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Marvel Girl

Jean Grey, Phoenix

 

Characteristics

10 STR (Cost 0; Roll 11-; HTH Damage 2d6; END [1])

10 DEX (Cost 0; Roll 11-)

15 CON (Cost 5; Roll 12-)

10 INT (Cost 0; Roll 11-; PER Roll 11-)

20 EGO (Cost 10; Roll 13-)

18 PRE (Cost 8; Roll 13-; PRE Attack: 3 1/2d6)

5 OCV (Cost 10)

5 DCV (Cost 10)

7 OMCV (Cost 12)

7 DMCV (Cost 12)

4 SPD (Cost 20; Phases:  3, 6, 9, 12)

5 PD (Cost 3; 5/21 PD; 0/16 rPD)

5 ED (Cost 3; 5/19 ED; 0/14 rED)

15 REC (Cost 11)

50 END (Cost 6)

10 BODY (Cost 0)

38 STUN (Cost 9)

 

Movement

Running 8m/16m (Cost -4; END [1])

Swimming 2m/4m (Cost -1; END [1])

Leaping 4m (Cost 0; 4m forward, 2m upward)

Flight 20m/40m

 

Characteristics Total: 114

 

Powers

27 Detect Minds: Detect Minds 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense, Targeting - END=0

5 Empathic Link: Mind Link , Scott Summers class of minds, One Specific Mind, Psychic Bond (10 Active Points); Powerful Emotions and Feelings Only (-1) - END=0

5 Mental Eye: Mental Awareness - END=0

15 Psionic Defenses: Mental Defense (15 points total) - END=0

8 Standard Superhero Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0

7 Telekinetic Bubble: Resistant Protection (5 PD/3 ED), Impenetrable (+1/4) (15 Active Points); Costs Endurance (-1/2), Perceivable (-1/4), Unified Power (Telekinesis; -1/4) - END=1

17 Telepathic Hearing: Detect Surface Thoughts 11- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense - END=0

 

56 Telekinesis: Multipower, 70-point reserve,  (70 Active Points); all slots Unified Power (Telekinesis; -1/4) - END=

5f 1)  Force Bolts: Blast 4d6, Alternate Combat Value (uses OMCV against DCV; +0), Attack Versus Alternate Defense (rPD defined as a Force Field or PD Barrier that surrounds the target; All Or Nothing; +1), Does BODY (+1) (60 Active Points); Unified Power (Telekinesis; -1/4) - END=6

4f 2)  Force Explosion: Blast 7d6, Area Of Effect (16m Radius Explosion; +1/4), Personal Immunity (+1/4), Double Knockback (+1/2) (70 Active Points); No Range (-1/2), Unified Power (Telekinesis; -1/4) - END=7

2f 3)  Telekinetic Flight: Flight 20m, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Recipient must remain close to Grantor (30 Active Points); Unified Power (Psionic Powers; -1/4) - END=3

6f 4)  Lockdown: Entangle 4d6, 4 PD/4 ED, Reduced Endurance (1/2 END; +1/4), Constant (+1/2) (70 Active Points); Unified Power (Telekinesis; -1/4) - END=3

2f 5)  Telekinetic Shields: Resistant Protection (11 PD/7 ED), Usable Simultaneously (up to 4 people at once; +1/4), Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor, Impenetrable (+1/4) (40 Active Points); Costs Half Endurance (-1/4), Perceivable (-1/4), Unified Power (Telekinesis; -1/4) - END=2

5f 6)  TK: Telekinesis (30 STR), Fine Manipulation, Alternate Combat Value (uses OMCV against DCV; +0), Reduced Endurance (1/2 END; +1/4) (69 Active Points); Unified Power (Telekinesis; -1/4) - END=2

 

40 Telepathy: Multipower, 50-point reserve,  (50 Active Points); all slots Unified Power (Psionics; -1/4) - END=

4f 1)  Mental Scanning: Mind Scan 10d6 (50 Active Points); Unified Power (Psionics; -1/4) - END=5

4f 2)  Psionic Assault: Mental Blast 4d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4) (50 Active Points); Unified Power (Psionics; -1/4) - END=2

1f 3)  Psionic Screening: Invisibility to Mental Group , Usable Simultaneously (up to 4 people at once; +1/2), Grantor can take back power at any time, Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor (15 Active Points); Unified Power (Psionic Powers; -1/4) - END=1

1f 4)  Psionic Shields: Mental Defense, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Recipient must remain close to Grantor (15 Active Points); Costs Endurance (-1/2), Unified Power (Psionic Powers; -1/4) - END=1

4f 5)  Telepathy: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Unified Power (Psionics; -1/4) - END=2

 

Powers Total: 218

 

