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Showdown at the Litterbox: Timber Wolf

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Postby catsi563 » Sat Dec 29, 2007 6:57 pm

The Zodiac gang

All members use the following stats with changes being listed in their indiviual entries.

Thugs:

Str 14 Dex 12 Con 15 Int 10 Wis 10 Cha 8

Craft mechanical 4, Drive 4 intimidate 4 KS [pop culture] 2, KS Streetwise 4, Profession 4 Swim 2

Teamwork 1

Attack: +2, Defence: +2, Initiative: +1

Tougness: +1 Fortitude:+4, Reflex: +1, Will: +0
============================================

Aquarius: Male or Female has Water and ice cannons, mild underwater capabilites (think mr freeze or captain cold)

@ Stats same except add: +40pp

Swim 4 (+8 )

Attack Focus (Ranged 2), Attack specilzation 1 (blast)

Zodiac Aquarius suit (Device 9 (hard to lose) 36pp

Armor (protection 3 (Subtle) 4pp

Enhanced Feat: environmental Adaption [Water]

Immunity 4 (heat, cold, high pressure, Drowning) 4pp

Sence Shield 2 (sight) 2pp

Sure footed 2 (Flaws: limtied Icey areas only -1) 3pp
AP: Swimming 2

Water cannons (Trip 10 (extras: knockback +1; Power feats: Improved trip) 28pp
AP: Water jets (blast 8 (power Feats: Knockback +4)
AP: Freeze ray (Snare 10)
AP: Bitter freeze ray ( Blast 5 & snare 5 (linked [snare])
AP: Ice slick (environmental control 7 (hamper movement 2 [1/4th movement]
AP: Ice (create object 7 [ice] (Extras: Impervious [+1], Independent [+0])
AP: Ice shards (blast 5 (extras: Autofire +1, penetrating +1)
AP: Frostbite (Snare 7 (Extras: area [shapeable]+1)

Flight 3 (flaw: platform -1) 3pp)
===========================================

Aries: Allways male. Strength enhancing exo skeleton and armored ramming helmet horns. (think bulldozer form the wrecking crew)

@ Same Stats except add: 40pp

Str 16 Con 16 Int 8 Cha 10

Intimidation 4 (+8 )

All out attack, Attack focus 2 [melee], Power Attack, Tough 1

Aries power suit (device 8 (hard to lose) 32pp

@Protection 6 (impervious 4) 10pp
Immunity 2 (cold heat) 2pp

Skeletal support and armored head (immunity 5 (Self Slam & charge attack damage) 5pp

Power skeleton (enhanced strength 14 ) 14pp

Super strength 3 (Power feats: Improved overrun, fast overrun) 8pp

Speed 1 1pp
=============================================

Cancer: Allways male. Power gauntlets for enhanced punching and grabbing or grappling

Same As above except add: 38pp

Str 15

Swim 4 (+8 )

Improved grapple, Attack focus 1 [melee], attack specilizaton 1 [grapple], power attack

Cancer Power gauntlets & suit (device 8 (hard to lose)32

Armored suit (protection 4 (subtle) 5pp

Immunity 4 (heat, cold, high pressure, Drowning) 4pp

Enahnced Feats: environmental Adaption Water

Swim 1 1pp

Enhanced Strength 10 10pp

Super strength 2 (improved grab, Improved pin) 6pp

Superior Crush (super strength 8 (flaws: limted grapples or Crush only -1; power feats: crushing pin) 10pp
AP: Pulverizing blow ([penetrating on +8 damage] Power feats: Ground strike)
=============================================

Capricorn: Allways male. Force field projector belt Allows leaping and can use as a repeler field to bounce heroes around.

Same as above except add: 39pp

Dex 14

Acrobatics 4

Capricorn Force field suit (device 9 (Hard to lose) 36pp

Protective armor (protection 1 (subtle) 1pp
immunity 2 (heat cold) 2pp

Force Field 7 (impervious) (linked [immunity] 24pp
Immunity 10 (falling damage, and slams) linked [force Field]

Leap 6 (pwoer feats: dodge focus 2) 8pp

Repler field (trip 6 (aura +1, sustained +1; touch ranged ; Power Feats: improved trip)14pp
AP: Force punches: Strike 6 (power feats: power attack, mighty, knockback +4)
==========================================

Gemini: Male or female. Illsuon casting belt that creates multiple hard light holograms that use laser blaster gauntlets of black or white beams

Same as above except add: 68pp

Str 13 Dex 15 Int 12 Cha 10

bluff 8 (+7 )

Attack focus 2 [ranged], Distract [bluff], Set up, taunt

Gemini Holo power suit (device 14 (hard to lose) 56pp

Armor (protection 2 (subtle) 3pp
immunity 2 (heat & cold) 2pp
Sence shield 2 (sight) 2pp

Sences (super sences 4 (low-light, IR vision, Dark vision) 4pp

Laser refractive holo coating (immunity 5 (light based damage) 5pp

Pulsed laser array gauntlets (21pp)
White laser (blast +6 (feat: accurate, extra: penetrating +1)
AP: Black laser: Blast 6 (extra: Area burst +1)
AP: Light burst Dazzle 6 (extras: Area burst +1)

Holo Projectors (25pp)
Hard light Holograms (Summon minion 5 (feats: progression 4, sacrifice, extra: fanatic +1, horde +1) [25]

Anti Grav belt (flight 4) 8pp
============================================

Leo: Power Allways Male. gloves with Claws and and some martial arts training.

