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The Yeti's Den (I'm BAAAAAAAAAAACK!)

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Re: The Yeti's Den (Happy (Belated) Halloween!)

Postby AmericanYeti » Wed Nov 11, 2009 10:02 pm

Ra’s Al Ghul
Image
"I am neither a zealot nor a madman. I am a realist at least, and a futurist at best. Some do not agree. Thus, we must use whatever means neccessary to protect and preserve what mankind would pillage and rape. The world will thank us someday."
PL 11
Str 20 Dex 16 Con 22 Int 24 Wis 20 Cha 18
Skills: Acrobatics+8 (+11), Bluff+6 (+10), Climb+4 (+9), Computers+6 (+13), Craft (Chemical)+8 (+15), Diplomacy+4 (+8), Gather Information+6 (+10), Intimidate+6 (+10), Knowledge (History)+10 (+17), Knowledge (Streetwise)+4 (+11), Knowledge (Tactics)+6 (+13), Notice+10 (+15), Sense Motive+8 (+13), Stealth+8 (+11), Survival+6 (+11)
Feats: Benefit (Leader of the League of Shadows), Cunning Fighter, Diehard, Equipment 4, Jack-of-All-Trades, Improved Disarm, Martial Arts, Minion 10 [50 Ninja], Sneak Attack, Stunning Attack, Takedown Attack, Taunt, Veteran Fighter
Fighting Styles:
Escrima (Sword, Unarmed, 6 pp) Accurate Attack 2, Counterattack, Defensive Attack, Dirty Fighting 3, Power Attack
Ninjitsu (Sword, Unarmed, 5 pp) Chokehold, Defensive Throw, Evasion, Hide in Plain Sight, Improved Trick, Unbalancing Strike
Equipment: Sword (5 ep), Undercover Shirt, 27 leftover ep
Alpine Headquarters (Size: Huge, Toughness: +10, Features: Concealed [Buried in the mountains], Gym, Holding Cells, Infirmary, Isolated [On top of a mountain], Laboratory, Lazarus Pit, Library, Living Space, Personnel, Workshop) (15 ep)
Powers:
Comprehend 3 (Read, Speak and Understand Languages) (6 pp)
Immunity 2 (Aging, Disease, Flaws: Source [Requires Lazarus Pit]) (1 pp)
Regeneration 8 (Resurrection 8, Flaws: Source [Lazarus Pit]) (4 pp)
Combat: Attack+12, Damage+5, Sword+8, Defense 24/17 while flatfooted, Initiative+3, Knockback-4
Saves: Toughness+8, Fort+9, Ref+7, Will+10
Drawbacks:
Disability (Madness, after exposure to a Lazarus Pit, Uncommon, Moderate, -2 pp)
Notes: Now Ra’s Al Ghul is a classic villain. Sinister foreign mastermind whose scientific genius has kept him alive for centuries and a legion of ninja backing him up? Sign me right on up. He’s so pulp and it makes me oh so very happy. He’s a more than capable fighter with either a sword or his fists. For his fighting style, I took a lot from Batman Begins. When he’s unarmed, he stays inside his opponent, coming in close and pummeling him. With a sword, he just focuses on solid technique and not making mistakes, because he knows that eventually, his opponent will. He also uses Cunning Fighter and Taunt very well. I didn’t include Ubu in this build because he was killed earlier in the story, but it wouldn’t be too hard to beef up a Legion of Shadows member.
Abilities 60 + Skills 25 + Feats 32 + Powers 11 + Combat 52 + Saves 12 - Drawbacks 2 = 200

Legion of Shadows
PL 6
Str 12 Dex 18 Con 16 Int 10 Wis 14 Cha 8
Skills: Acrobatics+4 (+8), Climb+6 (+7), Escape Artist+4 (+8), Intimidate+6 (+5), Notice+6 (+8), Sleight of Hand+6 (+10), Stealth+8 (+12)
Feats: Dedicated (Ra’s Al Ghul), Dodge Focus 3, Equipment 3, Lionheart
Fighting Styles:
Ninjitsu (Sword, Unarmed, 5 pp) Chokehold, Defensive Throw, Hide in Plain Sight, Improved Disarm, Sneak Attack, Stunning Attack
Equipment: Black Eggs (as Pepper Spray) (AP: Flash-bang Grenade, AP: Shuriken, AP: Sword), Climbing Gear, Urban Camo Gear, 5 ep
Combat: Attack+6, Damage+1, Sword+4, Shuriken+1, Defense 19/13 while flatfooted, Initiative+4, Knockback-1
Saves: Toughness+3, Fort+5, Ref+7, Will+5
Abilities 18 + Skills 10 + Feats 13 + Combat 24 + Saves 8 = 73
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Re: The Yeti's Den (Happy (Belated) Halloween!)

