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Anton's MnM character Thread

Cyclops

Cyclops

Power Level: 10; Power Points Spent: 159

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

Tough: +2/+8, Fort: +7, Ref: +6, Will: +9

Skills: Acrobatics 4 (+5), Climb 4 (+6), Computers 4 (+7), Diplomacy 8 (+12), Drive 4 (+5), Medicine 4 (+8), Notice 8 (+12), Pilot 8 (+9), Sense Motive 8 (+12), Stealth 8 (+9), Survival 4 (+8), Swim 4 (+6), Knowledge: Tactics 12 (+15)

Feats: Equipment 1, Wealth 8, Reputation 10, Assessment, Attack Focus (Ranged) 5, Attractive 1, Connected, Contacts, Dedication, Defensive Roll 2, Improved Ranged Disarm, Inspire 3, Leadership, Master Plan, Power Attack, Teamwork 3, Precise Shot 2

Powers:
Optic Blast (Array 12) (Default Power: Blast, Alternate Powers: Blast 8 [Alt], Blast 8 [Alt], Deflect 8 [Alt])
Blast 8 [Alt] (DC 23, Extras: Penetrating)
Blast 8 [Alt] (DC 23, Extras: Area, Cone (80 ft. cone - General))
Deflect 8 [Alt] (Deflects: All Ranged Attacks (3/r))
Ruby Visor (Device 1) [Restr] (Powers: Enhanced Trait 2)
Enhanced Trait 2 (Feats: Precise Shot 2)

Equipment: Commlink; Tactical Vest

Attack Bonus: +7 (Ranged: +12, Melee: +7, Grapple: +9)

Attacks: Unarmed Attack, +7 (DC 17), Blast 8 [Alt], +12 (DC 23), Blast 8 [Alt], +12 (DC 23)

Defense: 22 (Flat-footed: 16), Knockback: -4

Initiative: +1

Languages: Native Language

Totals: Abilities 32 + Skills 20 (80 ranks) + Feats 23 + Powers 31 + Combat 38 + Saves 15 + Drawbacks 0 = 159

;) I wanted Cyclops to be the base that I build my other X-Men off of. So he has plenty of feats that let him play well with others in combat.

:D Mutants are fun to build. Usually its just one or two powers and then a broad but shallow group of skills, combined with lots of feats. They really come off as normal people with extraordinary ability.

:erm: The newest 'update' for Hero Lab cant seem to apply flaws correctly, so I will change Cyclop's Optic Blast to have the uncontrolled flaw when I do an update of all the characters.
 

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Gambit

Power Level: 10; Power Points Spent: 149

STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +1 (12), WIS: +3 (16), CHA: +4 (18)

Tough: +2/+6, Fort: +5, Ref: +10, Will: +6

Skills: Acrobatics 8 (+13), Bluff 8 (+12), Climb 4 (+6), Disable Device 8 (+9), Escape Artist 8 (+13), Notice 8 (+11), Pilot 4 (+9), Search 8 (+9), Sense Motive 8 (+11), Sleight of Hand 12 (+17), Stealth 12 (+17), Survival 4 (+7), Swim 4 (+6), Knowledge: Streetwise 8 (+9)

Feats: Equipment 2, Wealth 8, Reputation 10, Acrobatic Bluff, Attack Focus (Ranged) 2, Connected, Elusive Target, Evasion 1, Improved Initiative 1, Improved Throw, Quick Draw 1, Sneak Attack 1, Set Up

Powers:
Kinetic Control 6 (DC 21, Alternate Powers: Corrosion 9 [Alt], Drawbacks: Power Loss 2 (Without Medium), Extras: Autofire 1 (interval 2, max +5))
Corrosion 9 [Alt] (DC 24, Flaws: Action 1 (full))

Equipment: Tactical Vest; Quarterstaff

Attack Bonus: +10 (Ranged: +12, Melee: +10, Grapple: +12)

Attacks: Unarmed Attack, +10 (DC 17), Kinetic Control 6, +12 (DC 21), Corrosion 9 [Alt], +10 (DC Fort/Tou «), Quarterstaff, +10 (DC 19)

Defense: 24 (Flat-footed: 17), Knockback: -3

Initiative: +9

Languages: Native Language

Totals: Abilities 34 + Skills 26 (104 ranks) + Feats 13 + Powers 17 + Combat 48 + Saves 11 + Drawbacks 0 = 149

:erm: not quite happy with Gambit's charge up power. He needs a way to take more then one round to charge up really large objects.
 

