
-Protection (6 ranks; Impervious)
-Immunity (18 ranks; Life Support {minus disease}, mental effects)
-Morph (4 ranks, Other humanoids)
-Concealment (6 ranks; Flaws: blending)
-Super str (2 ranks)
-Supersenses (10 ranks; True Sense (radar)
-Strike: knuckle spikes (5 ranks; Feats: Mighty)

Skills: Acrobatics 13; Bluff 10; Climb 12; Disguise 12; Knowledge (Criminal Law) 16; Profession (lawyer) 16; Stealth 13; Survival 12

Equipment:Billy Clubs (12ep)
-Blast (2 ranks; Feat: Mighty, Split Attack, Subtle)
-Super-Movement (Swinging)

Drawbacks: Weakness (fire: 2pp), weakness (sonic: 3pp)

Back Story: Matt Murdock, the blind lawyer of Hells Kitchen, is also the costumed superhero known as Daredevil, defender of the weak, the physical manifestation of "blind justice". At least he was the manifestation of "blind justice" till he was joined by a living entity known as a symbiote. It enhanced many of his already profound abilities, as well as giving him incrediable durability. Matt Murdock is still Daredevil, but the devil is no longer "blind justice"...more like "cold vengance".

**well...I've known about the artwork for sometime now...and I thought it would be a really neat character, but I didn't want the symbiote to allready have read Spiderman's DNA. I wanted a "blank slate"...a fresh symbiote.

The only thing I really did unique this time, from everyone else, is I gave the Symbiote an extra I am calling Sentient.

Sentient is a +2 extra for Gestalt that allows one half of the gestalt to opperate normally even if the other half is unable too...it's kinda like working a puppet at that point, though unable to take both a move action and a standard action within the same turn...only one or the other.

Another thing I did somewhat unique is that the gestalt amplifies DD's radar sense, with True Sense. With True Sense, I took True Sight, removed the visual part of it, and applied the mechanics to another sense, in this form, Radar. His radar bypass's concealment, illusions, etc now...and is really kinda handy, but not overly powerful.
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Stateside-A Green Lantern

Postby Praetorian » Sat Mar 14, 2009 7:30 am

What If?: Stateside--A Green LanternImage
I'm the sheriff in this sector of space, and I like things nice and quite

PL: 13
PP: 199

Abilities: STR 34; DEX 16; CON 31; INT 17 WIS 16; CHA 17

Saves: Tough 12 (+7 Impervious); Fort 10; Ref 6; Will 10

ATK: 10 (Melee: 12 Rngd: 14)
DEF: 8 (dodge: 6 )
INI: 11

FEATS: Accurate Atk; All-out Atk; Atk Focus (2 ranks, Melee); Atk Focus (4 rank, Rngd); Benefit: Diplomatic Immunity (1 rank); Benefit: Security Clearance (3 ranks); Contacts; Dodge Focus (3 ranks); Improved Grab; Improved Grapple; Improved Ini (2 ranks); Improved Pin; Inspire; Move-by Action; Power Atk; Stunning Atk; Ultimate Effort: Save (3 ranks)

POWERS: Enhanced Str (29 ranks)
Enhanced Con (25 ranks)
Cosmic Energy Control (16 ranks, Extras: Move; Flaws: Fatigue)
-Flight (7 ranks)
-Mind Shield (6 ranks)
-Create Object (10 ranks, Extras: Movable)
--Blast (10 ranks; Extra: Affects Incorporeal)
--Telekinesis (12 ranks)
--Snare (12 ranks)
-Force Field (7 ranks; Extras: Impervious, Linked: Life Support) + Life Support (9 ranks, Extras: Linked: Forcefield)
Super Senses (11 ranks)
--Visual (Extended Vision, Dark vision, Ultravision)
--Auditory (Extended hearing, Ultrahearing)
--Other (Time Sense, Precognition, Cosmic Awareness)

Skills: Climb 18; Diplomancy 20; Knowledge (military tactics) 22; knowledge (world politics) 21; Notice 18; Pilot 18; Search 18; Survival 19

Drawbacks: Weakness: Color Yellow (-3); Vulnerable: Magnetism (-2); Prejudice: Arabic (-3)

