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Gilliam's Builds [2E]

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Re: Gilliam's Builds [2E]

Postby Gilliam » Sun Mar 04, 2012 2:04 am

Okay time for another updated build, this time it is of Nightbird (Original) who is appearing in Master's "Iron Age: Bad Medicine" game on the gaming board.

The main change is an increase in level from PL9 to PL10, I dropped Nightbird's Darkness Control powers as well as turning her into more of a weapon master with some detective skills.

NIGHTBIRD

Image

Real Name: Imogen West
Identity: Secret ID

APPEARANCE
Gender: Female
Age: 27
Size: Medium
Height: 5'4”
Weight: 120 lbs
Hair: Ash Blonde
Eyes: Green

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 14
Max Defense: 12
Max Save DC: 6
Max Toughness: 8

ABILITIES
STR: 14 (+2)
DEX: 18 (+4)
CON: 16 (+3)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 14 (+2)

COMBAT
Attack +8 (Melee +10, Ranged +8, Quarterstaff +14)
Damage: Unarmed +2 (Bruise); Quarterstaff +6*
Defense +12 (+4 flat-footed)
Initiative +8

* Improved Critical 18-20

SAVES

Toughness +8 (+5 flat-footed)
Fortitude +8
Reflex +10
Will +10

SKILLS
Acrobatics 8 (+12); Bluff 8 (+10); Computers 5 (+6); Concentration 5 (+8); Disable Device 8 (+9); Escape Artist 8 (+12); Gather Info 8 (+10); Investigate 9 (+10); Knowledge -Popular Culture 8 (+9); Knowledge -Streetwise 8 (+9); Knowledge -Current Events 6 (+7); Medicine 3 (+6); Notice 8 (+11); Search 8 (+9); Sense Motive 8 (+11); Sleight of Hand 6 (+10); Stealth 8 (+12); Survival 5 (+8)

LANGUAGES
English, Russian

FEATS
Equipment (3 or 15eps); Acrobatic Bluff; All-out Attack; Ambidexterity; Assessment; Attack Focus, Melee (2); Defensive Roll (3); Dodge Focus (3); Diehard; ; Elusive Target; Evasion (1); Improved Critical - Quarterstaff (2 or 18-20); Improved Initiative (1); Power Attack; Grappling Finesse; Redirect; Sneak Attack (1); Takedown Attack (1); Taunt

"Quarterstaff Fighting Style" - {Attack Specialization - Quarterstaff (2 or +4 attack); Defensive Attack; Follow-Up Strike; Improved Trip; Improved Disarm (1); Stunning Attack}

POWERS
Super Senses [3] (Dark Vision, Danger Sense - Visual)

EQUIPMENT
Costume (Toughness +2; subtle) (3eps)
Quarterstaff (Strike 4; Feats Mighty; Split Attack, Subtle (collapsible)) (7eps)
Mobile Phone (1eps)
Misc Items (4eps to spend as needed)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/5 ft

COMPLICATIONS
GUILT - Imogen feels guilty for travelling overseas for so many years and leaving her Mother alone.
RESPONSIBILITY - Imogen wants to make her neighbourhood a better place like the neighbourhood that she grew up in.
FEAR - Imogen is scared of snakes.
IDENTITY - Imogen is very protective of her secret identity as she does not want any harm to happen to her Mother.

SUMMARY
Abilities 30 + Skills 32 (128 ranks) + Feats 35 + Powers 3 + Combat 32 + Saves 18 – Drawbacks 0 = 150 / 150

BACKGROUND
As a child Freedom City was a great place to grow up in and as Imogen tried as many activities as possible and somehow her mother always found a way to allow her daughter to take part in the latest fad. It was at a martial arts camp that Imogen first met Dawn. Dawn was one of a number of overseas instructors brought in to provide training to the students. Although Dawn was a lot older than Imogen they seemed to click and Dawn was soon providing extra one-on-one training with Imogen and pushing her limits.

Finishing school Imogen traveled overseas where she encountered Dawn again and the next couple of years were like a blur as she traveled around Europe and learnt how to use a quarterstaff When she spoke to her Mother Chloe was told that everything was fine.

Enjoying her time in Europe Imogen stayed there continuing her training and she started to provide lessons to young children. Imogen also spent nearly a year working at Dawn's younger brothers Detective Agency in London and to this day still denies that she was infatuated with William Drummond-Clayton. Imogen started off working in the office asking the phone and doing the filing and paperwork but quickly convinced William to let her "pound the beat" with him. Watching and learning Imogen gained a good understanding of detective work and a sense of justice.

