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Woodclaw's 2E - Hercules, Iolaus, Xena, Gabrielle

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#391 DC Animated Universe: Jonah Hex

Postby Woodclaw » Sun Aug 07, 2011 1:45 am

For my 100,000 threadviews I'm in the mood for some gunfighter, so this is my first Weird Western Tales build (I hope more to come).

Image
Jonah Hex: Fancy gun belts you've got there. I'm thinking you folks are time travelers.
Bruce Wayne: Where would you get a crazy idea like that?
Jonah Hex: Experience. I've had an interesting life.


Jonah Hex
Jonathan Woodstone Hex

Power Level: 8 (121pp)

Abilities: STR: 18 (+4), DEX: 14 (+2), CON: 18 (+4), INT: 12 (+1), WIS: 16 (+3), CHA: 10 (+0)

Skills: Bluff 7 (+7/+5 [Disfigured]), Climb 2 (+6), Craft (mechanical) 2 (+3), Gather Information 7 (+7), Handle Animal 6 (+6), Intimidate 8 (+8), Knowledge (current events) 4 (+5), Knowledge (streetwise) 6 (+7), Language 1 (Apache dialect; native: English), Medicine 1 (+4), Notice 4 (+7), Profession (bounty hunter) 4 (+7), Ride 6 (+8), Search 4 (+5), Sense Motive 4 (+7), Sleight of Hand 3 (+5), Stealth 4 (+6), Survival 5 (+8), Swim 2 (+6)

Feats: Ambidexterity, Attack Focus 1 (ranged), Distract 1 (Intimidate), Diehard, Dodge Focus 4, Equipment 4, Fearsome Presence 4, Improved Aim, Improved Critical 1 (Revolvers), Improved Initiative 1, Lionheart 1, Minions 3 (horse), Power Attack, Quick Draw 1, Seize Initiative, Startle, Tough 1, Track, Twin Weapon Strike, Withstand Damage

Challenges: Trick ride

Equipment: Rope (1ep)

Arsenal (Array 12ep)
- Paired Colt Dragoons [modified for cased bulllets] (+4 ballistic damage; crit 20; 40'; Full Power, Lethal, Slow Reload 2 [Full Round])
- Lever Action Rifle (+5 ballistic damage; crit 20; 50'; Full Power, Lethal, Slow Reload 3 [1 minute])
- Shotgun (+5 ballistic damage; crit 20; 50' [5 increments]; Scattershot, Full Power, Lethal, Slow Reload 2 [Full Round])
- Cavalry Saber (+2 slashing damage; crit 18; Mighty)
- Knife (+1 percing or slashing damage; crit 19; 10' [thrown]; Mighty)


7ep in mission equipment

Combat: Attack +10 (+11 ranged); Damage +4 (unarmed), or by weapon of choice; Defense +11 (+4 Flat-footed); Initiative +6

Saves: Toughness +5, Fortitude +6, Reflex +5, Will +6/+10 [Lionheart]

Drawbacks: Disability (Disfigured [-2 to Bluff and Diplomacy checks based on looks]; -1pp)

Abilities 28 + Skills 20 (80 ranks) + Feats 32 + Powers 0 + Combat 34 + Saves 8 - Drawbacks 1 = 121

Complications:
  • Addiction (alcohol): Hex tend to enjoy drinking a little too much
  • Honor (sort of): Hex seem to live up to some kind of code of honor (even if very twisted and bent)
  • Non-linear existence: Hex has some interesting life, including some experience with time traveling
  • Prejudice (tons): between his look and his reputation Hex is subject to tons of prejudice
  • Reputation (bounty hunter): Hex is a notorious bounty hunter

:arrow: for my 100,000 threadvioews I decided to go back to the DCAU and since I'm in the mood for some gunfighter I decided to build the greatest bastard that ever rode across the frontier: Jonah Hex himself

:arrow: overall this is a bit of a high end version of Hex (usually I prefer my gunfighters to be PL7 top) but between his reputation and his stunts in JLU I think that PL8 can be justified

:arrow: no other fancy notes except for the combination of Tough and Withstand damage, Hex always looked to me as a the quintessential tough character, surviving a wound like his and living with it requires some major pain tollerance
Last edited by Woodclaw on Thu Aug 11, 2011 8:05 am, edited 1 time in total.
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Re: Woodclaw's - Police, Military; DCAU: Jonah Hex

Postby catsi563 » Sun Aug 07, 2011 2:42 am

no ability to talk to the dead and see ghosts and spirits and the like?
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Woodclaw's - Police, Military; DCAU: Jonah Hex

Postby Woodclaw » Sun Aug 07, 2011 3:08 am

catsi563 wrote:no ability to talk to the dead and see ghosts and spirits and the like?


As far as I know those abilities are exclusive to the (horrible) movie version of Hex. In the comics and the DCAU Jonah Hex is "just" a incredibly badass gunfighter with a horrid scar.
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Re: Woodclaw's - Police, Military; DCAU: Jonah Hex

Postby Thorpacolypse » Sun Aug 07, 2011 7:57 am

Woodclaw wrote:
catsi563 wrote:no ability to talk to the dead and see ghosts and spirits and the like?


As far as I know those abilities are exclusive to the (horrible) movie version of Hex. In the comics and the DCAU Jonah Hex is "just" a incredibly badass gunfighter with a horrid scar.