Back Story: Colonel Jack Meiyers has always been stand up officer in the U.S. Military. He served his country as the best he could, both on the front lines and back on the home front. He is a good patriot, a good husband, and a good father. All of those qualities in his character are the major factors in his descision to become the superhero Stateside.
When the disaster of 911 hit, Col Meiyers, serving a position as a Drill Instructor at Fort Bragg, lost his family, who was flying out from NY to see him.
When he was notified of the plane crash, Col. Meiyers, 47: battle-hardened veteran, celebrated soldier, all around great American, became Col. Jack Meiyers, husband to the late Wendy Meiyers, and husband to both Daniel and Patricia Meiyers, his 13 year old twins. His American Dream shattered, Col. Meiyers had insult placed upon injury when he recieved a letter denying him a place among the troops that were going across seas. He was under orders to stay stateside.
After 3 years of watching every soldier under his eyes, Col. Jack Meiyers recieved another letter, stating that he was picked for a special goverment operation, Project: Sparta. He was very quick to accept, and after much testing, Meiyers proved that his 48 yearo old body was just as fit as it was 20 years ago. He was then subjected to the genetic splicing drug known as Spartian. After weeks of careful doses, Col. Jack Meiyers became Stateside, a powerfulhouse that combined strength, durability, and enhanced senses with genetically produced Psionics.
What happened next is probally one of the most unprecidented things to ever happen. The crash of an alien vessel took the life of U.S. Air Force Captain Hal Jordan. Stateside, able to detect the odd alien lifeform, rushed to the crash site. There, he was confronted by dying alien Abin Sur, who revealed to stateside the existance of the Green Lantern Corps, a galactic peace-keeping brigade. With his last breathe, Abin sur choose Stateside as his successor!.
What Abin Sur would never know is that, due to the nature of Stateside's genetically enhanced psionics, the Green Lantern ring was absorbed into Stateside's being, merging the hero with the powers of Oa.
With new powers fused with his some old ones, Stateside doesn't just roam the planet, he roams his area of the galaxy, making sure that it's safe from terrorists and other un-savory characters.

**WOW...here is one hell of a rip-off concept: Superman, meet Captian America. Cap, meet Supes. Cap, Supes, meet Hal Jorden, Green Latern. Guys, meet The Character Squasher. Everyone, we now present Stateside...as a GREEN LANTERN!!!.
it's all very crazy. His Psionics get replaced with Cosmic Energy control, as well as moved up on the action scale and fatigue added. While he doesn't need to recharge the "Green Lantern" powers, it does make him tired using it constantly.
His protection gets changed to a forcefield with lifesupport (I think this is actually more correct for the GL anyway...I never see them fly into space without a green glow...hence forcefield.)
His post cog gets switched to pre-cog...planetary awareness changed to cosmic...his Str and Con get taken down a bit, in fact...i took it 5 below...that means if you were to COMPLETELY nullify everything on him...his STR is 5...no...I'm serious...just like his con would be 6...yeah...crazy way to de-power the guy huh?
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Iron America

Postby Praetorian » Sat Mar 14, 2009 7:32 am

What If? - Tony Stark becomes Capt. America
Image
He was the best of us....now I take up the mantle in his absence

PL: 15
PP: 227

Abilities: STR 14 (+10); DEX 15 (+10); CON 14; INT 17 WIS 16; CHA 16

Saves: Tough 2 (+12 Impervious); Fort 2; Ref 2; Will 3

ATK: 12 (melee:12 rngd: 15)
DEF: 8 (Dodge: 4)
INI: 10

FEATS: Accurate Atk; All Out Atk; Atk Focus (3 ranks, Rngd); Attractive (2 ranks); Benefit (12 ranks; Atl ID:1 ranks;
Status: 5 ranks, Wealth: 6 ranks); Contacts; Elusive Target; Improved Aim; Improved Block; Improved Ini (2 ranks); Inspire; Leadership;
Inventor; Move-by action; Power Atk; Ranged Pin; Stunning Atk; Takedown Atk; Throwing Mastery (4 ranks); Well informed

POWERS:
Device: Iron American Extermis Armor (19 ranks, hard to loose)
-Protection (12 ranks, impervious)
-Shield (12 ranks)
--Blast (8 ranks; Flaws: Catchable; Feats: Richocet x3, Split Atk)
--Deflect (3 ranks; Extras: Reflection, Redirection)
-Enhanced Abilities (20 ranks; STR-10, Dex-10)
-Super Senses (6 ranks; Radio, Trackingx2; Infravision; Darkvision)
-Leaping (3 ranks)
-Life Support (9 ranks)
-Datalink (3 ranks)
-Sensory Shield (5 ranks, all senses)

Skills: Computers 24; Concentration 19; Disable Device 23; Gather Information 18; Knowledge (technology) 24; Knowledge (business) 23;
Stealth 17; Survival 19

Drawbacks: Disability: Alchohalism (-2)

Back Story: After the fall of his once very good friend, Tony Stark decides that the ends didn't justify the means...not like this.
Building a specialized suit of armor that combined traits of his Iron Man persona with the "still human" presence that Steve Rogers
brought to his role as Captain America, Tony Stark has stepped forward to "pick up the slack and fill the shoes" left behind by a man
that just wasn't an Icon of his country, but a good friend as well.

