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Kerevision: Josiah X, Confessor II, Black Lantern Superman

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Postby kerianvalentine » Sun Feb 10, 2008 11:31 am

The Kerevision flickers on, playing an OVA of a fairly popular anime series - Jojo's Bizarre Adventure.

Image

Jotaro Kujo
PL 10/PP 150
Attributes: STR 18, DEX 16, CON 18, INT 14, WIS 16, CHA 14

Skills:
Acrobatics 8+3 = 11
Bluff 8+2 = 10
Climb 8+4 = 12
Computers 4+2 = 6
Concentration 8+4 = 12
Disable Device 4+2 = 6
Drive 4+3 = 7
Escape Artist 8+3 = 11
Gather Information 4+2 = 6
Intimidate 8+2 = 10
Notice 12+3 = 15
Search 12+2 = 14
Sense Motive 8+3 = 11
Sleight of Hand 8+3 = 11
Stealth 8+3 = 11

Feats:
Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attack Focus [Melee] 1, Attack Specialization [Wave Punch] 2, Attractive 1, Defensive Roll 1, Dodge Focus 1, Evasion 1, Fearless, Instant Up, Move-By Action, Power Attack, Rage 1, Redirect, Takedown Attack 2, Taunt

Powers:
Star Platinum [Concentration-Duration Container] 10

Star Platinum
Wave Punch [Improved Critical 4 Autofire Damage 10, A.P.: Damage 10, A.P.: Extended Reach 5 Damage 10]
Area Paralyze 6
Protection 6
Enhanced Save [Fortitude] 3
Ablative Enhanced Save [Will] 6

Initiative/Defense: +3/+9 [+4 Flat-Footed]
Saves: FORT +4 [+7], REF +3, WILL +4 [+10], TOUGH +5 [+11]
Attack/Damage: +5 [+6 Melee/+10 Wave Punch]/+4 [+10]

Trade-Offs: -1 Defense/+1 Toughness

DVD Commentary:
Internet failures might suck, but Jojo's Bizarre Adventure rules. Jotaro Kujo is the main character of Series 3, and is a dangerous fighter with or without the series gimmick ("Stands", psionic manifestations).

Jotaro's main tactic is, obviously, his Stand. Star Platinum is a container summoned to act on Jojo's behalf; when Star Platinum is active, Jotaro can't really attack on his own, seeing as he's focused on the container.

That said, why would he want to?! Star Platinum's damage is incredible - the Wave Punch power alone gives Jotaro a huge amount of damage - up to a +20 total if he rolls well! Wave Punch is accompanied by regular damage and an extended reach strike [when Star Platinum leaves Jotaro's side to deal damage from a distance]. Jotaro's also defended mentally and physically by Star Platinum's abilities - his lowest ability is his reflex, but that's more than made up for by his high [ablative] Will Save and his Enhanced Fortitude.

Star Platinum's Wave Punch is also backed up by a mass area paralyze - literally a localized time-stop! During this time, Star Platinum can deliver huge amounts of damage to people now denied their dodge bonus - it's like free win for his Wave Punch.

Star Platinum can be broken by breaking Jotaro's concentration, forcing him to resummon it.

Jotaro isn't a slouch in normal combat, though - in fact, against normal humans, Jotaro without his Stand is still more than capable of holding his own with his (relatively) high dodge bonus and strength.

Jotaro's combat style is decidedly offensive - he'll eschew his Defense in favor of All-Out/Power Attacking even when not using Star Platinum, due to his aggressive nature. When Star Platinum is active, Jotaro can achieve up to +25 with his attacks by using this method! Of course, the downside is that it leaves him very open against enemies like his archfoe, Dio, whose Stand "The World" has a more powerful Time Stop effect and is just basically more powerful.

He's scary powerful.