Congrats on the 100,000 views, Woodclaw. And I loves me some Jonah Hex. I haven't been able to force myself to sit down and watch movie because of how much I had heard it sucked, but I feel like I need to support Jonah, even if I have to support Megan Fox to do it. :shock:
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Re: Woodclaw's - Police, Military; DCAU: Jonah Hex

Postby Woodclaw » Tue Aug 09, 2011 1:16 am

Thorpacolypse wrote:
Woodclaw wrote:
catsi563 wrote:no ability to talk to the dead and see ghosts and spirits and the like?


As far as I know those abilities are exclusive to the (horrible) movie version of Hex. In the comics and the DCAU Jonah Hex is "just" a incredibly badass gunfighter with a horrid scar.


Congrats on the 100,000 views, Woodclaw. And I loves me some Jonah Hex. I haven't been able to force myself to sit down and watch movie because of how much I had heard it sucked, but I feel like I need to support Jonah, even if I have to support Megan Fox to do it. :shock:


Same here. I was only able to watch about half hour before feeling like I was about to puke.
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#392 DC Animated Universe: El Diablo

Postby Woodclaw » Thu Aug 11, 2011 8:16 am

Weird Western Tales continues with a build that required me some work.

Image
Ever at the service of justice.

El Diablo
Lazarus Lane

Power Level: 7 (105pp)

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

Skills: Acrobatics 4 (+7), Bluff 2 (+5), Climb 3 (+5), Diplomacy 3 (+6), Gather Information 2 (+5), Intimidate 4 (+7), Knowledge (business) 3 (+4), Knowledge (current events) 3 (+4), Language 1 (Spanish; native: English), Medicine 1 (+3), Notice 4 (+6), Profession (bank teller) 3 (+5), Ride 4 (+7), Search 5 (+6), Sense Motive 4 (+6), Stealth 4 (+7), Survival 3 (+5), Swim 3 (+5)

Feats: Acrobatic Bluff, Attack Specialization 1 (whip), Benefit 1 (wealth), Blinding Strike, Connected, Defensive Attack, Defensive Roll 3, Dodge Focus 2, Equipment 2, Fearsome Presence 1/3, Follow-Up Strike, Improved Critical 1 (whip), Improved Initiative 1, Lionheart 1, Minions 3 (horse), Move-by Action, Power Attack, Quick Draw 1, Set-Up, Sneak Attack 1

Equipment: Costume (Fearsome Presence +2, Challenge [Accelerated Stealth]; 3ep)

Weapons (Array 7ep)
- Revolver .44 (+4 ballistic damage; crit 20; 40'; Full Power, Lethal, Slow Reload 2 [Full Round])
- Whip (+0 blundgeon damage; crit 19; Mighty, Extended Reach 2, Improved Disarm 1, Improved Trip)


Combat: Attack +8 (+10 with whip); Damage +2 (unarmed), or by weapon of choice; Defense +9 (+3 Flat-footed); Initiative +7

Saves: Toughness +5 (+2 Flat-footed), Fortitude +5, Reflex +7, Will +4/+8 [Lionheart]

Abilities 26 + Skills 14 (56 ranks) + Feats 26 + Powers 0 + Combat 30 + Saves 9 + Drawbacks 0 = 105

Complications:
  • Guilty: Lazarus assumed the identity of El Diablo to repent after his inaction caused the death of one of his friends during a robbery in his own bank
  • Honor (honest): Lazarus is honest to the point of stupidity
  • Psychological Problem (split personality): El Diablo seem to be a manifestation of Lazarus own guilt and fears, as such he does thing thing that Lararus didn't like
  • Reputation (boogeyman): thanks to the air of mystery that surround him, El Diablo is considered more fabrication than a person

:arrow: of the four heroes presented in "Weird Western Tales" El Diablo got the most limited characterization and screen time, whihc gave some problem. See, the comic book version of El Diablo is a semi-supernatural avenger that is closer to the Ghost Rider (Johnny Blaze, not the western one), but the Animated version didn't show any sign of supernatural powers, making something closer to a Zorroanalogue

:arrow: I decided to remain as faithful as possible to the Animated version and the result is still pretty good, the only hint to his double self is in the complications

:arrow: while El Diablo carried two pistols on screen I prefered to gave him only one, after all he didn't fire shot in the whole episode

:arrow: the Wealthg benefit represent the fact that Lazarus has a regular job (he's a bank teller), opposed to the majority of western heroes (whoh usually tend to be a bit struggling)
Last edited by Woodclaw on Thu Aug 11, 2011 8:44 am, edited 1 time in total.
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#393 DC Animated Universe: Sheriff Ohiyesha Smith

Postby Woodclaw » Thu Aug 11, 2011 8:42 am

Weird Western Tales build #3, Ohiyesha has been quite a pian to build, especially due to the lack of wiki material on him.

Image
You and me pardner, right now!