After nearly 10 years Imogen decided to return home to Freedom City as she missed her Mother and Europe had lost its shine a long time ago. Returning home Imogen was surprised to discover that things were not fine as her Mother had kept telling her. The neighbourhood had regressed and had no resemblance to her memories. It was overrun with petty criminals, thugs and drug dealers and worst of all her Mother now looked and seemed very old. Wanting to look after her Mother and to make a difference for the local children, Imogen started to offer lessons in a local hall. It was not too long before she was approached by a couple of brutish looking men whom suggested that it would be a good idea for her to give them a share of her earnings. At first refusing, the thugs then threaten to mess up that "pretty little face of hers" and without thinking Imogen grabbed the closest weapon and drove them off.

It was after this encounter that Imogen decided that someone (her) needed to do something to make the neighbourhood safer for everyone. Imogen quickly learnt that the police force could no longer be trusted and that she would need to hide her identity if she wanted to protect everybody.
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Re: Gilliam's Builds [2E]

Postby Gilliam » Sun Mar 04, 2012 2:26 am

And here is a revised version of Stretchy who is appearing in Eddieisbored's "Villains: Shades of Grey" on the gaming board.

There is not a huge amount of difference between the 2 builds but I feel that this version is more well rounded than the original.

STRETCH

Image

"No I do not drink the juice from rubber plants"

Real Name: Joseph Tuivele
Identity: Secret ID

APPEARANCE
Gender: Male
Age: 24
Size: Medium
Height: 5'9”
Weight: 185 lbs
Hair: Black
Eyes: Brown

POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 12
Max Defense: 10
Max Save DC: 8
Max Toughness: 10

ABILITIES
STR: 26 (+8/+3)
DEX: 20 (+5/+0)
CON: 10 (+0)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 10 (+0)

COMBAT
Attack +8 (Melee +8, Ranged +8, Unarmed +12)
Damage: Unarmed +8 (Bruise)
Defense +10 (+3 flat-footed)
Initiative +5

SAVES
Toughness +10* (+10 flat-footed) * +8 Impervious
Fortitude +8
Reflex +10
Will +5

SKILLS
Acrobatics 7 (+12)
Bluff 6 (+6)
Computers 5 (+6)
Concentration 6 (+7)
Disguise 24* (+24) * Includes +20 bonus from Morph
Escape Artist** 10 (+15) ** Includes +8 bonus from elongation
Gather Info 6 (+6)
Knowledge
-Popular Culture 5 (+6)
-Art 4 (+5)
Notice 6 (+7)
Perform
-Comedy 6 (+6)
Search 5 (+6)
Sense Motive 6 (+7)
Sleight of Hand 5 (+10)
Stealth 3 (+8)

FEATS
Attack Specialization - Unarmed (2 or +4 bonus); Move-by Action; Takedown Attack (2); All-out Attack;
Elusive Target; Evasion (2); Power Attack; Grappling Finesse; Dodge Focus (4); Improved Defense (1); Improved Trip; Improved Pin; Improved Grab

POWERS
ARRAY "Rubbery Body" - Elongation [8] (range increments 80'; max 1250')
--- [a] Insubstantial [1]; Super Movement (Water Walking); Swimming [1]
--- [a] Flight [3] (Flaw: Gliding); Immunity (Falling Damage)
--- [a]Morph [4] (Flaw: limited colour)
--- [a] Snare [7] (Feat: Tether) (Flaw: Feedback)
Enhanced Dexterity [10]
Enhanced Strength [10]
Impervious Protection [8]
Protection [2]
ARRAY Super Strength [3] (Heavy 3.7T)
--- [a] Leaping [6]

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 1800 ft/900 ft/450 ft
Flight: 450 ft (50 mph)
Swimming: 220 ft (25 mph)

LIFTING
Light: 1.2 tons, Med: 2.4 tons, Heavy: 3.7 tons
Max: 7.4 tons, Push: 18 tons

SUMMARY
Abilities 10 + Skills 19 (76 ranks) + Feats 19 + Powers 57 + Combat 28 + Saves 17 – Drawbacks 0 = 150 / 150

GOALS

Short Term - Steal um I mean find or even better "earn" enough money to live comfortably
Medium Term - Gain revenge on the gang members who insulted and dismissed him
Long Term - Become the greatest super villain this side of the Mississippi.