Same as above except add: 42pp

Str 16 Dex 16 Con 16 Cha 10

Acrobatics 4 Climb 4 Intimidate 4, sence motive 4

All out attack, Power attack, attack focus melee 2, Attack specilization claws 1, dodge focus 2

Leo Power lion suit (device 5 (Hard to lose) 20

Protection 3 (subtle) 4pp
Immunity 2 (heat, cold) 2pp

Roar (enhanced Feats: Startle)1pp

Enhanced strength 4, enhanced dex 2 6pp

Leap 3 & speed 1 4pp

Claw bracers (Strike 1 (Pentrating 1, mighty 5)
AP: wall crawling 2
============================================

Libra: Either male of female. Suit that has vertigo inducing sonic disruptors in it

Same as above except add the following: 62pp

Dex 16 con 16 Int 14 Cha 10

Skill Craft electronics 6, Mechanics 2, Disable device 6 KS technology 6 KS physcial sciences 6

Libra Balance suit (device 11 (hard to lose) 44pp

Armor (protection 2 (subtle) 3pp
Immunity 2 (heat & cold) 2pp
Sence shield 2 (sight) 2pp

Sonic buffers (immunity sonic effects 10) 10pp

Enhanced hearing (acute exteneded 4 ultrasonic hearing) 6pp

Sonic scramblers (28pp)
Verigo (Nauseate 8 (Area: Burst+1)
AP Sonic Control 8
AP Blast 8 (Area cone +1)
AP Sonic drill (Blast 8 (penetrating +1)
AP Stun 8 (Area: cone +1)

flight 2 4pp
=============================================

Pisces: Male or Female (most often female) Aquatic suit similar to Aquarius but stronger strength and underwater capabilites a trident with electrical blasts also (M or F)

Same as above except add the following: 48pp

Str 15

Swim 8

Favored environment water, power attack, Attack focus melee 2, attack specilization [Wrist blasters] 1

Pisces aquatic power suit (device 10 (hard to lose) 40pp

Protection 3 (subtle) 4pp
immunity 3 (cold, high pressure, drowning) 3pp
Sight shield 1 (sight) 1pp

Enhanced feat: environmetal Adaption water 1pp

Sences (UV vision, sonar) 5pp

Enhanced Strength 5 5pp

Swimming 3 3pp

Super strength 2 5pp

Wrist Blasters 23pp
@ Poison Dart (paralyze 5 (poison +1; Extended reach 5)
AP: Laser (Blast 5 (penetrating +1)
AP: Taser (Stun 5 (ranged +1)
AP: Poisoned Blades (Strike 2 (penetrating +1, poison +1, linked [drain]+0; Power feats: mighty 4)
Drain 5 [Con] (poison+1, linked [strike] +0)

============================================

Sagitarius: male or female (tends to be female) Wrist mounted crossbows with various special heads (M or F)

Same as Above except add the following:42 pp

Dex 16

Acrobatics 8 stealth 8

Accurate Attack, Ambidextrous, Attack focus 2 ranged, Attack spec 1 [crossbows], Evasion, First attack, Improved aim, Improved disarm, precise shot, sneak attack, ranged pin, Ranged disarm, uncanny dodge (visual)

Sagitarius suit and weapons (device 5 (hard to lose) 20pp

Armor (Protection 3 (subtle) 4pp
Immunity 2 (heat & cold) 2pp
Sence sheild 2 (sight) 2pp

Targeting sences 9 (Extended 3 (sight) low-light vision, IR vision, UV vision, Dark vision, Distance sence) 9pp

Wrist crossbows (array 6 (unreliable 30 Shots total-1; Power feats: split attack 1, Accurate 1) 8pp
Diamond heads (Blast 4 (Penetrating +1, improved ciritical 4)
AP: Broad heads (Blast 6)
AP: Explosive head (blast 4 (explosion)
AP: Taser head (Stun 4 (ranged)
AP: Gel head (Snare 6 )
AP: Flashbang (Dazzle 3 [sight & hearing] area [burst] +1)
AP: swing line (super movement 1 swinging)

===========================================

Scorpio: Either male or female (mostly male) Stealth suit with posion claws on wrists, skilled martial arts training

Same as above except add following: 61pp

Str 16 Dex 18 Con 16

Acrobatics 8 Climb 8 Stealth 8

Acrruate attack, Attack focus melee 4, Defencive attack, Dodge focus 4, power attack, Martial strike 1, Improved strike, improved intiaitve, Sneak attack, uncanny dodge (visual)

Scorpio Stealth suit (device 8 (hard to lose) 32pp

Protection 3 (subtle) 4pp
Immunity 2 (heat & cold) 2pp
Sence shield 2 (sight) 2pp

Sences 3 (lowlight vision, Dark vision) 3pp

Shadow weave (Conealment 6 (all visual & radio, hearing)(flaws blending -1; Passive -1; Power feats close range) 3pp

Wall crawling 1 2pp

Scoripo stingers 23pp
Poisoned Blades (Strike 2 (penetrating +1, poison +1, linked [drain]+0; Power feats: mighty 5, improved critical 1)
Drain 5 [Con] (poison+1, linked [strike] +0)
AP: Stingers Poison Dart (paralyze 5 (Ranged +1, poison +1; Power feats Accurate)
===========================================

Taurus: Allways male usually the field leader along with gemini or libra. Power suit similar to Aries But either enhances stength to superhuman lvls or channels energy into Bull like blasts of force

Same as Above except add the following: 50pp

Str 16 Con 16 Int 12 Cha 12

Intimidate 4

All out attack, Power attack, Attack focus melee 2, attack spec [blasts] 1, inspire 1, Leadership, Startle,

Taurus Bull power suit (device 8 (hard to lose) 32pp

@Protection 6 (impervious 4) 10pp
Immunity 2 (cold heat) 2pp

Force amplifiers (array 10) 25pp
Enhanced strength 14 and super strength 3
AP: Concussion Blast (blast 10)
AP: Force wave (trip 6 (extras: Area [cone] +1, knockback +1; Power feats: improved trip)
AP: Ground Strike: Strike 10 (area [burst]+1, linked [trip] +0; Flaws: limited only vrs ground targets-1)
Trip 10 (linked[strike] +0)
AP: Telekinesis 10
AP: Force Constructs 10

Flight 3 (platform-1) 3pp
============================================

Virgo: Allways female, Hologram casters similar to gemini but for more directed illusions, turning the team invisible etc, (allways a female)