Postby AmericanYeti » Wed Nov 11, 2009 10:07 pm

Omega Red
Image
"One day, I will tear out your flippant tongue."
PL 11
Str 28 Dex 16 Con 24 Int 12 Wis 10 Cha 10
Skills: Intimidate+11 (+11), Knowledge (History)+6 (+7), Knowledge (Streetwise)+8 (+9), Knowledge (Tactics)+10 (+11), Language 3 (English [Good], Base: Russian), Notice+8 (+8), Sense Motive+4 (+4), Stealth+6 (+9)
Feats: Ambidexterity, Connected, Martial Artist, Power Attack 2, Startle
Powers:
Additional Limbs 2 (Extras: Continuous, Flaws: Sustained) (2 tentacles) (2 pp)
Device 2 (Armor, Hard to Lose) (8 pp)
Protection 5 (Extras: Impervious)
Drain Constitution 10 (Extras: Explosion, Poison, Flaws: Sense Dependent [Olfactory]) (20 pp)
Elongation 2 (Flaws: Limited [Tentacles], Power Feats: Chokehold, Crushing Pin, Improved Pin) (5 pp)
Impervious Toughness 4 (4 pp)
Strike 11 (Extras: Concentration, Flaws: Limited [Grappled Targets]) linked to Healing 10 (Flaws: Personal) (21 pp)
Super-strength 3 (6 pp) (Heavy Load: 5 tons, Max Load: 10 tons)
Combat: Attack+11, Damage+9, Life Drain+11, Defense 20/15 while flatfooted, Initiative+3, Knockback-10
Saves: Toughness+12 (Impervious 9), Fort+10, Ref+6, Will+5
Drawbacks: Weakness (Carbonadium Poisoning, Major [-1 to all ability scores], per day, potentially lethal, -3 pp)
Abilities 40 + Skills 14 + Feats 6 + Powers 70 + Combat 42 + Saves 11 - Drawbacks 3 = 180
Notes: Omega Red is a great opponent for Wolverine. Just going punch-to-claw, he’ll probably lose against the Canucklehead but his tentacles and Life Drain attack give him a very good chance. His main advantage is that he can keep a fight at range. Then, if he grapples his target, the fight might as well be over. He’ll keep draining their life and healing himself. His Impervious Toughness is such that he can take repeated blows from Wolverine, but all he needs is one failed Power Attack to cancel that out.
Omega Red has a voracious appetite for killing. Not only does he like it, he needs to drain the life out of somebody everyday or he starts getting weaker.
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Re: The Yeti's Den (Happy (Belated) Halloween!)

Postby AmericanYeti » Mon Nov 16, 2009 7:49 am

The Flash
Image
PL 12
Str 12 Dex 14 Con 14 Int 12 Wis 10 Cha 16
Skills: Bluff+8 (+11), Diplomacy+6 (+9), Investigate+8 (+9), Notice+6 (+7)
Feats: Defensive Strike, Endurance, Equipment, Evasion 2, Move-by Action, Taunt
Powers:
Duplication 12 (Extras: Heroic, Flaws: Feedback, Real, Power Feats: Progression 2 [5 duplicates]) (14 pp)
Enhanced Attack 9 (18 pp)
Enhanced Feats 13 (Dodge Focus 13) (13 pp)
Enhanced Reflex Save 10 (10 pp)
Protection 4 (4 pp)
Super-senses 2 (Vision [Rapid 2]) (2 pp)
Super-speed 10 (Power Feats: Air Control, Autofire Punch, Extraordinary Effort, Gravity Control, Insubstantial, Moving Feint, Power Stunts, Rapid Attack, Sonic Boom [Damaging+Dazzling], Takeaway, Wall Run, Water Run) (Normal Speed: 10,000 mph, Top Speed: 40,000 mph, x2,500 action speed, +40 initiative) (60 pp)
Equipment: Ring (Quick Change), 4 ep
Combat: Attack+14, Damage+1, Super-speed Array+10, Defense 28/12 while flatfooted, Initiative+42
Saves: Toughness+6, Fort+5, Ref+16, Will+5
Drawbacks: Speed Force (Disability [Killed if reduced to unconscious by extra effort], -3 pp)
Abilities 18 + Skills 7 + Feats 7 + Powers 124 + Combat 20 + Saves 12 - Drawbacks 3 = 185
Notes: The Flash is the ultimate one-trick pony. Without his speed, he’s barely better than the average civilian. With his speed, though, he is a very effective contributor to any team. He has a powerful variety of attacks and is nearly impossible to hit. 28 is as high a defense as I’ve ever given out and I can’t see myself giving out anything more in the foreseeable future. What I’m happiest about with this build, however, is his duplication power. I don’t think I’ve seen anyone handle it quite like this, but I was reading some Flash stuff and I noticed that they always show his super-speed by drawing multiple Flashes in the panel. So I thought that that would be a good way to handle that he’s fast enough to effectively be in several places at once. I might take away this power (or at least some of the progression) if it turns out to be hideously broken, but for now, I think it’s a good touch.
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Re: The Yeti's Den (Happy (Belated) Halloween!)

Postby AmericanYeti » Tue Nov 17, 2009 5:42 pm

Captain Atom
Image
Picture Credit: Taclobanon on Deviant Art
"It doesn't matter what any of us thinks. Luthor is the president and what he says goes."
PL 13
Str 42 [14] Dex 12 Con 42 [14] Int 12 Wis 12 Cha 12
Skills: Intimidate+6 (+7), Knowledge (Tactics)+6 (+7), Notice+8 (+9), Pilot+8 (+9)
Feats: Benefit (Security Clearance), Interpose, Lionheart, Martial Artist, Teamwork
Powers:
Blast 16 (Power Feats: Variable Descriptor [Any Sort of Radiation]) (33 pp)
Enhanced Constitution 28 (28 pp)
Enhanced Strength 28 (28 pp)
Flight 5 (10 pp) (Normal Speed: 250 mph, Top Speed: 1000 mph)
Immortality (5 pp)
Immunity 9 (Life Support) (9 pp)
Impervious Toughness 16 (Flaws: Limited [Energy]) (8 pp)
Equipment:
Combat: Attack+10, Damage+16, Blast+16, Defense 20/15 while flatfooted, Initiative+1, Knockback-8/-16 vs. Energy
Saves: Toughness+16 (Impervious 16 vs. Energy), Fort+16, Ref+4, Will+6
Complications:
Accident (If his containment suit is punctured, Captain Atom has seconds before he explodes. Unfortunately for him, the hero point he gets from this is usually spent to increase his Flight by 2 to make sure he gets out of the atmosphere before he goes off.)
Accident (If Captain Atom takes too big an energy attack, he’s sent through the time stream. This is a plot device to me, which is why it’s a complication instead of a flaw)
Abilities 16 + Skills 7 + Feats 5 + Powers 120 + Combat 40 + Saves 9 = 197
Notes: I had a lot of trouble trying to write up Captain Atom. I feel like I tried to get too clever with it, building him as a complicated Alternate Form/Device combo. I wanted it to handle his suit getting punctured and him going nuclear, and it did that perfectly. Unfortunately, everything else was a train wreck, so I decided to go the more straightforward route. Now, Atom is a straight-up Blaster/Flying Brick combo much like Superman. Looking at other builds, it looks like in the comics, his powers come from the suit. Having not read too much with him in it, I’m going off the JLU interpretation, where he is essentially living energy and his suit is only there to contain him.
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Re: The Yeti's Den (Happy (Belated) Halloween!)