*ok...so really, the only thing to explain is the blast coming off the shield. As you can see in the design, the artist choose to make two "semi-shields" instead of a single shield. I am writing this as shields, and throwing weapons, replacing the repulsor blast that Iron Man is known for. They have good richocet and split atk...their only problem is that they are catchable (I know several villians that have caught Cap's shield). My only regret with the build is that I wasn't able to put Homing on the blast.

I put in the drawback of alchohalism in, even though i know Tony probally hardly drinks..but it's an on-going battel for everyone else..so it's gonan be for him too!!!
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Tifa Lockhart

Postby Praetorian » Sat Mar 14, 2009 7:34 am

Tifa Lockhart
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Lets get ready to Rummmmbbbbllleeee!!!!!

PL:9
PP:118

Abilities: STR 14; DEX 17; CON 15; INT 14; WIS 15; CHA 13

Saves: Tough 4 (+2 from outfit); Fort 3; Ref 5; Will 3

ATK: 6 (unarmed: 8)
DEF: 13 (Dodge bonus: 4)
INI: 7

FEATS: Acrobatic Bluff; All out atk; Assessment; Atk Spcl (1 ranks; Unarmed); Attractive (1 rank); Connected; Defensive Roll (1 rank); Defensive Strike*; Defensive Throw*; Dodge Focus (3 ranks); Equipment (1 rank); Fast Overrun; Grappling Finesse; Improved Block (1 rank); Improved Crit (5 ranks; Meteor Strike x2, Beat Rush x1, Somersault Kick x1, Dolphin Blow x1), Improved Defense (1 rank); Improved Grab; Improved Grapple; Improved Ini (1 rank); Instant Up; Move-by Action; Power Atk; Prone Fighting; Seize Ini; Stunning atk; Takedown Atk (2 ranks); Tough (2 ranks); Ultimate Save (2 ranks; Ref)

POWERS: Beat Rush*+ (2 ranks; Extras: Autofire; Feats: Mighty, Richocet x3) [23]
-AP: Somersault Kick+ (6 ranks; Feats: Mighty, Unbalancing Strike*; Tradeoffs: Atk-3/ damage +3)
-AP: Water Kick+ (6 ranks; Feats: Mighty, Sweeping Strike*; Tradeoffs: atk +2/ damage -2)
-AP: Meteor Strike+ (5 ranks; Extras: Autofire x2; Flaws: Grapple required; Feats: Mighty)
-AP: Dolphin Blow+ (8 ranks; Feats: Mighty, Penetrating)

Skills: Acrobatics 9; Concentration 7; Notice 7; Sense Motive 9

Equipment: Sap Gloves (2 EP; +1 atk DC)
Leather Outfit (2 EP; Protection 2)

Back Story: Tifa is gentle and kind at heart, but once provoked, she becomes a lethal weapon. Once a childhood friend of Cloud, Tifa is a proud member of AVALANCHE and bar hostess at 7th Heaven in Sector 7.
In the Advent Children storyline, it's been a few years after the defeat of Sephiroth, and both Tifa and Cloud are together in a package delivery service. Tifa has a fight scene against Loz, one of the 3 villians. It really shows off her limit breaks quite well, as she uses most of her basic limit breaks.


** OK...before we go any further with the hand to hand combat beast that is Tifa Lockhart, lets get something of a character key going

" * " -comes from another source, in this case, " * " is referance to MaMA.
" + " -trade-off involved. I'm gonna try to incorperate the Atk vs/ Save trade-offs when it comes to Martial Characters.

ok...so...to cover her moves first. I gave her Beat Rush as her standard atk. As I based this build more off Advent Children than anything else, I think it fits. Beat Rush is built a little special than other atks. As you can see, it has Richocet x3 in her power feats, and I know what your thinking: "ummm...Godfallen....Strikes that aren't thrown can't be richocet'd." well...this is a particular case. Beat Rush is Tifa's first Limit Break. It's actions include Tifa charging an opponent, and then beating the snot out of them with mutliple hits. In Advent Children, there are a couple parts in the fight with Loz that she is bouncing from a wall, to a pillar, and then towards Loz, who she is hitting each time. Thats where the Richocet x3 comes in.
I based Beat Rush off the Optiona Combat ability of Extra Attack in MaMa. With Extra Attack, you pay 5pp per rank, and receive a number of attacks equal to the ranks of Extra Attack +1. The attacks are done at full melee ATK bonus, so with this, her beat rush is basically her hitting her target 3 times with her full 10 base attack. The target would get a Toughness save against each atk. Of course, Tifa can add all out atk and Power atk to this manuever.