Same as above except add the following:

Str 12 Dex 16 Con 14 Int 12 Cha 10

Bluff 4, Diplomacy 4

Feats: attractive, Attack specilization (blast) 1, Distract (bluff), Improved trick, Set up, Taunt

Virgo Holo power suit (device 12 (hard to lose) 48pp

Armor (protection 3 (subtle) 4pp
immunity 2 (heat & cold) 2pp
Sence shield 3 (sight) 3pp

Sences (super sences 8 (low-light, IR vision, Dark vision, X-ray vision) 8pp

Laser refractive holo coating (immunity 5 (light based damage) 5pp

Holo Projectors (30pp)
Holograms (Illusion 5 (sight/sound feats: progression 5, extra: action +1)
AP: Invisibility 8 (all visual)
AP: Laser (blast +8 (feat: accurate, extra: penetrating +1)
AP: Prismatic spray (Blast 8 (extra: Area [cone] +1)
AP: Light burst Dazzle 6 [sight] (extras: Area burst +1)
AP: Dazzling Aura (dazzle 6 [visual] (Extras: area perception +1)

Flight 4 8pp
==========================================

And their they are. The Zodiac Crew. This is a rough sketch version of them thrown together to enable a GM to go to town with them easilly.

:arrow: As a group it should be noted that they could probably hold their own nicely for a few rounds with most super teams. However their just comon generic thugs and without the suits there minions with all the fun that entails.

:arrow: They support each other pretty well and tend to stick together when out of prison. That being said however they are pretty faceless for a reason, that being that a gm can replace them easilly if they are killed, or all in jail and you want to run another adventure with the Astrologer and his crew.

:arrow: Group wise Taurus tends to run things as the overall leader. Libra and Gemini as seconds in command. The Astrologer of course runs the entire thing. but they are capable of running solo if needed. And Libra is capable of maintianing their gear. but not neccesarilly improving it.

:arrow: The Zodiac crew obviously see most of their adventures as flukies for the Astrologer. they can also be used as a solo gang all on their own. (theyd make great batman, spider man rogues)

And of course any number of master villians can use them as hired muscle.

Their primary crimes are money influenced. They work for people for money and dont care about politics as a group. individuals may differ but as a whole their in it for the cash.

:arrow: Group tactics well geenrlaly include sending Aries, Pisces, and Leo at the foe directly. Sagitarius well take up a covered ranged position and snipe away at targets of opportunity. Scorpio, and Capricorn well try and out flank and out manuver a foe. Gemini, Aquarius, well blast away from jsut outside melee in support of the close fighters. Libra and Virgo well use a combination of Illusions, and nausea to take out anyone left standing. Taurus well direct the action and intercede as needed either in melee or ranged.

Overall for a bunch of generic thugs they tend to work together pretty well as a group. but if separated they can be beaten fairly easilly.
Last edited by catsi563 on Sun Dec 30, 2007 11:47 am, edited 2 times in total.
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Postby Libra » Sun Dec 30, 2007 10:21 am

Shoukdn't Black Adam be build 52? :wink:

Keep up the good work. :D
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Postby JoshuaDunlow » Sun Dec 30, 2007 10:23 am

Nice 8)
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Postby Libra » Sun Dec 30, 2007 10:26 am

I try. :twisted:
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Postby catsi563 » Sun Dec 30, 2007 11:45 am

Hehe. he nearly was. I Did Katana and Sam Fisher before him . Turned out he with Astrologer and Zodiac would have been 52. =^_^=
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Postby Libra » Mon Dec 31, 2007 5:16 am

So whom do you plan on statting next then, Catsi?
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Postby catsi563 » Mon Dec 31, 2007 9:28 am

Libra wrote:So whom do you plan on statting next then, Catsi?


=^_^= an interesting question. I think im gonna work on my Arcadian Academy for Metahumans. Basically my HEro High if you well. along with a couple of originals im working around in my head.

And as allways I'm open to any suggestions, requests etc. =>_o=
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Postby catsi563 » Mon Dec 31, 2007 11:32 am

Tai Fu Ninja Tiger

Image

PL 10/150pp

Abilities (24pp)

Str 14/20 Dex 18 Con 14/20 Int 10 Wis 14 Cha 14

Skills (15pp)

Acrobatics 12 (+16 ), Bluff 3 (+5 ), Climb 10 (+15 ), Concentration 8 (+10), Notice 8 (+10 ), Stealth 8 (+12 ), Survival 7 (+9 ), Swim 4 (+9 )

Feats (29pp)

Attack Focus 6 (melee), Defencive Roll 1, Diehard, Environmental Adaptation (Woods), Evasion 2, Fearless, Improved Initiaitve, Instant up, Takedown Attack 2, Taunt, Tough 2, Uncanny Dodge 1 (audiotory)

Tiger style Kung-Fu

All out Attack, Elusive target, Improved block, Improved Grapple, Improved throw, Improved trip, Martial Strike 2, Power Attack

Powers (43pp)

Tigers Strength (Enhanced Abilities 12 (Str 6 & Con 6) 12pp

Tigers Pounce (Leaping 2 (x5) 2pp

Tigers Speed (Speed 1) 1pp

Tigers Claws (Strike 2 (power feats: mighty, Improved Critical 1 [19-20]) 4pp

Tigers grace (Super Movement 3 (Slow Fall, Sure Footed, Trackless) 6pp

Tigers Sences (Super Sences 3 (low light Vision, Scent Tracking [Scent]) 3pp

Chi Energy Reserve (Energy Bar (200) 0pp

I Know Kung-Fu (Chi Powered Martial Arts [Variable power] 4 (Flaws: Limited [Concentration Check required to change array] -1, Limited [Costs Chi energy] -1; Drawbacks: Power loss [If unable to gesture] -1pp) 15pp

Tiger style

Tiger kick combo (Strike 2 (auto fire +1; Power Feats: mighty 5) 9pp
Rising Tiger Claw (Strike 2 (auto fire +2; Mighty 5, improved Critical 2[18-20])13pp
Raging Tiger claw (Strike 7 (area [line]+1; Power Feats Move by Action)15pp

