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AmericanYeti wrote:Jason Todd
"The world's greatest detective, and you still haven't figured it out? Life's just a game, Batman..."
Str 18 Dex 18 Con 18 Int 14 Wis 14 Cha 12
Skills: Acrobatics+8 (+12), Bluff+8 (+9), Disable Device+4 (+7), Drive+8 (+12), Gather Information+4 (+5), Intimidate+8 (+9), Investigate+10 (+13), Knowledge (Streetwise)+8 (+11), Knowledge (Tactics)+8 (+11), Notice+12 (+14), Sense Motive+6 (+8), Steath+10 (+14)
Feats: Acrobatic Bluff, Agonizing Strike, Ambidexterity, Attack Specialization (Handguns) 2, Benefit (Status [Crime Lord]), Challenges (Mass Intimidate, Vanish), Evasive Retreat, Equipment 4, Follow-up Strike, Master Plan, Martial Artist, Power Attack, Quick Draw, Rage, Takedown Attack, Up the Wall
Muay Thai (Unarmed, 3 pp) All-out Attack, Attack Specialization (Unarmed), Improved Critical (Unarmed) 2, Power Attack, Sneak Attack
Western Boxing (Unarmed, 2 pp) Counterattack, Unarmed Flurry
Equipment: Undercover Vest (4 ep), Cell Phone (1 ep), 1 ep
Base Weapon: Light Pistols (Blast 6, Power Feats: Split Attack) (13 ep)
AP: Kris Knife (Strike 2, Power Feats: Improved Critical, Mighty, Thrown) (1 ep)
Utility Belt (25 ep worth of Equipment) (30 ep)
Combat: Attack+10, Muay Thai+12, Handguns+14, Damage+4, Kris Knife+6, Pistols+6, Pistol+4, Defense 23/16 while flatfooted, Initiative+4, Knockback-5
Saves: Toughness+7, Fort+6, Ref+9, Will+8
Abilities 34 + Skills 26 + Feats 25 + Combat 46 + Saves 13 = 144
Notes: Just having watched the sadly mediocre Under the Red Hood from the DCAU, I decided to update Jason Todd. I did this mainly because the action scenes are absolutely phenomenal and I really wanted to update Jason after watching the furious martial arts. In the movie, when he puts away his guns, he uses a violent, acrobatic style of Muay Thai. Jason likes throwing high-flying kicks and powerful knees, trademarks of Thai boxing. If pressed in a situation where he can't move, he'll switch to Western Boxing. Other than that, he's very good with his guns and very slippery.
Picture Credit: Pochrzas on deviantart (used without permission)
"There are seven working defenses from this position. Four of them kill. Two disarm with minimal contact. The other.... hurts."
Str 20 Dex 20 Con 20 Int 22 Wis 20 Cha 10
Skills: Acrobatics+8 (+13), Bluff+6 (+6), Climb+8 (+13), Computers+6 (+12), Disguise+10 (+10), Drive+8 (+13), Escape Artist+8 (+13), Gather Information+12 (+12), Intimidate+17 (+17), Investigate+16 (+22), Knowledge (Behavioral Sciences)+8 (+14), Knowledge (Business)+6 (+12), Knowledge (Streetwise)+10 (+16), Knowledge (Tactics)+10 (+16), Language 15 (Japanese [fair], Hebrew [poor], Hindi [poor], Japanese [fair], Mandarin [fair], Russian [fair] Spanish [good], Thai [poor], Base: English [Complete]), Notice+14 (+19), Pilot+4 (+9), Search+8 (+14), Sense Motive+8 (+13), Stealth+14 (+19)
Feats: Assessment, Benefit (Wealthy), Combat Reflexes, Defensive Attack, Equipment 5, Evasive Retreat, Hide in Plain Sight, Luck, Martial Artist, Master Detective*, Mobility, Ranged Takedown, Quick Draw, Sneak Attack, Stunning Attack, Takedown Attack, Well-informed
*Like Hunter's Eye but with Investigate
Aikido (Unarmed, 3 pp) Defensive Throw, Improved Pin, Improved Throw, Punishing Throw
Muay Thai (Unarmed, 5 pp) All-out Attack, Dirty Fighting 2, Improved Critical (Unarmed) 2, Improved Grab, Power Attack 2
Ninjitsu (Unarmed, 3 pp) Defensive Attack, Improved Disarm, Sneak Attack 2
The Batcave (Large Size, Toughness+10, Features: Computer, Concealed, Garage, Hangar, Holding Cells, Laboratory, Library, Living Space, Pool, Security System) (13 ep)
The Batmobile (Sports Car with Alarm, Caltrops, Remote Control, Smokescreen) (13 ep)
The Batwing (Huge, Toughness+12, Flight 9 [Normal Speed: 5000 mph], Features: Remote Control) (24 ep)