Expect more Jojo's Bizarre Adventure Characters on the way.
Last edited by kerianvalentine on Mon Feb 11, 2008 10:32 am, edited 1 time in total.
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Postby Godfallen » Mon Feb 11, 2008 8:34 am

*pokes* uhh...boss...your picture got denied....
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Postby kerianvalentine » Tue Feb 12, 2008 12:14 am

The screen flips on again, and Ultimate Marvel Adventures is running. This bit seems to be taken from the second volume, taking place during the Invasion. In particular, it seems to be focusing on...

Image

The Colonel
PL 10/PP 150
Attributes: STR 20, DEX 20, CON 20, INT 16, WIS 16, CHA 18

Skills:
Acrobatics 8+5 = 13
Climb 8+5 = 14
Intimidate 8+4= 12
Notice 8+3 = 11
Search 8+3 = 11
Sense Motive 8+3 = 11
Stealth 8+5 = 13

Feats:
Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Blind-Fight, Defensive Roll 5, Distract [Intimidate], Elusive Target, Evasion 1, Fearless, Improved Throw, Improved Trip, Move-By Action, Power Attack, Quick Draw, Redirect, Sneak Attack 1, Takedown Attack 2

Powers:
Laser-Blade [Easy-To-Lose Device 2]

Laserblade
Mighty Penetrating Autofire 1 Damage 3

Initiative/Defense: +5/+10
Saves: FORT +10, REF +10, WILL +10, TOUGH +10
Attack/Damage: +10/+5 [+7 Sneak Attack/+8 Laserblade]

DVD Commentary:
Realized I hadn't done any Marvel programming in a long time, so I present to you The Colonel, Ultimate Marvel's original character and a counter to Steve Rogers.

The Colonel's all about throwing people off-guard; whether it's through feints, trips, or just plain old sneaking, The Colonel hits his caps when he's got you off-guard. With his Laserblade's Autofire effect and his incredibly high attack, this means his damage can go all the way up to +20 including power attack! He's terrifyingly efficient; he can mow through minions like they're grass.

As a counter to Captain America, he has literally perfect physical attributes and decently high mental attributes. He's not quite up to snuff with skills and feats, and he's a decidedly melee combatant, but The Colonel is still not the sort of guy you want to meet in a dark alley. Or ever.

If you're lucky.
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Postby kerianvalentine » Tue Feb 12, 2008 1:50 am

The Marvel screen shimmers and blinks off. After a few moments, the screen filters out grey, and Stan Lee begins talking about the creation of the character known as...

Image

The Sentry
PL 10/PP 156
Attributes: STR 10 [30], DEX 10 [30], CON 10 [40], INT 10 [20], WIS 10, CHA 10 [20]

Skills:
Computers 8+5 = 13
Craft [Technology] 8+5 = 13
Diplomacy 8+5 = 13
Disable Device 8+5 = 13
Knowledge [Physical Sciences 8, Technology 8]+5
Notice 12+0 = 12
Search 8+5 = 13

Feats:
Luck 1

Powers:
Enhanced Attack 5
Dynamic Enhanced Strength 20 [D.A.P.: Super-Strength, D.A.P.: Ranged Damage, D.A.P.: Ranged Cone Damage]
Dynamic Enhanced Dexterity 20 [D.A.P.: Flight, D.A.P.: Speed, D.A.P.: Quickness]
Enhanced Constitution 30 [A.P.: Immunity [Fortitude Saves]]
Dynamic Enhanced Intelligence 10 [D.A.P.: Extended Hearing, D.A.P.: Extended Sight, D.A.P.: Telepathy]
Dynamic Enhanced Charisma 10 [D.A.P.: Emotion Control [Limited: Peace]]
Enhanced Feats [All-Out Attack, Attack Focus [Melee] 1, Attack Specialization [Unarmed] 2, Fascinate [Diplomacy], Fearless, Interpose, Inventor, Move-By Action, Power Attack]

Initiative/Defense: +0 [+5]/+0
Saves: FORT +0 [+15], REF +0 [+10], WILL +1 [+1], TOUGH +0 [+15]
Attack/Damage: +5 [+6 Melee, +10 Unarmed]/+10

Drawbacks:
Involuntary Transformation [The Void, Very Common, Irresistible, +6]
Involuntary Transformation [Normal Identity, Uncommon, Minor, +1]
Normal Identity [Robert Reynolds, free action, +3]

DVD Commentary:
The Sentry is perhaps my favorite Marvel superhero ever. He's Superman, but with a much cooler idea behind him, and he's got one of the best-written intro stories I've ever seen. Hopefully, this playable version of the Sentry shines.