Mantis Style

Chi Shot (Blast 9 (Power Feats: variable effect 2) 20pp
Chi Blast (Blast 6 (Extras: Area [Explosion]+1; Power Feats: variable Effect 2) 20pp
Chi Mastery (Immunity 6 (Poison, Disease, Starvation & thirst, Sleep, Heat, Cold )(flaws: Duration [Sustained] -1) 3pp
Chi Healing (Regeneration x (Bonus +9, Bruised [1 round], Injured/Staggered [1 Round], Disabled/Abilitiy [1 Round] (Flaws: Duration [Sustained] -1; Power Feats: Persistent, Regrowth) 18pp
CHi Energy: (Boost 10 (Str, Dex, Con) (Flaws: personal-1)10pp

Monkey Style

Monkey Roll (Enhanced Feats: Acrobatic Bluff, Challenge 1 (perilous Balance), Defencive Attack, Improved Trick, Distract (bluff), Move by Action; & Enhanced Save [reflex] 4) 10pp

Monkey Bounce (Leap 2) 2pp

Monkey Swing (Super Movement 1 [swinging]) 2pp

Leopard Style

Leopard Dash (Speed 4) 4pp

Leopard Slam Fist (Strike 7 (extras: Area [Burst] +1, Linked [Trip] +0; FLaws: Limited [not vrs Airborne targets]-1) 14pp
Trip 7 (Extras: knockback +1, LInked [Strike] +0; Flaws: limited [Not vrs Airborne Targets]-1)

Crane Style

Crane Dance (Flight 2 (Limited [Hover] -1) 2pp

Snake Style

Cobra Strike (Strike 6 (Extras: poison +1, Alternate Save Fortitude +1; Power Feats: Improved Critical 2 [18-20]) 20pp


Combat (28pp)

Attack: +7, +13 (melee)

Damage: +7 (unarmed), +7 (claws)

Defence: +7, +12 (Dodge Focus)

Initiative: +8

Tradeoffs

ATT/DAM +3/-3
DEF/TOUGH +2/-2

Saves (11pp)

Toughness: +7 (tough), +8 (Defencive Roll)

Fortitude: +6

Reflex: +10

Will: +6
======================================

Abilities 24 + Skills 15 + Feats 29 + Powers 43 + Combat 28 + Saves 11 = Total 150pp
======================================

So First up is Ninja Tiger. A tough Martial Arts master with the speed, grace and power of his namesake. He's a versatile and strong fighter that can handle nuemrous opponents quite nicely.

:arrow: I designed him using the Totem archetype form Instant heroes, and mixed in some martial manuevers of my own design. Hes primarily a Tiger style fighter (agressive and straight forward) but hes capable of using several other styles hes learned.

I also drew some inspiration from one fo my Favorite PS2 games. Tai Fu: Wrath of the Tiger. Tai is very much base dof Tai from that game as are many of his special moves and styles.

:arrow: Of particular note is his chi Powered array. This is a variable structure of 20pp That can be reconfigured as a standard action, With a DC 15 concentration check. Each use of the powers draws from his CHi energy reserve. I used the Energy bar rules from the Masterminds manual.

This means he has a bar of chi energy = to his Con times 10. He can get 20 chi per aditional pwoer point he spends as he gets experince. HE recovers His con score in chi every minute.

:arrow: Within his Chi Power. I listed a series of styles and powers he's likely to use on a regular basis.

:arrow: HEs built as a standard starting character and shoudl be perfectly legal for the GM. Just add background as neccesary

=^_^=

:arrow: A request for RhimeFyre
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Postby catsi563 » Mon Dec 31, 2007 11:33 am

Still Waters Water Man

Image

Abilities (22pp)

Str 12/30 Dex 16 Con 14 Int 12 Wis 16 Cha 12

Skills (5pp)

Bluff 6 (+7 ), Concentration 6 (+9 ), Escape Artist 0 (+3, +12 [elongation]), Notice 4 (+7 ), Stealth 4 (+7 )

Feats (10pp)

Attack Specilzation 1 [blast], Distract (bluff), Environmental Adaptation [Aquatic], Improved grab, Improved Pin, Improved Throw, Improved Trip, Instant up, Power Attack, Taunt

Powers (79pp)

Liquid Form 9 (45pp)

Water Form (Insubstantial 1) (Extras: Duration [Continuous]+1; Flaws: PErmanent -1) 5pp

Immunity 12 (critical hits, Life Support, Starvation & thirst) 12pp

Transluscent (Concealment 2 [Normal Vision] (Extras: duration [Continuous]+1; Flaws: Only in water -1) 4pp

Elongation 8 [9pp]
AP: Massive strength (Super Strength 4)

Protection: 10 [10pp]

Swimming 5 [5pp]

Concept of the Waters (array 12 ) (34pp)
Water Control 12
AP: Hydro Blast (blast 12)
AP: Liquid master (Create object 7 [Ice & water](extras: Duration [continuous]+1; Power feat: innate, Variable Effect 1)
AP: Snow and Fog (Obscure 12 [Visual]
AP: Water Prison (Snare 8 (Extras: Regenerating +1, Suffocating +1; Flaws: Entangle -1)
AP: Hydro Jet (Stun 8 )(Extras: ranged +1)
AP: Drown (Suffocate 6)( Extras: range [Perception] +2)
AP: Rushing Wave (Trip 12 (Area: cone +1, Knockback +1;Flaws: range touch -1; Power feats: Improved trip)
AP: Master of Cold (Cold control 12)
AP: Bitter Ice Blast (Blast 8 (Alternate Save [fortitude]+1)
AP: Strength of the Oceans (Enhanced Strength 18 & Super strength 3)

Combat (28pp)

Attack: +6, +8 (blast)

Damage: +1 (unarmed), +10 (Strength of the oceans), +12 (hydroblast)

Defence: +8

Initiative: +3

Tradeoffs

ATT/DAM -2/+2
DEF/TOUGH -2/+2

Saves (10pp)

Toughness: +2, +12 (water form)

Fortitude: +6

Reflex: +6

Will: +6

Drawbacks (-4pp)

Vulnerable [Fire] (+50%) -2pp

Vulnerable [Extreme Cold] (+50%) -2pp
========================================

Abilities 22 + Skills 5 + Feats 10 Powers 79 + Combat 28 + Saves 10 - Drawbacks 4 = Total 150pp
========================================

And Here is Still Waters. The concept of Water and the Ocean. HE retains an extraordinary amount of his watery abilities, as well as the abiliy to change into a Watery form.

