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Thread: Jab's Builds!

  1. #271
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    Pixie II



    PIXIE II (Megan Gwynn)
    Created By:
    Nunzio DeFilippis, Christina Weir & Michael Ryan
    First Appearance: New X-Men: Academy-X #5 (Nov. 2004)
    Group Affiliations: X-Students, The Hellions, The Young X-Men
    Status: Alive
    Role: Breakout Character, Kitty Pryde Character
    PL 9 (165)
    STRENGTH
    1 STAMINA 2 AGILITY 4
    FIGHTING 7 DEXTERITY 2
    INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

    Skills:
    Acrobatics 3 (+7)
    Athletics 3 (+4)
    Expertise (Arcane Lore) 4 (+4)
    Expertise (Pop Culture) 4 (+4)
    Insight 1 (+1)
    Perception 3 (+3)
    Persuasion 3 (+5)
    Stealth 3 (+7)

    Advantages:
    Defensive Attack, Equipment (X-Student Uniform- Communications, Protection +1), Evasion, Improved Defense, Luck, Ranged Attack 4, Ritualist, Set-Up

    Powers:
    "Mutant Powers: Teleportation & Wings"
    Flight 4 (30 mph) (Flaws: Winged) [4]
    "Pixie Dust" Illusion (Visual) 8 (Flaws: Uncontrolled) [8]

    "Magical Powers"
    Teleport 10 (Extras: Portal +2, Extended, Accurate, Easy) (Flaws: Distracting, Will Check Required- If Failed, Targets Scatter) (50) -- [52]
    • AE: "Stepping Disc to Limbo" Movement 1 (Dimensional Travel 1) (Feats: Change Direction & Velocity, Increased Mass 5) (Extras: Easy, Portal +2) (14)
      AE: Senses 3 (Detect Magic- Ranged, Acute) (3)

    "Souldagger Summoning" (Feats: Restricted 2- Only Pixie) (Extras: Summonable) (Flaws: Easily Removable) [30]
    Nullify Magic Effects 11 (Extras: Broad, Sustained +2) (Flaws: Touch Range) (33) -- (34 points)
    • AE: Nullify Psionic Effects 11 (Extras: Broad, Sustained +2) (Flaws: Touch Range) (33)
      AE: Damage 11 (Feats: Improved Critical 2) (Extras: Penetrating) (Flaws: Limited to Magical Beings) (13)

    Offense:
    Unarmed +7 (+1 Damage, DC 16)
    Nullify Magic +7 (+11 Nullify, DC 21)
    Souldagger Stab +7 (+11 Damage, DC 26)
    Initiative +2

    Defenses:
    Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +2 (+3 D.Roll), Fortitude +4, Will +5

    Complications:
    Responsibility (Missing a Piece of Her Soul)- Illyana Rasputin took part of it to make a new Soulsword.
    Rivalry (Magik)

    Total: Abilities: 36 / Skills: 24--12 / Advantages: 11 / Powers: 94 / Defenses: 13 (165)

    -Pixie's among the more successful "modern" additions to the X-Men, which is funny, because she was originally just a background face, showing up in the Paragons team of the Young X-Men (before they altered the "school" concept AGAIN, ruining all the hard work the writers had put in creating new students & powers), not even saying anything. NOW, she's got one of the more complex backstories for a new character, being a pixie-powered mutant who also has a Souldagger, part of her soul missing, a rivalry with Magik, and her own set of Magical powers. Truly bizarre stuff. And then Matt Fraction used her as his own personal "Kitty Pryde", as the new "young girl's POV" of the X-Men. Time will tell if it'll work and create a Kitty-level success, or die screaming like Jubilee's push.

    -... It died screaming. Once Fraction left, she got demoted to being a "Background Kid" in Wolverine and the X-Men, and I MEAN "background"- she didn't do squat, and despite "graduating" to the X-Men at the end, she hasn't done anything since. I bet the next writer forgets her Souldagger entirely.

    -Pixie's an odd set of powers, being a fairly weak, easy-to-injure girl who is actually quite skilled, possesses a weapon lethal to mages & psychics alike (there are differences between Souldagger & Soulsword, in addition to lower overall power, since it's smaller and uses less of someone's Innocent Soul to power it), and generally a lot of power points spent on her Powers, and not so much with the Advantages & Skills. Perhaps with time she'll get a boost, but for now, she's kind of sub-average, ESPECIALLY against non-specific foes: her Souldagger won't even work then, and she's reduced to PL 4 on offense.

