Prodigy Duck 3e Builds (Red Ghost, Red Guardian, Red Skull)

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Re: Prodigy Duck 3e Bestiary Builds (Marvels)

Post by prodigyduck » Mon Feb 27, 2012 2:12 am

Woodclaw wrote:
The best point about the Serpent Society: they are only super-villain team that actually cares about their members. Seriously, hwen one is captured the society pays his/herds legal counselor. Which is really great in my opinion.
Perhaps worth a Benefit (Really Good Lawyer)?

Were I going for the traditional Serpent Society, I may do that. But since I have my own thing going on, I'll be holding off on that.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

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Re: Prodigy Duck 3e Bestiary Builds (Marvels, Yrthak)

Post by prodigyduck » Mon Feb 27, 2012 12:33 pm

Image
Gamera! I'm coming for you!

YRTHAK (PL 11)

Strength
7, Stamina 4, Agility 2, Dexterity 0
Fighting 9, Intellect -2, Awareness 2, Presence 0

POWERS
Blindsense:
Enhanced Perception 4 (Limited to Hearing), Senses 3 (Accurate Extended Hearing) – 4 points
Huge Size: Growth 8 (Innate, Permanent; -4 active defenses included) – 17 points
Sonic Blast: Array (20 points)
Sonic Lance: Ranged Damage 10 – 20 points
Explosion: Ranged Burst Area Damage 6 – 1 point
Thick Hide: Protection 8 – 8 points
Wings: Flight 2 (8 mph; Wings) – 2 points

ADVANTAGES
Improved Initiative, Language 0 (Draconic is native), Move-By Action, Ranged Attack 2, Skill Mastery (Perception)

SKILLS
Perception 8 (+10, +14 hearing)

OFFENSE
Initiative
+6
Explosion Area (Ranged, Damage 6)
Sonic Lance +2 (Ranged, Damage 10)
Unarmed +9 (Close, Damage 7)

DEFENSE
Dodge
6, Parry 9, Toughness 12
Fortitude 12, Will 6

POWER POINTS
Abilities 12 + Advantages 5 + Defenses 24 + Powers 52 + Skills 4 = 97 Total

COMPLICATIONS
Disability:
Yrthaks are blind. They have no hands.

:idea: When I first saw the yrthak in the Monster Manual, I immediately thought: "This thing is the Gyaos from Gamera."
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Yrthak)

Post by prodigyduck » Tue Feb 28, 2012 1:09 am

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ANGAR THE SCREAMER (PL 10)
Real Name: David Allen Angar (BC: Danny Masterson)
Occupation: Criminal
Base of Operations: San Francisco
Affiliation: Independent
Height: 5’10”; Weight: 155 lbs.
Eyes: Brown; Hair: Brown

Strength 2, Stamina 3, Agility 3, Dexterity 1
Fighting 2, Intellect 2, Awareness 3, Presence 2

POWERS
Hallucinatory Scream:
Burst Area Affliction 10 (Impaired / Stunned / Incapacitated; Resisted by Will; Concentration, Cumulative, Hearing Sense Dependent, Instant Recovery, Progressive) – 40 points

ADVANTAGES
Great Endurance

SKILLS
Expertise (Popular Culture) 6 (+8), Perception 2 (+5)

OFFENSE
Initiative
+3
Hallucinatory Scream Area (Close, Affliction 10)
Unarmed +2 (Close, Damage 2)

DEFENSE
Dodge
5, Parry 4, Toughness 3
Fortitude 9, Will 5

POWER POINTS
Abilities 36 + Advantages 1 + Defenses 12 + Powers 40 + Skills 4 = 96 Total

COMPLICATIONS
Idealist:
Angar believes in the causes of the hippy movement. He is easily swayed by those who have the same ideals.
Overconfident: So long as his powers are affecting those around him, Angar believes himself to be unbeatable.
Prejudice: Angar is a mutant.
Relationship: Angar is involved with Screaming Mimi.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Yrthak)