Astute viewers will note that I chose to make the Sentry a set of enhanced attributes, each with its own set of Alternate Powers appropriate to the attribute. Other than Constitution, each of these is a Dynamic array.

People are probably wondering "Hey, Kerian! Why in the world is the Sentry a bunch of enhanced attributes?" Well, I'll tell you:

Enhanced Attributes are powers. Powers can be power stunted.

And that's it. The Sentry is able to power-stunt like a friggin' god; at one point, he even brings his wife back to life randomly, apparently without knowing about his ability to do so. Assigning these attributes normally or parsing them out didn't seem right, so instead, assume that Robert Reynolds is just the Sentry without his enhanced attributes [which really knocks him down to just about nothing but Luck 1, just enough to save him should he need to make a throw!].

The Sentry has some of the craziest powers ever. He can damage even my build of the Hulk by Power Attacking, and he has a ridiculous Toughness save [alternatively, he has a truly perfect Fortitude save, making himself impervious to any Fortitude-based harm, enabling him to fly in space or whatever he chooses]. He's able to eat damage like a monster and dish it out just as well, crazy powerful on every front...

...except Will saves. The Sentry has a piss-poor will save...he's a joke when it comes to manipulation. The Sentry can't do a damn thing when he's hit by a Will Save except pray he makes it or burn a Hero Point.

Powerful guy, the Sentry. Powerful guy.
Last edited by kerianvalentine on Tue Feb 12, 2008 6:41 pm, edited 1 time in total.
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Postby Arnwolf » Tue Feb 12, 2008 6:44 am

kerianvalentine wrote:X-Men: The Animated Series is on! It's another episode focusing centrally on...

Image

The Juggernaut
PL 10/PP 150
Attributes: STR 16 [30], DEX 12, CON 0, INT 12, WIS 16, CHA 12

Skills:
Climb 8+10 = 18
Escape Artist 8+1 = 9
Intimidate 12+10 = 22
Investigate 4+1 = 5
Knowledge [Tactics] 8+1 = 9
Notice 8+3 = 11
Search 8+1 = 9
Survival 8+3 = 11

Powers:
All-Out Attack, Attack Specialization [Unarmed] 3, Benefit [Bulging Muscles*], Chokehold, Fast Overrun, Fearless, Improved Grab, Improved Grapple, Improved Overrun, Improved Pin, Improved Throw, Improved Trip, Move-By Action, Power Attack, Takedown Attack 2

Powers:
Innate Permanent Growth 4**
Innate Permanent Density 3
Immunity [FORT Saves]
Partial Immunity [TOUGH Saves]
Impervious Protection 4
[Super-Strength 1]
[Immovable 1]

Cain's Helmet [Easy-To-Lose Device 1]

Cain's Helmet
Ablative Mind Sield 10

Initiative/Defense: +1/10
Saves: FORT [N/A], REF +1, WILL +3 [+13], TOUGH +7 [5 Impervious]
Attack/Damage: +0 [+6 Unarmed]/+10

*Benefit: Bulging Muscles: The character uses STR Bonus for his Intimidate modifier.

**Growth for Constructs: Every 2 ranks of Growth gives a construct +1 TOUGH directly [so 4 Growth gives a construct +2 Toughness].