  2. #272
    OPA Belta badpenny's Avatar
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    Re: Jab's Builds!

    "Souldagger Summoning" (Feats: Restricted 2- Only Pixie) (Extras: Summonable) (Flaws: Easily Removable) [30]
    Jab, I'm still unclear on what your Summonable Extra does.
    Penny's Build Party - Playable builds - M&M 2.5 featuring Damage Roll combat

  3. #273
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    Re: Jab's Builds!

    Correct me if I'm wrong, but as I recall, it allows an individual to summon a Device to them remotely. A good example would be Thor calling Mjolnir to his hand when he put it down someplace else. Or if you've read The Legend of Drizzt, how Aegis Fang magically appears in Wulfgar's hands whenever he calls to it. Or when Tony calls the Iron Man armor to catch him as he fell from Stark Tower in The Avengers movie.

    No matter where the Device is, it somehow manages to find it's way to the owner's grasp/person. Mechanically, it reduces the discount of the Removable flaw by 1 step. So Easily Removable devices with the Summonable extra cost as much as if the Device were simply Removable. However a Summonable Easily Removable device can be taken away rather easily (disarming and the like), and be used by anyone who wields it, yet can be called to the "owner's" possession with a move action (or a standard action. But move action is what drawing a weapon normally is, so I'm guessing it was move. Though I'm not really sure).
    Last edited by kenmadragon; 06-02-2014 at 02:20 PM.

  4. #274
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    Re: Jab's Builds!

    Yeah, basically that. Easily Removable Devices now have a -1 Flaw, and can be Summoned to your hand from anywhere (like Limbo). I figure a Move Action. If they can Summon it out of someone's hand, then it's just a Power with no Flaws and a Quirk.

  5. #275
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    Re: Jab's Builds!



    VALERIE COOPER
    Created By:
    Chris Claremont & John Romita, Jr.
    First Appearance: The Uncanny X-Men #176 (Dec. 1983)
    Group Affiliations: The United States Government, X-Factor, Freedom Force, The NSA, Project Wideawake
    Role: Obstructive Government Bureaucrat
    PL 6 (90)
    STRENGTH
    1 STAMINA 3 AGILITY 3
    FIGHTING 6 DEXTERITY 5
    INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

    Skills:
    Athletics 4 (+5)
    Deception 5 (+8)
    Expertise (Government Agent) 10 (+13)
    Insight 3 (+7)
    Investigation 4 (+8)
    Perception 2 (+6)
    Persuasion 2 (+5)
    Stealth 1 (+4)

    Advantages:
    Beginner's Luck, Benefit 3 (Government Clearance), Connected, Contacts, Equipment 2 (Pistol +5), Languages (A Few), Ranged Attack 2, Well-Informed

    Offense:
    Unarmed +6 (+1 Damage, DC 16)
    Pistol +7 (+5 Ranged Damage, DC 20)
    Initiative +3

    Defenses:
    Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +5

    Complications:
    Responsibility (The U.S. Government)- Valerie is a loyal agent of the government.
    Motivation (Controlling Superhumans)- Ms. Cooper wants to control superhumans, since she feels that they represent an enormous threat to the American people.

    Total: Abilities: 56 / Skills: 32--16 / Advantages: 12 / Powers: 0 / Defenses: 6 (90)

    -Valerie Cooper is sort of a more likeable Henry Peter Gyrich- a government agent that interferes in superhuman activities. She sort of represents the fact that the real-life government would PROBABLY be resentful if superhumans came in and just started wrecking everything. She represented the groups that charged the Brotherhood of Evil Mutants with becoming the government agents known as Freedom Force (engaging in basically evil activities under the guise of Uncle Sam), created the Julia Carpenter Spider-Woman, and helped strip Steve Rogers of his title and giving the Shield to John Walker. After this, she became a central character in Peter David's X-Factor as the government liaison to the new D-League Mutant Hero Team, since this one was supposed to be the group of "Tame Muties", more or less. Since the book was cancelled, she was turned onto various little programs here and there, generally taking the same role- not ENTIRELY antagonistic, but certainly obstructionist- putting Sentinels in charge of defending mutants probably ruffled SOME feathers in the X-camp.

