Nareik123: Isaac Clarke actually finished!

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Re: Nareik123: Space Marine!

Post by Nareik123 » Thu May 20, 2010 10:32 am

It has been some time since I have posted upon this thread, a damned shame.

However, since my absence, I have constructed a LOT of builds for MnM characters. Some, like Garen Thark, are characters that I have a lot of love for. Others are characters that I enjoy but understand if they didn't make the grade, like Karakus Kull. I'll be throwing up my recent batch on this thread.
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Re: Nareik123: Space Marine!

Post by Nareik123 » Tue May 25, 2010 3:13 pm

Name: Garen Thark
PL: 13
Trade-Offs: +3 Defence/-3 Toughness

Str: 18 (+4)
Dex: 16 (+3)
Con: 16 (+3)
Int: 14 (+2)
Wis: 14 (+2)
Cha: 14 (+2)
Cost: 34pp

BAB: 8
BDB: 10
Initiative: +7
Cost: 36pp

Toughness: +10 (+3 Con) (+7 Wearing Experimental Strike Suit)
Fortitude: +8 (+3 Con)
Reflex: +8 (+3 Dex)
Will: +7 (+2 Wis)
Cost: 15pp

Acrobatics +4/+7
Concentration +4/+6
Computers +8/+10
Diplomacy +4/+5
Disable Device +8/+11
Escape Artist +4/+7
Knowledge: Current Events +4/+6
Knowledge: Tactics +12/+14
Knowledge: Technology +12/+14
Notice +8/+10
Profession: Soldier +12/+14
Search +4/+6
Cost: 21pp

Accurate Attack
All out Attack
Attack Focus (Ranged) 5
Choke Hold
Defensive Attack
Dodge Focus 6
Elusive Target
Improved Aim
Improved Initiative
Move-By Attack
Seize Initiative
Cost: 25pp

Device: Experimental Strike Suit and S.O.H.U.D (Strategic Optical Heads up Display) (Hard to Lose) (14 Ranks) (56pp)

Mark VII Jet Pack: Flight 5 (10pp)
AP: Mark I Jump Pack: Leaping 4 (4pp)

Triple Weave Adamantium Plating: Protection 7 (7pp)

Plasma Weaver: Blast 13 (Extra: Penetrating) (39pp+4)
AP: Twin Enforcer Sub Machine Guns: Blast 8 (Extra: Autofire 2)
AP: Twin Supressor Shotguns: Blast 10 (Feat: Split Attack) (Extra: Penetrating)
AP: Heads Up: Strike 10 (Extra: Area Burst) (Feat: Progression 2) (Limited: Only usable after engaging the Mark I Jump Pack)
AP: AP High Velocity Missile Systems: Blast 8 (Extra: Area Burst) (Feat: Progression 2)
(Limited: Only usable after Engaging the MarkVII Jet Pack)

S.O.H.O.D: Super Senses (Dark vision, Infra Red, Direction, Distance, Time) (6pp)


Military Doctrine, Support:

Garen, having been a soldier and a combatant for his life, has relied on Military Doctrine for his life. He will not break Doctrine, no matter what.

Doctrine states that if he is with other combatants (non-civilians in a combat situation) then Garen must act as support for aerial combat before dropping into the ground fight. This means Garen is forced to fight and destroy those in the air. Only when a colleague is in danger or the Aerial combatants are impossible to destroy/neutralize then Garen may assist the ground fight while airborne targets. Those on the ground may call for AP Missile strikes.

Costs: Abilities (34) + Combat (36) + Saves (15) + Skills (19) + Feats (25) + Powers (56) - Drawbacks (--) = 185/185

This is the third time I've posted Garen Thark as a character. Garen is a hardcore military man, who is almost a military in his own. I'll comment on him later.
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Re: Nareik123: Space Marine!

Post by Nareik123 » Fri Feb 11, 2011 1:24 pm

Coming up soon, one of the most hardcore and ultimate bad ass space Protagonists, a man who is so badass going mentally insane just pisses him off!


Isaac Clarke!
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Re: Nareik123: Isaac Clarke!

