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

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Re: Woodclaw's builds: DCAU Superman, Batman, Wonder Woman

Postby Bubble Boy » Thu Aug 20, 2009 8:34 am

Nice job on your Wonder Woman. You seem to cover all the bases and came in at PL13. I too used Taliesin's build to help with my own Wonder Woman. I also like how you threw in the invisible jet as well. As I said before, you seem to cover all the angles with the builds you do. I especially like your Batman.

Great work!

I am looking forward to your next build!
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Re: Woodclaw's builds: DCAU Superman, Batman, Wonder Woman

Postby Libra » Fri Aug 21, 2009 11:58 am

Keep up the good work Woodclaw! :D
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#53 Valiant comics: Shadowman II (Jack boniface)

Postby Woodclaw » Mon Aug 24, 2009 2:45 am

Bubble Boy wrote:Great work!

I am looking forward to your next build!


Libra wrote:Keep up the good work Woodclaw! :D


Thanks guys I hope this new VH1 work is good enough

Image
I'm going to teach you to be afraid of the dark!

Shadowman II
Jack Boniface

Power Level: 9 (99pp)

Abilities: STR: 12/22 (+1/+6), DEX: 12/22 (+1/+6), CON: 11/20 (+1/+5), INT: 14 (+2), WIS: 12/20 (+1/+5), CHA: 14 (+2)

Skills: Acrobatics -/4 (-/+10), Bluff 3 (+5/+9 [Attractive]), Climb -/2 (+2/+8), Diplomacy 2 (+4), Drive 4 (+5/+10), Escape artist -/2 (+1/+8), Intimidate -/+8 (+2/+10), Knowledge [Voodoo lore] 2 (+4), Knowledge [Current events] 2 (+4), Knowledge [Popular culture] 4 (+6), Knowledge [Streetwise] 2 (+4), Language 1 (French pidgin: English), Notice 4 (+5/+9), Perform [wind instruments] 8 (+10/+14 [Saxophone]), Search 2 (+4), Sense motive 4 (+5/+9), Stealth 2/6 (+3/+12)

Feats: Attractive 1, Benefit 1 (Inspirational performance [can substitute Perform for Diplomacyfor changing people disposition]), Benefit 1 (Local celebrity), Benefit 1 (Voodoo's people protection), Task focus 1 (Perform [Wind instruments]: Saxophone)

(Acrobatic bluff, Attack focus 5 [Melee], Defensive roll 1, Diehard, Dodge focus 4, Favored condition 6 [Darkness], Luck 2, Power attack, Up the wall)

Powers:

Shadow loa power (Container 19 [Passive]; Flaw: Limited [Only at night], Uncontrolled; 60pp)
- Enhanced constitution 8
- Enhanced Dexterity 10
- Enhanced Strength 10
- Enhanced Wisdom 8
- Enhanced Attack 3
- Enhanced Defense 4
- Enhanced feats 21 (Acrobatic bluff, Attack focus 5 [Melee], Defensive roll 1, Dodge focus 4, Favored condition 6 [Darkness], Luck 2, Power attack, Up the wall)
- Enhanced skills 20 (Acrobatics +4, Climb +2, Escape artist +2, Intimidate +8, Stealth +4)
- Control falling (Flight 1; Flaw: Gliding)
- Leaping 1 (x2 jumping distance)
- Regeneration 12 (Bruised/Injured [1 round], Disabled/Staggered [20 minutes], Resurrection 3 [5 hours/Not if the injury source isn't removed]; PF: Diehard, Persistent)
- Super-senses 3 (Darque power awareness, Low-light vision, Uncanny dodge 1[mental])


The Shadowman's mask (Device 2; 8pp)

Devices:

The Shadowman's mask (10pp of effects)
- Darque power focus (Removes the Uncontrolled flaw from 10 ranks of the Shadow loa container)

Equipment: Saxophone (0ep)

Combat: Attack +1 (as Jack), +4/+7 in Darkness (+9/+12 melee); Damage +1/+6 (Unarmed); Defense +1 (as Jack), +9/+12 in Darkness (+3 Flat-footed); Initiative +1/+6

Saves: Toughness +1/+6 (+5 Flat-footed), Fortitude +2/+6, Reflex +3/+8, Will +3/+7

Drawbacks Involuntary transformation (to Jack at dawn, to Shadowman at Dusk [Very Common, Irresistible]; -6)

Abilities 16 + Skills 10 (40 ranks) + Feats 5 + Powers 64 + Combat 4 + Saves 5 – Drawbacks -6 = Total 99

Complications: Enemy (Master Darque), Inner demon (Plus as Shadowman: Obsession (get rid of "the demons"), Responsibility (enforcing the will of the Voodoo people), Temper)