BELIEFS

Payback - Insults to you or your pride must be answered or you are not a man.
Materiality - You need bling and the latest "toys" to show that you have lots of money
Word of Honour - If you give your word then you must honour it except if it will harm your family.

COMPLICATIONS

MOTIVATION - Greed. Stretch loves money and is a greedy individual.
FEAR - Spiders. There is nothing wrong with been a tad nervous around spiders, really.

BACKGROUND
Joseph Tuivele grew up in one of the Samoan neighbourhoods in Los Angeles and from a young age he wanted to have super powers. He always believed that his father had to leave them because he was a superhero and that he feared for their safety and would return when it was safe to do so. As Joseph grew older he wondered if he would be able to fly or have super strength or some other cool powers but nothing happen, Joseph was just Joseph and his father never returned.

Nearly 18 Joseph was walking down the street when he heard the squeal of tyres and turning saw a car heading straight for him then there was blackness. Waking up Joseph found himself lying with his head inline with his feet on the footpath and turning he could see his body stretching nearly 50 feet away enclosing the car that had skidded to a stop. Without realising what he was doing Joseph somehow shrunk his body back to its normal size as people rushed to try and help. Running Joseph started taking giant steps and soon out distanced those following him. Later Joseph experimented and realised that he could stretch any part of his body to extreme lengths but it wasn't a cool power instead he was just a circus freak made out of rubber.

Some members of a local street gang had seen what happen and eventually tracked Joseph down, convincing him that his abilities would be useful for their gang and promising him money Joseph readily joined the gang.

Over time as Joseph practised and used his abilities he found that he could squeeze through the smallest openings to rob premises and just rip open safes and easily escape the local cops. Pretty much doing what he was told Joesph believed that he was respected and valued by his fellow gang members, Joseph was shocked while practising his morphing abilities to overhear that they thought he was just a freak and stupid.

Fleeing in shame, Joseph finally stopped running once he entered Caldera. Taking a hard look at himself Joseph decided he would stop been a victim, he is going to take charge of his life, embrace his abilities, observe and learn from the best then surpass them and if those losers back in LA end up in pieces then that is just a bonus.
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Re: Gilliam's Builds [2E]

Postby Woodclaw » Sun Mar 04, 2012 2:51 am

I admit I didn't care about Thundercats (they never were part of my childhood) or Ben 10, but I love these update builds.

By the way, were did you get Nightbird's image, I thought that jjnbeat site was down.
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Re: Gilliam's Builds [2E]

Postby Gilliam » Sun Mar 04, 2012 10:16 am

I found Nightbirds image on TNelsons Thread on Superbuddies Site.
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Build #96: Hunter

Postby Gilliam » Wed Mar 07, 2012 2:39 am

HUNTER

Image

"I will be able to buy that boat after I bring in your body, I mean you … really"

Artwork is "Know_I_Don't_Hate_You_by_Serenia_Myst"

Real Name: Janice "Hunter" Masters
Identity: Public ID

APPEARANCE
Gender: Female
Age: 34
Size: Medium
Height: 5'8”
Weight: 142 lbs
Hair: Brown
Eyes: Green

POWER LEVEL
Power Level: 9
Power Points: 153
Max Attack: 12
Max Defense: 11
Max Save DC: 6
Max Toughness: 7

ABILITIES
STR: 14 (+2)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 14 (+2)

COMBAT
Attack +6 (Melee +6, Ranged +6, Revolver +12*)
Damage: Unarmed +2 (Bruise); Revolver +4**; Revolver +6** (sneak attack)
Defense +11 (+4 flat-footed)
Initiative +7

*Improved Critical 17-20
** Penetrating +4

SAVES
Toughness +7 (+5 flat-footed)
Fortitude +7
Reflex +6
Will +10

SKILLS
Bluff 8 (+10); Climb 4 (+6); Concentration 3 (+6); Disguise 4 (+6); Drive 3 (+6); Gather Info 8 (+10); Intimidate 4 (+6); Investigate 8 (+9); Knowledge -Streetwise 8 (+9); Knowledge -Current Events 8 (+9); Notice 8 (+11); Search 8 (+9); Sense Motive 8 (+11); Stealth 6 (+9); Survival 8 (+11); Swim 4 (+6)