Sheriff Ohiyesha Smith

Power Level: 7 (106pp)

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

Skills: Acrobatics 4 (+7), Climb 3 (+6), Diplomacy 4 (+6), Gather Information 3 (+5), Intimidate 3 (+5), Knowledge (civics) 2 (+4), Knowledge (streetwise) 2 (+4), Language 1 (Sioux Dialect; native: English), Notice 3 (+7), Profession (lawman) 2 (+6), Ride 3 (+6), Search 3 (+5), Sense Motive 3 (+7/+11 [Dedication]), Stealth 3 (+6), Survival 2 (+6), Swim 3 (+6)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus 2 (melee), Benefit 1 (law enforcement), Connected, Dedication (protect the innocents), Defensive Attack, Defensive Roll 2, Dodge Focus 2, Equipment 2, Improved Disarm 1, Improved Trip, Minions 3 (horse), Power Attack, Sneak Attack 1, Stunning Attack, Sweeping Strike, Track, Twin Weapon Strike

Equipment: Sheriff Badge (0ep)

Weapons (Array 9ep)
- Paired Revolvers (+4 ballistic damage; crit 20; 40'; Full Power, Lethal, Slow Reload 2 [Full Round])
- Knife (+1 piercing damage; crit 19; 10' [thrown]; Mighty)


1ep in mission specific equipment

Combat: Attack +7 (+9 melee); Damage +3 (unarmed), or by weapon of choice; Defense +9 (+4 Flat-footed); Initiative +3

Saves: Toughness +5 (+3 Flat-footed), Fortitude +6, Reflex +6, Will +6/+10 [Dedication]

Abilities 34 + Skills 11 (44 ranks) + Feats 25 + Powers 0 + Combat 28 + Saves 8 + Drawbacks 0 = 106

Complications:
  • Enemy (Tobias Manning): since he became sheriff of Elkhorn, Ohiyesha had several run-ins with Tobias Manning
  • Prejudice (native): Ohiyesha is a Sioux
  • Quirk (don't call him Pow-Wow): Ohiyesha hates his nickname
  • Responsibility (sheriff of Elkhorn): Ohiyesha takes his responsibilities as sheriff od Elkhorn above and beyond the call of duty

:arrow: Ohiyesha is another pretty simple build, although a little strange one, see, given his peculiar fighting style, Ohiyesha is pretty much a martial artist in a world that is completly oblivious to the concept, given that I build him to be a little more efficient in close combat (about 1 PL), he isn't bad a as a gunfighter, but he's better in melee

:arrow: not much else worth mentioning, except that at GM discretion Ohiyesha might be able to use Ambidexterity and Twin Weapon Strike with his unarmed attacks, giving him some extra punching power
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#394 DC Animated Universe: Bat Lash

Postby Woodclaw » Thu Aug 11, 2011 11:55 pm

Finishing the round-up of Weird Western Tales character with my personal favorite.

Image
[...] my pappy always said, "a man who buries his head in the sand makes a pretty good target."

Bat Lash
Bartholomew Aloysius Lash

Power Level: 6 (95pp)

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

Skills: Bluff 5 (+9), Climb 2 (+3), Diplomacy 3 (+7), Gamble 6 (+8), Gather Information 2 (+6), Medicine 1 (+3), Notice 4 (+6), Ride 4 (+6), Search 4 (+6), Sense Motive 5 (+7), Sleight of Hand 5 (+7), Stealth 4 (+6), Survival 1 (+3), Swim 2 (+3)

Feats: Defensive Attack, Defensive Roll 4, Distract 1 (Bluff), Dodge Focus 2, Elusive Target, Equipment 2, Fascinate 1 (Bluff), Improved Defense 2, Improved Trick, Minions 3 (horse), Power Attack, Set-Up, Skill Mastery 1 (Bluff, Diplomacy, Gamble, Sleight of Hand), Sneak Attack 1, Taunt, Teamwork 1, Uncanny Dodge 1 (visual)

Challenges: Durable Lie 1

Equipment: Binoculars (1ep), Cards & Dices (0ep), Spring Loaded Holster (Quick Draw 1; 1ep)

Weapons (Array 4ep)
- Revolver .38 (+3 ballistic damage; crit 20; 30'; Full Power, Lethal, Slow Reload 2 [Full Round])
- Derringer (+2 ballistic damage; crit 20; 20'; Full Power, Lethal, Slow Reload 2 [Full Round], Conceable)


5ep in pieces of stolen equipment

Combat: Attack +7; Damage +1 (unarmed), or by weapon of choice; Defense +7 (+3 Flat-footed); Initiative +2

Saves: Toughness +5 (+1 Flat-footed), Fortitude +4, Reflex +5, Will +5

Abilities 24 + Skills 12 (48 ranks) + Feats 26 + Powers 0 + Combat 24 + Saves 9 + Drawbacks 0 = 95

Complications:
  • Magnet for Trouble: no matter how far Lash will ride, trouble will invariably find him
  • Peaceable sort of man : Lash dislike violence and always tries to solve problems speaking first
  • Reputation (gambler and never-do-well): Lash is a notorious gambler and con-man
  • Wanted (in several places): Lash has long list of sheriffs that look forward to hang him

:arrow: before watching JLU I had no idea of who Bat Lash is, but the character grew on me and many of my recent characters contains more than a trace of Bat Lash

:arrow: Lash is the least combat able of the western heroes, but he's quite a skill monkey to compensate, he can bluff, steal and gamble his way through many situations and keep the enemy distracted to allow his pard to administer the killing blow, he's an excellent team player opposed to the other who are usually more of a solo act

:arrow: the spring loaded holster allow lash to quick draw his derringer (both hidden in his right sleeve)
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#395 Starcraft: Terran Marine

Postby Woodclaw » Wed Aug 17, 2011 9:11 am

Having finished with the whole DCAU western I decided to move on to something else, the build for the Freedomverse are still in progress, plus I was looking for somethign special for my incoming 400th build. So I decided to build some character from Starcraft (having just finished Wings of Liberty for the second time). Without further delay Welcome to the Koprulu Sector.