Postby AmericanYeti » Tue Nov 17, 2009 5:56 pm

Superman
Image
“I feel like I live in a world made of cardboard…”
PL 14
Str 46 [20] Dex 16 Con 46 [20] Int 18 Wis 14 Cha 22
Skills: Computers+6 (+10), Craft (Chemical)+8 (+12), Craft (Electrical)+10 (+14), Craft (Mechanical)+10 (+14), Diplomacy+8 (+14), Intimidate+4 (+10), Knowledge (Technology)+10 (+14), Language 3 (Kryptonian [Good], Base: English), Medicine+6 (+8), Notice+10 (+12), Sense Motive+9 (+11)
Feats: Accurate Attack 2, Benefit (Status [Superman!]), Equipment 4, Inspire 2, Inventor, Leadership, Lionheart, Luck 3, Martial Artist, Minion 7 (Krypto, Fanatical), Power Attack 2, Rallying Cry, Weapon Break
Equipment:
The Fortress of Solitude (Size: Colossus, Toughness: 15, Features: Communications, Computer, Gym, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Pool, Power System, Security System 2 [DC 25 Strength Check to lift the key], Workshop) (20 ep), 30 ep
Powers:
Boost Luck 4 (Flaws: Requires Pure Yellow Sunlight) (2 pp)
Enhanced Constitution 26 (26 pp)
Enhanced Strength 26 (Power Feats: Freeze Breath, Heat Vision*, Freeze Breath**) (29 pp)
Flight 9 (18 pp) (Normal Speed: 5,000 mph, Top Speed: 20,000 mph)
Impervious Toughness 14 (14 pp)
Super-senses 19 (Hearing [Accurate, Extended 3, Radio, Ultra-Hearing], Vision [Extended 3, Microscopic 3, Rapid], X-ray Vision) (19 pp)
Quickness 6 (6 pp) (x100 action speed)
Super-strength 12 (Heavy Load: 12.5 kilotons, Max Load: 25 kilotons) (24 pp)
*Blast 12 (Power Feats: Accurate, Precise)
**AP: Snare 13 (Extras: Cone, Flaws: Touch Range)
Combat: Attack+10, Heat Vision+12, Damage+18, Heat Vision+13, Defense 20/15 while flatfooted, Initiative+3, Knockback-16
Saves: Toughness+18 (Impervious 14), Fort+18, Ref+8, Will+9
Drawbacks: Power Loss (All-Powers, in presence of Kryptonite, Uncommon, -7 pp), Weakness (Kryptonite, 1 point strength per round, -6 pp), Weakness (Kryptonite, drains ability scores at 1 per minute, potentially lethal, -7 pp)
Abilities 50 + Skills 16 + Feats 35 + Powers 138 + Combat 40 + Saves 12 - Drawbacks 20 = 271
Notes: I like building Superman. Usually, I try to show a bit of restraint but the Man of Steel - as well as his more notable villains - is a great chance to cut loose and show you just how powerful this system really is. And powerful Superman is. He’s the kinda guy who can easily level a city if he’s not careful. Baseline, he’s as strong as a nearly fully enraged Hulk. There are a couple of beings in the universe that are barely more powerful than he is, but he’s so loaded with hero points that it doesn’t matter. And if that isn’t enough, he can take the fight into space, where he gets another FOUR hero points. That’s the sort of power that lets him throw Darkseid through the Source Wall.
Last edited by AmericanYeti on Thu Dec 17, 2009 2:43 pm, edited 1 time in total.
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Re: The Yeti's Den (Happy (Belated) Halloween!)