    -Cooper is a pretty good fighter in her own right, but is pretty much easily beaten by a superhuman of any level of power. She's basically a low-end Skillmonkey who's good with a gun. Certainly more likeable than Gyrich, and like him, easily able to bounce between government agencies as a director.

  6. #276
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    Doctor Nemesis



    DOCTOR NEMESIS I (James Nicola Bradley)
    Created By:
    Unknown
    First Appearance: Lightning Comics #6 (April 1941)
    Role: Forgotten Golden Age Hero
    Group Affiliations: The X-Men, X-Club, Battle-Axis
    PL 9 (135)
    STRENGTH
    2 STAMINA 4 AGILITY 3
    FIGHTING 8 DEXTERITY 4
    INTELLIGENCE 7 AWARENESS 4 PRESENCE 3

    Skills:
    Deception 3 (+6)
    Expertise (Science) 4 (+11)
    Insight 2 (+6)
    Investigation 4 (+8)
    Perception 2 (+6)
    Technology 4 (+11)
    Treatment 5 (+12)

    Advantages:
    Improved Aim, Improved Critical (Hypodermic Gun), Inventor, Ranged Attack 6

    Powers:
    "Mutant Powers: Self-Evolved Intellect"
    Enhanced Skills 16: Science 6 (+17), Technology 5 (+16), Treatment 5 (+17) [8]
    "Longevity Via Serums" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
    "See Genetic Anomalies" Senses 2 (Analytical Vision, Extended) [2]

    "Twin Hypodermic Handguns" (Flaws: Easily Removable) [20]
    "Narcotics" Affliction 8 (Fort; Impaired & Vulnerable/Disabled & Helpless/Incapacitated) (Feats: Split) (Extras: Extra Condition, Ranged) Linked to Blast 3 (31) -- (32 points)
    • AE: "Needles" Affliction 8 (Fort; Dazed & Fatigued/Compelled & Exhausted/Controlled & Asleep) (Feats: Split) (Extras: Extra Condition, Ranged) (Flaws: Limited to Telling the Truth) Linked to Blast 3 (23)

    Offense:
    Unarmed +8 (+2 Damage, DC 17)
    Hypodermic Guns +10 (+8 Ranged Affliction, DC 18)
    Initiative +3

    Defenses:
    Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +7

    Complications:
    Motivation (Nazi Hunting)- Though he was once an ally of the Third Reich, Dr. Nemesis now hunts Nazis and Nazi Clones.

    Total: Abilities: 70 / Skills: 24--12 / Advantages: 9 / Powers: 31 / Defenses: 14 (135)

    -Okay, so THIS is the weird guy I see in the background of all those New Mutants & X-Men comics I have. I was wondering about him. Doctor Nemesis is actually a Golden Age superhero who was retroactively added to Marvel Continuity (he comes from the defunct "Ace Comics" company) to face The Invaders. He turned out to have joined the Nazis, but was now repentant, and eventually Marvel added him to the X-Books, and decided his genius was now because of Mutant Powers. He mostly just looks damned stylish in that white suit and hat of his (I gotta get me some of that) and does Science Stuff behind the scenes, though he can apparently fight. I'd be willing to bet there's a little bit of a "Doctor McNinja" homage going on with him, too, what with that white doctor's mask and the whole outfit.

    -Doctor Nemesis is a basic Two-Fisted Adventurer build, but adds some Hypodermic Needle-Shooting Handguns and some Super-Scientist stuff (well into the upper-tiers, though below the Top Tier of Reed/Stark/Doom/etc.). He's invented an "Oscillator" (Earthquake Machine) and something that moved creatures through dimensions, but is generally really smart and can knock people out with his Needles (that are also kind of a Blast, because that would FRICKIN' HURT). The Earthquake Machine & his Middle Name seem to imply an homage to Nicola Tesla.

  7. #277
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    Re: Jab's Builds!

    The man also has an ego as large as Doom's, as I recall him constantly talking down to Reed Richards during the X-Men/FF crossover.

    The guy seems like a Dr. McNinja/Atomic Robo hybrid, but without any of the stuff that makes either series really enjoyable.