Skills

12 +2 with Mental Powers

10 +5 with Mental Scanning

3 Breakfall 11-

3 Charm 13-

3 Conversation 13-

3 KS: College Educated 12-

3 Oratory 13-

3 Persuasion 13-

3 PS: Model 13-

2 PS: Pilot 11-

3 Teamwork 12-

 

Skills Total: 50

 

Talents

6 +2/+2d6 Stunning Beauty: Striking Appearance (vs. all characters)

12 Heroic Luck: Combat Luck (6 PD/6 ED)

 

Talents Total: 18

 

Complications

20 Code Against Killing:  Psychological Complication (Common; Total)

15 Code of X: Psychological Complication:  (Common; Strong)

25 Devotion to Scott Summers:  Psychological Complication (Very Common; Total)

10 Mutant:  Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

25 Mutant Hating Groups:  Hunted Frequently (Mo Pow; NCI; Harshly Punish)

15 My Own Woman:  Psychological Complication (Common; Strong) [Notes: Jean Grey has been many things and sometimes she has to fight to just be herself.  ]

15 Professor X:  Hunted Frequently (Mo Pow; NCI; Watching)

15 Secret Identity:  Social Complication Frequently, Major

 

Complications Points: 140

 

Jean Grey using both Telepathy and Telekinesis in two pretty good MPPs.  She has a lot of utility, and some serious bang with her powers.  She can fly the group around but was never used for long distances unlike Polaris (except X-Men #3), so the speed is not that fast for her.  She can throw up shields around the group, which is something she frequently did.  

 

The points spread on her fairly well.  There wasn't a need to stretch to get to 400, and I didn't feel the need to cute much back either.  So it worked out fairly well for her.  

 

Putting her up finishes off the original X-Men.  Which makes me happy to get them all posted up.  

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Marvel Girl.hdc

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I would never be able to fight the urge to just combine her two separate Multipowers into a single 120 point reserve version with all slots built on 60 active points (which then evolves into a similarly skewed Limited VPP like the one this character has that has a cost of 120 points vs. 134 for her 2 Multipowers)

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I remember liking the VPP approach that you did with characters on your Justice League.  But we tried similar at the table and it did not turn out as well as I hoped.  I know I am very hesitant to use VPPs on a lot of characters, but I think that is just from years seeing the STOP sign over them and having nobody to really teach me how to play the game.  

I looked at VPPs on some of the characters, but did not like them as much as the MPP which is where I generally lean myself.  

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Havok

Alexander "Alex" Summers

 

Characteristics

13 STR (Cost 3; Roll 12-; HTH Damage 2 1/2d6; END [1])

13 DEX (Cost 6; Roll 12-)

20 CON (Cost 10; Roll 13-)

13 INT (Cost 3; Roll 12-; PER Roll 12-)

15 EGO (Cost 5; Roll 12-)

15 PRE (Cost 5; Roll 12-; PRE Attack: 3d6)

7 OCV (Cost 20)

6 DCV (Cost 15)

3 OMCV (Cost 0)

3 DMCV (Cost 0)

4 SPD (Cost 20; Phases:  3, 6, 9, 12)

8 PD (Cost 6; 8/19 PD; 0/11 rPD)

5 ED (Cost 3; 5/16 ED; 0/11 rED)

15 REC (Cost 11)

50 END (Cost 6)

13 BODY (Cost 3)

42 STUN (Cost 11)

 

Movement

Running 8m/16m (Cost -4; END [1])

Swimming 2m/4m (Cost -1; END [1])

Leaping 0 4m (Cost 0; 4m forward, 2m upward)

 

Characteristics & Movement Total: 122

 


Powers

14 Cosmic Absorption: Absorption 12 BODY  (energy), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Variable Effect Plasma Generation (+1/2), Absorption As A Defense (Resistant; +1) (36 Active Points); Cosmic or Plasma Energy Only (-1), Side Effects (Make EGO Roll -1 per 2 DCs After Absorbing or Plasma Explosion) (-1/2) - END=0

4 Heat & Radiation Immunity: Life Support  (Safe in High Radiation; Safe in Intense Heat) - END=0

8 Standard Superhero Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0

5 Trained by Professor X: Mental Defense (5 points total) - END=0

 

125 Plasma Generation: Multipower, 104-point reserve, all slots Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (156 Active Points); all slots Unified Power (Plasma Generation; -1/4) 

2f 1)  Burning Bright: Sight Group Flash 7d6, Area Of Effect (16m Radius; +3/4) (61 Active Points); Side Effects (Trigger Plasma Explosion, Pay END from Stun) (-1), No Range (-1/2), OIF (-1/2), Requires A Roll (EGO roll, -1 per 20 Active Points modifier; -1/4), Unified Power (Plasma Generation; -1/4) - END=3