Her Somersault kick has Unbalancing strike as a Feat. Unbalancing Strike can be found in the Feats Section of MaMa. It allows you to set an opponent off balance with a stike, effectively taking away their dodge bonus. Her trade off with Somersault kick is atk -3/ damage +3. It's harder for her to hit an opponent with it, but when it does connect, it hurts more, specially when she LOVES to couple it with Power Atk.

Her Water Kick is a on the different part of the spectrum from her Somersault Kick. I gave her Sweeping strike as a feat, which is a little tricky. When using it, you split your damage bonus between the atk and a free, unarmed trip attempt. Unlike her actual Water Kick, this does no elemental damage, it's just straight fighting. As you notice, this also has Mighty as a feat, so I would hit them with Somersault kick to remove their dodge bonus, then hit them with Water kick, which has a tradeoff of atk +2/ damage -2, for the trip attempt.

Meteor Strike is the real fun one. After grappling her opponent, Tifa leaps into the air and throws her opponent to the ground with immense force. This attack is all about power. Autofire provides some extra power in getting past defences, in this case, a maximuim bonus of +10. Meteor strike has a tradeoff of atk -2/ damage +2. Couple that with her Improved Grab and Power Atk Feats, and Tifa will take you to heaven and back....warning..the trip back...not very pleasent.

Dolphin Blow doesn't come with the water geyser and the dolphin, but it does come with Mighty and Penetrating, making it a hell of an atk that will knock some opponents senseless. Well...we're gonna up that a notch, because Dolphin Blow, being an uppercut, is gonna come in with the tradeoffs of atk-3 / damage +3.

Since all her atks are Unarmed, everything is coming in at her atk of 8, so she is hitting at max capacity as much as she can. She really puts the "combat" into "combat beast"

It's not that hard to HIT Tifa, but she is going to use Acrobatic Bluff and her Ulitmate Ref Saves as much as she really needs to, and while her toughness isn't anything to be awed at, if she makes her defense, she gets a +4 atk bonus to her next strike.
She is also not one for holding back in a fight, so expect the All out atk/ Power atk combo with pretty much all of her moves. She uses her Dex bonus instead of her str bonus in grappling, thanks to Grappling Finesse
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Bane

Postby Praetorian » Sat Mar 14, 2009 10:09 am

Bane
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Whatcha gonna do, Batman, when Bane-o-mania comes after you!!!

PL: 10
PP: 125

Abilities: STR 21; DEX 14; CON 16; INT 19; WIS 17; CHA 15

Saves: Tough 6; Fort 4; Ref 3; Will 4

ATK: 8
DEF: 6
INI: 6

FEATS: All out Atk; Assessment; Atk Focus (2 ranks; Melee); Atk Specl (1 rank; Grapple); Chokehold; Crushing Pin; Defensive Roll (2 ranks); Eiditic Memory; Fearsome Presence (2 ranks); Improved Crit (2 ranks; Crushing Pin); Improved Grab; Improved Grapple; improved Ini (1 rank); Improved Pin; Master Plan; Power Atk; Takedown Atk (1 rank); Toughness (3 ranks)

POWERS: Device: Venom Induction System (6 ranks; Easy to Loose)
-Enhanced Str (10 ranks)
-Super Str (6 ranks)
-Growth (2 ranks)

Skills: Escape Artist 7; Gather Info 9; Intimidate 10; Knowledge (tactics) 11; Languages 3; Notice 7; Survival 9

Back Story: Bane was doomed to be a criminal, being born in a South American prison and forced to serve his fathers' sentance of life. Growing up in the prison system taught Bane two things: Survival of the Fittiest and that Knowledge is Power. He quickly took to both, committing his first murder at the age of 8, but it wasn't until he grew older that the prison officials started to really look in his direction.
With his knowledge and physical power, Bane soon became something of a "king" within the prisons...and thats when the prison officials noticed and decided that Bane was going to be the next subject of the Venom project.
Venom was a drug being developed to grant a subject immense physical strength, beyond that of even an olympic level athlete...but all the subjects that have been used have died from its mind-altering effects and vile nature. Bane, however, was an exception...he survived...and escaped.
Bane's next stop was Gotham, to take on the figure known as Batman. Using his immense tactical knowledge, he wore down Batman, and then broke his back, gaining notoriety across the globe. However, he made an error...he never finished through...he broke the bat...but he never but the bat down forever.
Bane was defeated by Jean-Paul Valley, the substitute Batman initiated while he was recovering.
After his defeat, Bane spent most of his time, traveling the world in search of his true father...King Snake.