  8. #278
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    Karma



    KARMA (Xi'an "Shan" Coy Manh)
    Created By:
    Chris Claremont & Frank Miller
    First Appearance: Marvel Team-Up #100 (Dec. 1980)
    Role: The Mature One, The Boring One, The One Who Gets Written Out Alot
    Group Affiliations: The New Mutants, X-Corporation
    PL 10 (154)
    STRENGTH
    2 STAMINA 3 AGILITY 3
    FIGHTING 9 DEXTERITY 0
    INTELLIGENCE 3 AWARENESS 4 PRESENCE 1

    Skills:
    Acrobatics 4 (+7)
    Athletics 4 (+5)
    Deception 4 (+5)
    Expertise (History) 2 (+5)
    Expertise (Hunting) 4 (+7)
    Expertise (Teaching) 4 (+7)
    Expertise (Philosophy/Theology) 4 (+7)
    Expertise (Treatment/Medicine) 2 (+5)
    Insight 5 (+9)
    Investigation 2 (+6)
    Perception 4 (+8)
    Persuasion 2 (+3)
    Stealth 3 (+6)

    Advantages:
    Equipment (X-Men Uniform), Languages (Vietnamese, English, French), Set-Up 2, Teamwork

    Powers:
    "Mutant Powers: Possession"
    Mind Control 10 (Extras: Concentration Duration) (Flaws: Feedback) (40) -- [42]
    • AE: "Multiple Possessions" Mind Control 6 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (24)
      AE: "Mental Stun" Affliction 10 (Will; Entranced/Stunned/Paralyzed) (Extras: Cumulative, Perception Range +2) (40)

    "See Through Their Eyes" Mind Reading 5 (Extras: Sensory Link) (Flaws: Limited to Possessed Targets) [10]
    "Psi-Defenses" Impervious Will 8 [8]

    Equipment:
    X-Men Uniform (+1 Protection, Communications)

    Offense:
    Unarmed +9 (+2 Damage, DC 17)
    Possession +10 (+10 Affliction, DC 20)
    Possess Group +6 Area (+6 Affliction, DC 16)
    Mental Stun +10 (+10 Affliction, DC 20)
    Initiative +3

    Defenses:
    Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 Costume), Fortitude +6, Will +10

    Complications:
    Prejudice (Mutant)
    Prejudice (Lesbian)- She even fell in love with Kitty Pryde for a bit there! I like to think that Kitty's magnificence is able to alter people's sexuality, myself...
    Enemy (General Nguyen Ngoc Coy)- Karma's uncle is an evil General, lording over the island nation of Singapore. They have come into conflict many times.
    Relationship (Leong & Nga)- Karma's younger twin siblings are a primary focus in her life, and they have disappeared or been targetted more than once.
    Flashback- Karma and her mother were raped (long before it was popular for comic book heroines too) by pirates during her family's escape from Vietnam, and her mother died shortly thereafter. This memory still haunts her periodically.
    Disabled (Cyborg)- Karma lost a leg to Cameron Hodge, but seems mostly untraumatized by it. Nonetheless, her leg is large, bulky and inhuman looking, and leaves her slightly more vulnerable to magnetic and electrical attacks.
    Power Loss (Possession)- Karma's powers are psionic in nature, which leaves them weak in situations where her concentration or emotional state is hampered in some way.
    Weakness- Karma's powers leave victims a little wobbly at first- they will be unable to use full abilities of any kind on the turn they are taken over.
    Weakness (Tainted)- If Karma retains Possession of a target for too long, she will begin to adopt some of their personality traits or attitudes.

    Total: Abilities: 50 / Skills: 44--22 / Advantages: 5 / Powers: 60 / Defenses: 17 (154)

    -Poor Karma. So many characters on this team with SO MUCH CHARACTER DEVELOPMENT over the years, and she just kind of got stuck in the lurch. She debuted a bit earlier than the other kids, and got added to the New Mutants' team as a Claremont-creation with the newly-created kids. She was initially a REALLY ugly duckling, being flat-chested (like most of the girls on the team), pig-nosed and short-haired, and had a bit of a hair-trigger temper surrounding her rape at the end of the Vietnam War (this made more sense in 1980, obviously). She quickly turned into the "Mature One" though, being the least-likely of the team to start crying (Rahne), moping (Sam), hitting (Bobby), lording over others (Amara), or being a rebellious twit (Dani- this was a screwed-up team).
    -Problematically, this made "Shan" the LEAST INTERESTING character around- while the others got all sorts of '80s-level angst and fascinating stuff going on with them, Karma just kind of sat there and tut-tutted them, which resulted in her QUICK write-out- she vanished at the end of a Viper/Silver Samurai fight, and missed out on a ton of character-building adventures. They eventually found her, under the control of the Shadow King (Amal Farouk), who'd turned her into a relentless fatty-fatty-boombalatty (PC Version: Person of Gravity), but she got better after an Annual Two-Parter in Asgard.