5f 2)  Directed Plasma: (Total: 97 Active Cost, 47 Real Cost)

    Change Environment (Stunning) (30 Active Points); OIF (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 17) plus

    Killing Attack - Ranged 3d6, Armor Piercing (x2; +1/2) (67 Active Points); Restrainable (-1/2), OIF (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 30) - END=4

2f 3)  Fly In The Amber: Entangle 4d6, 6 PD/6 ED, Area Of Effect (1m Radius; +1/4) (62 Active Points); Restrainable (-1/2), OIF (-1/2), Only Affects Targets On The Ground (-1/4), Unified Power (Plasma Generation; -1/4) - END=3

6f 4)  Plasma Explosion: (Total: 104 Active Cost, 59 Real Cost)

    Killing Attack - Ranged 3d6, Full Power (+0), Area Of Effect (4m Radius; +1/4), Armor Piercing (+1/4) (67 Active Points); No Range (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 38) plus

    Change Environment (Stunning), Area Of Effect (4m Radius; +1/4) (37 Active Points); No Range (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 21) - END=5

4f 5)  Plasma Wave: (Total: 104 Active Cost, 40 Real Cost)

    Change Environment (Stunning), Area Of Effect (16m Line; +1/4) (37 Active Points); No Range (-1/2), OIF (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 16) plus

    Killing Attack - Ranged 3d6, Full Power (+0), Area Of Effect (16m Line; +1/4), Armor Piercing (+1/4) (67 Active Points); No Range (-1/2), Restrainable (-1/2), OIF (-1/2), Unified Power (Plasma Generation; -1/4) (Real Cost: 24) - END=5

 

Powers Total: 175

 

Martial Arts

3 Aikido Throw:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/10, Target Falls

4 Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs

4 Kung Fu Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort

 

Martial Arts Total: 11

 

Skills

10 +2 CSLs with Plasma Generation

4 +4 RSLs with Directed Plasma

5 Breakfall 13-

2 Bureaucratics 10-

5 Climbing 13-

3 Deduction 12-

4 KS: College Educated 13-

3 Mechanics 12-

3 Navigation 12-

3 Oratory 12-

2 PS: Scientist 11-

5 Science Skill:  Geology 14-

5 Science Skill:  Geophysics 14-

3 Shadowing 12-

3 Stealth 12-

3 Survival 12-

7 Tactics 14-

7 Teamwork 14-

 

Skills Total: 77

 


Talents

12 Heroic Luck: Combat Luck (6 PD/6 ED)

3 Lightning Reflexes (+9 DEX to act first with Plasma Generation)

 

Talents Total: 15

 


Complications

20 Code Against Killing:  Psychological Complication (Common; Total)

15 Code of X: Psychological Complication:  (Common; Strong)

15 Cyclops:  Professional and Romantic, Rivalry, Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

10 Mutant:  Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

25 Mutant Hating Groups:  Hunted Frequently (Mo Pow; NCI; Harshly Punish)

15 Professor X:  Hunted Frequently (Mo Pow; NCI; Watching)

15 Secret Identity:  Social Complication Frequently, Major

 

Complications Points: 115


 

Havok, he is a real danger.  I know that in the comics he was far more hesitant to use his powers than Cyclops was.  The danger was that he was an absolute danger to anyone who he used them on.  So I really tried to pump up the danger that he has in combat.  However, I kept him with Killing Attacks which means he should be really hesitant to use his powers.  

 

Because of the danger of using his powers I gave him some real OOMPH in what they had.  That was why I added the Stunning attack.  I initially was thinking of just adding some damage for purposes of only determining whether the target was stunned.  When I brought that up, I was told that it might be better to use the Change Environment.  

 

He is a lot like Cyclops, but more dangerous in the power that he has but a lot less Skilled in a number of ways.  

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Havok v4 Spd 4.hdc

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Professor X

Charles Xavier

 

Characteristics

10 STR (Cost 0; Roll 11-; HTH Damage 2d6; END [1])

10 DEX (Cost 0; Roll 11-)

15 CON (Cost 5; Roll 12-)

18 INT (Cost 8; Roll 13-; PER Roll 13-)

30 EGO (Cost 20; Roll 15-)

20 PRE (Cost 10; Roll 13-; PRE Attack: 4d6)

3 OCV (Cost 0)

4 DCV (Cost 5)

9 OMCV (Cost 18)

9 DMCV (Cost 18)

2 SPD (Cost 0; Phases:  6, 12/3, 6, 9, 12)

4 PD (Cost 2; 4/10 PD; 0/6 rPD)

4 ED (Cost 2; 4/10 ED; 0/6 rED)

12 REC (Cost 8)

50 END (Cost 6)

10 BODY (Cost 0)

30 STUN (Cost 5)

 