FEATS
All-out Attack; Assessment; Attack Specialization - Handguns (3 or +6 attack); Benefit - Wealth; Contacts; Defensive Attack; Defensive Roll (2); Dodge Focus (4); Eidetic Memory; Equipment (6 or 30eps); Improved Critical - Handguns (3 or 17-20); Improved Initiative (1); Master Plan; Power Attack; Precise Shot (1); Quick Draw (1); Sneak Attack (1); Taunt; Track; Well-Informed

POWERS
Super Senses [8] (Accurate Extended Hearing, Danger Sense – Mental, Extended Vision, Extended Dark Vision)
ARRAY Mental Blast [6] (Flaw: Tiring) (16:WIL)
--- [a] Mind Control [6] (Feats: Mental Link) (16:WIL)
--- [a] Telepathy [6] (Feats: Comprehend) (16:WIL)

EQUIPMENT
Trenchcoat (Tough +2; Immunity Environmental Cold & Heat; Subtle) (5eps)
Heavy Revolver (Blast 4; Extra: Autofire, Penetrating) (16eps)
SUV (Feats: Hidden compartments; Str 35, Speed 5, Def 8, Tgh 9, Huge) (9eps)

COMPLICATIONS
REPUTATION - Janice has an infamous reputation in certain quarters. It is known that she prefers to bring felons in dead if there is an option or if it is made worth her while.
AMBITION - Janice wishes to recognised as the greatest bounty hunter operating today.
SECRET - Janice keeps her mental powers a closely guarded secret.

SUMMARY
Abilities 28 + Skills 25 (100 ranks) + Feats 33 + Powers 27 + Combat 26 + Saves 14 – Drawbacks 0 = 153 / 153

BACKGROUND
Coming from a long line of police officers Janice goal in life was to join the force and from an early age that was her number one focus. It was during training that Janice discovered that she had an issue with the rules and regulations that she would have to abide by as a member of the police force. After several incidents everybody agreed that the police force was not going to be the right fit for Janice.

Still wanting to deal with the scum roaming the streets Janice fell into bounty hunting as a way to make ends meet and discovered that she had a nack for it and quickly gained a reputation as one of the more successful hunters and someone not adverse to using lethal force.

Whether it was due to the demands of her new career or a latent ability but Janice discovered over the last couple of years that she has a number of mental powers that she uses as her "ace in the hole".

Janice "Hunter" Masters is regarded as one of the top bounty hunters today and has been known to go after supers if the price is right. Her reputation varies across the country and in some places she is a hero that is feted and in others she is viewed as the next thing to a villain but most normal criminals run to the nearest police station once they hear that Janice is after them.

Edit: Fixed Extended Dark Vision & points for revolver as advised by Woodclaw however left array as Ultimate Power version :)
Last edited by Gilliam on Sat Mar 17, 2012 3:48 am, edited 1 time in total.
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Re: Gilliam's Builds [2E]

Postby Woodclaw » Wed Mar 07, 2012 4:19 am

Love this build, the concept is great and it works really well. My only nitpick is the PL, considering her role and stats I think that making her PL7 would work a lot better.
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Re: Build #96: Hunter

Postby Gilliam » Fri Mar 09, 2012 1:21 am

Woodclaw wrote:Love this build, the concept is great and it works really well. My only nitpick is the PL, considering her role and stats I think that making her PL7 would work a lot better.


Now that sounds like a challenge :) although I had wanted Hunter to be able to deal with lower level supers.

Unless she becomes a very over pointed PL7 or maybe drop the powers and some feats?
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Re: Build #96: Hunter

Postby Woodclaw » Fri Mar 09, 2012 4:52 am

Gilliam wrote:
Woodclaw wrote:Love this build, the concept is great and it works really well. My only nitpick is the PL, considering her role and stats I think that making her PL7 would work a lot better.


Now that sounds like a challenge :) although I had wanted Hunter to be able to deal with lower level supers.

Unless she becomes a very over pointed PL7 or maybe drop the powers and some feats?


By the way I tried to rebuild Hunter and I got the math a little different: 155pp.

These are some possible stuff to revise or fix:
  • Super-Senses should be rank 8, not 6, since you have two different kind of sight (normal and darkvision), you have to buy Extended by sense type, otherwise only one of the two benefit from it
  • The Mental Blast Array cost 20pp, as a result the powers cost 28pp total
  • The Revolver cost 16ep, not 10ep
  • You might save 1pp by lowering the Base Defense to +7 (still gives a Flat-Footed defense of +4) and increase the Dodge Focus by 1
  • Also what is the Comprehend PF? Telepathy doesn't need comprehend since it works on a level behind language (unless a specific flaw is involved)
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Re: Build #96: Hunter

Postby Gilliam » Fri Mar 09, 2012 5:10 pm

Woodclaw wrote:By the way I tried to rebuild Hunter and I got the math a little different: 155pp.