Post by prodigyduck » Tue Feb 28, 2012 1:16 am

Image

ANGEL (PL 9)
Real Name
: Warren Kenneth Worthington III (BC: Brad Pitt)
Occupation: Chairman of the board and principal stockholder of Worthington Industries
Base of Operations: San Francisco
Affiliation: X-Men
Height: 6’0”; Weight: 150 lbs.
Eyes: Blue; Hair: Blond

Strength 3, Stamina 3, Agility 6, Dexterity 3
Fighting 4, Intellect 3, Awareness 2, Presence 3

POWERS
Adapted Anatomy:
Protection 6 (Limited to falling damage), Senses 2 (Extended Vision 2) – 5 points
Aerial Maneuverability: Enhanced Advantage 6 (Agile Feint, Evasion 2, Improved Defense, Move-By Action, Set-Up); Limited to while flying – 3 points
Wings: Flight 5 (60 mph; Wings) – 5 points

EQUIPMENT
X-Men Uniform:
Concealment 1 (Technological Mutant-Detectors), Feature 3 (Commlink, Compass, Watch) – 5 points

ADVANTAGES
All-Out Attack, Attractive, Benefit 4 (X-Men Member, Wealth 3 [millionaire]), Defensive Attack, Defensive Roll 3, Equipment 1, Favored Environment (Mid-Air), Great Endurance, Improved Critical (Unarmed), Power Attack, Takedown

SKILLS
Acrobatics 6 (+12), Athletics 2 (+5), Close Combat (Unarmed) 2 (+6), Deception 2 (+5), Expertise (Business) 6 (+9), Insight 2 (+4), Investigation 2 (+5), Perception 6 (+8), Persuasion 6 (+9)

OFFENSE
Initiative
+6
Unarmed +6 (Close, Damage 3/19-20)

DEFENSE
Dodge
12, Parry 6, Toughness 6 / 3* flat-footed
Fortitude 5, Will 4

POWER POINTS
Abilities 54 + Advantages 16 + Defenses 12 + Powers
13 + Skills 17 = 112 Total

COMPLICATIONS
Acceptance:
Warren wants his mutant life to be a part of his normal life.
Enemy: Brotherhood of Mutants, MRD and other anti-mutant groups.
Prejudice: Warren is a mutant.
Secret Identity: Warren keeps his mutant identity and powers a secret from the general populace.

:!: In no way a combat machine, Warren is the ultimate set-up artist. He uses Improved Defense to keep himself out of harm. All the while, he uses Agile Feint and Set Up to fool opponents for some heavy hitter (like Cyclops) to tag the bad guy.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Yrthak, Annihilus)

Post by prodigyduck » Wed Feb 29, 2012 10:22 am

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ANNIHILUS (PL 12)
Real Name
: Annihilus
Occupation: Conqueror
Base of Operations: The Negative Zone
Affiliation: Independent
Height: 5’11”; Weight: 200 lbs.
Eyes: Green; Hair: None

Strength 11, Stamina 11, Agility 4, Dexterity 9
Fighting 9, Intellect 6, Awareness 3, Presence 6

POWERS
Cosmic Control Rod:
68 points; Removable (-14 points)
Cosmic Energy Absorption: Immunity 5 (Aging, Cold, Disease, Heat, Radiation) – 5 points
Cosmic Energy Control: Array (60 points)
Cosmic Matter Manipulation: Ranged Transform Non-Organic Matter into Alternate Form 12 – 60 points
Cosmic Blast: Ranged Damage 12 – 1 point
Cosmic Reflexes: Enhanced Agility 8 – 1 point
Cosmic Strength: Enhanced Strength 1, Enhanced Stamina 1 – 1 point
Interplanetary Flight: Movement 2 (Environmental Adaptation [zero-g], Space Travel) – 4 points