    -That STILL wasn't enough to make her interesting, however, so after the Mutant Massacre (where Psylocke effortlessly one-upped her Possession powers, which was bizarre since that's Karma's ONLY TRICK), her Plot Devices... I mean younger siblings (the ever-unseen Leong & Nga- how the frig do you pronounce that last one anyhow?) were kidnapped and she went off in search of them, pretty much leaving the team for a good long while. She found them with her evil Uncle Nguyen and did some stuff in Singapore (she became an occasional Wolverine supporting character around this time) but rarely interacted with the New Mutants- or X-Force- again.

    -Modern times saw her come out of the closet (well, she hadn't been interested in any dudes yet, so it was hardly out of character... though most New Mutants fans had suspected OTHER characters on that book, to say the least), start teaching the REALLY young X-students, then vanish, then come back to the modern New Mutants series, which has seen her take a life (one of Legion's personalities) and lose a leg (to Cameron Hodge). Her new cyber-leg is pretty damn ugly, so hopefully they'll copy some of Forge's stuff to make her look more human. Karma's an interesting case overall, as writers have CONSTANTLY struggled for something interesting for her to do. But her siblings are really boring plot devices, she's kind of a Flat Character, and even making her a lesbian hasn't made her that much more interesting. She was rather funny on the new NM book, but that's it- she ended up mothering the surviving Limbo Baby "Face" and mostly disappeared from the book AGAIN. She eventually became a major cast member of one of five (or six or seven) recurring X-Books, where she met a half-sister who ran a company, but was then killed by their father, making Karma a Billionnaire.

    -Karma is a pretty good Mind Controller archetype, though suffers Feedback if her targets are damaged horribly. She's in pretty good shape (but is highly vulnerable if you hit her), and has learned to fight really well over the years, but is still rather one-note. She has limited Mind Reading (with Remote Sensing as an Extra) and Impervious Will, but can't hold a candle to the more elaborate or heavily-Alt-Effecting Psionics like Emma Frost, Psylocke or Jean Grey. Her Possession is only at PL 10 levels because she rarely can possess the REALLY hardcore villains (there's either something preventing her from doing so, or they just plain out-will her), and it's usually just something she does to Mooks. She's only slightly over the "standard" PL 10 points cost, being very low on Advantages.

    ---



    KARMA (Xi'an "Shan" Coy Manh)- Post-Asgard Visit
    Created By:
    Chris Claremont & Frank Miller
    First Appearance: Marvel Team-Up #100 (Dec. 1980)
    Role: The Mature One, The Boring One, The One Who Gets Written Out Alot
    Group Affiliations: The New Mutants
    PL 9 (135)
    STRENGTH
    2 STAMINA 3 AGILITY 3
    FIGHTING 9 DEXTERITY 0
    INTELLIGENCE 3 AWARENESS 3 PRESENCE 0

    Skills:
    Acrobatics 4 (+7)
    Athletics 4 (+5)
    Deception 4 (+5)
    Expertise (History) 2 (+5)
    Expertise (Hunting) 4 (+7)
    Expertise (Philosophy/Theology) 2 (+5)
    Expertise (Treatment/Medicine) 2 (+5)
    Insight 5 (+9)
    Investigation 2 (+6)
    Perception 4 (+8)
    Persuasion 2 (+3)
    Stealth 3 (+6)

    Advantages:
    Equipment (X-Men Uniform), Languages (Vietnamese, English, French), Set-Up 2, Teamwork

    Powers:
    "Mutant Powers: Possession"
    Mind Control 9 (Extras: Concentration Duration) (Flaws: Feedback) (36) -- [38]
    • AE: "Multiple Possessions" Mind Control 5 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (20)
      AE: "Mental Stun" Affliction 8 (Will; Entranced/Stunned/Paralyzed) (Extras: Cumulative, Perception Range +2) (32)

    "See Through Their Eyes" Mind Reading 4 (Extras: Sensory Link) (Flaws: Limited to Possessed Targets) [8]
    "Psi-Defenses" Impervious Will 3 [3]

    Equipment:
    X-Men Uniform (+1 Protection, Communications)