**Honestly...I think DC took an amazing idea for a character...and after Knightfall watered it down into crap. I am really sorry to see Bane used to badly as he has been after that series. He made a decent appearance in No Man's Land, but after that...he's been kind of a pansy, and simple mis-managed. He doesn't ahve that much in the way of skills beyond his tactical knowledge and fighting abilities. He is a grapple specialist, which makes the best use of his strength, both on and off Venom.

I made the device easy to losoe, because I can't count how many times, in the TAS, books, and even in the movie, that those damn hoses have been cut or pulled out...thats kinda "easy to loose" without the powerloss drawback...which can't be applied to Device's anyway.

He's got a nice atk, a decent defense...and even without the Venom drug, he has olympic level strength

now...if he can only get a writer that will use him properly.
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Batgirl (C. Cain)

Postby Praetorian » Sat Mar 14, 2009 10:14 am

Batgirl
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Silence is golden...or in my case...black and painful

PL: 11
PP: 146

Abilities: STR 19; DEX 22; CON 20; INT 19; WIS 15; CHA 9

Saves: Tough 5; Fort 5; Ref 6; Will 2
*=+2 toughness from costume*

ATK: 9
DEF: 7
INI: 14

FEATS: Accurate atk; Assessment; Atk Focus (3 ranks: Melee); Chokehold; Contacts; Counterattack; Defensive atk (4 ranks); Defensive Roll (4 ranks); Defensive Strike; Dodge Bonus (2 ranks); Endurance (1 rank); Equipment (3 ranks); Evasion (1 rank); Fearless; Grappling Finesse; Improved block (2 ranks); Improved Crit (2 ranks; unarmed); Improved Disarm; Improved Grab; Improved Ini (2 ranks); Improved Pin; Improved throw; Improved trip; Instant Up; Power atk; Prone Fighting; Seize Ini; Sneak atk; Stunning atk; Takedown atk (3 ranks);

POWERS: Quickness (2 ranks; Limited: Mental only)

Skills: Acrobatics 12; Concentration 12; Escape Artist 14; Sense Motive 20; Stealth 16; Survival 14

Equipment:
Costume (protection 2, concealment 2 {partial})3
Grappling Gun (supermovement 2 {Swinging})
Utility Belt
Smoke Grenade (4 ep)
Shurikens
Multi-tool
Mini-Torch
Bolo

Drawbacks: Weakness: mind Control through narcotics

Back Story: Cassandra Cain was conceived, born, and raised to be the ultimate human weapon...the perfect fight. The daughter of David Cain, a widely known assassin, and Sandra Wu-San, better known as Lady Shiva, worlds greatest martial artist, Cassandra was born to be the perfect bodyguard for Ras al Ghul. She was trained to read body language like it was her native tongue. Her first assignment happened at the age of 8, when she murdered a bookie. To her, it was something of a game...but something happened when she killed him...his death made her realize that it wasn't a game...and that what she had done, and what her father does, is wrong.
She ran away to Gotham and spent her years on the streets, become an operative for Oracle. She would later recieve the Batgirl costume, and recieve praise from both Batman and former Batgirl, Oracle.
She is, however, a brutal fighter at heart, and evenctually become single-minded towards one goal: challenging Lady Shiva to Mortal combat. However, her ability to read movement was lost due to a psychic re-wringin her mind...and she lost the first battle. Shiva retrained her, and eventually, Cassandra beat her in combat, but spared her life.
She has since been mind controlled twice, once becoming "head" of the League of Assassins, and then as part of Deathstroke's "Titans East" team..which was only created to destroy the Teen Titans.

**Cassandra has to be one of my all time favorite batgirls...maybe because she is much deadlier of a hand-to-hand fighter then any of her "team". She can read body language like it's er natural language...making it where she can predict moves before they happen. To represenst that, I gave her a High Sense motive and a mental quickness of 2...which should bring up her ability to calculate and read body language.

She has less in her utility belt then any other of the bat fmaily, but thats because she doesn't like using any of it unless it's absolutely ness.