:arrow: here's Jackie. Jack "Shadowman" Boniface was the resident rooftop hoping character of the VH1, he was anightmare to stat out since the comic was never clear about how much of his powers depend on him and how much depends form his voodoo mask

:arrow: this build respesent Jack after his time travel boost up, but before "Chaos effect" (when his full potential was unlocked), at this point my take is that the power is almost completly inside Jack but haven't mastered it yet, so the mask operates as a crouch to help him controlling it

:arrow: like my Batman Jack prefers to fight in dark, he operates as a PL7.5 under normal light conditions, when in darkness he reaches his full PL9 combat caps (usually when not in darkness Jack uses improvised weapons to boost his offensive capabilities)

:arrow: the Loa power is quite flaw ridden, but it was the way it worked in the comic, at sunset Jack become the Shadowman and return normal at dawn, losing all his power

:arrow: I decided not to include the curse that made him powerless against MAster Darque, since it was so ill defined in his effects that is better handled as a situational effect

:arrow: the Low-light vision and leaping powers aren't 100% kosher to the comic, but they look appropriate on Jack

:arrow: I didn't gave him the normal identity drawback since there is no way for Jack to use his powers during the day, as much as he can't step out of his Shadowman persona during night (and Shadowman personality was something Jack really don't like)

:arrow: given the uncontrolled and unstable nature of his powers Jack tend, more than any other character in the VH1, to display single shot tricks or powers, and his combat skills tend to fluctuate wildly too, so I decided to gave him a couple of ranks of Luck to let him extra effeort more freely

:arrow: Jack was made into the second Shadowman (the first was Max St.James that I will stat in the future) by a Voodoo coven to get rid of Master Darque, but thanks to Darque machinations he was infected by an alien virus that partially blocked his ability to access his power and also made him more indipendent than the Voodoo's people intended, he quickly developed an obsession to destroy all the "demons that infested his night" as he called drug dealers, assassins and other assorted scum
Last edited by Woodclaw on Sun Aug 30, 2009 8:53 am, edited 1 time in total.
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Re: Woodclaw's builds: The DCAU Trinity, Valiant: Shadowman

Postby Libra » Tue Aug 25, 2009 8:49 am

Wait a minute, wasn't there a video game series based on a character not that far from this fellow? I vaguely remember renting it once then deciding it was more trouble than it was worth. . .
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Re: Woodclaw's builds: The DCAU Trinity, Valiant: Shadowman

Postby Woodclaw » Tue Aug 25, 2009 9:58 am

Libra wrote:Wait a minute, wasn't there a video game series based on a character not that far from this fellow? I vaguely remember renting it once then deciding it was more trouble than it was worth. . .


Yes and no. After the Acclaim acquired the Valiant comic, they imposed to redesign all the character in amore video-game exploitable way, the Acclaim Shadowman was very loosely upon the same BG as Maxim St.James and Jack Bonifacee(apart from the fact that he was a zombie and had his mask fused with his torso since he thought he was too cool to wear it as a normal human being). The same was done for Turok, whose Video-game incranations have nothing to do with the Gold key and Valiant character.

And, for the records, I WON'T do any Acclaim based build, period.
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#54 Valiant comics: Shadowman I (Maxim St.James)

Postby Woodclaw » Thu Aug 27, 2009 7:23 am

Image
I'm Maxim St.James! And what I want... is REVENGE!

Shadowman I
Maxim St.James

Power Level: 10 (147pp)

Abilities: STR: 16/26 (+3/+8), DEX: 12/20 (+1/+5), CON: 16/26 (+3/+8), INT: 14 (+2), WIS: 12/20 (+1/+5), CHA: 14 (+2)

Skills: Acrobatics -/5 (-/+10), Bluff 4 (+6), Diplomacy 2 (+4), Gambling 5 (+6/+10), Intimidate -/+5 (+2/+11), Knowledge [Current events] 2 (+4), Knowledge [Streetwise] 4 (+6), Language 1 (French pidgin: English), Notice 5 (+6/+10), Ride 4 (+5/+9), Search 2 (+4), Sense motive 5 (+6/+10), Stealth 4/6 (+5/+11)

Feats: Benefit 1 (Voodoo people protection), Benefit 1 (Wealth) Equipment 1, Startle

Boxing (Fighting style): All-out attack, Attack specialization 1 (Unarmed), Defensive attack, Dodge focus 2/3, Improved block 1, Power attack

(Diehard)

Powers:

Shadow loa power (Container 23 [Passive]; Flaw: Limited [Only at night]; 91pp)
- Enhanced Constitution 10
- Enhanced Dexterity 8
- Enhanced Strength 10
- Enhanced Wisdom 8
- Enhanced Attack 4
- Enhanced Defense 4
- Enhanced feats 5 (Dodge focus 1, Favored condition 4 [Darkness])
- Enhanced skills 12 (Acrobatics +5, Intimidate +5, Stealth +2)
- Control falling (Flight 1; Flaw: Gliding)
- Darque power (Strike 8; Extra: Action 3 [Reaction, when fail a Toughness save against a Piercing or slashing weapon], Pentrating [3 ranks])
- Super-strength 1 (Heavy load: 1800 lbs; PF: Alternate power 1)
-- AP: Leaping 2 (Jump distance x5)
- Regeneration 14 (Bruised/Injured [1 round], Disabled/Staggered [5 minutes], Resurrection 3 [5 hours/Not if the injury source isn't removed]; PF: Diehard, Persistent)
- Super-senses 4 (Darque power awareness, Darkvision, Uncanny dodge 1 [mental])


Equipment:

Swordcane (+2 piecing damage; Crit 19; Mighty, Disguised; 5ep)

Combat: Attack +3 (+5 unarmed, as Max), 7/+9 in Darkness (+9/+11 unarmed, as Shadowman); Damage +3/+8 (Unarmed), +5/+10 (Swordcane); Defense +5 (+2 flat-footed, as Max), +10/+12 in Darkness (+4 Flat-footed, as Shadowman); Initiative +1/+5

Saves: Toughness +3/+8, Fortitude +4/+9, Reflex +3/+7, Will +3/+7

Drawbacks: Involuntary transformation (to Max at dawn, to Shadowman at Dusk [Very Common, Irresistible]; -6)

Abilities 24 + Skills 10 (40 ranks) + Feats 11 + Powers 91 + Combat 12 + Saves 5 - Drawbacks 6 = 147

Complications: Enemy (Master Darque), Temper


:arrow: Maxim St.James, the first Shadowman, was introduced only after Jack Boniface's time travel adventure. Max was a gambler, and a buddy with Aram/Armstrong, in New Orleans around the 1895. After he was almost killed by a amateur magician called Anton Quigley, the Voodoo coven infused him with the loa power, hoping to make him into a loyal servant capable of stopping Master Darque (at the time Quigley's disciple), but they failed. They gave Max too much power and no safety switch and, due to Max character, he quickly became a loose canon

:arrow: Max is based around the same gimmicks of Jack (PL9 normally, full PL10 in darkness etc.), only he is more powerful, a better fighter (even without his powers he is a PL4 fistfighter/swordman) and have no uncontrolled power troubles

:arrow: the Darque power was nightmare to simulate, essentially Max is so filled with the dark power that any attack capable of piercing his skin caused him to spontaneously emit a blast of energy against the attacker

:arrow: since Max appered only sparsely through the serie I have no clue of what other tricks he can pack, sorry

:idea: UPDATE: I modified the Darque power effect to be in line with my Xenomorph acid blood construction
Last edited by Woodclaw on Sun Dec 27, 2009 6:19 am, edited 3 times in total.
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#55-56 Valiant comics: Dr. Mirage & Carmen

Postby Woodclaw » Mon Aug 31, 2009 5:50 am

Image
Carmen:What ever possessed us to become paranormal investigators?
Hwen: I saw Ghostbuster back in the '84. It changed my life!


Dr. Mirage
Hwen Mirage/Hwen Dong Fong

Power Level: 8 (130pp)

Abilities: STR: 10 (+0), DEX: 10 (+0), CON: - (-), INT: 20 (+5), WIS: 14 (+2), CHA: 14 (+2)

Skills: Bluff 4 (+6), Climb 2 (+2), Computers 3 (+8), Diplomacy 4 (+6), Knowledge [Arcane lore] 5 (+10), Knowledge [Current events] 1 (+6), Knowledge [Parapsycology] 8 (+13), Knowledge [Popular culture] 2 (+7), Knowledge [Theology and philosophy] 7 (+12), Language 5 (Chinese [Mandarin], Portuguese, Tibetan, 2 at GM discretion: English), Medicine 3 (+5), Notice 3 (+5), Sense motive 6 (+8)

Feats: Beginner's luck, Dedication, Equipment 1, Lionheart, Minions 1 (Rico), Speed of thought, Ultimate will, Untapped potential

Powers:

Ghost (Insubstantial 4; Flaw: Permanent; Drawback: Power loss [Not intangible against silver or certain electromagnetic frequencies]; 19pp)
Immunity 31 (Aging, Fortitude saves; 31pp)
Necromatic drain (Transfer 10 [Drain: Will; Boost: Darque power control]; Extra: Range 2 [Perception]; Flaw: Limited [Recently defunct people], Personal; 20pp)
Necromatic sight (Super-senses 2 [Detect 2 (Darque power, Visual)]; 2pp)
Flight 2 (25 mph; PF: Subtle 2; Extra: Duration 1 [Continuous, 1 rank only]; 5pp)
Darque power control (Array 16; PF: Alternate power 4; Flaw: Fading; 20pp)
- Base power: Concealment 10 (All senses; Drawback: Power loss [Against Necromatic or Darque senses; -1])
- AP: Ignite 7 (Extra: Affect corporeal)
- AP: Possession 10 (PF: Subtle 1 [Only detectable through a Necromatic or Darque sense]; Extra: Conscious; Flaw: Requires Mental grapple)
- AP: Telekinesis (Move object 7 [Heavy load: 3200 lbs]; PF: Precise, Subtle 1 [Only detectable through a Necromatic or Darque sense]; Extra: Affect corporeal, Range 1 [Perception])
- Telekinetic burst (Blast 6; PF: Variable descriptor 2 [Any frorm the surrounding enviroment]; Extra: Affect corporeal, Area [Burst], Range 2 [Perception])


Combat: Attack +0; Damage +0 (Unarmed), +or by Darque power configuration; Defense +0; Initiative +5

Saves: Toughness +0, Fortitude [Immune], Reflex +2, Will +8

Drawbacks: Weakness (Must absorb Necromantic energy on a regular basis [-1 Darque power drain; Common, Lethal; Once per day or battle sustained]; -1pp), Weakness (Silver [-1 Darque power drain; Uncommon, Lethal; Once per minute]; -5pp)

Abilities 18 + Skills 14 (56 ranks) + Feats 6 + Powers 95 + Combat 0 + Saves 8 – Drawbacks -6 = Total 135

Complications: Enemy (Master Darque), Love (Carmen Ruiz), Obsession (returning human, or at least solid)


:arrow: another example of how varied the VH1 characters were, Hwen Mirage (nee Hwen Dong Fo) was the least likely individual to became a superhero. Hwen and his wife Carmen were skilled parapsycologist who tracked Master Darque during his attempt to steal the bones of the anciet Geomancer Tashi Kantun, after a brief confrontation Darque killed Hwen and added his soul to his Necromatic power reserve, but through an impossible act of will Hwen managed to free himself, but became a ghost made of necromatic energy

:arrow: combat-wise Hwen is essentially al PL0 bystander gifted with various powers based around the manipulation of his own necromatic energy body, since all these powers are based upon his will rather than skill, they all operates as General Area or Perception Range powers

:arrow: the Darque power array is by no mean complete, like many others magically powered character Hwen exibited a large number of power stunts (like slashing Doctor Eclipse arm by interferring with his energy field). The telekynetic burst variable descriptor simulate Hwen telekinetic attack, these rarely inflict damage by themselves, but project surrounding objects as shrapnel giving it some intersting descriptors (food or clothes for example)


:idea: After doing master Darque I revisioned my Dr. Mirage build, I decided to make him a true ghost, removing the CON score and making the Darque power his life support, if it is fully depleted Hwen is gone for good
_____________________________________________________________________________________________

Carmen "Crazy legs" Ruiz-Mirage

Power Level: 4 (90pp)

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

Skills: Acrobatics 7 (+10), Bluff 5 (+8/+12 [Attractive]), Climb 2 (+5), Computers 3 (+7), Craft [electronic] 9 (+13), Craft [mechanical] 9 (+13), Diplomacy 4 (+6/+10 [Attractive]), Drive 4 (+7), Knowledge [physical scince] 6 (+10), Knowledge [technoilogy] 6 (+10), Language 2 (English, 1 at GM discretion: Portuguese), Notice 4(+6), Perform [dance] 5 (+8), Sense motive 5 (+7), Stealth 4 (+7), Swim 2 (+5)

Feats: Attractive 1, Endurance, Equipment 1, Improvised tools, Minions 1 (Rico)

Capoeira (Fighting Style): Attack specilization 1 [Unarmed], Acrobatic bluff, Dodge focus 3, Improved grab, Improved throw, Power attack, Prone fighting

Combat: Attack +3 (+5 unarmed); Damage +3 (Unarmed); Defense +6 (+2 Flat-footed); Initiative +3

Saves: Toughness +2, Fortitude +5, Reflex +7, Will +6

Abilities 34 + Skills 19 (76 ranks) + Feats 14 + Powers 0 + Combat 12 + Saves 11 – Drawbacks 0 = Total 90

Complications: Enemy (Master Darque), Love (Hwen Mirage)


:arrow: the other half of the Mirages family, Carmen can be defined as "the thinking woman of action". While Hwen is theoritician, Carm is the engineer that realize her husband ideas

:arrow: she has trained in capoeira since she was 7, so I gave her a solid PL4 close combat ability
_____________________________________________________________________________________________