These are some possible stuff to revise or fix:
[*]Super-Senses should be rank 8, not 6, since you have two different kind of sight (normal and darkvision), you have to buy Extended by sense type, otherwise only one of the two benefit from it


Good catch as I had forgotten that extended needed to added separately to Dark Vision rather than it stacking on top of vision.

[*]The Mental Blast Array cost 20pp, as a result the powers cost 28pp total


I use the Open Office Character Builder spreadsheet for well all my builds and I have noticed that the first alt power of an array costs 0 points whilst the first Dyn Alt power of an array only costs 1 point instead of 2. So I am not sure if the designer of the spreadsheet had their own house-rule and built it into the formulas or if it was the interpretation at the time. Sometimes I remember to add it back in but normally try not to abuse it in the builds.

[*]The Revolver cost 16ep, not 10ep


I took a guess at working out the points using 8eps as the base then adding 1 for autofire and 1 for penetrating :) . So your calc would be 8 + 4 (autofire) + 4 (penetrating) = 16eps?

[*]You might save 1pp by lowering the Base Defense to +7 (still gives a Flat-Footed defense of +4) and increase the Dodge Focus by 1
[*]Also what is the Comprehend PF? Telepathy doesn't need comprehend since it works on a level behind language (unless a specific flaw is involved)


I have been looking through Ultimate Power and it stated

To allow anyone to under-stand your projected thoughts, regardless of language, add a rank
of the Comprehend effect.


I admit that my initial interpretation was similar to yours that Telepathy didn't need Comprehend.
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Re: Build #96: Hunter

Postby Woodclaw » Sat Mar 10, 2012 12:49 am

Gilliam wrote:
[*]The Mental Blast Array cost 20pp, as a result the powers cost 28pp total


I use the Open Office Character Builder spreadsheet for well all my builds and I have noticed that the first alt power of an array costs 0 points whilst the first Dyn Alt power of an array only costs 1 point instead of 2. So I am not sure if the designer of the spreadsheet had their own house-rule and built it into the formulas or if it was the interpretation at the time. Sometimes I remember to add it back in but normally try not to abuse it in the builds.


Ok this is a bit tricky. If you use the Array power (from Ultimate Power) the first AP is free, or cost 1pp if dynamic. If you simply buy an AP from an existing power all cost 1pp or 2pp. Anyway the mental array can be build two ways

Mental Blast 6 (PF: Alternate Power 2; Flaw: Tiring; 20pp)
-- Mind Control 6 (PF: Mental Link)
-- Telepathy 6


or

Array 9 (PF: Alternate Power 2; 20pp)
-- Base Power: Mental Blast 6 (Flaw: Tiring)
-- Mind Control 6 (PF: Mental Link)
-- Telepathy 6


Both ways the cost is the same. The onyl way I found to make it cheaper is to apply the tiring flaw to the Array power, but this makes all the AP Tiring.

[*]The Revolver cost 16ep, not 10ep


I took a guess at working out the points using 8eps as the base then adding 1 for autofire and 1 for penetrating :) . So your calc would be 8 + 4 (autofire) + 4 (penetrating) = 16eps?


Exactly.

[*]You might save 1pp by lowering the Base Defense to +7 (still gives a Flat-Footed defense of +4) and increase the Dodge Focus by 1
[*]Also what is the Comprehend PF? Telepathy doesn't need comprehend since it works on a level behind language (unless a specific flaw is involved)


I have been looking through Ultimate Power and it stated

To allow anyone to under-stand your projected thoughts, regardless of language, add a rank
of the Comprehend effect.


I admit that my initial interpretation was similar to yours that Telepathy didn't need Comprehend.


DOH! I think I always skipped that line while reading it.
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Re: Build #96: Hunter

Postby Gilliam » Sat Mar 10, 2012 1:52 am

Woodclaw wrote:Ok this is a bit tricky. If you use the Array power (from Ultimate Power) the first AP is free, or cost 1pp if dynamic. If you simply buy an AP from an existing power all cost 1pp or 2pp.


I have to admit that I skipped the sections on arrays and containers in Ultimate Power but I like that option. I will need to amend my first post.