Batsuit (GPS Receiver, Insulated, Protection 3, Super Senses [Commlink, Detect [Life] 3 [Accurate, Acute, Analytical], Infravision, Low-light Vision], Video Camera, Weapon Bind) (18 ep)
Cape (Extra Long Cape, Fearsome Presence, Flight 1 [Flaws: Gliding]) (4 ep)
Mastercraft Forensics Kit (2 ep)
Handcuffs (1 ep)
Mastercraft Tool kit (2 ep)
Utility Belt (24 ep)
o Batarangs: Boomerangs, Knives, Shuriken
o Blowgun (Paralyze 5, Extras: Alternate Save [Fortitude], Poison, Ranged)
o Bolo Gun (Snare 5, Blast 5 [Extras: Perception, Flaws: Limited [Snared Targets])
o Explosive Batarang (Blast 6, Extras: Explosion)
o Flash Bang Grenade (Audio/Visual Dazzle 5 [Extras: Burst)
o Line Gun (Flight 1 [Flaws: Limited to Scaling Walls]), Snare 8 [Power Feats: Tether], Super-movement [Swinging])
o Powered Knuckles (Strike 4, Power Feats: Mighty) linked to Stun 7
Combat: Attack+13, Damage+5, Powered Knuckles+9, Defense 24/17 while unarmed, Initiative+5, Knockback-4
Saves: Toughness+8/+5 without Armor, Fortitude+8, Ref+10, Will+10
Enemies (Many, especially the Joker and Ra's Al Ghul)
Hatred (The Joker)
Honor (Will absolutely never kill)
Obsession (Fighting Crime)
Responsibility (Gotham City, Robin)
Superiority Complex (And how!)
Abilities 52 + Skills 48 + Feats 33 + Combat 54 + Saves 10 = 197
Notes: Well Batman is a beast. I don't think I'm telling anyone anything they didn't know, but just in case, it bears repeating. Batman is a beast. He's a superb martial artist (which is what I really focused on here, considering the rules I used), but probably beatable with good rolls. His style is all about dishing out a lot of damage quickly, dropping in and using some Ninjitsu and then either goonsweeping with Krav Maga or duking it out with Muay Thai. I took away Aikido because a. I needed more room for feats and b. it just didn't seem quite right for him. Another strong point is obviously his skills. He's good at pretty much everything, but notably good at Investigations (he can take 10 and get clues from 10 days ago), scaring people to death and being really, really sneaky. Probably my favorite part of this build is the batsuit. The Arkham Asylum game had the batsuit playing a pretty big role in his adventures, so I loaded him up with Super Senses, and, of course, Protection. I've playtested him a bit and it really feels like playing out a Batman comic.
EDIT: So, I finally decided that he needed to be PL 12 in terms of skills and feats. He's still a PL 11 combat-wise, though. Added Aikido back in to add some more versatility to his game.
Sand Fox wrote:NOOOOO!
Now I’m the only one holding out! Why, oh, why!
Ahm, now that that’s over, there’s a more pressing matter at hand. Does this mean that you’re going to redo all of your builds before continuing the story, or will you just continue and then redo them for the next one?
Oh, and I got Under the Red Hood Yesterday. I must say, why I agree with you mostly, I’d still give it at least a 7.5 or an 8. It did live up to my expectations and really did stay true to Jason’s character. And the negotiations between Joker and Black Mask were pure win. Though, I do think Joker’s voice was a little off, but then again, I like his voice actor from Batman: the Animated Series.
Sincerely, Sand Fox
Thorpacolypse wrote:Come to the 3E side, Sand Fox...it is...your DES-tiny...
Mark Hammill did the Joker's voice in Batman TAS and a thousand things since, including Arkham Asylum and the upcoming DC Universe Online (by the way, if you haven't seen the trailer, go to YouTube or the DC Universe Online site, it's AWESOME). I'm a bit bummed he's not in the Red Hood, which I plan on picking up tomorrow.
I dig your 3E Logan, Yeti. Hit the high points but kept the PP in check. Nice job.
Sand Fox wrote:NOOOOO!
Now I’m the only one holding out! Why, oh, why!
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