Postby AmericanYeti » Tue Nov 17, 2009 6:43 pm

Darkseid
Image
"Now let the universe howl in despair for I have returned."
PL 16
Str 46 Dex 14 Con 46 Int 30 Wis 18 Cha 24
Skills: Craft (Mechanical)+8 (+18), Intimidate+10 (+17), Knowledge (Galactic Culture)+12 (+22), Knowledge (Life Sciences)+10 (+22), Knowledge (Physical Sciences)+12 (+22), Knowledge (Tactics)+10 (+20), Notice+12 (+16), Sense Motive+10 (+14)
Feats: Benefit (Status 3 [God-King of Apokolips]), Equipment 6, Fearsome Presence 5, Inventor, Jack-of-all-Trades, Martial Artist, Startle
Powers:
Disintegrate 18 (Flaws: Distracting, Power Feats: Accurate 2, Homing 2 [5 attempts], Indirect 3 [From any angle], Ricochet) (62 pp)
AP: Teleport 20 (Extras: Accurate, Attack, Ranged, Flaws: Distracting) (1 pp)
AP: Transform Anything into Anything 12 (Flaws: Distracting) (1 pp)
Gadgets 5 (Hard to Lose) (35 pp)
o Agony Matrix - Nauseate 7 (Extras: No Save)
Immortality (5 pp)
Impervious Toughness 16 (16 pp)
Super-strength 10 (20 pp) (Heavy Load: 6.4 kilotons, Max Load: 13 kilotons)
Equipment:
Combat: Attack+10, Omega Effect+14, Damage+18, Omega Effect+18, Defense 20/15 while flatfooted, Initiative+2, Knockback-17
Saves: Toughness+18 (Impervious 16), Fort+18, Ref+10, Will+15
Abilities 118 + Skills 21 + Feats 18 + Powers 139 + Combat 40 + Saves 19 = 344
Notes: Darkseid is not a villain for any single foe. He’s a team-wrecking monster, the only character I‘ve ever made who clears 300 points. Punch for punch, he’ll go toe to toe with Superman. His Omega Effect compounds that, as he can destroy just about anything with a couple of blasts. They don’t miss, either. With five attempts to hit at +15, unless you can pull a Batman and throw something in between you and that blast, it will hit. Then, it’s game over for you. He uses his God-King of Apokolips status to get legions and legions of parademons for invasions of planets (as if he couldn’t take them by himself…), then his equipment for a fleet of battleships. Darkseid is the sort of villain used for the finale of a huge arc, not a one-shot villain at all.
Last edited by AmericanYeti on Wed Nov 18, 2009 8:50 am, edited 1 time in total.
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Re: The Yeti's Den (Happy (Belated) Halloween!)

Postby AmericanYeti » Tue Nov 17, 2009 10:19 pm

The Killer
Image
"What the **** have you done lately?"
PL 12
Str 16 Dex 24 Con 16 Int 10 Wis 12 Cha 8
Skills: Acrobatics+10 (+17), Bluff+10 (+9), Concentration+8 (+9), Disable Device+4 (+4), Drive+8 (+15), Escape Artist+6 (+13), Knowledge (History)+6 (+6), Knowledge (Pop Culture)+4 (+4), Notice+8 (+9), Pilot+6 (+13), Sleight of Hand+6 (+7), Sense Motive+8 (+9), Stealth+4 (+11)
Feats: Attack Focus (Ranged) 3, Benefit (Status [Fraternity Member]), Defensive Attack 2, Defensive Roll 2, Equipment 3, Evasion 2, Improved Initiative 2, Improvised Weapons 2, Martial Artist, Move-by Action, Quick Draw 2, Sneak Attack, Taunt, Throwing Mastery 2
Fighting Styles:
Gun Fu (Pistols, Rifles, Shotguns, Submachine Guns, 11 pp) Acrobatic Bluff, Bullet Time 2, Burst Attack (Pistols), Improved Defense, Improved Ranged Disarm, Indirect Shot 3, Pistol Flurry, Precise Shot 2, Ranged Takedown (Pistols), Ricochet Attack, Ultimate Aim
Powers:
Device 1 (Costume, Hard to Lose) (4 pp)
Flight 1 (Normal Speed: 10 mph, Top Speed: 40 mph)
Protection 3
Device 4 (Pistols, Easy to Lose) (12 pp)
Blast 6 (Extras: Autofire, Power Feats: Split Attack, Subtle)
Combat: Attack+13, Ranged+16, Damage+3, Pistols+6, Defense 26/18 while flatfooted, Initiative+15, Knockback-4/-3 while flatfooted
Saves: Toughness+8/+6 while flatfooted, Fort+8, Ref+13, Will+8
Abilities 26 + Skills 22 + Feats 34 + Powers 16 + Combat 58 + Saves 18 = 174
Notes: Wanted was a bit of a mixed bag for me. I liked the idea of it, I really did. Taking corny silver age style villains and making them as evil as their reputations was cool. But Mark Millar laid on WAY too thick. Seriously, there’s a difference between natural speech and vulgarity for its own sake. For a bit of context, I’m an 18 year old senior in high school. One of my favorite books is the Punisher MAX series. I am no stranger to vulgarity, not even in comics. But a villain named F***wit is just dumb. It’s not clever, it serves no purpose. Why is he named that? Because Mark Millar decided that it would be funny to name someone that. It’s childish.
However, Wesley Gibson was really cool in terms of sheer combat ability. His power was killing you. Literally. His superpower was finding a way to make sure that whoever he wanted dead died. So I looked at my Deadshot build, took away all the suave social graces and souped the combat abilities way up. Gibson is a match for entire rooms full of super villains.
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Re: The Yeti's Den (New Run of Builds)

Postby AmericanYeti » Wed Nov 18, 2009 1:49 pm

Firefly
Image
“Trust me, they’re scared.”
PL 8
Str 14 Dex 14 Con 16 Int 16 Wis 10 Cha 10
Skills: Bluff+6 (+6), Computers+4 (+7), Craft (Mechanical)+10 (+13), Disable Device+8 (+11), Knowledge (Pop Culture)+8 (+11), Knowledge (Technology)+10 (+13), Notice+4 (+4), Stealth+6 (+8)
Feats: Acrobatic Bluff, Attack Specialization (Flamethrower), Favored Environment (Airborne) 2, Inventor, Move-by Action, Taunt, Tough 2
Powers:
Device 2 (Costume, Hard to Lose) (8 pp)
Flight 2 (Normal Speed: 25 mph, Top Speed: 100 mph)
Immunity 3 (Airborne Elements, Environmental Heat)
Protection 3
Device 5 (Flamethrower, Easy to Lose) (15 pp)
Strike 8 (Extras: Contagious, Line)
AP: Blast 8 (Extras: Autofire)
Combat: Attack+4, Flamethrower+6, Damage+2, Flamethrower+8, Defense 16/13 while flatfooted, Initiative+2, Knockback-4
Saves: Toughness+8, Fort+7, Ref+6, Will+3
Abilities 20 + Skills 14 + Feats 9 + Powers 23 + Combat 20 + Saves 11 = 97
Notes: Firefly is no match for Batman, but he’s not really supposed to be. He’s supposed to come in and get his butt kicked. Firefly can put up enough of a fight to last for a few rounds if only because of his area attack. Against the other Bat-family members, he can sometimes pull off a victory. With that, he can deal out four damage per round, even on a successful save. When he lifts up off the ground, he’ll strafe targets with the autofire blast and if that doesn’t work, he’ll run.
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Re: The Yeti's Den (New Run of Builds)