Image
You want a piece of me, boy?

Terran Marine

Power Level: 6 (70pp)

Abilities: STR: 16/22 (+3/+6), DEX: 14 (+2), CON: 16 (+3), INT: 10 (+0), WIS: 12 (+1), CHA: 10 (+0)

Skills: Climb 2 (+5), Disable Device 2 (+2), Drive 2 (+4), Intimidate 5 (+5), Knowledge (streetwise) 3 (+3), Knowledge (tactics) 4 (+4), Language 1 (Koprulu Common; native: Colony Dialect), Notice 4 (+5), Profession (military) 2 (+3), Sense Motive 3 (+4), Survival 3 (+4), Swim 1 (+4)

Feats: All-Out Attack, Attack Focus 1 (ranged), Crushing Pin, Dodge Focus 2, Equipment 11, Improved Block 1, Improved Grab, Improved Sunder, Lionheart 1, Power Attack, Teamwork 1

Equipment:

C-14 "Impaler" (Array; 19ep)
- Gauss Rifle (+6 ballistic damage; crit 20; 60'; Autofire 1, Penetrating [3 ranks], Full Power, Lethal Only, Special [need recoil compensator, see notes])
- Bayonet (+1 piercing and slashing damage; crit 19; Mighty, Extended Reach 1)


Confederate Marine Corps Powered Combat Suit (32pp)
- Armor Plating (Protection 3 [Impervious 4])
- Flash Visor (Sensory Shield 2 [visual])
- Life support (Immunity 9 [life support])
- Power Servos (Density 3 [Permanent], adds Immovable 1 [Unstoppable] and Super-Strength 1 [heavy load: 1000 lbs])
- Starlight Visor (Super-Senses 1 [Low-Light Vision])
- Built-In Equipment (Commlink, Flashlight, Multitool, "Black Box" Recorder)


4ep in mission equipment

Combat: Attack +5 (+6 ranged); Damage +3/+6 (unarmed), or by weapon of choice; Defense +5 (+2 Flat-footed); Initiative +2

Saves: Toughness +7 (Impervious 5)/+3 without armor, Fortitude +5, Reflex +4, Will +3/+7 [Lionheart]

Abilities 18 + Skills 8 (32 ranks) + Feats 22 + Powers 0 + Combat 16 + Saves 6 + Drawbacks 0 = 70

:arrow: the Marine is a obvious first choice, being the most basic unit in the game (not to mention one of the most efficient) and probably the most iconic and - for me at least - being the prototypical sic-fi warrior in mass produced Power Armor

:arrow: as much as I love the final result this build incarnates some of the problems I have with sci-fi settings, namely the blurred line between Device and Equipment. The CMC Power Suit would be a devie in any setting, but here is just a piece of equipment, which is a bit odd considering the mass of advantages it provides

:arrow: yet this build allowed me to use some ideas I had for Power Armors: I based the whole deal on a Density power which - in my opinion - simulates the working of a PA very nicely

:arrow: the Impaler is a bit of a stretch, in theory a human without a PA can use it, but the recoil will be too great. my personal way to simulate it is recoil compensation: for each point of difference between the Impaler damage and the user strength bonus the user will suffer a -1 to the attack roll (e.g. the unarmored marine above will suffer a -3), using the weapon mounted on some kind of bracing will reduce this penality at GM discretion

:arrow: ok for those who think that the marines need some extra boost, here we have the Stimpack and the Combat Shield, both upgrades boost the Marine to PL7 as long as they last

Stimpack (Boost 4 [Attack Bonus, Personal, Slow Fade 2 (5 minutes), Side Effect (damage)]; 4ep)

:arrow: I used the Stimpack to increase the Attack bonus because it was simpler and more realistic than giving sime strange kind of damage boost, plus using Power Attack and Autofire the Marine actually deals more damage

M98 Ballistic Combat Shield (Shield 2 [Dedicated Dodge, Ablative (Total), Slow Fade 2 (5 hits)]; 5ep)

:arrow: I decided to make the shield Ablative to keep the idea closer to the RTS (where it provides extra HP) and because I didn't like the idea of giving the marines a temporary boost to attack and a permanent one to defense

:arrow: the Slow Fade PF here increments the number of hits that the shield can absorb befor losing 1pp of efficiency, overall the Shield can absorb 25 hits before breaking.
Last edited by Woodclaw on Thu Sep 01, 2011 5:57 am, edited 1 time in total.
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#396 Starcraft: Zergling

Postby Woodclaw » Sat Aug 20, 2011 9:05 am

Welcome to the Koprulu Sector part two, this time we take a look to spawn of the Overmind.