Movement

Running 8m/32m (Cost -12; END [1])

Swimming 4m/8m (Cost 0; END [1])

 

Characteristics & Movement Total: 93

 

Powers

51 Detect Minds, Mutants, & Mental Powers: Detect Minds, Mental Powers and Mutants 15- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Penetrative, Sense, Targeting, Telescopic:  +4 - END=0

6 Hover Chair: Running +8m (8m total), x4 Noncombat (13 Active Points); OAF (-1) - END=1

13 Mental Bastion: Power Defense (20 points) (20 Active Points); Only Works Against Mental/Psionic Powers (-1/2) - END=0

25 Mental Shields: (Total: 25 Active Cost, 25 Real Cost) +10 Mental Defense (20 points total) (Real Cost: 10) plus Resistant Protection (10 Mental Defense) (Real Cost: 15) - END=0

13 Speed of Thought: +2 SPD (20 Active Points); Mental Actions Only (-1/2)

 

160 Variable Power Pool, 100 base + 70 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (205 Active Points); Psionics Only (-1/2); all slots Unified Power (Psionics; -1/4)

0 1) Astral Form: Desolidification , Projection (+0) (40 Active Points); Feedback (-1), Physical Body Left Behind (-1/2), Must Return To Physical Body (24 Hours; -1/2), Unified Power (Psionics; -1/4) Real Cost: 12 - END=4

0 2) Mental Control: Mind Control 14d6 (70 Active Points); Unified Power (Psionics; -1/4) Real Cost: 56 - END=7

0 3) Mental Link: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Unified Power (Psionics; -1/4) Real Cost: 28 - END=0

0 4) Mental Paralysis: Entangle 3d6, 3 PD/3 ED, Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Physical Attacks (see 6E1 p217; +3/4) (67 Active Points); Mental Defense Adds To EGO (-1/2), Unified Power (Psionics; -1/4) Real Cost: 38 - END=7

0 5) Mind Scan: Mind Scan 14d6 (70 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Unified Power (Psionics; -1/4) Real Cost: 31 - END=7

0 6) Psionic Blast: Mental Blast 7d6 (70 Active Points); Unified Power (Psionics; -1/4) Real Cost: 56 - END=7

0 7) Psionic Insight: +2 Overall (24 Active Points); Psionic (-1/2), Costs Half Endurance (-1/4), Unified Power (Psionics; -1/4) Real Cost: 12 - END=1

0 8) Psionic Invisibility: Invisibility to Sight, Hearing and Mental Groups , No Fringe (40 Active Points); Only Works Against Sentient Persons Character Is Aware Of (-1/2), Unified Power (Psionics; -1/4) Real Cost: 23 - END=4

0 9) Psionic Surgery: Major Transform 4d6 (alter, remove, or add memories or Psychological Complications,, normally [or through repeated applications of this power, character’s choice at purchase]), Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not BODY (+1/4) (60 Active Points); Limited Target (mental "objects" in the minds of sentient beings; -1/2), Unified Power (Psionics; -1/4) Real Cost: 34 - END=6

0 10) Thought Projection: Telepathy 14d6 (70 Active Points); Unified Power (Psionics; -1/4) Real Cost: 56 - END=7

 

Powers Total: 268

 

Skills

10 +10 CSLs with Mind Scan

3 Bureaucratics 13-

3 Conversation 13-

3 Deduction 13-

3 Electronics 13-

3 High Society 13-

5 Instructor (Intellect Skill 9+INT/5) 14-

3 Interrogation 13-

3 Inventor 13-

8 KS: Mutation 18-

4 KS: History 14-

4 KS: Philosophy 14-

8 KS: Psionics 18-

3 Mechanics 13-

3 Oratory 13-

5 Persuasion 14-

3 PS: Soldier 13-

3 Research (Intellect Skill 9+INT/5) 13-

3 Science Skill:  Life Sciences 13-

4 Science Skill:  Genetics 14-

3 Survival 13-

3 Tactics 13-

3 Teamwork 11-

 

Skills Total: 93

 

Perks

15 Filthy Rich: Money

6 World Renowned Expert on Mutation: Positive Reputation (A large group) 14-, +2/+2d6

 

Perks Total: 21

 

Talents

12 Combat Luck (6 PD/6 ED)

13 Universal Translator 13- (20 Active Points); Psionic (-1/2)

 

Talents Total: 25

 

Complications

5 Bald:  Distinctive Features (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Code of X: Psychological Complication:  (Common; Total)

15 Magneto:  Hunted Frequently (As Pow; Harshly Punish)

5 Magneto:  Professional, Rivalry, Rival is As Powerful, Seek to Convince Rival, Rival Aware of Rivalry

10 Mutant:  Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

30 Paralyzed from the Waist Down:  Physical Complication (All the Time; Greatly Impairing)

15 Secret Identity:  Social Complication Frequently, Major

10 Wheel Chair:  Distinctive Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

Complications Points: 110

 

Professor Xavier, one of the premier minds of the Marvel Universe.  I really tried to squeeze him into a 400 point jacket and when I saw how that looked early on just decided it was not worth it.  So I bumped him up to 500 and called it good.  