Insectoid Hide: Immunity 4 (High Pressure, Suffocation, Vacuum), Impervious Toughness 9 – 13 points
Wings: Flight 6 (120 mph; Wings) – 6 points

EQUIPMENT
Space Battleship:
Vehicle – 93 points

ADVANTAGES
Benefit 6 (Overlord of the Negative Zone, Wealth 5 [billionaire]), Equipment 19, Startle

SKILLS
Expertise (Negative Zone) 6 (+12), Intimidation 6 (+12), Perception 2 (+5), Technology 6 (+12), Vehicles 6 (+15)

OFFENSE
Initiative
+4
Cosmic Blast +9 (Ranged, Damage 12)
Unarmed +9 (Close, Damage 12)

DEFENSE
Dodge
6, Parry 11, Toughness 11 (Impervious 9)
Fortitude 13, Will 9

POWER POINTS
Abilities 118 + Advantages 26 + Defenses 12 + Powers 77 + Skills 13 = 246 Total

COMPLICATIONS
Hatred:
Annihilus hates and seeks to destroy all living creatures that do not swear to serve him.
Obsession: Annihilus is driven by two things: a thirst for power and a paranoia of his own death.
Phobia: Annihilus believes everyone is attempting to steal his Cosmic Control Rod.
Weakness: Annihilus loses 1 rank of Stamina per week removed from his Cosmic Control Rod.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Apocalypse)

Post by prodigyduck » Sun Mar 04, 2012 11:42 am

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APOCALYPSE (PL 12)
Real Name:
En Sabah Nur (BC: Kevin Grevioux)
Occupation: Would-be conqueror
Base of Operations: Mobile
Affiliation: Independent
Height: 7’0”; Weight: Variable
Eyes: Red; Hair: Bald

Strength 6, Stamina 6 (12), Agility 3, Dexterity 1
Fighting 4, Intellect 6, Awareness 3, Presence 3

POWERS
Cellular Renewal:
Immortality 11, Immunity 1 (Aging), Regeneration 11 – 23 points
Molecular Rearrangement: Variable 11 (assumed forms; Move Action) – 88 points
Molecular Stability: Enhanced Stamina 6 – 12 points

ADVANTAGES
Benefit 6 (Cipher, Wealth 5 [billionaire]), Chokehold, Fast Grab, Fearless, Improved Grab, Improved Hold, Inspire 1, Inventor, Leadership, Power Attack

SKILLS
Deception 2 (+5), Expertise (History) 6 (+12), Insight 2 (+5), Intimidation 6 (+9), Investigation 2 (+8), Perception 2 (+5), Persuasion 2 (+5), Technology 6 (+12), Treatment 2 (+8), Vehicles 2 (+3)

OFFENSE
Initiative
+3
Unarmed +4 (Close, Damage 6)

DEFENSE
Dodge
5, Parry 6, Toughness 12
Fortitude 14, Will 9

POWER POINTS
Abilities 64 + Advantages 15 + Defenses 12 + Powers 123 + Skills 16 = 230 Total

COMPLICATIONS
Hatred:
Apocalypse despises the weak and seeks to eliminate them from the world, leaving the strong to live and rule.
Infamy: Apocalypse is cruel and vicious. He views fellow mutants as cannon fodder on his path to world domination.
Obsession: Apocalypse seeks nothing less than to rule the world.
Prejudice: Apocalypse is a mutant.
Apocalypse for my Marvel Universe has been a student of Rama-Tut (aka Kang the Conqueror) in the past. He has access to Kang's future technology and style.

Apocalypse's gear looks similar to that from the Stargate movie/series. His Horsemen will wear outfits similar to the Anubis and Horus soldiers.