Image

Zergling

Power Level: 5 (56pp)

Abilities: STR: 18 (+4), DEX: 16 (+3), CON: 16 (+3), INT: 2 (-4), WIS: 10 (+0), CHA: 6 (-2)

Skills: Intimidate 6 (+4), Notice 5 (+5), Stealth 4 (+7), Survival 5 (+5)

Feats: Attack Focus 6 (melee), Dodge Focus 4, Improved Initiative 1, Lionheart 1, Set-Up, Startle, Teamwork 2, Trance

Powers:

Hibernation (Immunity 10 [Disease, Environmental Condition (all), Poison, Sleep, Starvation & Thirst, Suffocation (Lack of Air)]; FlaW: Limited [only while using Trance]; 5pp)
Regeneration 6 (Recovery Bonus +2, Bruised 1 [1 round], Injured/Staggered 1 [20 minutes], Disabled 1 [5 hours]; 6pp)
Scythes Claws (Adds Penetrating [2 ranks], Lethal Only and Improved Critical 1 to unarmed attacks; 2pp)
Speed 2 (25 mph; PF: Alternate Power 2; 4pp)
-- AP: Burrowing 2 (2.5 mph)
-- AP: Leaping 2 (jumping distance x5)

Swarm Senses (Super-Senses 4 [Low Light Vision, Scent, Danger Sense (Mental), Uncanny Dodge 1 (Mental)]; Drawbakcs: Power Loss 1 [mental senses if separated from the Swarm]; 3pp)

Combat: Attack +0 (+6 unarmed); Damage +4 (unarmed); Defense +7 (+2 Flat-footed); Initiative +7

Saves: Toughness +3, Fortitude +4, Reflex +5, Will +3/+7 [Lionheart]

Drawbacks: Disability (mute [Very Common, Moderate]; -4pp), Disability (no fine manipulation [Common, Minor]; -2pp)

Abilities 8 + Skills 5 (20 ranks) + Feats 17 + Powers 20 + Combat 6 + Saves 6 - Drawbacks 6 = 56

:arrow: the Zergling is in essence the quintessential cannon fooder. Where the basic Terran and Protoss troopers are meant to have some degree of survival ability, these little buggers are meant to die as ablative shield while their kin overrun the enemy

:arrow: overall the combat balance is that the zerglings need to outnumber the Marines 2-to-1 and the Zealots 3-to-1 to have a decent chance of winning, which is pretty much in line with the RTS

:arrow: as for the rest I decided to gave the Zergling some real burrowing ability instead of the simple "hiding underground" trick.

:arrow: the Trance feat and the linked immunity represent the Zerg ability to hibernate and survive for long periods without any kind of support (accoring to Wings of Liberty four years after the Protoss scorched Mar Sara there were still Zergs hibernating in the wastelands)

:arrow: about the drawbacks, the front paws of the zerglings allow them to carry things around, but not to manipulate them
Last edited by Woodclaw on Tue Aug 30, 2011 10:33 am, edited 1 time in total.
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#397 Starcraft: Protoss Zealot

Postby Woodclaw » Sat Aug 20, 2011 4:38 pm

Welcome to the Koprulu Sector, the tour continue finishing the mandatory trinity of basic unit, the Zealot

Image
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En Taro Tassadar!

Protoss Zealot

Power Level: 7 (90pp)

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

Skills: Acrobatics 3 (+6), Climb 1 (+5), Concentration 3 (+6), Knowledge (history) 2 (+3), Knowledge (theology & philosophy) 3 (+4), Language 1 (1 at GM choice; native: Khalani), Medicine 1 (+4), Notice 2 (+5), Profession (warrior) 2 (+5), Search 3 (+4), Sense Motive 3 (+6), Stealth 2 (+5), Survival 1 (+4), Swim 1 (+5)

Feats: Accurate Attack, Attack Specialization 1 (Psi-Blade), Blind-Fight, Cunning Fighter, Dodge Focus 2, Equipment 4, Improved Block 1, Improved Initiative 1, Improved Sunder, Power Attack, Takedown Attack 1, Trance, Weapon Break

Powers:

Protoss Physiology (Container 1 [Passive]; PF: Innate; 6pp)
-- Longevity (Feature 1 [about 1000 years])
-- Photostnthesis (Immunity 1 [Starvation & Thirst])
-- Super-Senses 1 (Low-light Vision)
-- Telepatic Voice (adds Selective and Subtle 1 to normal speech)


Equipment:

Cybernetic Combat Armor (20ep)
- Cybernetic Servomotors (Speed 1 [10 mph] + Leaping 1 [jumping distance x2])
- Servemotors Overdrive (Boost 2 [Cybernetic Servomotors, Personal, Free Action])
- Preserver Homing Beacon (when a Protoss life sign drops he will be instantly teleported to the closest sickbay, if any)
- Psi-Blade (+3 Slashing damage; crit 18; Mighty, Penetrating, Power Loss 1 [requires a psion])
- Psionic Field (Force Field 3 [Impervious 6], Power Loss 1 [requires a psion])


Combat: Attack +5 (+7 with Psi-Blades); Damage +4 (unarmed), or by weapon of choice; Defense +7 (+3 Flat-footed); Initiative +7

Saves: Toughness +7 (Impervious 6)/+4 without Force Field, Fortitude +6, Reflex +6, Will +6