DVD Commentary:
DON'T YOU KNOW WHO HE IS?!
HE'S THE JUGGERNAUT, ****!
Cain Marko is a very simple character. He runs forward, you can't stop him. He splashes almost any damage apart - it'll take a hit from Thor to make him notice it and even then he'll probably survive easily [it reduces Thor's damage to +7, and a roll of 10 means Cain saves].
He's built as a construct, so Cain gets a special little benefit from the Growth For Constructs - he can't buy up his Constitution but he can buy up his Toughness - since he's larger-sized he's more powerful, and he's only a construct because of point-saving.
His attack bonus is decent, but Cain really needs to be charging somebody to be useful. Note that his helmet is ablative because once people figure out the helmet is providing the benefit they pluck it off his head anyway [leaving him extremely vulnerable to mental attacks, considering his pathetic Will Save].
He's also easily feinted, but Cain doesn't -have- a defense modifier anyway. Ironically, sneak attack damage still doesn't hurt him that much - it'd take a very powerful sneak attacker to hurt him.
He came out well. I do wish he had a little more impervious Toughness but honestly he doesn't need it - he can already soak damage from Superman, after all...


How does partial immunity to Toughness Saves work and how much
does it cost?
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Postby Libra » Tue Feb 12, 2008 1:27 pm

He's Superman, but with a much cooler idea behind him, and he's got one of the best-written intro stories I've ever seen.


He's also not quite all there. . .

Keep up the good work Kerian. :)
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Postby kerianvalentine » Tue Feb 12, 2008 3:59 pm

I believe Partial Immunity [Toughness] was built as Partial Immunity to every damage type, essentially making it a 40-point power. I wouldn't really recommend it for most PCs, but it fits for Cain.

Might go back and rework him...
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Postby kerianvalentine » Tue Feb 12, 2008 6:24 pm

kerianvalentine wrote:X-Men: The Animated Series is on! It's another episode focusing centrally on...

Image

The Juggernaut
PL 10/PP 150
Attributes: STR 16 [30], DEX 12, CON 0, INT 12, WIS 16, CHA 12

Skills:
Climb 8+10 = 18
Escape Artist 8+1 = 9
Intimidate 12+10 = 22
Investigate 4+1 = 5
Knowledge [Tactics] 8+1 = 9
Notice 8+3 = 11
Search 8+1 = 9
Survival 8+3 = 11

Powers:
All-Out Attack, Benefit [Knuckle-Buster*], Fast Overrun, Improved Overrun, Improved Throw, Improved Trip, Move-By Action, Power Attack, Takedown Attack 2

Powers:
Innate Permanent Growth 4**
Innate Permanent Density 3
Immunity [FORT Saves]
Impervious Protection 9
Super-Strength 6
[Super-Strength 1]
[Immovable 1]

Cain's Helmet [Easy-To-Lose Device 2]

Cain's Helmet
Immunity [Mental Effects]

Initiative/Defense: +1/10
Saves: FORT [N/A], REF +1, WILL +3 , TOUGH +12 [10 Impervious]
Attack/Damage: +10/+10

*Benefit: Knuckle-Buster: The character uses STR Bonus for his Intimidate modifier.

**Growth for Constructs: Every 2 ranks of Growth gives a construct +1 TOUGH directly [so 4 Growth gives a construct +2 Toughness].

DVD Commentary:
DON'T YOU KNOW WHO HE IS?!
HE'S THE JUGGERNAUT, ****!
Cain Marko is a very simple character. He runs forward, you can't stop him. He splashes almost any damage apart - it'll take a hit from Thor to make him notice it and even then he'll probably survive easily [it reduces Thor's damage to +7, and a roll of 10 means Cain saves].
He's built as a construct, so Cain gets a special little benefit from the Growth For Constructs - he can't buy up his Constitution but he can buy up his Toughness - since he's larger-sized he's more powerful, and he's only a construct because of point-saving.
His attack bonus is decent, but Cain really needs to be charging somebody to be useful. Note that his helmet is ablative because once people figure out the helmet is providing the benefit they pluck it off his head anyway [leaving him extremely vulnerable to mental attacks, considering his pathetic Will Save].
He's also easily feinted, but Cain doesn't -have- a defense modifier anyway. Ironically, sneak attack damage still doesn't hurt him that much - it'd take a very powerful sneak attacker to hurt him.
He came out well. I do wish he had a little more impervious Toughness but honestly he doesn't need it - he can already soak damage from Superman, after all...