Currently, however, Apoc is locked up tught; similar to what happened to him in the X-Men Evolution series.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Apocalypse, Zola, Asgard)

Post by prodigyduck » Sun Mar 04, 2012 11:49 am

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ARNIM ZOLA (PL 9)
Real Name
: Arnim Zola (BC: Toby Jones)
Occupation: Geneticist
Base of Operations: Mobile
Affiliation: Nazi Germany, Independent
Height: 5’10”; Weight: 200 lbs.
Eyes: Brown; Hair: None

Strength 7, Stamina 6, Agility 4, Dexterity 2
Fighting 3, Intellect 7, Awareness 3, Presence 3

POWERS
Android Body:
115 points; Removable (-23 points)
Android Armor: Impervious Toughness 4 – 4 points
Android Physique: Enhanced Agility 4, Enhanced Dexterity 2, Enhanced Fighting 3, Enhanced Stamina 6, Enhanced Strength 7 – 44 points
Android Traits: Immunity 10 (Life Support) – 10 points
ESP Box: Array (55 points)
Mind Transfer: Perception Range Affliction 11 (Entranced / Compelled / Transformed [Zola and target switch minds]; Resisted by Will; Continuous, Cumulative, Instant Recovery, Limited to Zola’s bio-servants) – 55 points
Mind Blast: Perception Range Damage 3 (Resisted by Will; Limited to Zola’s bio-servants) – 1 point
Mind Control: Perception Range Affliction 11 (Dazed / Compelled / Controlled; Resisted by Will; Cumulative, Limited to Zola’s bio-servants) – 1 point

ADVANTAGES
Benefit 2 (Wealth 2 [wealthy]), Eidetic Memory, Languages 2 (English, German [Swiss is native])

SKILLS
Expertise (Biochemistry) 6 (+13), Expertise (Robotics) 6 (+13), Perception 2 (+5), Persuasion 2 (+5), Technology 6 (+13), Treatment 2 (+9)

OFFENSE
Initiative
+4
Mind Blast Perception (Ranged, Damage 3)
Mind Control Perception (Ranged, Affliction 11)
Unarmed +3 (Close, Damage 7)

DEFENSE
Dodge
6, Parry 5, Toughness 6 (Impervious 4)
Fortitude 8, Will 9

POWER POINTS
Abilities 26 + Advantages 5 + Defenses 12 + Powers 92 + Skills 12 = 150 Total

COMPLICATIONS
Disability:
Zola is a disembodied brain. He transfers his mind and lifeforce – via an ESP box – from one android body to another.
Obsession: Zola is interested in the creation of new forms of life and the alteration of existing creations, especially if it means giving them interesting powers.
Reputation: Nazi geneticist. Zola is the scientist known throughout history as the pioneer of genetic engineering. All research in the field is based off his innovations.

:idea: Zola is only PL 9 due to the fact that his Mental Powers only work on his own bio-servants. Otherwise, he would be PL 11.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Apocalypse, Zola, Asgard)

Post by prodigyduck » Sun Mar 04, 2012 11:52 am

Image

ASGARDIAN WARRIOR (PL 9)
Strength
6, Stamina 6, Agility 3, Dexterity 1
Fighting 6, Intellect 3, Awareness 3, Presence 4

POWERS
Asgardian Flesh:
Immunity 2 (Aging, Disease), Impervious Toughness 4 – 6 points
Asgardian Strength: Enhanced Strength 4 (Limited to lifting; lifting Strength 10, 25 tons) – 4 points

EQUIPMENT
Armor:
Protection 3 – 3 points
Melee Weapon: Strength-Based Damage 3 (Improved Critical) – 3 points

ADVANTAGES
Equipment 2

SKILLS
Expertise (Asgard) 4 (+7), Perception 2 (+5)

OFFENSE
Initiative
+3
Sword +6 (Close, Damage 9/19-20)
Unarmed +6 (Close, Damage 6)

DEFENSE
Dodge
5, Parry 8, Toughness 9 (Impervious 4)
Fortitude 10, Will 5

POWER POINTS
Abilities 64 + Advantages 2 + Defenses 10 + Powers 10 + Skills 3 = 89 Total
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Apocalypse, Zola, Asgard)