Abilities 30 + Skills 7 (28 ranks) + Feats 17 + Powers 8 + Combat 20 + Saves 8 + Drawbacks 0 = 90

:arrow: the Zealot is the top dog among the basic troops of Starcraft, while the Marine have the advantage of range and the Zergling is cheaper, the Zealot is the best in term of hitting power and defense

:arrow: as Xarathos pointed out the Protoss didn't have a "real" telepathy power, their telepatic voice is actually closer to a couple of PF applied to the basic communication form (the Protoss are basicly mute)

:arrow: once again the equipment is actually closer to device, but again the Zealot are mass produced (well mass produced for the Protoss standards) troops, not elite heroes

:arrow: both the blades and the force field are a manifestation of the zealot latent mental ppowers focused by the armor, as such if the Zealot psionic powers are blocked or nullified the zealot will find himself unarmed

:arrow: the overdrive represent the ability of the zealot to supercharge his armor servomotors for executing a charge toward the enemy
Last edited by Woodclaw on Sun Sep 25, 2011 12:51 pm, edited 1 time in total.
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#398 Starcraft: Terran Ghost

Postby Woodclaw » Wed Aug 24, 2011 7:40 am

Welcome to the Koprulu Sector continues with another iconic build from the franchise.

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Image from Shiramune gallery on Deviantart

You called down the thunder, now reap the whirlwind.

Terran Ghost

Power Level: 7 (102pp)

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

Skills: Acrobatics 2 (+6), Bluff 3 (+4), Climb 2 (+6), Computers 1 (+3), Concentration 2 (+5), Craft (electronic) 1 (+3), Craft (mechanical) 1 (+3), Disable Device 3 (+5), Drive 1 (+5), Escape Artist 2 (+6), Intimidate 3 (+4), Knowledge (tactics) 2 (+4), Language 3 (Koprulu Common, 2 at GM choice; native: Colony Dialect), Medicine 1 (+4), Notice 3 (+6), Pilot 1 (+5), Profession (Black Ops) 2 (+5), Search 4 (+6), Sense Motive 2 (+5/+9 [Dedication]), Sleight of Hand 1 (+5), Stealth 3 (+7), Survival 3 (+6), Swim 2 (+6)

Feats: Assessment, Beginner's Luck, Cunning Fighter, Dedication (to the Mission), Defensive Attack, Dodge Focus 3, Endurance 1, Equipment 11, Finding the Weak Spot, Improved Aim, Improved Defense 2, Luck 1, Power Attack, Precise Shot 1, Sniper

Powers:

Psionic Senses (Super-Senses 3 [Danger Sense (Mental), Psionic Awareness, Uncanny Dodge 1 (Mental)]; PF: Alternte Power 1; 4pp)
-- AP: Mind Reading 6 (Flaw: Distracting)

Equipment: Medkit (1ep), Multitool (1ep)

Arsenal (Array; 17ep)
- C-10 "Cannister" Rifle [Sniper Mode] (+5 ballistic damage; crit 19; 100'; Laser Sight, Flash + Sound Suppressor, Targeting Scope, Full Power, Lethal Only)
- C-10 "Cannister" Rifle [Assault Mode] (+5 ballistic damage; crit 20; 50'; Laser Sight, Autofire 1, Full Power, Lethal Only)
- Combat Knife (+1 piercing or slashing damage; crit 19; 10' [thrown]; Mighty)


Hostile Environment Suit (22pp)
- Armor Lining (Protection 2)
- Life support (Immunity 9 [life support])
- Personal Cloaking (Concealment 4 [Visual, Power Loss 1 (requires a Psion)])
- Psionic Enhanced Frame (Enhanced Strength 4 [Power Loss 1 (requires a Psion)])


Multi-Spectrum Visor (8ep)
- Flash Visor (Sensory Shield 2 [visual])
- Visor (Super-Senses 4 [Infravision, Ultravision, Extended 1 [visual])
- Built-In Equipment (Commlink, GPS, "Black Box" Recorder)

6ep in mission equipment

Combat: Attack +8; Damage +2/+4 (unarmed), or by weapon of choice; Defense +8 (+3 Flat-footed); Initiative +4

Saves: Toughness +4/+2 without armor, Fortitude +5, Reflex +5, Will +6/+10 [Dedication]

Drawbacks: Vulnerable (Mind Reading [Common, +50%]; -3pp)

Abilities 28 + Skills 12 (48 ranks) + Feats 28 + Powers 4 + Combat 26 + Saves 7 - Drawbacks 3 = 102

:arrow: the Ghost is arguably the second most iconic Terran unit - in no small measure thanks to Sarah Kerrigan - but I always thought that the game sold them short. Don't get me wrong they're quite efficient, but until one develops the nuclear missile the Marines are usually better in terms of cost/efficiency ratio and - for a sniper unit - their attack range is pityful

:arrow: this is my attempt to negotiate the RTS representation with my personal vision of the unit, it has a better range and some extra skills. I worked under the basic assumption that a Ghost is a one-soldier infiltration team, that he/she should be able to go behind the enemy lines kill the target and go back home - where marines are supposed to die, a Ghost is upposed to survive, after all it cost more to train a them - for this reason the Ghost feat selection is geared toward increasing the Defensive abilities