:arrow: Based off the Water Elemental in Instant heroes with my own tricks thrown in to represent his incredible control over water.

Of special note is his control of water and his own form enable him to have massive strength. He can pump his strength up to 30 (+10 bonus) and by limiting his flexibility he can gain super strength 7 (+35 for lifting). This ends up with him being a total of 65 strength for lifting purposes (heavy load 100 tons)

:arrow: He's an aboslute terror in a grapple too. massive strength combined with elongation and the abilitiy to drown someone at range *Shudders*

:arrow: Lastly he is vulnerable to fire attacks, and extreme cold can damage his water form or freeze him in place. this is to represent the Elemental balance between fire and water.

=^_^=

:arrow: A request for RhimeFyre
Last edited by catsi563 on Fri May 29, 2009 11:19 am, edited 2 times in total.
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Postby catsi563 » Mon Dec 31, 2007 12:04 pm

Updated the Index with a couple of requested builds and my only (so far) fight. Ill be adding the Arcadian Academy Kids as I can. Also more fights to come as the inspiration strikes me.
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Postby catsi563 » Mon Dec 31, 2007 7:34 pm

Scorpion

Image

PL10/190pp

Abilities (22pp)

Str 16/28 Dex 14/18 Con 16/28 Int 12 Wis 14 Cha 10

Skills (13pp)

Acrobatics 6 (+10 ), Bluff 4 (+4 ), Climb 6 (+15 ), Gather info 4 (+4 ), Intimidate 6 (+6 ), KS Current Events 2 (+3 ), KS Street wise 2 (+3 ), Notice 4 (+6 ), Investigate 4 (+5 ), Search 4 (+5 ), Sense motive 6 (+8 ), Stealth 4 (+8 )

Feats (12pp)

Accurate Attack, All out Attack, Attack Focus 2 (melee), Defensive roll 1, Dodge Focus 2, Diehard, Improved Initiative, Power attack, Uncanny dodge 2 (visual, Danger Sence)

Powers (97pp)

Scorpion Genetics (Enhanced Abilities 36 (Str 12, Dex 4, Con 12) 28pp

Scorpion Instincts (Super Sences 4 (Low-Light Vision, Rapid 2 [vision]Danger sences]; Power Feats: Ambidexterity, Attack Specilization 1 [tail], Favored Opponents 1 (Arachnids), Improved Grapple, Prone Fighting) 9pp

Scorpion Strength (Super Strength 4) 10pp
AP: Crushing Grip (super strength 5 (Flaws: Limted [Grapples or Crush only] -1; Power Feats: Improved grab, Improved pin, Crushing pin)
AP: Scorpion Movement (Leap 2, Super movement 4 [Wall Crawling 2, Slow fall]

Scorpion Speed (Speed 1 & leap 1) 2pp
=======================================
Scorpion Suit (Device 12 (Hard to Lose) 48pp

Flex-Mesh Costume (Impervious on +5 toughness) 5pp
@Therma- Electra weave insulation (Immunity 8 (Heat, Cold, Electric [Damage], Spidermans Webbing) 8pp
@Adaptive Lenses (Sence shield 2 [Sight] 2pp
@Sensors (Super Sences 1 (Infared Vision) 1pp

Claws & Tail Stinger(Penetrating on +3 str)(Power Feats: Improved Critical 2 [18-20]) 5pp

Wrist Blasters (array 15 (FLaws: Limited Unreliable [30 shots]-1) 17pp
@ Poison Dart (paralyze 8 (poison +1; Extended reach 6)
AP: Acid Blast (Acid 8 (Power Feats: Extended reach 6)
AP: Venom Blast (blast 8 (Extras: linked (drain); power feats: Improved critical 2 (18-20)
& Bio poison (Drain 6 [Dexterity] (Extras: ranged, Linked blast +0; Power feats: Slow fade 1 (1 minute)


Cybernetic Tail (Additonal limb 1)(Power Feats: Extended Reach 2, Improved trip) 5pp
AP: Boost 4 (leap)

@Tail Blaster (Array 15 (Flaws: Unreliable [30 shots total] -1) 17pp
Acid Blast (Acid 8 (Power Feats: Extended reach 6)
AP: Venom Stunner (Stun 6 (Extras: ranged, linked Drain +0)
& Bio poison (Drain 8 (dexterity (Extra: ranged, linked Stun; Power feats: Slow fade 1 (1 minute)
AP: Venom Blast (blast 8 (Extras: linked (drain); power feats: Improved critical 2 (18-20)
& Bio poison (Drain 6 [Dexterity] (Extras: ranged, Linked blast +0; Power feats: Slow fade 1 (1 minute)
=============================================

Combat (28pp)

Attack: +6, +8 (Melee), +10 (Tail)

Damage: +9 (Unarmed), +10 (vrs Spiders), +8 (poison darts [Paralyze], +8 (Acid), +8 (Venom Blast)

Defence: +8, +10 (Dodge Focus)

Initiative: +12

Saves (8pp)

Toughness: +9 *, +10 (Defencive Roll)

*(+5 Impervious toughness)

Fortitude: +10

Reflex: +10

Will: 6
=============================================

Abilities 22 + Skills 13 + Feats 12 + Powers 97 + Combat 28 + Saves 8 = Total 180pp
=============================================
Another personal Favorite here. The Scorpion ole Mac Gargan. One of Spideys Deadliest and capable foes. Spideys never had an easy time facing this guy. And the one time he did Gargan wasnt in his scorpion suit.