Post by Thorpacolypse » Sun Mar 04, 2012 9:18 pm

Man, those are some seriously tough minions there...I wouldn't want Odin to send a swarm of those at my characters. :shock:
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Re: Prodigy Duck 3e Bestiary Builds (Apocalypse, Zola, Asgard)

Post by prodigyduck » Mon Mar 05, 2012 10:49 am

Thorpacolypse wrote:Man, those are some seriously tough minions there...I wouldn't want Odin to send a swarm of those at my characters. :shock:
I agree. The Asgardians are pretty harsh. But sometimes you need tough minions to make a battle really interesting. ;)
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Asp)

Post by prodigyduck » Mon Mar 05, 2012 10:04 pm

Image

ASP (PL 8]
Real Name
: Cleopatra Nefertiti (BC: Patricia Velasquez)
Occupation: Criminal, exotic dancer
Base of Operations: Serpent Citadel
Affiliation: Serpent Society
Height: 5’9”; Weight: 115 lbs.
Eyes: Brown; Hair: Black

Strength 2, Stamina 2, Agility 6, Dexterity 3
Fighting 3, Intellect 2, Awareness 4, Presence 2

POWERS
Venom Bolt:
Array (24 points)
Venom Bolt: Ranged Affliction 6 (Dazed and Impaired / Prone and Stunned / Incapacitated and Paralyzed; Resisted by Fortitude; Cumulative, Extra Condition) – 24 points
Neural Delays: Affliction 1 (Fatigued / Exhausted; Resisted by Fortitude; Cumulative, Limited to Two Degrees, Progressive, Subtle), Linked to Weaken Dexterity 1 (Progressive, Subtle) – 1 point

ADVANTAGES
Agile Feint, Animal Affinity, Benefit 1 (Wealth 1 [well-off]), Defensive Roll 2, Language 1 (English [Arabic is native]), Ranged Attack 3, Set-Up, Teamwork

SKILLS
Acrobatics 6 (+12), Athletics 2 (+4), Deception 6 (+8), Expertise (Dancing) 6 (+8), Insight 2 (+6), Perception 2 (+6), Persuasion 6 (+8), Stealth 2 (+8)

OFFENSE
Initiative
+6
Unarmed +3 (Close, Damage 2)
Venom Bolt +6 (Ranged, Affliction 6)

DEFENSE
Dodge
12, Parry 5, Toughness 4 / 2 flat-footed
Fortitude 4, Will 6

POWER POINTS
Abilities 52 + Advantages 11 + Defenses 12 + Powers 25 + Skills 16 = 116 Total

COMPLICATIONS
Motivation:
Greed.
Power Loss: Asp’s venom bolts lose one rank per use. She can recharge her powers to full-strength by resting for 30 minutes or engaging in any physical activity that increases her heart rate and metabolism for 10 minutes (such as dancing).
Prejudice: Asp is a mutant. She is also an exotic dancer.
Relationship: Cleo is close friends with Black Mamba and Diamondback.
:!: Asp is one of the humans in the Serpent Society. "Why is a race secretly devoted to eradicating humans taking humans into their team" you ask?

For one thing, the Lemureans know they can't do it on their own. They will gather several human allies to help them find the Serpent Crown; using the Serpent Society as a cover for their true activies.