Post by Nareik123 » Tue Sep 13, 2011 4:59 pm


Isaac Clarke
PL 6

Abilities (28pp)
Str: 2, Sta: 2, Agi: 1, Dex: 2, Fight: 1, Int: 3, Aware: 2, Pre: 1

Skills (12pp)
Athletics 4 (+6), Deception 2 (+3), Expertese: Engineer 6 (+9), Investigation 2 (+5), Perception 2 (+4), Persuasion 2 (+3), Ranged Combat 4 (+6), Technology 6 (+9), Vehicle 2 (+4)
Total Skill Ranks: 24

Feats (14pp)
All Out Attack
Close Combat 2
Defensive Attack
Favoured Foe: Necromorphs 2
Great Endurance
Improved Aim
Improved Initiative
Improvised Tools
Move-By Action
Skill Mastery: Technology

Saves (12pp)
Dodge: 3 (+1/+4)
Fortitude: 4 (+2/+6)
Parry 1 (+1/+2)
Will 4 (+2/+6)
Toughness: 8 (+2 Stamina/+6 from RIG)#

RIG (33ep)
Armour Plating (Protection 6) (6ep)
Stasis Module (Snare 6) (18ep)
Kinesis Module (Move Object 2) (4ep)
Zero-G Thrusters (Flight 2) (Limited: Only Usable in Zero G environments) (2ep)
A.I. (Senses) (Communication Link: Important PC's) (Direction Sense) (Radio) (3ep)

Weapon Arsenal: (Utility Belt)

Plasma Cutter (18ep)
Blast 6 (Extra: Penetrate) (18ep+1)

Pulse Rifle
Blast 5 (Extra: Multi Attack)
Blast 6 (Extra: Area (Burst)) (Note: Effect is 10ft Radius)

Blast 4 (Extra: Area (Cone)) (Note: Effect has a range of 20ft and will expand to 5ft)

Blast 5 (Feat: Accurate) (Feat: Extended Range) (Extra: Accurate)


Wanted: Isaac Clarke is a wanted man by the top people who have plans with the Markers. Isaac has run into multiple people since Dead Space 1 till 2. I think only 2 people in his Dead Space life have actually not wanted to kill or harm in.

Partially Blind: Due to a part in Dead Space 2, Isaac has lost the use of one of his eyes. Nothing happened in game to effect his aim.

Relationship: To prevent Spoilers, I won't name who, but Isaac gets emotionally involved with another person.

Build Notes:

:arrow: Finally came round to building Mr Clark.

:arrow: This is Isaac Clarke post Dead Space 2. His ability scores are low as he still is only human, and even though he is a stronger, tougher and more athletic human than most others, he is still outclassed in these categories by Necromorphs.

:arrow: I built Isaac Clarke as a skill/blaster Hybrid, like he is in the games. If I had to assign Issac Clarke a traditional party role, it would be a ranged damage/tank. His equipment really packs a punch and the good part is that Clarke has shown he is capable of working under pressure to invent new stuff. In Dead Space 2, Clarke literally tore out a machines innards, screwed around with it, then shoved it on his arm. It worked!

:arrow: A major part of Isaac is, like most techy based heroes, his ability to Jury Rig under pressure. This really comes into the fore front in the games as he was busy screwing with a surgical tool as a necromorph in the same frigging room was tearing up the poor patient.

:arrow: Possibly one of the more interesting feats is Fearless. I've mentioned that Clarke is human, but the dude is pretty far gone, clinically insane. His initial bout against the necromorphs in the first game has pushed him beyond fear to the point that, very early on in the game, Isaac was head butting Necromorphs IN THE FACE! This wasn't with his funky suit as well, Isaac literally smashed skulls against a Necromorph. I lost count of the amount of stuff people wouldn't do, which Isaac did.
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Re: Nareik123: Isaac Clarke actually finished!

Post by Adalias » Sun Jan 29, 2012 1:29 pm

Very impressive!
Is there any chance the older ones will get converted to 3rd? (No idea how much work is involved in that)
Specifically, I really really want my Necrons, but it seems there is not a single 3rd edition build for them, and I'm way too new to M&M to attempt to do it myself

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Re: Nareik123: Isaac Clarke actually finished!

Post by Nareik123 » Sun Feb 05, 2012 1:17 pm


Truth be told I wasn't planning to convert the Necrons, more like Revamp them with the new codex released. I'd also significantly depower them, I think I went a bit over the top. I've noticed that a Necron should be more offensive based.

I was also planning on trying my hand at a bit of Homebrew rules on Powered Suits. From semi-sentient armours powered by A.I. (I.E. Master Chief from Halo/Iron Man Armour) to simply powered armour. (Space Marine Armour) since 3ED really screwed up Devices.
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