:arrow: This version reprents my ideal scorpion. His abilities have gotten a boost from genetic recombination to stabilize his scorpion genetic structure. He's stronger and a tad faster then before. HE also fights more like a scorpion.

:arrow: His scorpion suits gotten a major upgrade too. Courtesy of Norman Osbourne of course. the tails still brutal but now adds several new options, as well as clawed gauntlets that add the same weapons. So no more targeting the tail only on him. Spidey now has to contend with the entire suit. hes still a bit of a one trick poney but its a really nasty trick. :twisted:

:arrow: Borrowed a couple of tricks from my previous zodiac and mosquito builds for the scorpion suits weapons as well as his scorpion crush.

:arrow: Edit to clean up and pair him down a notch.
Last edited by catsi563 on Tue Aug 26, 2008 11:22 am, edited 2 times in total.
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Postby catsi563 » Tue Jan 01, 2008 2:31 pm

Red Lightning

PL10/150pp

Abilities (26pp)

Str 16/20 Dex 18/20 Con 16/20 Int 12 Wis 12 Cha 12

Skills (26pp)

Acrobatics 4 (+9 ), Bluff 2 (+3 ), Climb 4 (+9 ), Computers 2 (+3 ), Concentration 6 (+7 ), Craft [Mechanical] 4 (+5 ), Diplomacy 2 (+3 ), Disabel Device 4 (+5 ), Drive 3 (+8 ), Escape Artist 3 (+8 ), Gather Information 3 (+4 ), Intimidate 5 (+6 ), Investigate 5 (+6 ), KS [Behavior Sciences] 2 (+3 ), KS [Civics] 2 (+3 ), KS [Current Events] 1(+2 ), KS [Streetwise] +3 (+4 ), KS [Tactics] 5 (+6 ), KS [Technology] 2 (+3 ), Languages 3 (Spanish, Vietnamese, Russian), Medicine 3 (+4 ), Notice 5 (+6 ), Pilot 2 (+7 ), Profession [Agent] 5 (+6 ), Search 4 (+5 ), Sence Motive 2 (+3 ), Sleight of Hand 1 (+6 ), Stealth 5 (+10 ), Survival 6 (+7 ), Swim 6 (+11 )

Feats (31pp)

Assessment, Attack Focus 2 [Ranged], Contacts, Defencive Roll 1, Diehard, Equipment 6, Evasion, Improved Aim, Improved Initiative, Move By Action, Precise Shot, Quick Draw 1 [Draw], Sneak Attack

Commando Style:

All out Attack, Chokehold, Defencive Attack, Dodge Focus 6, Improved Grab, Power Attack, Takedown Attack

Powers (41pp)

Charged Abilities (Enhanced Abilities 10 (Str 4, Dex 2 Con 4) 10pp

Charged Leap (Leaping 1 ) 1pp

Charged Sprint (Speed 1 ) 1pp

Charged Strength (Super Strength 1 ) 2pp

Immunity 5 (Electrical Damage) 5pp

Bio Charged Lightning (Array 10) 21pp
@Power Surge (Boost 10 [Str, Dex, Con, Super Strength, Speed, Leap](Flaws: personal -1; Drawbacks: Noticeable [Electric aura] -1pp)
AP: Charged Brawl (Penetrating on +5 Strike (Extras: Linked [Stun]+0, power Feats: improved Critical 5 [15-20])
Stun 5 (Extras: linked [Charged brawl] +0)
AP: Lighting Bullets (Blast 10 (Extras: Penetrating 5 +1; Flaws: Limited [Requires Firearms focus]-1 (Power Feats: Improved Critical 5 [15-20]
AP: Thunderous Blast (Disintegration 10 (Flaws: Distracting -1, Fatigue -1, Action [Full]-1)

================================

Equipment 6pp (30ep)

Protective Costume (Impervious on +4 Toughness (pwoer feats: Subtle) 5ep

Twin heavy Pistols (+4 ) 8ep

Utility Belt 8ep
Knives (+1, mighty, thrown) 3ep
AP: Shuriken (+1, autofire +1 )
AP: Handcuffs
AP: multitool
AP: lockpicks
AP: Radio/cell

Motorcycle 9ep
=======================================

Combat (24pp)

Attack: +8, +10 (Ranged)

Damage: +5 (unarmed), +6 (Knives), +4 (HEavy Pistol), +10 (lighting bullets), +10 (Disintegration)

Defence: +4, +10 (Dodge Focus)

Initiative: +9

Tradeoffs

ATT/DAM +0/-0
DEF/TOUGH +0/-0

Saves (7pp)

Toughness: +5 *, +6 (Defencive Roll)

* (+4 impervious [Armor])

Fortitude: +6

Reflex: +6

Will: +6

Drawbacks (-5pp)

Vulnerable [Plasma attacks] (uncommon, Major 2x) 3pp

Full Power [Disintegration] 1pp

Power loss [boost array in extreme cold] 1pp
=====================================

Abilities 26 + Skills 26 + Feats 30 + Powers 42 + Combat 24 + Saves 7 - Drawback 5 = Total 150pp
=====================================
Background and History

Daniel Reagan was the son of a blue collar former soldier and his OSS wife. All in all a typical upbringing in small town texas (captain of the football team, popular etc) lead him to enlist in the military in order to serve his country. Excelling in Basic and AIT he was quickly recruited in the field by a Top Secret Black-Ops group code named Dark Star.

Dark Star's goals were to combat the active Russian presence in several small countries with vital US interests, as well as other terrorist threats the world could only dream of. Skilled and courageous. Danny Was more then ready, and earned several commendations. Dannie's superiors quickly volunteered him for a special project codenamed "Red Lightning". An attempt to create a new Super Soldier with a device discovered in the Wreckage of an alien ship. Several test candidates including Danny were exposed to the devices energies. All of them died painfully.