Secondly, I was noticing something when last watching Star Wars. HUmanoid women are considered attractive, even to the wierd alien races. Think about how much Jabba the Hutt kept Oola and Leia close to him. I have carried this ideaology into my Marvel game; where the Lemureans -- despite hating humans -- still seek to sate their wicked lusts upon human women.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Atlanteans)

Post by prodigyduck » Wed Mar 07, 2012 1:05 am

Image

ATLANTEANS (PL 7)
Strength
6, Stamina 6, Agility 3, Dexterity 1
Fighting 3, Intellect 3, Awareness 3, Presence 4

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, High Pressure), Movement 1 (Environmental Adaptation [underwater]) – 5 points
Atlantean Senses: Senses 1 (Ultra-Vision) – 1 point
Hyper-Swimming: Enhanced Athletics (Limited to Swimming), Swimming 6 (30 mph) – 8 points

SKILLS
Athletics 0 (+6, +14 swimming), Expertise (Atlantis) 4 (+7), Perception 2 (+5)

OFFENSE
Initiative
+3
Unarmed +3 (Close, Damage 6)

DEFENSE
Dodge
5, Parry 5, Toughness 6
Fortitude 8, Will 5

POWER POINTS
Abilities 58 + Advantages 0 + Defenses 8 + Powers 14 + Skills 3 = 83 Total

COMPLICATIONS
Honor:
Atlanteans are generally loyal to their tribe or city.
Prejudice: Atlanteans are slightly hostile towards distant tribesmen of Homo Mermanus, and have extreme xenophobia towards surface dwellers.
Water-Breather: Atlanteans require water to live. If removed from water, they begin to suffocate.
Ancient Atlantis was an artificial continent built by the Celestials when they visited Earth in the distant past. The Atlanteans served the Celestials as shepherds of humanity. Following the departure of the Celestials, the Atlanteans fell into a long-lasting war with the Serpent Men of Lemuria.

The war was fought primarily in the North American continent; which lay directly between the two nations. The Atlanteans used the technology of the Celestials to create powerful weapons. The Lemurians specialized in creating powerful war-beasts (Kaiju) created using the Terrigen Mists.

The Lemurians eventually created a powerful artifact known as the Serpent Crown. This device was given power by the patron of the Serpent Men: the demonic Elder God Set. The Serpent Crown was given to the leader of Lemuria, Naga, to use against the Atlanteans. Fearing the power of the Crown, the Atlanteans leveled every ounce of power they had at Lemuria.

The resulting explosions caused both Atlantis and Lemuria to sink into the oceans. The inhabitants of Atlantis were spared drowning as the Terrigen Mist stores under their continent washed over the landscape as it sank. The inhabitants were mutanted by the mists, transforming into water-breathing creatures now known as Homo Mermanus.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Attuma)

Post by prodigyduck » Wed Mar 07, 2012 1:10 am

Image
SAY IT! You know you want to...

ATTUMA (PL 10)
Real Name:
Attuma (BC: Arnold Schwarzenegger)
Occupation: Barbarian warlord
Base of Operations: Atlantis Ocean
Affiliation: Barbarians of Skarka
Height: 6’8”; Weight: 410 lbs.
Eyes: Brown; Hair: Black

Strength 8, Stamina 7, Agility 3, Dexterity 1
Fighting 7, Intellect 2, Awareness 2, Presence 3

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, High Pressure), Movement 1 (Environmental Adaptation [underwater]) – 5 points
Atlanteans Senses: Senses 1 (Ultra-Vision) – 1 point
Hyper-Swimming: Enhanced Athletics (Limited to Swimming), Swimming 6 (30 mph) – 8 points
Super-Strength: Enhanced Strength 3 (Limited to lifting; lifting Str 11, 50 tons) – 3 points

EQUIPMENT
Sword:
Strength-Based Damage 3 (Improved Critical) – 4 points
Warlord Armor: Protection 3 – 3 points

ADVANTAGES
Close Attack 2, Benefit 3 (Warlord of Skarka, Wealth 2 [wealthy]), Equipment 2, Favored Environment (Underwater), Great Endurance, Leadership

SKILLS
Athletics 0 (+8, +16 swimming), Expertise (Atlantis) 6 (+8), Intimidation 6 (+9), Perception 2 (+4), Persuasion 2 (+5)

OFFENSE
Initiative
+3
Sword +9 (Close, Damage 11/19-20)
Unarmed +9 (Close, Damage 8]