 

In Telepathy he should be able to make mince meat out of Marvel Girl, but that is the way it is supposed to be.  I brought his Psionics down from a 20- (Best ever) because I felt that Shadow King is more knowledgeable about those things in a lot of ways.  However, in those ranges it is really just quibbling over small bits on how good individual people are.  It was similar with his knowledge of mutation, I felt that Apocalypse would have a better understanding of that.  

 

His Strength might seem high the way that I rate things (I consider 'normal Strength' to be under 10) but he works out a lot to keep himself in shape, but he just works what he can.  There are a lot of old scenes from the 80s of him in the Danger Room doing PT with Lilandra.  I mean, I don't think that Charles is having his students load him into his chair every morning and into bed at night.  Nor do I think he has bathroom assistance...then again in that awesome chair he got in the 90s maybe he doesn't need to get out to use the bathroom anymore.  

 

His flaws are mostly the same, but his dedication to the Dream of X is Total, rather than the Strong.  The truth is that he is willing to do some bad things to keep his dream alive.  In the old days he even messed with normal humans minds all the time to make them forget the X-Men.  It is funny to go back and read those books and compare them against the attitude that he had later in the books where mind wipes should not be done.  

Professor X.hdc

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Polaris

Lorna Dane

 

Characteristics

11 STR (Cost 1; Roll 11-; HTH Damage 2d6; END [1])

11 DEX (Cost 2; Roll 11-)

18 CON (Cost 8; Roll 13-)

15 INT (Cost 5; Roll 12-; PER Roll 12-)

15 EGO (Cost 5; Roll 12-)

15 PRE (Cost 5; Roll 12-; PRE Attack: 3d6)

 

6 OCV (Cost 15)

6 DCV (Cost 15)

3 OMCV (Cost 0)

3 DMCV (Cost 0)

4 SPD (Cost 20; Phases:  3, 6, 9, 12)

 

6 PD (Cost 4; 6/26 PD; 0/20 rPD)

4 ED (Cost 2; 4/30 ED; 0/26 rED)

15 REC (Cost 11)

50 END (Cost 6)

10 BODY (Cost 0)

40 STUN (Cost 10)

 

Movement

Running 8m/16m (Cost -4; END [1])

Swimming 2m/4m  (Cost -1; END [1])

Leaping 4m (Cost 0; 4m forward, 2m upward)

Flight 12m/96m

 

Characteristics & Movement Total: 104

 

Powers

54 Electromagnetic Sight: Detect Magnetic and Electrical Energy 13- (Mental Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Penetrative, Targeting, Telescopic:  +6 - END=0

7 Magnetic Bubble: Resistant Protection (3 PD/5 ED), Impenetrable (+1/4) (15 Active Points); Costs Endurance (-1/2), Perceivable (-1/4), Unified Power (Magnetic Fields; -1/4) - END=1

26 Magnetic Force Riding: Flight 12m, x8 Noncombat, Usable Simultaneously (up to 4 people at once; +1/2), Grantor pays the END whenever the power is used, Recipient must be within Limited Range of the Grantor for power to be granted, Recipient must remain close to Grantor, Grantor can take back power at any time (33 Active Points); Unified Power (Magnetic Fields; -1/4) - END=3

8 Standard Superhero Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) - END=0

5 Trained by Professor X: Mental Defense (5 points total) - END=0

 

29 Magnetic Fields: Multipower, 36-point reserve,  (36 Active Points); all slots Unified Power (Magnetic Fields; -1/4) - END=

3f 1)  Intense Magnetic Field: Change Environment (Create Intense Magnetic Field) (-4 to Radio Group PER Rolls, Long-Lasting 5 Minutes), Area Of Effect (32m Radius; +1) (36 Active Points); Unified Power (Magnetic Fields; -1/4) - END=4

2f 2)  Magnetic Empowerment: Absorption 10 BODY  (energy, Magnetism), Magnetic Powers (+1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Increased Maximum (x4 points) (+1/2), Absorption As A Defense (Resistant; +1) (35 Active Points); Costs Half Endurance (-1/4), Unified Power (Magnetic Fields; -1/4) - END=1