:arrow: Enrico "Rico" is the Mirages' butler and confidant, he is a fat, middle-aged womanizer with a mile long streak of ex-wives and divorce causes, not ot mention a major crush towards Dr. Mirage's mother. This part of the buil is intended for maximum humorous effect
Image

Kitchen is no place for an amateur

Rico (Shared Minion)

Power Level: 2 (25pp/Minion level 2)

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

Skills: Bluff 6 (+8/+12 [Attractive]), Diplomacy 4 (+6/+10 [Attractive]), Drive 4 (+4), Gather information 4 (+6),Profession [cook] 10 (+10), Sense motive 4 (+4)

Feats: Attractive 1 [don't ask], Benefit 1 (Common sense), Favored enviroment 3 (Kitchen)

Combat: Attack +0 (+2 in a kitchen); Damage +1 (Unarmed), +2 (Kitchen implement); Defense +0/+1 in kitchen (+0 Flat-footed); Initiative +0

Saves: Toughness +3, Fortitude +3, Reflex +0, Will +8

Abilities 18 + Skills 14 (56 ranks) + Feats 6 + Powers 95 + Combat 0 + Saves 8 – Drawbacks -6 = Total 135


:arrow: the Mirages lives in Miami, their house also function as HQ for the Mirage Parapsychology Inc

Shared HQ: Mirages' house (Large; TOU: +10; Features: Computer, Fire prevention system, Garage, Gym, Laboratory, Living space, Security system 1; 10ep)
Last edited by Woodclaw on Tue Sep 08, 2009 10:57 am, edited 1 time in total.
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Re: Woodclaw's builds: Valiant: Shadowmen, Dr. Mirage & Carmen

Postby Bubble Boy » Tue Sep 01, 2009 11:00 am

Dr. Mirage is pretty nifty.

Love the quote btw! Ghostbusters FTW!

Keep it up! Looking forward to more!
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Re: Woodclaw's builds: Valiant: Shadowmen, Dr. Mirage & Carmen

Postby Woodclaw » Tue Sep 01, 2009 11:59 am

Bubble Boy wrote:Dr. Mirage is pretty nifty.

Love the quote btw! Ghostbusters FTW!

Keep it up! Looking forward to more!


Well, Doc was quite a nightmare to put together, and he won't be the worst both Darque and Harada (the only two major recurring villains of the VH1) will probably be a lot more complicated.
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#57 Generationverse (Modern age): Loki

Postby Woodclaw » Wed Sep 02, 2009 8:24 am

Image
Image from spx gallery on deviantart

Don't bother about me. I'll disappear immediatly.

Loki
Eric Jorstad

Power Level: 8 (150pp)

Abilities: STR: 14 (+2), DEX: 16 (+3), CON: 14 (+2), INT: 20 (+5), WIS: 16 (+3), CHA: 20 (+5)

Skills: Acrobatics 4 (+7), Bluff 9 (+14), Climb 5 (+7), Computers 7 (+12), Craft [electronic] 3 (+8), Diplomacy 5 (+5), Disguise 10 (+15/+40 [Morph]), Drive 7 (+10), Escape artist 9 (+12), Gather information 7 (+12), Investigate 3 (+8), Knowledge [current events] 9 (+14), Knowledge [physical science] 1 (+6), Knowledge [streetwise] 5 (+10), Knowledge [technology] 1 (+6), Language 3 (Nynorsk [New Norvegian, Fair], Dansk [Danish, Fair], Svenska [Swedish, Fair]; Native: Bokmål [Norvegian, Good]), Notice 7 (+10), Pilot 7 (+10), Search 7 (+12), Sense motive 11 (+14), Stealth 7 (+10), Survival 4 (+7), Swim 5 (+7)

Feats: Assessment, Attack focus 2 (Ranged), Beginner's luck, Benefit 3 (Alternate identities), Conncted, Dodge focus 1, Eidietic memory, Elusive target, Equipment 7, Light sleeper, Master plan, Minions 4 (Sigyn), Skill mastery 1 (Bluff, Disguise, Search, Sense motive), Speed of thought, Ultimate Bluff

Powers:

Gene factor: Genius linguist (Comprehend 3 [Read, Speak, Understand all languages]; PF: Inntae; Drawback: Power loss [Must be exposed or study the language for at least a month]; 6pp)
Mimicry (Feature 1)
Nanomorph network (Morph 5 [Humanoids]; PF: Alternate power 1, Precise; 12pp)
- AP: Nanite infused skin (Force field 8; Extra: Impervious, Total fade; Flaw: Ablative, Limited [Impervious only against physical damage]; Drawback: One-way transformation)

Equipment: Commlink (Radio, to Sigyn; 1ep), Undercover shirt (Protection 2; Subtle 1; 3ep)