Thanks for the suggestions re the build, I will see if I change her to a PL7.
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Build #97: Vilgax

Postby Gilliam » Sat Mar 17, 2012 3:21 am

VILGAX

Image

"I don't want the Omnitrix anymore. I just want to kill Ben Tennyson!"

Real Name: Vilgax
Identity: Public ID

APPEARANCE
Gender: Male
Age: unknown
Size: Medium (-2 Modifier)
Height: 18'
Weight: 18,000 lbs
Hair: None
Eyes: Black

POWER LEVEL
Power Level: 12
Power Points: 210
Max Attack: 12
Max Defense: 10
Max Save DC: 12
Max Toughness: 14

ABILITIES
STR: 34 (+12/+4)
DEX: 18 (+4)
CON: 34 (+12/+8)
INT: 20 (+5)
WIS: 14 (+2)
CHA: 12 (+1)

COMBAT
Attack* +7 (Melee +10, Ranged +7)
Damage: Unarmed +12** (Bruise); Energy Pistol +8
Defense* +8 (+2 flat-footed)
Initiative +8

* Includes -2 penalty attack & defense due to size.
** Improved Critical - Unarmed (18-20)

SAVES
Toughness +14* (+12 flat-footed)
Fortitude +12
Reflex +10
Will +8

* +12 Impervious

SKILLS
Computers 8 (+13); Concentration 8 (+10); Gather Info 8 (+9); Intimidate* 16 (+17); Knowledge -Technology 6 (+11); Knowledge -Tactics 8 (+13); Notice 8 (+10); Pilot 6 (+10); Search 8 (+13); Sense Motive 8 (+10)

* Includes +4 bonus from size

FEATS
Accurate Attack; Assessment; Attack Focus, Melee (3); Beginner's Luck; Defensive Roll (2); Dodge Focus (2); Equipment (22 or 110eps); Finishing Blow; Improved Critical - Unarmed (2 or 18-20); Improved Initiative (1); Improved Pin; Lionheart (1); Master Plan; Mighty Slam; Power Attack; Seize Initiative; Startle; Swift (1)

POWERS
Growth [8] (Feat: Innate) (Flaw: Permanent)
--- [-2 Attack & Defense; +8 Grapple; -8 Stealth; +4 Intimidate; +10 Carry; +2 Size Category; +16 Strength; +8 Constitution)
Impervious Toughness [12]
Immunity [9] (Life Support)
ARRAY Super Strength [6] (Feats: Groundstrike; Shockwave) (Heavy 358t)
--- [a] Leaping [5]

EQUIPMENT
Space Cruiser (89eps)
--- (Str 100, Sp 12, Def 2; Tgh 15, Size Colossal, Laser Blast 12, Energy Torpedoes Blast 12 - Explosion & Homing)
Blaster Pistol (Blast 8, Range 80', Sz Large) (16eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 1100 ft/550 ft/275 ft
Swift: 90 ft (10 mph)

LIFTING
Light: 119 tons, Med: 239 tons, Heavy: 358 tons
Max: 717 tons, Push: 1,792 tons

COMPLICATIONS
REPUTATION - Vilgax is a galactic warlord and one of the most notorious individuals0 often described as "The most dangerous being in the universe".
ENEMY - Ben Tennyson and to a lesser extent the rest of Ben's team.
MOTIVATION - Omnitrix but over time Vilgax became more motivated in defeating and killing Ben.

SUMMARY
Abilities 48 + Skills 20 (80 ranks) + Feats 44 + Powers 52 + Combat 34 + Saves 12 – Drawbacks 0 = 210 / 210

COMMENTS
:arrow: Vilgax was the main villain of the Ben 10 series and spent most of the first season off camera sending various minions and robots to reclaim the Omnitrix. In fact you could trade his ranks in equipment above to the same in minions. Vilgax's goal was to get the Omnitrix and then use it to create an army capable of transforming into any alien to conquer the known universe.

:arrow: Throughout the series Vilgax did go through a number of changes in power including a cybernetic augmented version who was capable of splitting mountains in half with the force of his blows. Vilgax also conquered a number of planets and absorbed the powers of their champions but still was defeated by Ben in the end.

:arrow: Vilgax is frond of using robots and making alliances of connivance with other enemies of Ben to achieve his aims.
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Re: Build #96: Hunter PL 7

Postby Gilliam » Sat Mar 17, 2012 3:21 am

And here is a PL7 version of my bounty hunter. She still comes out at 120 points but if you drop the Mental Blast array then she would fit within 105 points.