2f 3)  Magnetic Shields: Resistant Protection (6 PD/10 ED), Usable Simultaneously (up to 4 people at once; +1/4), Grantor pays the END whenever the power is used, Recipient must remain within Line of Sight of Grantor, Impenetrable (+1/4) (36 Active Points); Costs Half Endurance (-1/4), Unified Power (Magnetic Fields; -1/4) - END=2

 

82 Magnetism: Multipower, 82-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (102 Active Points); all slots Unified Power (Magnetism; -1/4) - END=

3f 1)  Magnetic Blast: (Total: 40 Active Cost, 32 Real Cost) Blast 8d6 (40 Active Points); Unified Power (Magnetism; -1/4) (Real Cost: 32) - END=2

4f 2)  Magnetic Reversal: Reflection (78 Active Points' worth), Any Target (+1/2) (78 Active Points); Only Works Against Metallic Physical Projectiles (-1/2), Unified Power (Magnetism; -1/4) - END=4

4f 3)  Magnetic Shredder: Killing Attack - Ranged 3 1/2d6, Armor Piercing (x2; +1/2) (82 Active Points); Only vs Metal or Metal Protected Targets (-1), Unified Power (Magnetism; -1/4) - END=4

3f 4)  Magnetic Storm: Blast 9d6, Area Of Effect (4m Radius; +1/4) (56 Active Points); OIF (small metallic objects of opportunity) (-1/2), Unified Power (Magnetism; -1/4) - END=3

4f 5)  Magnetokinesis: Telekinesis (45 STR), Fine Manipulation (79 Active Points); Only Works on Metallic Objects (-1/2), Unified Power (Magnetism; -1/4) - END=4

3f 6)  Metallic Wrap-Up: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (sufficient amount of metallic objects of opportunity within 20m of target; -1/2), Unified Power (Magnetism; -1/4) - END=3

6f 7)  Shape Metal: Major Transform 8d6 (Metals to Metals, Reshaping) (80 Active Points); Unified Power (Magnetism; -1/4) - END=4

 

Powers Total: 245

 

Skills

10 +2 CSLs with Magnetism

3 Breakfall 11-

3 KS: College Educated 12-

3 PS: Scientist 12-

5 Science Skill:  Geology 14-

3 Tactics 12-

7 Teamwork 13-

 

Skills Total: 34

 

Talents

3 Bump Of Direction

12 Heroic Luck: Combat Luck (6 PD/6 ED)

2 Lightning Reflexes (+6 DEX to act first with Magnetism)

 

Talents Total: 17

 

Complications

20 Code Against Killing:  Psychological Complication (Common; Total)

15 Code of X: Psychological Complication:  (Common; Strong)

10 Green Hair:  Distinctive Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Insecure:  Psychological Complication (Common; Moderate) [Notes: Lorna has been insecure about a number of things over the years.  Her body image, her powers, her boyfriend...the list goes on.  ]

5 Magneto:  Hunted Infrequently (Mo Pow; Watching)

10 Mutant:  Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

25 Mutant Hating Groups:  Hunted Frequently (Mo Pow; NCI; Harshly Punish)

15 Professor X:  Hunted Frequently (Mo Pow; NCI; Watching)

15 Secret Identity:  Social Complication Frequently, Major

5 Susceptible Mind:  1 1/2 x Effect Vulnerability to Mind Control (Uncommon) [Notes: A long time victim of Malice...and the Shadow King...seems like she just gets dominated a bit.  So seemed like she was Vulnerable to it.  ]

5 Wolfsbane [or other major female character]:  Romantic, Rivalry, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

 

Complications Points: 135

Polaris.hdc

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  • 2 weeks later...

Angel
Warren Kenneth Worthington III

The biggest point of contention that I had when putting Angel together (other than where to put some excess points) was giving him No Turn Mode on his flight.  I ended up using that Advantage on his flight because he is shown in many comics as outmaneuvering other strong fliers with ease.  It could be represented with MSLs, but it seemed easier to me for someone at the table to show aerial superiority in the fashion that Angel has with No Turn Mode.  

 

One less than obvious benefit of Levels with Flight vs. the No Turn Mode Advantage is that the Levels can also be applied towards the optional Dive For Cover maneuver (good for escaping AOE Attacks). 

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With his Flying Dodge, doesn't he get out of those without a problem?

 

Doh!

You are absolutely correct.  Movement levels can be applied to DCV when using any type of Dodge as well.