DEFENSE
Dodge
5, Parry 9, Toughness 10
Fortitude 13, Will 4

POWER POINTS
Abilities 66 + Advantages 10 + Defenses 12 + Powers 17 + Skills 8 = 113 Total

COMPLICATIONS
Enemy:
Namor.
Obsession: Attuma believes he is prophesized to conquer and rule Atlantis.
Prejudice: Attuma is an Atlantean, possessing blue skin and gills. His appearance is fearsome to surface-dwellers. He holds xenophobic views towards surface-dwellers.
Water-Breather: Attuma requires water to live. If removed from water, he begins to suffocate.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Atlanteans, Attuma)

Post by Gothenem » Thu Mar 08, 2012 4:26 pm

It's not Attuma!!! :lol: :D :D :D :D :lol:

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Re: Prodigy Duck 3e Bestiary Builds (Aurora)

Post by prodigyduck » Thu Mar 08, 2012 4:29 pm

Image

AURORA (PL 9)
Real Name:
Jeanne-Marie Beaubier (BC: Jane March)
Occupation: School Teacher
Base of Operations: Lavelle, Quebec, Canada
Affiliation: Alpha Flight
Height: 5’11”; Weight: 125 lbs.
Eyes: Blue; Hair: Black

Strength 2, Stamina 4, Agility 4, Dexterity 2
Fighting 4, Intellect 1, Awareness 3, Presence 1

POWERS
Hyper-Flight:
Flight 9 (1,000 mph), Immunity 1 (Friction Heat), Protection 3 – 18 points
Hyper-Speed: Enhanced Improved Initiative 9, Quickness 9, Speed 9 (1,000 mph) – 27 points
Light Generation: Ranged Affliction 11 (Impaired / Disabled / Unaware; Resisted by Fortitude; Cumulative, Limited to Visual Senses) – 22 points
Non-Detection: Concealment 1 (Mutant-Detection Powers; Innate, Permanent) – 3 points
Super-Speed Effects: Array (27 points)
Speed Offense: Burst Area Damage 9 (Selective) – 27 points
Speed Defense: Enhanced Advantage 2 (Evasion 2), Impervious Dodge 9 – 1 point
Faster Than The Eye: Visual Concealment 4 (Linked to Flight or Speed) – 1 point
Rapid Strike: Multiattack Damage 9 – 1 point

EQUIPMENT
Commlink:
Feature 1 – 1 point

ADVANTAGES
Benefit (Alpha Flight Member), Equipment 1, Language 1 (English [French is native]), Ranged Attack 2

SKILLS
Deception 2 (+3), Expertise (Teacher) 6 (+7), Insight 2 (+5), Perception 2 (+5), Persuasion 6 (+7)

OFFENSE
Initiative
+40
Light Generation +4 (Ranged, Affliction 11)
Rapid Strike +4 (Close, Multiattack Damage 9)
Speed Offense Area (Close, Damage 9)
Unarmed +4 (Close, Damage 2)

DEFENSE
Dodge
10, Parry 6, Toughness 7
Fortitude 6, Will 5

POWER POINTS
Abilities 38 + Advantages 5 + Defenses 12 + Powers 100 + Skills 9 = 164 Total

COMPLICATIONS
Multiple Personalities:
Jeanne-Marie is a classic case of multiple personalities. The original persona, Jeanne-Marie, is shy, reclusive, prim, stern, and speaks English with a heavy accent. Her Aurora personality is more aggressive, fun-loving, adventurous, and a passionate exhibitionist. Stress may result in switching personalities.
Power Loss: Jeanne-Marie cannot use Light Generation unless she is holding hands with her brother, Northstar.
Prejudice: Jeanne-Marie is a mutant. Her mutation is evident with silver streaks running through her hair and having slightly-pointed ears.
Relationship: Jeanne-Marie is the twin sister of Jean-Paul Beaubier.
Responsibility: Member of Alpha Flight.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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