Spiderman

Power Level: 10; Power Points Spent: 168

STR: +5 (20), DEX: +14 (38), CON: +5 (20), INT: +4 (18), WIS: +2 (14), CHA: +0 (10)

Tough: +5, Fort: +7, Ref: +15, Will: +7

Skills: Acrobatics 15 (+29), Bluff 12 (+12), Climb 8 (+13), Computers 8 (+12), Escape Artist 4 (+18), Gather Information 4 (+4), Investigate 4 (+8), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+18)

Feats: Wealth 4, Reputation 10, Acrobatic Bluff, Attack Focus (Melee) 5, Dodge Focus 11, Elusive Target, Evasion 1, Favored Environment - Swinging 2, Improved Initiative 1, Instant Up, Luck 3, Move-By Action, Taunt, Uncanny Dodge - "Spider-Sense" 1, Power Attack

Powers:
Web Slingers (Device 6) (Powers: Web Swinging (Super-Movement 1), Snare 10)
Web Swinging (Super-Movement 1) (Swinging, Power Feats: Progression 2)
Snare 10 (DC 20, Power Feats: Obscure Sense 1, Tether (1000 ft.))
Super-Strength 2 (+10 STR carrying capacity; +2 STR to some checks)

Attack Bonus: +8 (Ranged: +8, Melee: +13, Grapple: +18/+20)

Attacks: Unarmed Attack, +13 (DC 20), Snare 10, +8 (DC Ref/Staged 20)

Defense: 25 (Flat-footed: 12), Knockback: -2

Initiative: +18

Drawbacks: Low Wealth - Moderate

Languages: Native Language

Totals: Abilities 60 + Skills 19 (75 ranks) + Feats 30 + Powers 28 + Combat 24 + Saves 8 - Drawbacks 1 = 168
 

Jubilee

Power Level: 6; Power Points Spent: 88

STR: +0 (10), DEX: +3 (16), CON: +0 (10), INT: +0 (10), WIS: +1 (12), CHA: +3 (16)

Tough: +0/+3, Fort: +2, Ref: +6, Will: +3

Skills: Acrobatics 8 (+11), Bluff 8 (+11), Diplomacy 4 (+7), Disable Device 8 (+8), Notice 8 (+9), Sense Motive 4 (+5), Sleight of Hand 8 (+11), Stealth 4 (+7), Craft: Artistic 4 (+4), Knowledge: Popular Culture 8 (+8)

Feats: Equipment 2, Wealth 8, Reputation 6, Acrobatic Bluff, All-Out Attack, Beginner's Luck, Challenge - Conversational Paralysis 1, Defensive Roll 1, Dodge Focus 7, Set Up, Taunt

Powers:
"Fire Works" (Light Control 10) (Alternate Powers: Blast 8 [Alt], Blast 8 [Alt], Dazzle 8 [Alt])
Blast 8 [Alt] (DC 23, Extras: Area, Cone (20 ft. cone - General) [2 ranks only])
Blast 8 [Alt] (DC 23)
Dazzle 8 [Alt] (DC 18, Affects: Two Sense Types (2/r) - All Visual)

Equipment: Commlink; Cell Phone; Flash Goggles; Undercover Shirt

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4)

Attacks: Unarmed Attack, +4 (DC 15), Blast 8 [Alt], +4 (DC 21), Blast 8 [Alt], +4 (DC 23), Dazzle 8 [Alt], +4 (DC Fort/Ref 18)

Defense: 19 (Flat-footed: 11), Knockback: -1

Initiative: +3

Languages: Native Language

Totals: Abilities 14 + Skills 16 (64 ranks) + Feats 16 + Powers 23 + Combat 12 + Saves 7 + Drawbacks 0 = 88

Validation: "Fire Works" (Light Control 10) - Blast 8 [Alt]: Save DC exceeds Power Level limit by 2

:) I decided to stick Jubilee with a PL 6 for a couple of reasons. There needs to be a real reason not to make her an active team member. I thought a good fight would be between her and a SHIELD agent, who are also PL 6.
 

Barak H. Obama

Barrack H. Obama

Power Level: 7; Power Points Spent: 69

STR: +0 (10), DEX: +1 (12), CON: +1 (12), INT: +3 (16), WIS: +4 (18), CHA: +2 (15)

Tough: +1, Fort: +1, Ref: +1, Will: +7

Skills: Bluff 8 (+10), Computers 4 (+7), Diplomacy 12 (+14), Gather Information 4 (+6), Sense Motive 8 (+12), Knowledge: History 8 (+11), Knowledge: Current Events 8 (+11), Prof: Politician 12 (+16), Perform: Public Speaking 12 (+14)

Feats: Equipment 3, Wealth 18, Reputation 37, Attractive 1, Beginner's Luck, Benefit - POTUS 1, Benefit (Wealth) 2, Challenge - Read Situation 1, Connected, Contacts, Dedication, Inspire 1, Renown 10, Ultimate Effort - Public Speaking 1

Equipment: Cell Phone; Computer, Laptop; GPS Receiver; PDA; Vehicle: Armored Car

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +0)

Attacks: Unarmed Attack, +0 (DC 15)

Defense: 10 (Flat-footed: 10), Knockback: +0

Initiative: +1

Languages: Native Language

Totals: Abilities 23 + Skills 19 (76 ranks) + Feats 24 + Powers 0 + Combat 0 + Saves 3 + Drawbacks 0 = 69

:p Ok so here he is, The current President of the United States.
:pPL 7 seems a little high, and the Cha of 25 might be over the top, but I am a fan boy. Besides, I want an internally consistent world. This means that I need a representation of Obama that could win an election in a world of people like Lex Luthor.
 

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