Postby AmericanYeti » Wed Nov 18, 2009 4:12 pm

Oracle
Image
“And when their guard is down, let me kick their butts up around their ears.”
PL 8
Str 16 Dex 8 Con 14 Int 22 Wis 16 Cha 14
Skills: Bluff+8 (+10, +14 with Attractive), Computers+13 (+19), Diplomacy+8 (+10, +14 with Attractive), Drive+6 (+5), Gather Information+13 (+15), Intimidate+6 (+8), Investigate+8 (+14), Knowledge (Streetwise)+10 (+16), Knowledge (Tactics)+6 (+12), Knowledge (Technology)+8 (+14), Notice+8 (+11), Search+6 (+12), Sense Motive+8 (+11), Sleight of Hand+6 (+5), Stealth+10 (+9)
Feats: Attractive, Beginner’s Luck, Contacts, Connected, Defensive Roll 2, Eidetic Memory, Equipment 3, Luck, Martial Artist, Master Plan, Online Research, Taunt, Well-informed
Fighting Styles:
Escrima (Club, Unarmed, 5 pp) All-out Attack, Defensive Attack 2, Improved Disarm, Sneak Attack, Stunning Attack
Equipment:
The Clocktower (Size: Large, Toughness: 10, Features: Communications, Computer, Concealed, Defense System, Fire Prevention, Garage, Gym, Hangar, Living Space) (12 ep)
Club (4 ep)
AP: Shuriken (1 ep)
Combat: Attack+10, Damage+3, Club+4, Shuriken+1, Defense 20/15 while flatfooted, Initiative-1, Knockback-2/-1 while flatfooted
Saves: Toughness+4/+2 while flatfooted, Fort+6, Ref+3, Will+8
Complications:
Drawbacks: Disability (Paraplegic, -4 pp)
Abilities 30 + Skills 31 + Feats 20 + Combat 40 + Saves 13 - Drawbacks 4 = 130
Notes: To come later…
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Re: The Yeti's Den (New Run of Builds)

Postby AmericanYeti » Wed Nov 18, 2009 5:56 pm

Black Widow
Image
"Cool as a cucumber, darling."
PL 10
Str 22 [16] Dex 24 [18] Con 22 [16] Int 16 Wis 16 Cha 20
Skills: Acrobatics+8 (+15), Bluff+10 (+15), Computers+6 (+9), Diplomacy+10 (+15), Disguise+6 (+9), Gather Information+6 (+11), Knowledge (Current Events)+4 (+7), Knowledge (Tactics)+8 (+11), Language 12 (English [Good], French [Good], German [Good], Chinese [Good], Base: Russian), Sense Motive+6 (+9), Stealth+10 (+17)
Feats: Acrobatic Bluff, Attack Specialization (Firearms), Beginner’s Luck, Benefit (Security Clearance), Equipment 3, Evasion, Godlike Presence, Improved Initiative, Jack-of-All-Trades, Martial Artist, Master Plan, Move-by Action, Quick Draw, Ultimate Seduction, Uncanny Dodge (Visual)
Fighting Styles:
Karate (Unarmed, 4 pp) All-out Attack, Attack Focus (Melee), Instant Up, Power Attack 2, Stunning Attack, Takedown Attack
Powers:
Device 6 (Costume, Hard to Lose, Power Feats: Restricted 2) (26 pp)
Blast 9
AP: Blast 6 (Extras: Autofire)
AP: Stun 6 (Extras: Ranged)
Concealment 1 (Visual)
Super-movement 2 (Swinging, Wall-crawling 2)
Enhanced Constitution 8 (8 pp)
Enhanced Dexterity 8 (8 pp)
Enhanced Strength 8 (8 pp)
Immunity 1 (Aging) (1 pp)
Leaping 1 (1 pp) (Running Long Jump: 32 feet, Long Jump: 16 feet, High Jump: 8 feet)
Speed 1 (1 pp) (Normal Speed: 10 mph, Top Speed: 40 mph)
Equipment: Assault Rifle, Cell Phone, Commlink
Combat: Attack+11, Firearms+13, Karate+12, Damage+6, Rifle+5, Widow's Bite+9, Defense 24/17 while flatfooted, Initiative+11, Knockback-3
Saves: Toughness+6, Fort+8, Ref+10, Will+8
Abilities 36 + Skills 19 + Feats 21 + Powers 53 + Combat 50 + Saves 10 = 189 pp
Notes: I had no idea that Natasha would be this expensive. She just has no holes in her game. A cross between Captain America and James Bond, Natasha is the perfect super-spy. As a martial artist, she’s about a match for a Black Canary or, on a very good day, Nightwing. What really sets her apart from other spies is her Red Room equivalent of the Super Soldier Serum. With that flowing in her veins, she’s stronger than any “normal” and almost the match of Captain America.
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Re: The Yeti's Den (New Run of Builds)