HUNTER

Image

"I will be able to buy that boat after I bring in your body, I mean you … really"

Artwork is "Know_I_Don't_Hate_You_by_Serenia_Myst"

Real Name: Janice "Hunter" Masters
Identity: Public ID

APPEARANCE
Gender: Female
Age: 34
Size: Medium
Height: 5'8”
Weight: 142 lbs
Hair: Brown
Eyes: Green

POWER LEVEL
Power Level: 7
Power Points: 120
Max Attack: 10
Max Defense: 9
Max Save DC: 4
Max Toughness: 5

ABILITIES
STR: 14 (+2)
DEX: 16 (+3)
CON: 16 (+3)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 14 (+2)

COMBAT
Attack +6 (Melee +8, Ranged +6, Handguns +10)
Damage: Unarmed +2 (Bruise), Revolver +4*
Defense +9 (+3 flat-footed)
Initiative +7

* +4 penetrating and improved critical 18-20

SAVES
Toughness +5 (+5 flat-footed)
Fortitude +6
Reflex +7
Will +6

SKILLS
Bluff 8 (+10); Climb 4 (+6); Drive 3 (+6); Gather Info 6 (+8); Investigate 6 (+7); Knowledge -Streetwise 7 (+8); Knowledge -Current Events 6 (+7); Notice 6 (+9); Search 6 (+7); Sense Motive 6 (+9); Stealth 5 (+8); Survival 5 (+8)

FEATS
All-out Attack; Assessment; Attack Focus, Melee (2); Attack Specialization - Handguns (2 or +4 attack); Contacts; Dodge Focus (4); Equipment (6 or 30eps); Improved Critical - Handguns (2 or 18-20); Improved Initiative (1); Master Plan; Power Attack; Precise Shot (1); Quick Draw (1); Swift (1); Taunt; Track

POWERS
ARRAY Mental Blast [5] (Flaw: Tiring) (15:WIL)
--- [a] Mind Control [6] (Feats: Mental Link) (16:WIL)
--- [a] Telepathy [6] (Feats: Comprehend) (16:WIL)

EQUIPMENT
Trenchcoat (Tough +2; Subtle) (3eps)
Heavy Revolver (Blast 4; Feats: Penetrating) (12eps)
SUV (Hidden compartments) (9eps)
Misc Items dependent on requirements (6eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 10 ft/5 ft/5 ft
Swift: 90 ft (10 mph)

COMPLICATIONS
REPUTATION - Janice has an infamous reputation in certain quarters. It is known that she prefers to bring felons in dead if there is an option or if it is made worth her while.
AMBITION - Janice wishes to recognised as the greatest bounty hunter operating today.
SECRET - Janice keeps her mental powers a closely guarded secret.

SUMMARY
Abilities 28 + Skills 17 (68 ranks) + Feats 27 + Powers 16 + Combat 22 + Saves 10 – Drawbacks 0 = 120 / 120

BACKGROUND
Coming from a long line of police officers Janice goal in life was to join the force and from an early age that was her number one focus. It was during training that Janice discovered that she had an issue with the rules and regulations that she would have to abide by as a member of the police force. After several incidents everybody agreed that the police force was not going to be the right fit for Janice.

Still wanting to deal with the scum roaming the streets Janice fell into bounty hunting as a way to make ends meet and discovered that she had a nack for it and quickly gained a reputation as one of the more successful hunters and someone not adverse to using lethal force.

Whether it was due to the demands of her new career or a latent ability but Janice discovered over the last couple of years that she has a number of mental powers that she uses as her "ace in the hole".

Janice "Hunter" Masters is regarded as one of the top bounty hunters today and has been known to go after supers if the price is right. Her reputation varies across the country and in some places she is a hero that is feted and in others she is viewed as the next thing to a villain but most normal criminals run to the nearest police station once they hear that Janice is after them.