 

from the old 5e FAQ (a copy I saved locally before the website changed)

 

 

If a character uses Flying Dodge to try to avoid a ranged non-area-affecting attack, he still gets to move and still gets a DCV bonus from the maneuver, but he’s not automatically missed — the attacker still gets a roll to hit (unlike with Dive For Cover, where the attack would automatically miss). If it’s a HTH attack, the Attack Roll is irrelevant, since the character won’t be in HTH combat range any longer.

 

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Colossus
Piotr Nikolaievitch Rasputin

Characteristics
20 STR (Cost 10; Roll 13- / 21-; HTH Damage 4d6/12d6; END [2/4])
9 DEX (Cost -2; Roll 11-)
20 CON (Cost 10; Roll 13- / 15-)
9 INT (Cost -1; Roll 11-; PER Roll 11-)
13 EGO (Cost 3; Roll 12-)
15 PRE (Cost 5;    Roll 12- / 15-; PRE Attack: 3d6 / 6d6)

 

6 OCV (Cost 15)
5 DCV (Cost 10)
3 OMCV (Cost 0)
3 DMCV (Cost 0)
4 SPD (Cost 20; Phases: 3, 6, 9, 12)

 

7 PD (Cost 5; 7/45 PD; 0/38 rPD)
5 ED (Cost 3; 5/43 ED; 0/38 rED)
15 REC (Cost 11)
50 END (Cost 6)
15 BODY (Cost 5)
50 STUN (Cost 15)

Movement    
Running 8m/16m or 16m/24m (Cost -4; END [1/3])
Swimming 2m/4m (Cost -1; END [1])
Leaping 4m (Cost 0; 4m forward, 2m upward)

Characteristics Total: 110

Powers
Organic Steel Metamorphosis
33 1) +40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Linked (Resistant Protection; -1/2) - END=2
7 2) +10 CON (10 Active Points); Linked (Resistant Protection; -1/2) – END= 0
10 3) +15 PRE (15 Active Points); Linked (Resistant Protection; -1/2) – END= 0
3 4) +20 END (4 Active Points); Linked (Resistant Protection; -1/2) – END= 0
3 5) +5 REC (5 Active Points); Linked (Resistant Protection; -1/2) – END= 0
3 6) +5 BODY (5 Active Points); Linked (Resistant Protection; -1/2) – END= 0
7 7) +20 STUN (10 Active Points); Linked (Resistant Protection; -1/2) – END= 0
8 8) Knockback Resistance -12m (12 Active Points); Linked (Resistant Protection; -1/2) - END=0
24 9) Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing), Inherent (+1/4) (36 Active Points); Linked (Resistant Protection; -1/2) [Notes: Colossus doesn't breathe like this, but they don't think he can support himself in a vacuum. So that would be one limitation on his Life Support, but a fairly minor one for most of the X-Men adventures. ] - END=0
10 10) Physical Damage Reduction, 50% (20 Active Points); Collision Resistance (-1/2), Linked (Resistant Protection; -1/2) [Notes: Colossus just jumps out of planes and impacts the ground. In Mutants and Masterminds I built it as an immunity, in this I just figured that I would give him Damage Reduction from Collisions. It would work on Move By, Move Through, and things of that nature also (both ends of it). The 50% reduction, high defenses to start, and a good pool of Stun to work through should allow him to do whatever he feels he wants to do without any fear of getting to hurt in this regard. ] - END=0
97 11) Resistant Protection (27 PD/27 ED), Impenetrable (+1/4), Hardened (+1/4) (121 Active Points); Perceivable (-1/4) - END=0
3 12) Running +8m (8m/16m total) (8 Active Points); Increased Endurance Cost (x2 END; -1/2), Linked (Resistant Protection; -1/2), no Noncombat movement (-1/4) - END=2

5 Superhero Briefs: Resistant Protection (5 PD/5 ED) (15 Active Points); Requires A Roll (10- roll; Must be made each Phase/use; -1 1/4), OIF (-1/2) - END=0
5 Trained by Professor X: Mental Defense (5 points total) - END=0

Powers Total: 218

Martial Arts
4 Bearhug I: 1/2 Phase, +0 OCV, +0 DCV, 8d6 / 16d6 Crush, Must Follow Grab
4 Deadly Smash: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 / HKA 5d6 +1
4 Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, 10 STR for holding on
4 Punch: 1/2 Phase, +2 OCV, +0 DCV, 6d6 / 14d6 Strike
4 Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

Martial Arts Total: 20

Skills
4 +2 PSLs to offset non-Aerodynamic Penalty when Throwing
4 +2 CSLs Fastball Special
3 Breakfall 11-
3 Climbing 11-
3 Hoist 11-
2 KS: College Educated 11-
0 Language: Russian (idiomatic) (4 Active Points)
3 Language: English (completely fluent)
3 Power: Brick Tricks 12-
2 PS: Artist 11-
2 PS: Farmer 11-
5 Teamwork 12-