I gave her Counter atk and Defnesive Strike from the Masterminds Manuel. Counter Attack lets her make an immediate attack about someoen who misses her, and Defensive Strike will let her add a +4 to her atk bonus when she counterstrikes...making it a deadly combo. Consider that she has an unarmed Improved Crit, and Batgirl is a deadly hand-to-hand combatant.

the funny thing is...that I built each of the "Bat-Family" to a soundtrack...and Cassandra didn't have one...cuz she used to NEVER TALK...lol
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Batman

Postby Praetorian » Sat Mar 14, 2009 10:17 am

Batman
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Tell everyone. All the punks, junkies, gunsels, enforcers... all the wise guys, leg-breakers, muscle boys... tell them they're finished. Tell them the streets belong to the Batman.

PL: 13
PP: 332

Abilities: STR 21; DEX 21; CON 18; INT 19; WIS 23; CHA 16

Saves1: Tough 6; Fort 4; Ref 5; Will 7
*=+3 Toughness save from costume

ATK: 7
DEF: 7
INI: 9

FEATS: Accurate atk; Acrobatic Bluff; All OUt Atk; Assessment; Atk Focus (3 ranks; Melee); Atk Specl (1 rank; Unarmed); Benefit: Status (6 ranks; Head of Wayne Enterprises{as Bruce Wayne}); Benefit: Wealth (6 ranks; Multi-Billionare{as Bruce Wayne}); Chokehold; Contacts; Connected; Defensive atk; Defensive Roll (2 ranks); Diehard; Dodge Focus (2 ranks); Elusive Target; Endurance (2 ranks); Equipment (43 ranks); Evasion (1 rank); Fearsome Presence (2 ranks); Improved Block (1 rank); Improved Crit (1 ranks; batarangs); Improved Disarm; Improved Grab; Improved Ini (1 rank); Improved Pin; Improved throw; Instant Up; Inventor; Masterplan; Power atk; Prone Fighting; Ranged Pin; Second Chance (2 ranks; Mind controlled); Skill Mastery (1 rank; Bluff. Disguise, Intimidate, Investigate); Sneak Atk; Stunning Atk; Takedown Atk (3 ranks); Throwing mastery (2 ranks); Toughness (2 ranks); Ultimate Save: Will (1 rank); Uncanny Dodge: Visual (1 rank); Weapon Bind; Well Informed

POWERS: Device: Batman Costume (10 ranks, Hard to loose) 40
-Concealment: Visual (2 ranks; Flaws: Passive)
-Protection (3 ranks; Extras: Impervious; Flaws: Ablative)4
-Super Str (4 ranks) 8 PP
-Supersenses (4 ranks; Darkvision, Radio, Infravision)
-Supermovement (1 ranks; Slowfall; Flaws: Partial) 1
-Sensory Shield (4 ranks; 2 pnt type)
-Blast: Electrical (10 ranks: Extras: Aura; Flaws: Touch Rng, Unreliable {charges}) 10
-Strike (3 ranks; Mighty)
-Immunity (6 ranks; heat, electrical Damage; Flaws: Limited)
-Enhanced Feat: Fearsome Presence (3 ranks)

Skills: Acrobatics 14; Bluff 17; Computers 14; Concentration 14; Craft (chemical) 15; Craft (Electronic) 15; Craft (mechanical) 15; Disable Device 12; Disguise 17; Drive 12; Escape Artist 14; Gather Info 16; Intimidate 17; Investigate 16; Knowledge (Criminology) 14; knowledge (Earth Science) 8; Knowledge (Life Science) 8; Knowledge (Physical Science) 8; knowledge (Streetwise) 14; knowledge (Tactics) 13; Language 7; Notice 15; Pilot 14; Search 16; Sense Motive 14; Stealth 16; Survival 13

Equipment: (195 EP used, 20 EP used for various other devices Batman MIGHT have on occasion)
Utility Belt
Tear Gas (18 EP)
Grapple Line (Supermovement 2{Swinging})
Smoke Bomb
Flash Bang
Shuriken
Camera
Stun Gun
Commlink
PDA
D.A. Recorder
V. Camera
Handcuffs
Multi-tool
Mini-torch
Mini-Tracer
Gas Mask
Re-breather

Batcave: 24 EP
Size: huge; Toughness: 20
Features: Communications, Computer,
Concealed, Defense System, Docks,
Garage, Hangar, Holding Cells, Isolated,
Laboratory, Library, Power System,
Security System