COMMENT
Used Ultimate Power rules for Mental Blast array.
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Build #98: Mumm-Ra

Postby Gilliam » Sun Mar 18, 2012 1:49 am

MUMM-RA

Image

"ANCIENT SPIRITS OF EVIL... transform this decayed form... into MUMM RA... THE EVER-LIVING!! "

Real Name: Mumm-Ra
Identity: Public ID

APPEARANCE
Gender: Male
Age: Unknown
Size: Medium
Height: 5' 6” (Normal) 6' 4” (Ever Living)
Weight: 100 lbs (Normal) 280 lbs (Ever Living)
Hair: None
Eyes: Red

POWER LEVEL
Power Level: 12
Power Points: 225
Max Attack: 14
Max Defense: 10
Max Save DC: 10
Max Toughness: 14

ABILITIES
STR: 30 (+10/+0)
DEX: 10 (+0)
CON: N/A
INT: 22 (+6)
WIS: 22 (+6)
CHA: 10 (+0)


COMBAT
Attack +6 (Melee +14*, Ranged +6, Magic +10)
Damage: Unarmed +10* (Bruise); Magic Blast +12
Defense +10 (+3 flat-footed)
Initiative +8*

* Ever Living Form

SAVES
Toughness +14* (+12 flat-footed) / +6 (+6 flat-footed) Normal Form
Fortitude N/A
Reflex +12 / +2 Normal form
Will +12

* +8 Impervious

SKILLS
Bluff 8 (+8); Concentration 8 (+14); Craft -Arcane 12 (+18); Disguise* 40 (+40); Gather Info 8 (+8); Intimidate 12 (+12); Knowledge -Arcane Lore 12 (+18); Knowledge -History 8 (+14); Notice 8 (+14); Search 8 (+14); Sense Motive 8 (+14)

FEATS
Artificer; Attack Specialization - Magic (3 or +6 bonus); Defensive Roll (2); Dodge Focus (4); Eidetic Memory; Equipment (7 or 35eps); Fearless; Jack-Of-All-Trades; Ritualist; Startle; Trance; Uncanny Dodge - Visual (1)

Ever Living Form* [All-out Attack; Attack Focus, Melee (8); Evasion (1); Improved Initiative (2); Move-by Action; Power Attack]

* all purchased as power

POWERS
Immortality [1]
Immunity [30] (Fortitude Saves)
Protection [4]

ARRAY Magic – Astral Form [5] (Feats: selective, subtle)
--- [a] Blast [12]
--- [a] Mind Control [12]
--- [a] Illusion – Visual [12]
--- [a] Morph [8] (All forms)

Image

Artwork is "mumm_ra_by_2ajoe"

Alternative Form [14] "Mumm-Ra The Ever Living" (Flaw: Full round action & say quote above -4pp)
-- Enhanced Strength [20]
-- Impervious Protection [8]
-- Enhanced Reflex [10]
-- Enhanced Feats [14] (Attack Melee +8; All Out Attack; Power Attack; Move By Action; Evasion; Improved Initiative 2)
-- Flight [5]

EQUIPMENT
Black Pyramid [size: huge, Tou +10; defense system, isolated, library, living space, security system; Powers: ESP +9 (Power Feat: Subtle] (28eps)

MOVEMENT
Base Move: 30 ft/60 ft/120 ft
Leaping: 20 ft/10 ft/5 ft
Flight: 2200 ft (250 mph)

DRAWBACKS
Weakness: Reflection (Power Loss) -4

COMPLICATIONS
MOTIVATION - Mumm-Ra is a servant of The Four Ancient Spirits of Evil and is tasked with doing and spreading evil throughout the world.
ENEMY - Thundercats. Mumm-Ra hates the Thundercats as they somehow keep defeating him and keeping him away from the Eye of Thunderea.
REPUTATION - Mumm-Ra is regarded as one of the most evil beings "alive".

SUMMARY
Abilities 14 + Skills 23 (92 ranks) + Feats 24 + Powers 135 + Combat 24 + Saves 8 – Drawbacks -3 = 225 / 225

COMMENTS
:arrow: I would like to thank Hellstormer for his Mumm-Ra build that helped out a lot for the build above.

:arrow: Mumm-Ra is the main villain of the Thundercats cartoon and is a several thousand year old mummy and avatar of evil. Mumm-Ra is regarded as immortal, and even when defeated, he simply returns to his sarcophagus. Mumm-Ra cannot be truly killed; even in cases where his body is destroyed, he will eventually be restored, as he often states: "Wherever evil exists, Mumm-Ra lives!"

:arrow: This is the final build in my Thundercats run and if Mumm-Ra and Vilgax ever teamed up they would cause a lot of damage until they turned on each other as neither can stand been second fiddle to another.
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Re: Gilliam's Builds [2E]

Postby HustlerOne » Thu Mar 29, 2012 12:25 pm

Hey Gilliam your Thundercats and Ben 10 builds have been pretty good so far. Have you ever considered converting them to Third Edition? I probably would do so myself but I feel like I would just be copying your work.
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