February 12, 2008: Cain gets a big update, removing his partial Immunity to Toughness and giving him a higher Impervious save.
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Postby kerianvalentine » Wed Feb 13, 2008 10:28 am

The Kerevision's Silver Surfer series theme song plays, the title credits little more than a shot of the Surfer riding his board through the stars. As the show opens, a massive, colossal silhouette comes into view...it's...

Image

Mighty Galactus, Devourer Of Worlds
PL 10/PP 159
Attributes: STR 10, DEX 10, CON 10, INT 22, WIS 30, CHA 10

Skills:
Intimidate 8+0 = 8
Notice 8+10 = 18

Feats:
Eidetic Memory, Fearless, Master Plan, Startle

Powers:
Growth 20 [Innate, Full-Round Action +3, A.P.: Innate Normal Strength Normal Toughness Shrinking 20, Full-Round Action, A.P.: Impervious Protection 15/Enhanced Strength 20/Enhanced Fortitude 10]
Innate Dynamic Transform 5 [Anything into Anything, D.A.P.: Space Travel/Flight, D.A.P.: Enhanced Strength/Enhanced Dexterity/Enhanced Constitution, D.A.P.: Perception Damage, D.A.P.: Super-Senses [Pick 30 PP worth, must include Detect Planet], D.A.P.: Immunity [Life Support]]
Impervious Toughness 10
Protection 5 [Impervious 2]

Initiative/Defense: +0/+0
Saves: FORT +0 [+10], REF +0, WILL +10, TOUGH +0 [+15 Impervious/+15 (12 Impervious) ]
Attack/Damage: +0/+0 [+10 Unarmed/+10 Perception]

Drawbacks:
Power Loss [Growth, Transform: The Ultimate Nullifier, +2]
Vulnerable [The Ultimate Nullifier, Uncommon, Major, +3]
Weakness [The Ultimate Nullifier, Instant, Major, +2]
Power Loss [Transform, When Hungry, Uncommon, +1]
Weakness [Hunger, Major, 1/Day, +1]

DVD Commentary:
So I finally got around to doing Galactus as a decent build without cheating, and the big man comes out to be pretty dang tough. He's not totally absurd; I mean, he's a playable build, despite having a 30-point Transform effect.

Otherwise, the build is pretty straightforward; his powers are either in his Growth array [Modifying Physical Power], or his Transform Array [the Power Cosmic]. To make it truly play-legal, I'd remove the Transform as the base power and set the Perception Damage for him.

Note that the Ultimate Nullifier has three effects on Galactus. It robs him of both arrays, deals x2 damage, and drains one point from all his attributes while he's under it. Essentially, it makes Galactus a powerless wuss, removing both of his Innate power arrays and wiping the freakin' floor with him all at once.

Galactus also loses the Power Cosmic array when he's hungry; just no way to maintain his awesome power without a full stomach. He also loses 1 point in every attribute every day if he hasn't devoured a planet yet.

For a player, devouring planets is obviously an absurdly overpowered ability, so I recommend 'Galactus' simply require eating more than any normal human to maintain his powers. That means that if stranded on a desert planet or something crazy like that, Galactus is about as useful as Superman under Kryptonite when it comes to Transform.

Hungry Galactus loses 1 point from his base stats; the player cannot simply transform into Giant Galactus and be okay for as long as he well pleases.

Impervious Toughness means that even if Galactus is Super-Sized, his toughness is still covered as impervious up to 12 ranks; when he's super-sized, his power's a little more spread out, so it makes a bit of a difference...but not much. He can still swat you like a fly, after all.

