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Mokko

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  1. Re: The Classic Justice League starting members on 350 points How about enemies of the Justice League such as Doomsday?
  2. Re: A really tough kookie with a twist No, not really. More like Doomsday.
  3. Hello, Our group decided to reset our long term campaign and start over with new characters for various reasons. There is a certain type of character I have always wanted to try and never had change till now: a REALLY tough kookie with a twist. To make story short and save everyones time I know what I want my character to end up like. My problem is how to build it as best as possible on starting points and then allow characters invulnerability to grow with XP. We get 350 starting points (250 points + 100 disadvantages) and use 5th edition. HOW TO BUILD FOLLOWING AS BEST AS POSSIBLE ON STARTING POINTS (250 +100) and then allow characters invulnerability to grow with xp? Player: TOUGH kookie with a twist STR: A LOT STR DEX: around 20 Con: around 40-50 BODY: around 30 INT: I dont know. EGO: perhaps 20-25 PRE: 30-40 is a good number here COM: uh I dont know 16" RUN 0 2" SWIM 0 44" LEAP 0 Cost Power 60 Adaption : Variable Power Pool, 50 base + 10 control cost, (75 Active Points); Character Has No Choice Regarding How Powers Change (-1/2), VPP Powers Can Be Changed Only After "Death" (-1/2), Limited Power Only Defensive type powers (-1/2) 37 Almost Impossible to Hurt: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points) 15 Almost Impossible to Hurt: Hardened Defenses (30 PD/30ED) (15 Active Points) 30 Almost Impossible to Hurt: Physical Damage Reduction, Resistant, 50% 30 Almost Impossible to Hurt: Energy Damage Reduction, Resistant, 50% 17 Impossible to Kill: Healing 4 BODY, Can Heal Limbs, Resurrection (65 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 20 Mindless Rage: Mental Defense (25 points total) 33 Mindless Rage: Ego Attack 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (50 Active Points); Always On (-1/2) 10 Heightened Defenses: Power Defense (10 points) 10 No Internal Organs : Lack Of Weakness (-10) for Normal Defense 50 Perfectly Adapted: Life Support (Eating: Character does not eat; Immunity: All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 20 Monstrously Fast: Running +10" (16" total) 35 Monstrous Leap: Leaping +25" (44" forward, 22" upward) (x8 Noncombat) 47 Claws: AP Advantage on STR (47 Active Points) 90 Claws: Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR), Penetrating (x2; +1) (90 Active Points) Powers Cost: 504 Cost Skill 3 Breakfall 13- 3 Climbing 13- 25 +5 with HTH Combat Skills Cost: 31 Cost Talent 12 Lightning Reflexes: +8 DEX to act first with All Actions Talents Cost: 12 Total Character Cost: around 900 Pts. Disadvantage Disadvantage Points: 100 Base Points: 250 Experience Required to make it all the way to this point: 500-600
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