Postby AmericanYeti » Wed Nov 18, 2009 6:24 pm

Toad
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"Don't you people ever die?"
PL 8
Str 16 Dex 24 Con 16 Int 10 Wis 10 Cha 8
Skills: Acrobatics+8 (+15), Bluff+6 (+5), Disable Device+6 (+6), Knowledge (Streetwise)+6 (+6), Notice+4 (+4), Stealth+6 (+13)
Feats: Acrobatic Bluff, Attack Specialization (Spittle), Improved Charge, Martial Artist, Martial Strike 3, Move-by Action, Set-up, Taunt, Teamwork 2
Powers:
Additional Limbs 2 (Tongue, Prehensile Feet) (2 pp)
Elongation 4 (Flaws: Limited [Tongue], Power Feats: Chokehold, Improved Grab) (4 pp) (25 feet)
Leaping 2 (2 pp) (Running Long Jump: 65 feet, Long Jump: 33 feet, High Jump: 17 feet)
Suffocate 6 (Extras: Ranged) linked to Visual Dazzle 6 (30 pp)
Super-movement 3 (Slither, Wall-crawling 2) (6 pp)
Combat: Attack+8, Spittle+10, Damage+6, Spittle+6, Defense 23/16 while flatfooted, Initiative+7, Knockback-1
Saves: Toughness+3, Fort+5, Ref+10, Will+3
Abilities 24 + Skills 9 + Feats 11 + Powers 44 + Combat 42 + Saves 8 = 138 pp
Notes: Toad is a great team player for the Brotherhood. His damage dealing isn’t fantastic, but his spittle attack can be very dangerous if it connects and if the Brotherhood is leaning on Toad to win their fights, they’ve lost anyway. I gave him Martial Strike because his legs are so strong. I didn’t think it deserved a flat strength bonus, but it‘s still a pretty powerful attack considering the kind of acrobatic scrapper he is. He only hits his unarmed caps when he charges because the jump kick that he can land is definitely his most powerful attack.
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Re: The Yeti's Den (Avengers Assembled Finale Part 1)

Postby AmericanYeti » Thu Nov 19, 2009 3:57 pm

The Top of Stark Towers…

42...43...44...Ms. Marvel watched as the elevator rose. She steeled herself for whatever could possibly come out of the shaft. All she needed was another minute. The elevator was coming up way too fast, though. Then, there was an explosion about fifteen feet over their head. As the doors exploded out of the shaft, she heard the elevator land on the roof above them. The Hulk barreled at her and Iron Fist on all fours, thumping its chest and roaring like an animal.

The Situation
Ms. Marvel and Iron Fist are trying to buy time for Tony to power up the Hulkbuster suit. The suit will power up at 10 rounds or when the two are overpowered, whichever comes first. Iron Man gets three hero points, one for facing his fears and fighting Hulk again, one for the responsibility of causing the invasion and one for fighting his friend Banner.
ROUND 1
Initiative
Iron Fist - 27
Ms. Marvel - 23
Hulk - 5
Iron Fist sets his style to Muay Thai, spends a hero point to activate his Iron Fist Form, moves and Power Attacks Hulk +5/-5. Attack roll 10+14-5=19, hit. Hulk is Impervious (it’s probably not going to go much better from here on out…)
Ms. Marvel flies straight backwards through the window and fires a blast at Hulk. Attack roll 3+12=15, miss.
Hulk All-out Attacks Iron Fist +4/-4. Attack roll 11+6+4=21, miss. He provokes an Attack of Opportunity from Iron Fist. Power Attack +5/-5, Attack roll 15+14-5=24, hit. Hulk is still Impervious.



Iron Fist let loose a wordless battle cry, letting all his chi flow to his right hand as he smashed the Hulk square in the nose. The monster seemed unfazed by the attack but it was definitely angry. Ms. Marvel wanted to keep some distance between herself and the beast. Flying backwards, she fired a volley of energy blasts at the Hulk. It didn’t even notice as it swatted at Iron Fist. Danny flipped backwards over the attack, spinning in the air and landing a swift pair of kicks on the Hulk to no effect.

ROUND 2
Iron Fist throws another +5/-5 Power Attack at Hulk. Attack roll 3+14-5=12, miss. He backs away from Hulk, provoking an attack of opportunity. Attack roll 6+6=12, miss.
Ms. Marvel charges Hulk with a +2/-2 Power Attack. Attack roll 15+12=27, hit. Toughness save DC 27, Hulk is Impervious.
Hulk startles Ms. Marvel. Intimidate 14+15-5=24 vs. Intimidate 12+9=21, she’s flatfooted. He All-out Attacks +4/-4. Attack roll 11+6+4=21, hit. Toughness save DC 29, failed by 5. She’s bruised and stunned. The knock back sends her through a window


Landing like a panther on his feet, Iron Fist jumped again, driving his fist upward into the Hulk’s jaw. For a second, he thought the attack had hurt it, but Hulk recovered quickly and smashed its hands down, shattering the floor. Danny easily rolled backwards away from the crushing attack.

“Any help here would be great!” He yelled back over his shoulder. Ms. Marvel balled her fists and prepared herself, launching herself at the Hulk like a missile. She hit with both fists and didn’t even slow the beast down. It looked at her with what only could be described as contempt and slapped her away like a fly. Ms. Marvel had never felt anything like it - the Hulk’s power was beyond comparison. She tumbled head over heels through a window and began falling the hundreds of feet down to the street.

ROUND 3
Iron Fist moves back into melee range and +5/-5 Power Attacks. Attack roll 3+14-5=12, hit. Hulk is Impervious.
Ms. Marvel is stunned and unable to act.
Hulk tries to startle Iron Fist. Intimidate 20+15-5=30 vs. 12+8=20, Iron Fist is flat footed. Hulk All-out Attacks +4/-4, roll 9+6+4=19, hit. Toughness save DC 29, failed by 15, Iron Fist is unconscious and knocked out of the room.