Scary.
Last edited by kerianvalentine on Wed Feb 13, 2008 4:03 pm, edited 1 time in total.
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Postby kerianvalentine » Wed Feb 13, 2008 1:49 pm

kerianvalentine wrote:There's a very, very old promotional for the Silver Surfer animated series playing on Kerevision. It seems like a random insertion...but then, the Master doesn't seem to be a random sort of person.

Image

The Silver Surfer
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 0, INT 18, WIS 16, CHA 12

Skills:
Acrobatics 8+3 = 11
Concentration 8+3 = 11
Disable Device 4+4 = 8
Intimidate 15+1 = 16
Investigate 4+4 = 8
Knowledge [Galactic] 8+4 = 12
Notice 12+3 = 15
Ride 15+3 = 18
Search 8+4 = 12
Sense Motive 4+3 = 7

Feats:
Elusive Target, Fascinate [Intimidate], Fearless, Instant Up, Move-By Action

Powers:
Immunity [FORT]
Dynamic Transform [Anything To Anything] 4 [D.A.P.: Create Continuous Moveable Innate Tethered Stationary Objects, D.A.P.: Perception Damage, D.A.P.: Super-Strength, D.A.P.: Enhanced Attribute [STR], D.A.P.: Comprehend, D.A.P.: Enhanced Attack, D.A.P.: Damage, D.A.P.: Super-Senses [Choose 24 points worth]]
Protection 15
Flight 8 [Flaw: Platform, A.P.: Spaceflight 8]
Enhanced Reflex 12 [Flaw: On Board Only]
Enhanced Attack 6 [Flaw: On Board Only]

Initiative/Defense: +3/+0
Saves: FORT [IMMUNE], REF +3 [+15], WILL +15, TOUGH +15
Attack/Damage: +0 [+6]/+2

Trade-Offs:
-5 Defense/ +5 Toughness
-5 Attack/+5 Damage

DVD Commentary:
Um.

Um um um.

Wow.

Tell you folks the truth I'm still not entirely sure how I managed to do this without copping out and making him a Variable Power-er. The Raddster makes a perfect PC for that guy who wants to do it all and do it all well without eclipsing the other teammates...He's a monster. I mean, wow, just look at that thing.

*ahem* Perhaps I should actually explain why he's so powerful. First off, his Transform effect allows him to Transform anything into anything. That's 6/rank, 43 points, and the ability to manipulate whatever he chooses at will. AT WILL, PEOPLE. He can snap his fingers and the ground turns into pink peppermints from Planetoid Pluto if he wants.

Next up we have the Surfer's actual Power Cosmic Array. This allows him to A] create his Surfboard and move it with him using his Spaceflight, B] Do PERCEPTION-RANGED DAMAGE wheresoever he chooses, C] Enhance his strength to levels even the Hulk and Thor cry over, or D] speak any language he chooses at any given time whenever he wants.

Man that's cool.

Finally, the Surfer has a high speed of Flight and Space Flight peaking Superliminal if he moves All-Out, which I assume he will when he's seeking things for Galactus.

NOTE! This build represents a playable Silver Surfer without Galactus's Power Cosmic backing him up [meaning he only has what power he originally received, and is not being bolstered by his master]. To create an actual Silver Surfer build, boost the Power Level by 2 and add 50 points to anything, since Galactus's power is flowing freely through his body, as opposed to the current setup, where he's just got his own reserves.