Skills Total: 34

Talents
12 Heroic Luck: Combat Luck (6 PD/6 ED)
6 +2/+2d6 YUMMY!: Striking Appearance (vs. all characters)

Talents Total: 18

Complications
20 Code Against Killing: Psychological Complication (Common; Total)
15 Code of X: Psychological Complication: (Common; Strong)
20 Familial Bonds: Dependent NPC Frequently (Incompetent) [Notes: Colossus is haunted by the lives that have been lost. His family is a specific burden that he has to deal with, and in many story lines he goes through changes due to the death, life, redeath, rebirth, resurrection, death again, deaging, safety, and care of his family. While this is technically a group of individuals, they only really are relevent one story at a time and the parents were never developed separately is my memory of them. ]
10 Huge and Buff: Distinctive Features (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15 Metallic Body: Physical Complication (Infrequently; Greatly Impairing)
10 Mutant: Distinctive Features (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
25 Mutant Hating Groups: Hunted Frequently (Mo Pow; NCI; Harshly Punish)
15 Professor X: Hunted Frequently (Mo Pow; NCI; Watching)
15 Secret Identity: Social Complication Frequently, Major
20 Too Much Killing/Violence: Enraged (Uncommon), go 14-, recover 11-

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[Notes: Mindless violence drives Colossus to...MINDLESS VIOLENCE! It might not be a pretty cycle, and it is going to be one that eats up his Code Against Killing afterwards, but this powerhouse just reaches out and kills people at times when things have pushed him too far. While Proteus was a planned move, Riptide was more of a spur of the moment kind of thing. Colossus even fully intended to continue going in slaughtering the Marauders but made his recovery check. Watch out for the gentle giant! ]

Complications Points: 150

 

Colossus is one of the hearts of the new X-Men.  To me growing up it was all about the friendship between Nightcrawler, Colossus, and Wolverine.  While I loved Banshee's power set and always wanted to see more on him, these characters and their interaction is what made the book what I wanted to keep reading.  

 

Colossus is a major powerhouse who is defined by the transformation that he undergoes.  Even without his powers on, he should not be a slouch in a lot of fights.  I dropped his Dex and Int to 9, because he always seems slow, both mentally and physically.  Cyclops used to own him regularly in combat because Colossus was so convinced of how his power would see him through the day.  It isn't enough to drop him in any significant way, but does represent that he is a little behind where starting heroes are on those stats.  

 

Reading the information that I could find on him, they say things like how he can take a tank shell to the chest without problem.  I made him really tough individual, and think that his physical defenses should show him through most fights that he gets into.  He picked up Toughness so that he can try to block for other people when the time comes, though they have to be within a certain range of him.  

 

The big drawback on the Russkie is that he is big and slow.  In a battle where the fight is highly mobile he is going to be limited to throwing things at his enemies.  It is a problem that characters like him, the Thing, and a few others have.  Hulk can get where he wants to go with his incredible leaping, but Colossus is stuck where he is most of the time.  I increased his movement speed a bit with some points when he is armored up, but that is only going to help him so much.  

 

Speaking of throwing things...I buffed up his ability to perform the Fastball Special since he is the character that started the whole trend, or at least he and Wolverine are the team that gave it a name.  It was always a signature move and when it happened, you knew something awesome was in the works.  Especially in UXM #142, that was a fastball special to remember!  

 

His OCV and DCV lag behind.  The DCV is not that important for his defenses, and the OCV is made up for with his standard Martial Maneuver of "Punch" which gives him 2 more points.  If he gets to melee with you, and you are not the Blob, Juggernaut, or similar then you are going to be in trouble.  

 

His weaknesses are primarily not exploitable by enemies in a straight up fight, but Magneto can easily use him as a wrecking ball (and has) against the rest of the team.  The complications that he has lean towards his big heart, and how it tears him up for those he cares about to be hurt.  

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Colossus.hdc

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Beast really needs to be speed 5 or even higher, given his incredible agility.  When someone wanted a nightcrawler clone for a game I ran, I had to give him 6 speed just to do what he does in the comics.  I love the builds.

 

I agree with the Speed 5.  I tried him as the Speed 4, but it just did not seem to sit right with me.  I think he works well as a 5 and could see him at the 6, which is where I initially built him.  But I agree that for me to see what they do in the comics against the other characters, the Speed increase is needed for characters such as this.  

 

Also, one of my groups favorite aspects about Champions, Shadowrun, and a few other games is that some characters get more actions.  It provides a very different way to differentiate one character from another that many games do nothing to provide.  

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