:arrow: still the Ghost is undercapped of a full PL on defense, to simulate their reliance on Stealth for defense

:arrow: the Psionic array is horribly limited, but keep in mind that the neural inhibitor chips in their brains also dampen their ability to develop psionic powers, and gave them a fanatical devotion to their task, represented through the Dedication feat

:arrow: the Drawback might look out of place, but accordingly to the Starcraft wikia the Terran didn't understand how the psionic defenses work yet, as a result the Ghosts find easy to read each other thoughts and so did other psionics, given the high amount of psionics among alien races (the Protoss are all psionics to a degree) I think that the whole deal can be considered Common
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#399 Starcraft: Zerg Hydralisk

Postby Woodclaw » Sat Aug 27, 2011 3:26 am

Continuing the Welcome to the Koprulu Sector builds, with one of the most icon Zergs ever.

Image

Hydralisk

Power Level: 6 (88pp)

Abilities: STR: 14/22 (+2/+6), DEX: 16 (+3), CON: 20 (+5), INT: 4 (-3), WIS: 10 (+0), CHA: 6 (-2)

Skills: Intimidate 7 (+7), Notice 5 (+5), Stealth 7 (+6), Survival 5 (+5)

Feats: Attack Focus 1 (ranged), Diehard, Dodge Focus 2, Improved Initiative 1, Lionheart 1, Set-Up, Startle, Teamwork 1, Trance


Powers:

Growth 4 (Large; Extra: Duration 1 [continuous]; Flaw: Permanent; 12pp)
Hibernation (Immunity 10 [Disease, Environmental Condition (all), Poison, Sleep, Starvation & Thirst, Suffocation (Lack of Air)]; FlaW: Limited [only while using Trance]; 5pp)
Regeneration 6 (Recovery Bonus +2, Bruised 1 [1 round], Injured/Staggered 1 [20 minutes], Disabled 1 [5 hours]; 6pp)
Speed 2 (25 mph; PF: Alternate Power 1; 3pp)
-- AP: Burrowing 2 (2.5 mph)
Spine Laucher (adds Range 1 [ranged] and Autofire 1 to the basic Strength bonus; PF: Alternate Power 1; 13pp)
-- AP: Scythes Claws (Strike 1; PF: Improved Critical 2, Mighty; Extra: Penetrating [5 ranks])
Swarm Senses (Super-Senses 4 [Low Light Vision, Scent, Danger Sense (Mental), Uncanny Dodge 1 (Mental)]; Drawbakcs: Power Loss 1 [mental senses if separated from the Swarm]; 3pp)

Combat: Attack +5 (+6 ranged); Damage +6 (unarmed), or by power of choice; Defense +7 (+3 Flat-footed); Initiative +7

Saves: Toughness +5, Fortitude +6, Reflex +5, Will +3/+7 [Lionheart]

Drawbacks: Disability (mute [Very Common, Moderate]; -4pp), Disability (no fine manipulation [Common, Minor]; -2pp)

Abilities 6 + Skills 6 (24 ranks) + Feats 10 + Powers 42 + Combat 24 + Saves 6 - Drawbacks 6 = 88

:arrow: rounding up some more basic unit before going for the big names, the hydralisk is pretty much just a marginal update on the Zergling

:arrow: while the 'Lisk is still of semi-animal intelligence it tend to be smarter than its smaller cousins, usually setting ambushes and making good use of cover. On the other hand the Zergling are better pack hunters while the 'Lisk tend to operate as indovidual prowlers

:arrow: due to the particular body structure of the 'Lisks I decided to tremove the Leaping power from the movement array
"Yes, it's a bloody flying alligator setting fire to my city!"

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#400 Starcraft: Jim Raynor

Postby Woodclaw » Sun Aug 28, 2011 12:44 am

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Good. 'Bout time we kicked this revolution into overdrive.

Jim Raynor
James Eugene Raynor, former Confedarate Marshal of Mar Sara

Power Level: 7 (115pp)

Abilities: STR: 16/22 (+3/+6), DEX: 16 (+3), CON: 16 (+3), INT: 12 (+1), WIS: 16 (+3), CHA: 16 (+3)

Skills: Bluff 2 (+5), Climb 3 (+6), Diplomacy 5 (+8), Disable Device 2 (+3), Drive 5 (+8), Gather Information 2 (+5), Intimidate 3 (+6), Knowledge (streetwise) 5 (+6), Knowledge (tactics) 8 (+9), Language 2 (Korpulu Common, Mar Sara Dialect; native: Shiloh Dialect), Medicine 1 (+4), Notice 3 (+6), Profession (farmer) 1 (+4), Profession (marshall) 1 (+4), Profession (military) 1 (+4), Search 4 (+5), Sense Motive 4 (+7/+11), Survival 2 (+5), Swim 3 (+6)


Feats: Accurate Attack, Assessment, Benefit 1 (friend of the Protoss), Chokehold, Connected, Dedication (saving people), Deep Ties 1 (Kerrigan), Defensive Attack, Dodge Focus 2, Equipment 12, Improved Aim, Improved Block 1, Improved Critical 1 (Revolver), Improved Grab, Improved Initiative 1, Inspire 3, Last Stand, Luck 1, Master Plan, Power Attack, Quick Draw 1, Rallying Cry, Teamwork 1

Equipment:

Arsenal (Array; 21ep)
- Revolver (+4 ballistic damage; crit 20; 40'; Masterwork, Full Power, Lethal Only)
- C-14 "Impaler" Gauss Rifle (+6 ballistic damage; crit 20; 60'; Autofire 1, Penetrating [3 ranks], Full Power, Lethal Only)
--- Bayonet (+1 piercing and slashing damage; crit 19; Mighty, Extended Reach 1)


Confederate Marine Corps Powered Combat Suit (32pp)
- Armor Plating (Protection 4 [Impervious])
- Flash Visor (Sensory Shield 2 [visual])
- Life support (Immunity 9 [life support])
- Power Servos (Density 3 [Permanent], adds Immovable 1 [Unstopable] and Super-Strength 1 [heavy load: 1000 lbs])
- Starlight Visor (Super-Senses 1 [Low-Light Vision])
- Built-In Equipment (Commlink, Flashlight, Multitool, "Black Box" Recorder)


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Vehicle: Vulture Overcycle (Medium; STR: 15; Tou: +8; Flight 5 [250 mph, Low Ceiling 3]; Features: Navigation System 1; 1pp [30pp])
Weapons
- Anti-Tank Grenades (+7 explosive damage; crit 20; 60'; Penetrating, Full Power, Lethal Only)
- Fragmentation Grenades (+6 explosive damage; crit 20; 60'; Area [explosion, targeted], Full Power, Lethal Only)
- Spider Mines (+6 explosive damage; crit 20; Area [explosion, general], Triggered 1 [proximity fuse], Full Power, Lethal Only)


6ep in mission specific equipment

Combat: Attack +7; Damage +3/+6 (unarmed), or by weapon of choice; Defense +7 (+3 Flat-footed); Initiative +7

Saves: Toughness +7 (Impervious 5)/+3 without armor, Fortitude +5, Reflex +5, Will +6/+10 [Dedication]

Abilities 32 + Skills 14 (56 ranks) + Feats 37 + Powers 0 + Combat 24 + Saves 7 + Drawbacks 0 = 115

Complications:
  • Addiction (alcohol): after the end of the Brood War Jim has started drinking, A LOT
  • Debt (to Tychus Findlay): when the law caught them Tychus was sent to jail, while Jim escaped, now that Tychus is back Jim feel in debt for not selling him off
  • Enemy/Guilt (Arcturus Mengsk): Jim helped placing Mensk at the top of the sector, now he want to bring him down, hard if possible
  • Honor (doing the right thing): no matter what Raynor will always try to do the right thing
  • Love/Enemy/Guilt (Sarah Kerrigan): he loves her, he should kill her and he thinks that it's his fault that she's now the Queen of Blades
  • Responsibility (leader of the Raynor's Raiders): the Raiders look up to Jim for giving them a moral compass

:arrow: quite obviously my 400th built was meant to be Raynor. A couple of my friends frowned upon the fact that I made Raynor only 1PL over the basic marine, but I think it's kind of appropriate. In a universe full of psions, alien killing machines and psychos, Jim provides a more down to earth perspective and he's a major badass doing so

:arrow: also this allowed me to stress one fundamental point of the character, the Raiders are a team effort, not a one-man operation, Jim provides them with a moral compass of sort and a great field commander, but he can't do everything on his own. During Wings of Liberty Jim often defers to Matt to plan large scale operations, to Swann for handling technical matters etc.

:arrow: for a in game description of thee character

"James Raynor was the most decent man I ever encountered during the fall of the Confederacy. Everyone else, I can safely say, was either a victim or a villain or quite often both. At first glance, Raynor seems like a backwoods cowboy, one of those good old boys swapping lies about the days gone by. There's a cocksureness, an overconfidence about him that makes you bridle initially. Yet over time you come to see him as a valuable ally and -- dare I say it? -- a friend. It all comes from belief. Jim Raynor believed in himself and believed in those around him. And from that strength came the strength that allowed him and those who followed him to survive everything else the universe threw at him. Jim Raynor was a most decent and honorable man. I suppose that's why his is the greatest tragedy in this godforsaken war."

- Michael Liberty


:arrow: the Vulture costs only 1pp since Jim can't use it while wearing the CMC combat suit, as such I decided to follow Xarathos idea and made it an AP of the suit

:arrow: I listed Jim being armed with a slightly improved version of the standard C-14 Impaler used by the Marines, for those who want to arm him with the Electric Cannon that he used during Char's invasion these are the stats. The cannon will become the new base for the weapon array increasing it's cost to 22ep

Electric Cannon (+6 ballistic damage; crit 19; 150'; Laser Sight, Targeting Scope, Penetrating, Full Power, Lethal Only)
-- Mk12 Penetrator Bullet (+6 ballistic damage; crit 19; 150'; Laser Sight, Targeting Scope, Penetrating, Area [Line, Targeted], Unreliable [5 uses], Full Power, Lethal Only)
Last edited by Woodclaw on Thu Sep 01, 2011 6:15 am, edited 2 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Woodclaw's 2E - Starcraft: Jim Raynor (Build #400)

Postby The Ilethryl Knight » Sun Aug 28, 2011 6:26 am

Congrats on reaching 400 builds! Excellent work on Starcraft. Keep it up.
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