    Offense:
    Unarmed +9 (+2 Damage, DC 17)
    Possession +9 (+9 Affliction, DC 19)
    Possess Group +5 Area (+5 Affliction, DC 15)
    Mental Stun +9 (+9 Affliction, DC 19)
    Initiative +3

    Defenses:
    Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 Costume), Fortitude +6, Will +8

    Complications:
    Prejudice (Mutant)
    Enemy (General Nguyen Ngoc Coy)- Karma's uncle is an evil General, lording over the island nation of Singapore. They have come into conflict many times.
    Relationship (Leong & Nga)- Karma's younger twin siblings are a primary focus in her life, and they have disappeared or been targetted more than once.
    Flashback- Karma and her mother were raped (long before it was popular for comic book heroines too) by pirates during her family's escape from Vietnam, and her mother died shortly thereafter. This memory still haunts her periodically.
    Power Loss (Possession)- Karma's powers are psionic in nature, which leaves them weak in situations where her concentration or emotional state is hampered in some way.
    Weakness- Karma's powers leave victims a little wobbly at first- they will be unable to use full abilities of any kind on the turn they are taken over.
    Weakness (Tainted)- If Karma retains Possession of a target for too long, she will begin to adopt some of their personality traits or attitudes.

    Total: Abilities: 46 / Skills: 38--19 / Advantages: 5 / Powers: 49 / Defenses: 16 (135)

    -Karma's post-Asgard (a set of Annuals showed the New Mutants and Storm get separated into different parts of Asgard, where each one got a little boost or a personal storyline- it was really quite good, actually) self has just gotten through a TON of on-the-spot survival training (though it certainly helps when you can just POSSESS the target and make them sit there while you calmly kill them), and is in the shape of her "Modern" self, but a bit weaker on the Possession side, with a few ranks less in everything, and a tad less Awareness. Still a fairly good character at PL 9 (135), but like most Psionics, she doesn't even approach her Defensive caps.

    ---



    KARMA (Xi'an "Shan" Coy Manh)- Debut
    Created By:
    Chris Claremont & Frank Miller
    First Appearance: Marvel Team-Up #100 (Dec. 1980)
    Role: The Mature One, The Boring One, The One Who Gets Written Out Alot
    Group Affiliations: The New Mutants
    PL 9 (79)
    STRENGTH
    -1 STAMINA 1 AGILITY 2
    FIGHTING 4 DEXTERITY 0
    INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

    Skills:
    Acrobatics 2 (+3)
    Deception 3 (+3)
    Expertise (History) 2 (+3)
    Expertise (Philosophy/Theology) 2 (+3)
    Expertise (Treatment/Medicine) 2 (+3)
    Insight 2 (+4)
    Perception 2 (+4)
    Persuasion 2 (+2)
    Stealth 3 (+4)

    Advantages:
    Languages (Vietnamese, English, French)

    Powers:
    "Mutant Powers: Possession"
    Mind Control 8 (Extras: Concentration Duration) (Flaws: Feedback) (32) -- [33]
    • AE: "Mental Stun" Affliction 6 (Will; Entranced/Stunned/Paralyzed) (Extras: Cumulative, Perception Range +2) (24)

    Equipment:
    X-Men Uniform (+1 Protection, Communications)

    Offense:
    Unarmed +4 (-1 Damage, DC 14)
    Possession +8 (+8 Affliction, DC 18)
    Mental Stun +6 (+6 Affliction, DC 16)
    Initiative +2

    Defenses:
    Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +1, Fortitude +3, Will +6

    Complications:
    Prejudice (Mutant)
    Enemy (General Nguyen Ngoc Coy)- Karma's uncle is an evil General, lording over the island nation of Singapore. They have come into conflict many times.
    Relationship (Leong & Nga)- Karma's younger twin siblings are a primary focus in her life, and they have disappeared or been targetted more than once.
    Flashback- Karma and her mother were raped (long before it was popular for comic book heroines too) by pirates during her family's escape from Vietnam, and her mother died shortly thereafter. This memory still haunts her periodically.
    Power Loss (Possession)- Karma's powers are psionic in nature, which leaves them weak in situations where her concentration or emotional state is hampered in some way.
    Weakness- Karma's powers leave victims a little wobbly at first- they will be unable to use full abilities of any kind on the turn they are taken over.
    Weakness (Tainted)- If Karma retains Possession of a target for too long, she will begin to adopt some of their personality traits or attitudes.