Walter P-99 (+3 ballistic damage; Crit 20; 30'; Laser sight, Suppresor; 8pp)

24ep in mission specific equipment (usually vehicles)

Combat: Attack +4 (+6 ranged, +7 with P-99); Damage +2 (Unarmed), +3 (P-99); Defense +6 (+3 Flat-footed); Initiative +5

Saves: Toughness +4/+10 (Nanite skin, Impervious vs physical) (+2 without armor), Fortitude +5, Reflex +7, Will +8

Abilities 40 + Skills 34 (136 ranks) + Feats 27 + Powers 19 + Combat 18 + Saves 12 – Drawbacks 0 = Total 150

Complications: Love (Sigyn)


:arrow: my first Generationverse villain, Loki is one of the world greatest spies a true chamleon capable of blending in any enviroment

:arrow: under normal circumstances Loki is undercapped both on the offensive and defensive side (he is just PL5), this gave him room to use his Nanite infused skin or an heavier armor along with some heavy equipment (he can use any weapon up to +9 damage)

:arrow: since Danish, Swedish and Norvegian form a continuum of mutually intelligible dialects and sociolects, I consider that native speaker of one of these languages already has the "poor" level of the othershence the reduced number of languages

:arrow: the One-way transformation drawback represent the fact that Loki must overcharge his own Nanomachines system to generate the protective layer of nanites (which makes his skin silverish), after the protective effect is over it took him a hour at least to reboot the system

:arrow: considering how potentially varied are his assignements I left his equipment almost completly undefined, usually these points are spent in temporary HQ or vehicles

:arrow: Sigyn is Loki long time partner in crime and, more recently, wife. She acts as a one woman support team organizing her husband works, escape routes and hacking informations for him. She is PL5 only by virtue of her skill ranks

Sigyn
Kanika Nyariki-Jorstad

Power Level: 5 (60pp / Minion level 4)

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

Skills: Bluff 4 (+6), Computers 10 (+15), Craft [electronic] 5 (+10), Craft [mechanical] 5 (+10), Drive 6 (+6), Gather information 6 (+8), Knowledge [current events] 5 (+10), Knowledge [physical science] 5 (+10), Knowledge 9 (+14), Language 3 (Bokmål [Norvegian, Fair]; Native: English [Good], Swahili [Good]), Medicine 5 (+7), Notice 4 (+6), Search 2 (+7), Sense motive 4 (+6)

Feats: Benefit 3 (Alternate identities), Contacts, Dedication, Dodge focus 2, Online research, Skill mastery 1 (Computers, Craft [electronic and mechanical], Knowledge [technology]), Ultimate hacking, Well-informed

Challenges: Fast task 1 (Hacking)

Equipment: Commlink (Radio, to Loki; 1ep), Undercover shirt (Protection 2, Subtle; 3ep)

Polymer hold-out pistol (+2 ballistic damage; Crit 20; 20'; Invisible to metal detectors; 6ep)

Combat: Attack +0 (+2 with pistol); Damage +0 (Unarmed), +2 (Pistol); Defense +2 (+0 Flat-footed); Initiative +0

Saves: Toughness +2 (+0 without armor), Fortitude +3, Reflex +3, Will +5

Abilities 18 + Skills 18 (72 ranks) + Feats 15 + Powers 0 + Combat 0 + Saves 9 – Drawbacks 0 = Total 60

NOTE: since Kenya has two official languages Sigyn has a double native language



Background

Full name: Eric Jorstad
Citizenship: Norvegian citizen wanted for murder, espionage and theft
Birth: May 1st 1973, Norway
Profession: freelance spy (former agent of the Norvegian Secret Service and of NATO I.S.R.)
Active as villain: 1996 - present

Personality

Pinpointing Eric true personality is extremly difficult, a skilled impersonator he can change personality as fast as he can change face thanks to his Nanite induced powers. Quite possibly only Sigyn has ever seen a glimpse of his real self.

Genetic factor

The Jorstad family have a knack for languages since 1600, but only with Eric that ability reached his apex.

Generations factor

The Nanomorphic compound was originally developed by Masquerade the last heir of a long dynasty of European spies.