Only Danny Woke up in the morgue and accidently flash fried the coroner with a surge of crimson clectricity. Confused and scared Danny none the less, was Quickly trained in the use of his powers and sent off on the first of several assignments as a Super Soldier. Danny would end up leaving Dark Star soon after under unknown circumstances (He's not talking and Dark Star's government funding has been cut alltogether).

On his return to his home town he found his parents had both passed on in his absence and his town was smaller then before. Moving to (Campaign City) he tried to live a normal life. But the decay and violence all around him were too much to ignore. So when a dozen thugs tried to make an example of him for standing up to the local protection outfit. Danny was thrilled. He promptly thrashed everyone of them leaving them all in the hospital. Not one to leave a job unfinished Danny contacted a freind who dealt in special hardware. Getting a costume and some weapons Danny christend himself "Red Lighting" and then promptly proceeded to decimate the Mob boss's operations city wide in a week long string of devestation. That ended with the crimeboss hanging upside down in front of the police station and enough evidence that even the most corrupt cops would be unable to ignore it. Now he hunts the bad guys from the shadows. delivering a special brand of justice like lightning.

Recently A Firey redheaded Irish detecive Moira Flannigan, was assigned to hunt him down by her corrupt superiors. Intitially successful she tracked him to a warehouse where he'd just busted up a white slavery ring. After seeing his work she helped him clean up the ring. He then saved her life when a few corrupt cops shot her for interfereing in their private enterprise. Since then they've developed a friendly and somewhat romantic relationship. Shes currently been promoted to lieutenant.(a move her corrupt superiors hoped would get her lost behind a desk but it hasnt worked its only made her more visible) Where she oversees the crime ridden district of (insert district here).

Personality & Motivation

A small town boy who learned the hard way that the world is a lot bigger then the town limits. Once a friendly gregarious soul, he's become hardened and a bit cynical by his experiences. Still he tends to maintain a good attitude, and can be open and warm with friends he trusts (very few of those) He's also very much taken with the firey Redheaded Irish detective who's been assigned to his case, they regularly share information with each other and back each other up. He's allready saved her life twice from corrupt cops she's put away or testified against as well as at least one super powered mob assassin.

Towards criminals and scum he takes a decidedly different approach. He's all business, using whatever means are needed to get the job done. While he's not sadistic, he well do whatever is needed including torture, and breaking bones, and killing if needed.

Powers & Tactics

Dannys Powers were gained from the energy flux created in his body by the Alien device. The energy caused his body to metastisize it into bio electriciy on an unprecedented scale.

He can use this energy in several ways. First it enhances his natural athleticism to near perfect levels. He can take this a step further and surge it causing a jump to superhuman levels of athletic performance. Second he can channel the energies into bullets in a firearm. Quadrupling the weapons offencive potential. Thirdly he can charge his fists and feet with energy resulting in bone crushing hits that disrupt the nervous systems of living things as well as mechanical systems. Lastly by focusing his energy he can channel it into a single destructive blast of red lighting that can devestate anything in its path.

He combines this power with his extensive military training. Hes a natural expert with firearms, martial arts, and knives, as well as several other skills that help him in crime fighting.

In a fight Danny well generally tend to boost his physical abilites then stay mobile while using his lightning bullets to take targets out of the fight. He's a stricitly no frills do what it takes to win and survive kind of guy.

Appearance

A tall athletic and ruggedly handsome 6' 2" 210 lbs (think Matthew Mcconaghey in Sahara) Young man of Caucasian descent with blond hair and blue eyes that now occasionaly glow a bright red. he smetimes wears sunglasses to hide his eye color normally. His body crackles with a field of red lighting when he surges. and his lighting bullets spark with bursts of lighting when they strike a target.

His costume is a black bodysuit with red pads and trim and black belt and utility straps and pouches. He wears a full face mask to conceal his identity leaving only his hair exposed and his eyes. Red gloves and boots, and a long black trench coat. A stylized red lighting design on the body suits chest finish the suit.

Hes armed with an assortment of weapons including a pair of heavy pistols, and some combat knives, shuriken and throwning blades, and other tools. He drives a souped up "Red Lighting" motorcycle.

Campain uses & notes

Red Lighting works best as a street lvl vigilante hunting down thugs and scum whereever they hide. he'd desigend primarily for Iron Age settings. But could easilly be toned down slightly for Silver Aged as needed. He'll fit right into any campaign though with very little effort. Of importance is his relationship with Lt Moira. This is probably the one thing that has kept him off the slippery slope between heroism and vigilantism. If something were to happen to her he'd rapidly become a lethal purveyor of vengance. Almost as bad as the punisher in some cases worse.

:arrow: My first take at an Iron Age style character. He's pretty skilled and should hold his own nicely in the setting. he fits ok as a solo or with a team packing a serious ranged punch and nice in close skills as needed.
Last edited by catsi563 on Thu Aug 28, 2008 10:03 am, edited 1 time in total.
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Postby Libra » Wed Jan 02, 2008 11:16 am

Ha! I looked at Tai Fu and thought for a mad minute that you'd statted Tony the Tiger. :wink:

Keep up the good work Catsi. :D
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Postby catsi563 » Wed Jan 02, 2008 3:59 pm

Wolfsbane

Image

PL10/200pp

Abilities (28pp)

Str 14 Dex 14 Con 16 Int 14 Wis 16 Cha 14

Skills (20pp)

Acrobatics 4 (+6 ), Climb 4 (+6 ), Disguise 0 (+62 Shapeshift), Drive 6 (+8 ), Intimidate 8 (+10 ), KS Life Sciences 4 (+10 ), KS Pop Culture 2 (+4 ), KS Tactics 4 (+6 ), KS Theology & Philosophy 6 (+8 ), Medicine 6 (+9 ), Notice 12 (+15 ), Search 6 (+8 ), Sence Motive 6 (+9 ), Stealth 4 (+6 ), Survival 4 (+11 ), Swim 4 (+6 )