Batmobile:
Sports Car Template: add +3 to Speed and Str.
Features:
Caltrops, Navigation System, Oil Slick,
Remote Control, Smokescreen
Powers:
Protection (6 ranks; Ablative)
Blast: Rockets (10 ranks: PF: Extended Range)
-AP: Blast: Ballistics (5 ranks; Penetrating)

Batboat: 34 EP
Submarine Template: Add +4 to Speed, +6 Defense; Lower Size rang to Huge, -30 to STR)
Features:
Navigation System
Powers:
Immunity: Life Support (9 ranks)
Protection (4 ranks; Ablative)
Super Senses: Sonar (4 ranks; Accute, Extended Range)

Batwing: 92 EP
Fighter Jet Template: +2 Speed, +1 Defense
Features:
Navigation System
Powers:
Immunity: Life Support (9 ranks)
Protection (2 ranks; Ablative)
"Stealth Mode" (6 ranks of Concealment: Visual, Auditory, Radar)

Back Story: It's Batman...nuff said

**OMFG...WHY DO YOU NEED SO MUCH STUFF!!!!

this is the MOST I have spent in equipment...and it's insane...so insane that Batman isn't even getting a batcycle...NO BATCYCLE!!!! Why?...cuz he has a 92 EP damn Jet...thats why!!!

Between being a detective...and btw..Batman is a master of disguises and investigation...and a damn good fighter (like I have to tell all of you) Batman gets a LARGE hunk of technology to serve him in his never ending fight against crime....thanks gods he is rich!!!

Also..you will notice...that Batman is the MOST EXPESIVE CHARACTER I have made to date...I checked...Myrmidon and Anubis only hit 303pp MAX..and the bat, because of Equipment, feats, and skills, hits 332....HOLY SCHNICKIES!!!
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Catwoman

Postby Praetorian » Sat Mar 14, 2009 10:19 am

Catwoman
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Careful boys...I scratch!!!

PL:10
PP:147

Abilities: STR 14; DEX 18; CON 14; INT 15; WIS 16; CHA 15

Saves: Tough 4*; Fort 2; Ref 5; Will 3
*=+7 total toughness with Catsuit

ATK: 5
DEF: 3
INI: 8

FEATS: Accurate Atk; Acrobatic Bluff; All Out Atk; Ambidexterity; Assessment; Atk Focus (3 ranks; Melee); Atk Specl (2 ranks, Whips); Attractive (3 ranks); Connected; Defensive Roll (2 ranks); Diehard; Dodge Focus (3 ranks); Endurance (1 rank); Equipment (3 ranks); Grappling Finesse; Improved Crit: Whip (2 ranks); Improved Disarm; Improved Grab; Improved Ini (1 rank); Improved Trip; Improvised Tools; Instant Up; Move-by Action; Prone Fighting; Redirect; Second Chance (2 ranks: Falling); Skill Mastery (1 Rank: Acrobatics, Disable Device, Sleight of Hand, Stealth); Sneak Atk; Stunning Atk; Toughness (2 ranks); Ultimate Effort (1 rank; Reflex); Uncanny Dodge (2 ranks; Sight & hearing); Weapon Bind

POWERS: Device: Whip (4 Ranks; Easy to loose) 12pp
-Snare (5 ranks; Flaws: Entagle; Feats: Tether, Reversible) 10
--AP: Strike (4 ranks; Feats: Extended Range)
--AP: Super Movement (1 ranks; Swinging)
--AP: Trip (5 ranks)
Device: Catseye Goggles (2 ranks; Hard to loose) 8pp
-Darkvision (2 ranks)
--AP: Infravision (1 rank)
--AP: Sensory Sheild (2 ranks; Visual)
--AP: Ultravision (1 rank)

Skills: Acrobatics 11; Bluff 7; Climb 9; Concentration 9; Disable Device 9; Escape Artist 9; Gather Information 5; Investigate 5; Knowledge (art) 7; Knowledge (Current Events) 6; Knowledge (History) 7; Knowledge (streetwise) 6; Notice 7; Search 7; Sleight-of-Hand 9; Stealth 11;

Equipment (15 EP total, 7 EP free for various things)
Leather Catsuit (+3 Toughness, Stealth +5)
Cat Claws (Strike {2 ranks-Mighty}, Super Movement {1 rank, Wall-crawling})
Multi-Tool

Back Story: Sultry, cunning, and....flexiable Selina Kyle is the world famous, high class thief known as Catwoman. Dressed in a skin-tight outfit mimicking a cat, Selina has traveled the world "acquiring" things for the highest bidder, or just because a particular piece captured her fancy.
Her high profile career has caused her to run afoul of the Batman several times in her past, until she decided that her on-again, off again relationship with Gothams' Dark Knight made her switch sides.
No longer the worlds more notorious theif, she is the leather clad vixen that stands by the Batman in his fight against the corrupt hands that reach out for Gothams' soul.