Origin

Contrary to certain tales that cirtculated among the Intelligence agencies around the world, Loki background is fairly ordinary, born in a middle class family after the high school he started studying foreign languages at university, thanks to his ability he was noticed by the Norvegian Secret Service, who hastily recruited him. At first he was used just as a sort of commodity, a genius linguist capable of translating in real time every conversation, but after a while they started deploying him in on the field and, much to everyone surprise, he perfomed quite well. For a couple of years everything was fine until a fated NATO mission in Kenya. Eric was sent here to interrogate some captured prisoneers, that couldn't be moved for security reasons. Even before he reached the compound everything went bad and he was forced to escape along with the mission techie, a woman called Kanika Nyariki. It took them months to uncover a lead about what really happened, and they discovered that someone very high in the NATO command considered Eric too much of risk for security and decided to eliminate him by aranging a "working accident". Crushed by the revelation Eric planned his revenge, it took years and, in the end, it didn't gave him much pleasure. But gave him two big advantages: a good network of connections and the possession of the Nanomorphic compound, a special nanomachine network developed by Masquerade, a half-legendary figure in the world of spies, which he stole shortly before approaching his final goal. He also discovered that he liked working as a freelancer, the "no string attached" rules really appealed him, so he decided to continue and Kanika followed him. What started as a strictly working relationship slowly transformed in something more, and they married in summer 2007. Nowadays Eric and Kanika work for the best contractor, they had no qualms about the target (industries, govermental agencies, private archives), their prefered theaters of operation are Europe, North Africa and the Middle East, which frequently bring them into conflict with one member of Euroforce or another, Valkyrja and Morrighan harbor a special hate for the couple since they tried to steal their armors' blueprints in multiple occasions, but their true nemesis is still Masquerade.
Last edited by Woodclaw on Fri Oct 23, 2009 4:30 am, edited 1 time in total.
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Re: #50 DC Animated Universe: Superman

Postby Woodclaw » Fri Sep 04, 2009 11:06 am

Woodclaw wrote:For 50th build (not a small feat, considering how lazy I am) I've decided to go for a real classic

Image
The Flash: So you're not a boy scout after all.
Superman: Never made it past my first merit badge.


Superman
Clark Kent / Kal-El

Power Level: 12 (215pp)

Abilities: STR: 16/40 (+3/+15), DEX: 14 (+2), CON: 16/40 (+3/+15), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Computers 3 (+5), Concentration 5 (+8), Craft [electronics] (+8), Diplomacy 9 (+12), Drive 3 (+5), Gather informations 6 (+9), Investigate 4 (+6), Knowledge [civics] 6 (+8), Knowledge [current events] 8 (+10), Knowledge [streetwise] 4 (+6), Language 1 (Kryptonese; Native: English), Notice 7 (+10), Profession [farmer] 5 (+8), Profession [journalist] 7 (+10), Search 6 (+8), Sense motive 8 (+11)

Feats: All-out attack, Attack focus 2 (Melee), Dodge focus 4, Equipment 10, Inspire 3, Interpose, Leadership, Luck 1, Power attack

(Beginner's luck, Eidietic memory, Improved initiative 1/2)

Powers:

Kryptonian physiology (Container 23 [Passive]; Drawback: Power loss [if not exposed to yellow sunlight for a prolonged time; -1]; 114pp)
- Enhanced brain process (Comprehend 2 [Speak and Understand any language]; PF: Beginner's luck, Eidietic memory, Improved initiative 1; Drawback: Power loss [Must be exposed to the language for at least a day, -1])
- Enhanced constitution 24
- Enhanced strength 24
- Flight 8 (2500 mph; PF: Dynamic alternate power 2, Dynamic base power, Subtle 1)
-- DAP: Super strength 6 (Heavy load: 200 tons; PF: Counter-punch, Freezing breath, Heat vision, Super-breath)
-- DAP: Super-speed (Quickness 8 + Speed 8)
--- Quickness 8 (Routine tasks 500x; PF: Improved initiative 1)
--- Speed 8 (2500 mph)
- Immunity 10 (Starvation & Thirst, Life support; Flaw:Half-effect [Poison, Disease, Suffocation only])
- Impervious toughness 10 (Drawback: Power loss [Against magic; -2])
- Super senses 21 (Accurate [Auditory], Extnded 3 [Visual], Extended 2 [Auditory], Microscopic vision 4 [Atomic size], Ultra-hearing, X-Ray vision [Lead blocks])


Equipment: Phantom zone projector (Super movement 1 [to and from the Phantom zone]; 2ep)

Protective suits (Equipment array; 3ep)
- Radiation suit (Immunity 2 [Radioactive effects])
- Space suit (Removes Immunity's Power loss)


Vehicle: Kryptonian rocket ship (Medium; STR 20; TOU 15; Powers: Flight 6 [500 mph; AP: Space travel 6 (50x lightspeed)]; Features: HIdden compartments 1, Navigation system 2; 28ep)

HQ: Fortress of Solitude (Huge; TOU +20; Features: Animal pens, Communications, Computer, Concealed 2, Isolated, Library, Living space, Power system, Security system 2, Workshop; 17ep)

Combat: Attack +7 (+9 melee); Damage +15 (Unarmed), +15 (Heat vision); Defense 9 (+2 Flat-footed); Initiative +6/+10