Feats (24pp)

Animal Empathy, All-Out Attack, Attractive 2, Blind Fight, Defensive Attack, Defensive Roll 2, Elusive Target, Endurance, Equipment 3, Evasion, Improved Initiative , Improved Trip, Power Attack, Rage 1, Skill Mastery[Intimidate, Notice, Stealth, Survival], Teamwork (2), Tough, Uncanny Dodge 2 (Audiotory, Olfactory)

Powers (78pp)

Wolf like Sences (Super Sences 9 (Accurate 2 [hearing & Smell], Scent, Extended 1 [Scent], Ultra-HEaring, lowlight vision) 8pp

Rapid Healing (Regeneration 13 (+4 bonus, Bruised/Unconscious [1 round each], Injured/Staggered [20 minutes each], Disabled/Abilitiy [5 hours each] (Power Feats: Diehard, Persistant, Regrowth) 13pp

Immunity 2 (diseases, Poisons)(Flaws: limted [half effect] -1) 1pp

Mutant Lycanthrope (Container 11 (Werewolf Form) 56pp
AP: (Wolf form)
============================================
Wolf Form 47pp ShapeShift

Str 18 Dex 18 Con 18

Notice 2, Sence Motive 8, Stealth 8 Survival 6

Dodge Focus 2, Endurance, Improved Intitiative, Rage (2) [+6 Strength, +3 Fort & Will Saves; 5 Rounds], Track, Tough 2

Super Senses 10 (Extended 1 [Lowlight Vision], Extended 3 [Smell], Analytical, Detect 2 (Emotional States), Infared, Track, Ultra Violet Vision)

Speed 2, Leap 2

Super Movement 2 (surefooted)

Claws & Fangs (Strike 1 (Power feats: mighty, Improved Critical 3 [17-20])

Immunity 1 (cold)

Enhanced Saves Fort +2, Reflex +4

Drawbacks Mute -4pp, No hands -4pp
=============================================
Werewolf form 55pp

Str 20/24 Dex 18 Con 20/24

Acrobatics 4 Climb 4 Notice 2, Stealth 4 Survival 6

Endurance, Fearsome Presence 5, Improved Intitiative, Rage (3) [+6 Strength, +3 Fort & Will Saves; 10 Rounds], Takedown Attack, Track, Tough 1

Enhanced Str 4 Con 4

Super Senses 3 (Extended 1 [Lowlight Vision], Extended 1[Smell], Track)

Immunity 1 (cold)

Super Strength 2
AP: Speed 1, Leaping 3

Super Movement 1 (surefooted)

Claws & Fangs Strike 1 (Power feats: Mighty, Improved Critical 5 [15-20])
================================================

Equipment 3pp (13ep

Protective Costume (Protection 2 (Subtle) 3ep

X-Commlink 1ep

Motorcycle 9ep
==========================================
Combat (40pp)

Attack: +10

Damage: +2 (unarmed), +5 (Wolf), +10 (Werewolf)

Defence: +10

Initiative: +6, +12 (Wolf), +13 (Werewolf)

Tradeoffs

ATT/DAM +0/-0 (flexible)
DEF/TOUGH +0/-0 (flexible) +2/-2 (wolf)

Saves (12pp)

Toughness: +4, +6 (costume), +8 (Wolf), +10 (Werewolf)

Fortitude: +8, +10 (rage). +10/+13 (Wolf), +12/+15 (Werewolf)

Reflex: +6, +10 (Wolf), +10 (Werewolf)

Will: +8, +10 (rage), +11 (Were/Wolf form rage)

Drawbacks (-2pp)

Vulnerable [Dazzle effects] (uncommon, moderate) -2pp
============================================
Abilities 28 + Skills 20 + Feats 24 + Powers 78 + Combat 40 + Saves 12 - Drawbacks 200 = Total
============================================

Acharacters whos definately come a long way. Rahne Sinclair (pronounced Rain) Wolfsbane is now a full fledge young woman, and serious Arse kicker. Our little Highland Wolf has grown up and has made her place in the world despite a past of traumas that would make peter parker curl up in a web ball.

:arrow: Shes designed as A full fledged scrapper. with three modes.

Human Form is pretty straight forward. Shes tough and a skilled fighter, She has heightened sences and even has a healing factor. Not on a par with Wolverine but enough to hang in a fight going badly.

Wolf Form is her tracking form. It sences are incredibly keen even keener then in human form. Its also her fastest mode of transportation, and has incredible stamina. She cannot speak and has only wolf paws in this form.

Werewolf form: Her combat form is strong fast and nasty. She can and well draw blood in this form and has done so on a number of occassions (just ask feral and wolvie). She can also speak and use her hands in this form.

:arrow: Lastly these are her iconic and traditional forms. But their does seem to indicate soem ability to have additonaly transitional forms. For example her Werewolf form is a semi Chrinos form (wolfman) but it seems to change (Depending on artist) to more or even less human looking shapes. This could mean some variations in her shapeshifting along the lines of WODs Garou (including a more furry humanoid form, and a large Dire wolf form)

:arrow: Edit: 1/2/08 Paired her down a bit. I love Rahne but she was a little overpriced their. Put her Werewolf form and wolf forms in a container per Johsuas suggestion and paired down her skills a bit.

Also added a vulnerability to Dazzle attacks since shes shone at least once in the comics complaining about her doggy ears ringing in human form.
Last edited by catsi563 on Wed Mar 23, 2011 3:54 pm, edited 3 times in total.
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Postby JoshuaDunlow » Wed Jan 02, 2008 5:35 pm

Wow, thats a pretty expensive character. I didn't think she'd be that costly. Wouldn't it be more cost efficient to create a container for the more costly form, then AP the second form? Just a thought.

You would end up with a
Mutant Lycanthrope Container 11 [AP: Wolf Form (second conatiner)] This could save you about 21 power points this way.

Otherwise this character is one heck of a combat machine by the looks of things. 8)
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