    Total: Abilities: 18 / Skills: 20--10 / Advantages: 1 / Powers: 33 / Defenses: 17 (79)

    -Karma as a rookie is the highest-PL member of the New Mutants BY FAR (she's able to Possess guys like Spider-Man in her first appearance- even without the standard "first appearance" boost to stats every character ever gets, that's pretty high up there for a PL 5 group), but still very weak and easy to hurt. She's basically a normal teenage girl with some toughness, smarts and a really good Possession power.

  9. #279
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    Re: Jab's Builds!

    Nice builds as always Jab.
    “The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views...which can be very uncomfortable if you happen to be one of the facts that needs altering.”

    -Doctor Who

  10. #280
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    Professor X



    "LOOK into my EYES... I am NOT a giant dick... I have NOT engaged in countless evil acts in order to make myself look better... I am a GOOD PERSON..."

    PROFESSOR X (Charles Xavier)
    Created By:
    Stan Lee & Jack Kirby
    First Appearance: The X-Men #1 (Sept. 1963)
    Role: The Mentor, Master Telepath, Surprisingly-Evil Good Guy
    Group Affiliations: The X-Men, The Starjammers, Cadre X, The Illuminati, The Brotherhood of Mutants
    PL 14 (245)
    STRENGTH
    1 STAMINA 2 AGILITY -2
    FIGHTING 2 DEXTERITY 0
    INTELLIGENCE 8 AWARENESS 5 PRESENCE 4

    Skills:
    Athletics 2 (+3)
    Close Combat (Unarmed) 1 (+3)
    Deception 8 (+12)
    Expertise (The Arts) 2 (+10)
    Expertise (Behavioral Sciences) 4 (+12)
    Expertise (Mutant Leader) 10 (+18)
    Expertise (History) 4 (+12)
    Expertise (Science) 6 (+14)
    Insight 10 (+15)
    Investigation 2 (+7)
    Perception 8 (+13)
    Persuasion 6 (+10)
    Technology 7 (+15)
    Treatment 5 (+13)
    Vehicles 5 (+5)

    Advantages:
    Assessment, Beginner's Luck, Benefit 5 (Wealth- Billionaire), Equipment 14 (Wheelchair- X-Mansion, Blackbird Jet), Fearless, Inspire, Languages (Various), Leadership, Trance, Ultimate Insight Skill, Ultimate Mutant Leader Skill, Well-Informed

    Powers:
    "Mutant Powers: Omega-Level Telepathy"
    "Mind Shield" Enhanced Will Check 4 (Flaws: Limited to Mental Attacks) [2]

    Mind-Reading 14 (Feats: Dynamic) (Extras: Effortless, Cumulative, Sensory Link) Linked to Mental Communication 4 (Feats: Subtle) (Extras: Area, Selective) (96) -- [110]
    • Dynamic AE: "Focused Mind Control" Mind Control 14 (Feats: Dynamic) (57)
      Dynamic AE: "Group Mind Control" Mind Control 10 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (51)
      Dynamic AE: "Mental Stun" Affliction 14 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (57)
      Dynamic AE: "Astral Form" Remote Sensing 15 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (32)
      Dynamic AE: "Focused Mental Blast" Damage 14 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (57)
      Dynamic AE: "Mental Illusions" Illusion (All Senses) 10 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (50)
      AE: "Area Mental Blast" Damage 10 (Extras: Area- 60ft. Burst +2, Selective, Will Save) (50)
      AE: "Brainwashing" Affliction 14 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (56)

    "Mental Detection" Senses 7 (Mental Awareness- Ranged, Radius, Acute, Detect Mutants- Ranged & Radius) [7]

    Offense:
    Unarmed +3 (+1 Damage, DC 16)
    Mind-Reading +14 Perception (DC 24)
    Mind Attacks +10-14 Perception (+10-14 Perception Affliction, DC 20-24)
    Mental Blast +10-14 Perception (+10-14 Perception Damage, DC 25-29)
    Initiative -2

    Defenses:
    Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +2, Fortitude +5, Will +13 (+17 vs. Mental Attacks)