An animalistic roar shook Ms. Marvel back to her senses. Steadying herself she flew back up to the melee in time to see Iron Fist launched backwards out of the building, showering Ms. Marvel with glass.


ROUND 4
Ms. Marvel tries to catch Iron Fist, Dex check DC 5, success. She flies him up to the roof.
Hulk tries to find Iron Man, DC 20 search check failed.


“Danny!” She yelled as she bolted after him. She positioned herself below his fall and grabbed him.

“Too…strong…” he said before he blacked out. Ms. Marvel flew him back up to the roof, gently putting him down. Then, she steeled herself and lowered down to the opening.


ROUND 5
Ms. Marvel flies to the opening and tries to Dazzle the Hulk. Attack roll 12+12=24, hit. Fort save DC 20, passed. It was a good idea…
Hulk charges Ms. Marvel and All-out Attacks +4/-4. Attack roll 3+6+6=15, miss. He starts to fall.


“Hey stupid,” she said, summoning up all her energy. “Got something for you.” She fired a burst of blinding energy at the Hulk, who blinked several times, but looked straight at her and roared.

“Pretty lady think Hulk stupid? Who looks stupid when Hulk make pretty lady ugly too!” It stamped its feet and charged like a bull. The monster was fearless - but it was reckless too. Ms. Marvel was hovering five feet away from the building, and when she casually dodged the attack, it windmilled its arms repeatedly in the air, trying futilely to get itself back on solid ground.

ROUND 6
Ms. Marvel flies down after Hulk and power attacks +2/-2. Attack roll 20+12-2=30, critical hit! Toughness save DC 32, failed by 3. Hulk is bruised!
Hulk catches himself on the side of the Tower and All-out Attacks Ms. Marvel +4/-4. Attack roll 11+6+4=21, miss.


Ms. Marvel flew down after the Hulk, smashing its face in with an elbow. She pulled back, shocked to see its blood on her arm. Sensing weakness, she closed after it, pummeling its now broken nose with a brutal, merciless series of punches.

Hulk shielded its face and fended off the punch drunk Ms. Marvel. Reaching out, it punched its fist through the building and grabbed hold of a support. He came to a quick stop, raining glass and debris down on the Latverian soldiers in the street below.

ROUND 7
Ms. Marvel flies back up to the top of the tower, provoking an attack of opportunity. Attack roll 13+6+4=23, hit. Toughness save DC 29, failed y 11. Hero point to reroll, failed by 7. She’s bruised and stunned.
Hulk tries to grab Ms. Marvel, All-out Attack +4/-4. Attack roll 16+6+4=26, hit! He wants to deal damage. Toughness save DC 29, failed by 15, she’s unconscious.
ROUND 8
Hulk jumps back up to the Towers.
ROUND 9
Hulk tries to look for Iron Man, failing the DC 20 search check.


Now that the Hulk had its footing back, Ms. Marvel tried to make her escape. Racing upwards, cold fear washed over her as she felt its vice-like hand grab her ankle.

“Now pretty lady not make fun of Hulk! Pretty lady never talk again!” It screamed, almost childish as it whipped her through the window and then through the floor. Ms. Marvel fell down through the floor with a serious concussion, looking up at the monster.

“Give ‘em hell, Tony.” She passed out.

The Hulk leapt up to the top floor of the Tower. It looked around, searching. A faint sound caught its keen ears.

“Charging sequence complete - Hulkbuster online.” Intrigued, the Hulk raised a fist to smash the wall it thought the sound had come from.

A wave of energy washed over it, sending it tumbling backwards.

“Looking for someone?” Said Iron Man as he stepped out of the hole.


***

This fight is far from over, but I had a lot of fun writing that first part. With the couple of updates to my Hulk build, he was way more than a match for Iron Fist and Ms. Marvel. They just couldn't hurt him, no matter how many hits they landed. Tony's Hulkbuster armor is a lot stronger than either of them though, and can definitely check the Hulk. This is going to be a hell of a brawl.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby Thorpacolypse » Thu Nov 19, 2009 5:41 pm

Nice pre-fight...um, fight. :wink: The Hulk vs. Hulkbuster Iron Man should be good.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby AmericanYeti » Thu Nov 19, 2009 10:06 pm

Mongul
Image
"Happy birthday, Kryptonian. I give you Oblivion!"
PL 14
Str 36 Dex 14 Con 42 Int 14 Wis 12 Cha 12
Skills: Bluff+10 (+11), Intimidate+10 (+11), Knowledge (Technology)+8 (+10), Notice+8 (+9), Sense Motive+6 (+7), Stealth+6 (+8)
Feats: Assessment, Attack Focus (Melee) 4, Contacts, Equipment 4, Improved Grapple, Fearsome Presence 3, Martial Artist, Minion 5 (The Black Mercy), Taunt, Well-informed
Powers:
Device 3 (Costume, Hard to Lose) (12 pp)
o Feature 1 Commlink
o Strike 14 (Extras: Line, Flaws: Full-round Action)
Device 17 (Power Rings, Hard to Lose, Power Feats: Restricted [Requires rank 8 Intimidate or higher]) (69 pp)
o Enhanced Feats: Minion 20, Quick Change 2 (22 pp) (Qwardian Power Ring, Fanatical)
o Flight 5 (Power Feats: Perfect Maneuverability) (Normal Speed: 250 mph, Top Speed: 1000 mph) (14 pp)
o Immunity 9 (Life Support) (Extras: Affects Others, Power Feats: Progression 3 [10 others]) (21 pp)
o Variable Power 8 (Multiple Powers of the Electromagnetic Descriptor) (48 pp)
Impervious Toughness 13 (13 pp)
Super-strength 6 (12 pp) (Heavy Load: 420 tons, Max Load: 840 tons)
Combat: Attack+9, Melee+13, Damage+15, Chest Cannon+14, Defense 21/15 while flatfooted, Initiative+2, Knockback-14
Saves: Toughness+15 (Impervious 13), Fort+15, Ref+5, Will+7
Abilities 70 + Skills 12 + Feats 22 + Powers 106 + Combat 40 + Saves 9 = 259 pp
Notes: I have only a little experience with Mongul. I’ve seen him in JLU and a couple of Green Lantern issues. From what I’ve seen, however, he’s a badass. Too strong and tough for wonder woman, and almost too skilled for Superman, he strikes a good balance between them. If he’s fighting a team, which is completely feasible, he’ll sic the Black Mercy on their strongest member and then take his time beating the rest of them into the ground. He’s incredibly cocky, but as strong as he is, he can afford to be. He can also have up to a hundred equipment points of alien tech, at least some of which will go to a spaceship. After that, though…go to town. For more fun, just add a Qwardian Power Ring! I’m not totally sure why they chose him to give a Power Ring to, but he has one and he is fearsome.