February 13, 2008: Knocked the Surfer down a couple pegs; didn't feel right to give him a higher Transform than his master. He's also been given an Enhanced Attack and Damage set in his Dynamic Power Cosmic array, and the Surfer's Reflex save and Enhanced Attack bring him up into a much more dangerous character when he's riding his board than when he's not; essentially, the Surfer needs at least a rank in Create Objects to be truly insane.
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Postby kerianvalentine » Thu Feb 14, 2008 8:09 am

kerianvalentine wrote:The Hulk
PL 10/PP 150
Attributes: STR 30, DEX 10, CON 20, INT 10, WIS 10, CHA 10

Skills:
Intimidate 12+0 = 12
Notice 4+0 = 4

Feats:
All-Out Attack, Attack Focus (Melee) 5, Chokehold, Improved Critical (Unarmed) 5, Improved Grab, Improved Pin, Move-By Action, Power Attack, Startle, Takedown Attack 2

Powers:
Absorption (Both Types) 7 (Boost: Super-Strength)
Immunity 2 (Aging, Sustenance)
Super-Strength 1
Absorption (Both Types) 7 (Boost: Regeneration)
Regeneration 6 (Bruised 1, Injured 1, Disabled 1, Staggered 1, Ability 1, Unconscious 1)

Init/Defense: +0/10
Saves: FORT +12, REF +0, WILL +0, TOUGH +5 (+15, 14 Impervious)
Attack/Damage: +5/+10


Trades: Defense -5/Tough +5, Attack -5/Damage +5


Notes:
My take on the Incredible Hulk makes him less of an indestructible supermonster and more of a tank that just gets bigger and bigger. His strength is set at 30 (Unless he's raging; then it's 40!), and he hits REAL HARD, but his immunity comes in somewhat differently.

The Hulk can eat damage like crazy. He gets bigger, and badder, and nastier each time you hit him. Also, his rage lasts for 25 rounds and STILL gives him +10 Strength/+5 WILL/+5 FORT. That's pretty scary.

If you keep punching him, he keeps getting bigger and badder - he has an effective strength total, when boosted, of N. His Super-Strength can get -ridiculous-. And for the love of all things good, don't, don't, DON'T TRY AND GRAPPLE THE HULK. Sheesh...I pity the idiot who takes him on.

Oh, and just in case it's not immediately obvious, he can sacrifice his Defense when Raging (go down to a lovely 7, easy to hit) to up his attack bonus to +10, or up his damage to +20, with a combo of All-Out Attack or All-Out Attack and Power Attack. And if he rolls a 10 with an unarmed attack (and it hits normally), he automatically adds a +5 onto that damage.
Yes, the Hulk can hit you for a DC 40 Toughness save at PL 10. And immediately after you'll also be grappled by his big green fist and have the life choked out of you. Whee.

Edit:
Fixed it as per Ultimate Power.

Edited AGAIN:
The Hulk's actually not that tough...if you can muster a +17 damage roll, 12 of which exists solely to bypass the friggin' absorption.

Edit:
3/13/07: The Hulk's been majorly edited - he now has 6 ranks of Regeneration, and half of his Absorption ranks have been diverted into boosting Regeneration. Basically, when you hit the Hulk, half your damage goes to Regen, and half to Super-Strength, making him a freaking GOD. I clipped his Rage off and added another two ranks of Absorption. He can soak 14 points of damage - yes, he can soak SUPERMAN'S punch down to 1, and still save with his +5. And yes, now if you hit him, he becomes bigger and badder slightly slower, but he also becomes immune to most of your damage, too.

February 14, 2008: Brought The Hulk in line with legality, and boosted his Fortitude save substantially.
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Postby Godfallen » Thu Feb 14, 2008 9:06 am

*pokes* Ker....you can't AP space flight off of flight...nor the other way around...says so in the books...
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Postby kerianvalentine » Thu Feb 14, 2008 9:31 am

I houserule it, honestly. If you feel that doesn't make sense, feel free to move Space Flight to another array. It's not that important where it goes.
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Postby Godfallen » Thu Feb 14, 2008 9:54 am

actually...I fully believe that it DOES make sense to to have one AP'd off the other....as their both bascially the same thing...jsut Space flight is light speed....I was just mentioning it off the book...thats all.
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Postby kerianvalentine » Thu Feb 14, 2008 10:12 am

I think it's stupid to force someone to buy a second mode of travel when Space Flight is usually just an accelerated version of their normal flight. House Rules rule. :)
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