    Complications:
    Responsibility (The Dream)- Mutants and Humans must one day live together in trust and harmony. Charles' life is devoted to this purpose, however difficult the road might be.
    Relationship (Various Women in his Life)- Jean Grey, Moira MacTaggart, Amelia Voght, Gabrielle Haller, Empress Lilandra, etc. Charles is pretty pimping for a bald guy in a chair. Though really, he only kind of crushed on Jean as a young student (which is still EWWWWWWWWWW). He was engaged to Moira, and fathered a child with Haller (the multi-personalitied lunatic Legion), and spent years off in the stars with Lilandra.
    Guilt (Students' Deaths)- Xavier has buried many, many students over the years, and each one weighs heavily on his conscience.
    Disabled (Wheelchair-Bound)- For most of his life in the public eye, Xavier is trapped in a wheelchair. This reduces his land speed to half of what is normal for a human being, and prevents him from covering certain kinds of terrain. If left without his chair, he will be unable to move other than by crawling.
    Enemy (Magneto)- The two were once great friends and allies, but Magneto became more and more twisted by humanity's nature, and now the two are diametrically-opposed, unless Magneto has done a face turn.
    Guilt (Moral Ambiguities)- Xavier has engaged in some nasty practices to ensure the survival of his team and his people.
    Power Loss (Telepathy)- Moments of great anger, fear or other things can cause telepaths to lose or mishandle their powers temporarily, allowing the enemy to get the advantage. Charles was once nearly beaten to death by anti-mutant bigots because he was startled.

    Total: Abilities: 40 / Skills: 80--40 / Advantages: 29 / Powers: 119 / Defenses: 17 (245)

    -Professor Xavier is obviously one of the defining characters of the entire X-verse, being the heart of everything. A stern taskmaster in the '60s, he developed into his most well-rounded form under Chris Claremont, who used him leading the adult X-Men and pontificating philosophically more than actually helping out in fights to maximum potential. In the end, Chuck had fascinating relationships with Cyclops (his greatest student & accomplishment), Jean Grey (his most loved student), The Beast (a partner in science), Wolverine (a nasty rivalry turned respectful), Jubilee & Kitty (annoying young students who nonetheless loved him), Magneto (his best friend turned greatest rival), and more.

    -The only problems any writers ever had with him was his great powers, which required CONSTANT work and careful monitoring. He was depowered frequently, even more than Banshee was. He vanished into space at least once. Various X-teams had to go on extended vacations all over the world just to avoid having Chuck be too involved with the stories. Nearly EVERY SINGLE ENEMY had to have some kind of device (sometiemes even on their henchmen!) that prevented them from simply being mentally taken over, ending the fight in two seconds. Ladies & gentlemen, this is why you should be careful in showcasing characters with supremely powerful abilities that are also not combat-related (ie. Wolverine or Hulk being super-powerful is OK most of the time, because they at least FIGHT; Professor X can end every fight without ANY action at all, which is much lamer).

    -Another tricky thing is just HOW focused Charles is on his "Dream"- modern times have given MANY instances where Xavier himself has gone down a dark path to ensure the survival of his students and his people, many of which have split him from his students. Cyclops and the X-Men themselves turned their backs on him when it was revealed that he was essentially enslaving their sentient Danger Room to train his students, and was hiding the existence of the Third Summers Brother and a "mid-tier" X-team from the entire X-Men, and eventually Cyclops "fired" him as mutant leader and put himself in that position... only to take many OTHER extreme measures (such as a wetworks squad). It seems that you can't be the leader of a hated, feared, targetted group without getting your hands dirty.

    -The Professor isn't meant to be a PC by any means, as he's PATHETIC on the attack, is immobile without his chair, and is basically a super-genius guy with supreme mental powers who also owns all the X-Men's cool crap so they don't have to pay for it with their own points. He's a PL 14 (most of my builds don't go over +10 in Will Saves, so +14 Afflictions and the like are rather tough to beat unless you're in the Doom/Cap/Magneto master class on Willpower) with MASSIVE Mental prowess (Mental Blast, Telepathy, Mind Control, etc.), but he's a tremendous Glass Cannon who'd go down to nearly any attack (some civilians once beat him within an inch of his life by surprising him- he was even at full power). Few characters are more powerful mentally than he, but in actual combat, he's limited, especially if numbers are against him.

    -At various times, he's been both depowered, and been allowed to walk again (a clone body that later got crippled on it's own by the Shadow King), but that's all in Complications now anyways. He has occasionally used a Shi'ar Hoverchair that gives Flight 1 (Flaws: Low Ceiling), for one more point of Equipment. But in any incarnation, Chuck is SUPER-expensive, as is only right- his powers are vast, his Mind-Reading is the best anywhere, and he can communicate over a vast range, in a huge Area.

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