**Selina Kyle has been one of my FAVORITE dream girls in all of comicdom. I'm a rock n roll/ Metal fan...and she's a hot chick in black leather and a whip....guess where we can make the association right?

anyway, I did what I could to best fill out the CURRENT Selina Kyle and her more complex outfit. It wasn't easy, as her new costume has several things that get put together to form the NEW catwoman costume. Along with her leather jumpsuit and cat claws, Selina is now sporting her trendy new Catseye Goggles, which give her a decent range of visual choices: UV vision, Darkvision, and Infra-red Vision, as well as sheilding her eyes from Dazzle-style effects.

It wouldn't be Catwoman without her multi-talented Whip and Acrobatic prowess. She is, after all, an olypmic level gymnist, much like Batman...though personally I think she surpasses him in the acrobatic department.

I thought that the Penguin was a Feat monkey...but Selina beats him out very solidly...and she has a wider array of skills to pull from...she just doesn't have the flock of connections that Oswald has...but thats why I love the "origional" set of Batman villians....everyone was dangerous in their own way...not half the new guys are copy cats of some of the traits of the older set.
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Postby Libra » Sat Mar 14, 2009 10:21 am

Keep up the excellent and astonishingly prolific work Praetorian! :D
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The Great White Shark

Postby Praetorian » Sat Mar 14, 2009 10:30 am

Great White
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I made this empire by the skin of my teeth...literally.

PL: 7
PP: 82

Abilities: STR 12; DEX 14; CON 13; INT 19; WIS 23; CHA 15

Saves: Tough 1; Fort 3; Ref 2; Will 6

ATK: 3
DEF: 4
INI: 2

FEATS: Atk focus (1 rank; melee); Atk specl (1 rank; Shark Bite); Connected; Contacts; Leadership; Masterplan; Minions (4 ranks); Well-informed

POWERS: Immunity (1 rank; Frostbite)
Strike (4 ranks; Flaws: Grapple Required)

Skills: Diplomancy 10; Gather Info 9; Intimidate 9; Knowledge (business) 11; Knowledge (streetwise) 11; Notice 7; Sense Motive 7

Drawbacks: Disfigured (lack of lips, ears, hair, eyelids, nose. Pale skin)

Minions: *depending on situation, use Criminal Template {for running favors, etc} or Thug Tempalte {hired muscle}*

Back Story: Warren white was a crooked investor that ended up locked in Arkham Asylumn...which ultimately made him into the Greate White Shark. He was tortured and abused by the other inmates, until he was locked in a freezer. He ermerged, frostbitten and insane. Due to the Frostbite, Warren's eyelids, hair, lips, ears, and nose were lost, giving him the appearance of a greate white shark. He has since taken the name of Great White Shark, and filed his teeth into points. He has also "bellied up to the bar" and became the leader of a crinimal organization that specializes in "the right job for the right price", but he has yet to leave Arkham. He does this all within it's stone walls...becoming a dangerous predator in a sea of fish.

**I like White because he is kinda unique in the Batman universe: he is a disfigured career criminal with little fighting skills, but large on the brains and know-how. He built and runs a criminal empire from inside Arkham, large enough to put a hit out on Two-face from inside the walls. He is the prime dealer in anything a prisoner within the walls wants: drugs, weapons, food, women....Great White can get it all, even having a few of the guards on his "payroll".

I did give him some fighting skill...and I don't think that your going to have filed teeth and not use then in a fight...so if Warren does get into a fight...he'll most likely come in close and go for the bite. I also gave him Immunity to Frost bite...because I believe that once a body part is frost bitten...it can't be frost bitten again.

He isn't the most dangerous villian...in fact...he is little more then a career criminal...but what he lacks in fighting..he makes up for being a guy that even Penguin goes to to get things done.

ALSO...MILESTONE!!!...Great White is the 21st character conversion that I have done that ISN'T wasn't done by anyone else here on the ATT...until I statted him!!!! seems I kinda ended up specializing in "obscure characters" there for a bit...lol
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Postby Libra » Sat Mar 14, 2009 10:32 am

I'll congratulate you when you get to 25. . . :wink:

(Until then you get a mere 'Well Done.' 8) )
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