Qwardian Power Ring
PL 12
Str - Dex - Con - Int 20 Wis - Cha 6
Skills: Gather Information+16 (+14), Knowledge (Current Events)+12 (+17), Knowledge (Earth Sciences)+6 (+11), Knowledge (History)+10 (+15), Knowledge (Life Sciences)+16 (+21), Knowledge (Streetwise)+16 (+21), Knowledge (Technology)+16 (+21)
Feats: Contacts, Well-informed
Powers:
Audio/Visual Illusion 1 (Flaws: Limited [Environmental Playback]) (2 pp)
Comprehend 3 (Read, Speak and Understand All Languages) (Extras: Affects Others) (9 pp)
Healing 12 (24 pp)
Holographic Communication 9 (Extras: Affects Others, Two-way) (27 pp)
Immunity 60 (Fortitude Effects, Will Effects) (60 pp)
Quickness 6 (Flaws: Mental) (3 pp) (x100 speed)
Space Travel 1 (Extras: Affects Others) (2 pp)
Super-senses 17 (Communication Link [Qwardian Power Battery], Darkvision, Detect [Life] 3 [Accurate, Acute, Radius, Rapid], Sense Will Save [Accurate], X-ray Vision) (Extras: Affects Others) (34 pp)

The Black Mercy
PL 12
Str 2 Dex 10 Con 10 Int 2 Wis 10 Cha -
Feats: Fearsome Presence 4, Lighting Strike
Powers:
Illusion 12 (All Senses, Flaws: Limited [Snared Targets], Touch Range) (12 pp)
Mental Communication 1 (1 pp) (10 feet)
Mimic Any One Save 12 (Flaws: Limited [Toughness]) (12 pp)
Mind Reading 12 (Flaws: Limited [Snared Targets], Touch Range) (6 pp)
Snare 18 (Extras: Engulf) (36 pp)
Combat: Attack+6, Damage-4, Snare+18, Defense 10, Initiative+0, Knockback-1
Saves: Toughness+1, Fort+1, Ref+0, Will+8
Drawbacks: Mute (-1 pp)
Abilities -16 + Feats 5 + Powers 67 + Combat 12 + Saves 8 - Drawbacks 1 = 75
Notes: The black mercy is the nastiest 5 points anyone ever spent. With it, Mongol can completely eliminate one target. And once it’s on, it is staying on.
Last edited by AmericanYeti on Fri Nov 20, 2009 10:50 am, edited 2 times in total.
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Re: The Yeti's Den (Battle for Stark Towers, p2)

Postby AmericanYeti » Thu Nov 19, 2009 10:10 pm

Stilt-Man
Image
PL 8
Str 26 [14] Dex 14 Con 14 Int 16 Wis 10 Cha 10
Skills: Craft (Electrical)+8 (+11), Craft (Mechanical)+8 (+11), Disable Device+6 (+9), Disguise+6 (+6), Knowledge (Streetwise)+4 (+7), Knowledge (Technology)+8 (+11)
Feats: Equipment 3, Inventor, Master Plan
Equipment: Gas Gun (Stun 8 [Extras: Cloud, Ranged, Flaw: Unreliable, Power Feats: Progression [10 uses])
Powers:
Device 11 (Hydraulics Suit, Hard to Lose) (44 pp)
o Elongation 5 (Flaws: Limited [Legs]) (Up to 250 feet)
o Enhanced Strength 12
o Immunity 5 (Snares)
o Protection 8 (Extras: Impervious 5)
o Speed 1 (Normal Speed: 10 mph, Top Speed: 40 mph)
o Strike 2 (Drawbacks: Inaccurate, Power Feats: Mighty) (Battering Ram)
o Stun 5 (Extras: Aura, Concentration)
Combat: Attack+8, Battering Ram+6, Damage+8, Battering Ram+10, Defense 16/13 while flatfooted, Initiative+, Knockback-7
Saves: Toughness+10 (Impervious 5), Fort+5, Ref+4, Will+3
Abilities 18 + Skills 10 + Feats 5 + Powers 44 + Combat 28 + Saves 8 = 113
Notes: And now, for something completely different, Stilt-Man! He’s a total loser. The ultimate jobber. He’s just a dumb idea for a villain, even if he can hold his own pretty well against weaker street level heroes. His gas gun is enough to scare people and he can kick like a mule. Unfortunately, when fighting a pro like Daredevil, his main advantage is that the hero doesn’t want to knock him out - because a fall from that height would kill him. So…yeah. He sucks. Also, if anyone can think of one defining quote for him, I'd love to hear it.
Last edited by AmericanYeti on Mon Nov 23, 2009 3:28 pm, edited 1 time in total.
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