Saves: Toughness +15 (Impervious 10), Fortitude +15, Reflex +6, Will +8

Drawbacks:
Holding back (DC 10, +4 PL, +60pp; -2pp)
Involuntary transformation (to Normal identity when exposed to Kryptonite or Red Sunlight; Uncommon, Irresistible; -4pp)
Weakness (Kryptonite poisoning; Uncommon, Moderate (-1 CON per minute), Lethal; -5pp)

Abilities 32 + Skills 22 (88 ranks) + Feats 24 + Powers 114 + Combat 24 + Saves 10 – Drawbacks -11 = Total 215

Complications: Enemy (Lex Luthor), Reputation (Big Boy Scout), Responsibility (Lois Lane, the Kents and many others)


:arrow: I can't believe it, I was able to squeeze the Man of Steel in a PL12 without, as far as I can see, sacrificing any of his key traits. To be honest I'm just a dwarf standing on the shoulder of giants, this build is supposed to be the DCAU version of Supes, which was already a lot less powerful than his comic counterpart, at the same time I have to thank Taliesin for his extra Super-strength feats and Jab for his DCAU Batman build that helped me estimating the right PL

:arrow: as I said this Supes is considerably less powerful than usual, but considering the famous cardboard speech I decided to give him a significative Holding back drawback, those rare times he went full power Supes is boosted up to PL16

:arrow: I decided to gave him a little different skill selection, his technical/technological skills are lower than usual (he relies on prof. Hamilton and the S.T.A.R. Labs for technical matters) but I gave him some investigative skill, while he is no Batman, Clark Kent is still a top level reporter. For similar easons I made him slightly stronger and tougher than usual in his base form, Clark is quite big and since his powers didn't fully manifested until he was in his late teens/early 20s I guess his combat bonuses can be kept as part of his base skills

:arrow: the Enhanced Brain Process is not 100% kosher with the Dini/Timm version of the character, but I guess it doesn't hurt considering he was apparently able to speak with the majority of the aliens he met and to simulate his various one-time tricks

:arrow: Supes invulnerability fluctuated wildy between his solo and JLU incarnation, at first he showed some minor vulnerability to high powered convetional weapons (artillery shell, AP machine guns etc.), later he seemed invulnerable to everything. I decided to use the first version making him impervious to standard personal weapons, but vulnerable to high powered ones

:arrow: his maximum speed was quite a nightmare to stat out, I didn't want him to be on par with Flash, but at the same time there was the "Speed demons" race event. In the end I found a way thanks to the system, considering Supes CON score and Fortitude save he can move all-out longer than Flash (who should have a more human level CON score) so during the race Supes was running all-out but flash was only moving at accelerated speed to avoid taxing himself before the finish

:arrow: the super-speed power had been reduced to a simple Quickness+Speed effect

:arrow: about the time for the Kryptonite poisoning to kill Supes, keep in mind that during "World's finest" Batman had enough time to arrive at the factory, fight his way through a couple of Joker's thugs and find a tank of acid, so I guess that the usual -1 per round really didn't works here

:idea: UPDATE: I reworked some of the detail of the build, now Supes is perifericaly vulnerable to Poison and disease, even if with his massive Fortutude save this shouldn't be too much of a problem, same goes for the Suffocation which gives Supes about 8 minutes of air (16 if preparred) before starting to make saving throws, and about another 3 minutes before the saves went beyond the 50% chance. The immunity to starvation was stated in the great episode "The Late Mr. Kent", Supes only eat out of habit. I didn't gave him the longevity feature since it cost the same as Immunity to aging and have a lesser effect, so I consider his slow aging a simple in built feature of the Kryptonian race.


Just a little reworking on my Supes build.
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#58 Valiant Comics: Master Darque

Postby Woodclaw » Tue Sep 08, 2009 1:07 am

My first VH1 villain (and one of the few recurring in that universe. I'm going to modify Dr. Mirage shortly to match some of the ifdeas in this build.

Image
There is no right or wrong to power. Power serves whoever wields it; it only makes you more of what you already are!

Master Darque

Power Level: 10* (131pp)

Abilities: STR: 8 (-1), DEX: 10 (+0), CON: 8 (-1), INT: 20 (+5), WIS: 16 (+3), CHA: 16 (+3)

Skills: Bluff 9 (+12), Concentration 12 (+15), Diplomacy 9 (+12), Intimidate 9 (+12), Knowledge [Arcane lore] 10 (+15), Knowledge [Theology and Philosophy] 5 (+10), Languages (French, Tibetan, 6 languages at Gm discretion; Native: English), Notice 3 (+6), Search 3 (+8), Sense motive 12 (+15)

Feats: Artificier, Benefit 2 (Wealth), Connected, Equipment 2, Fascinate (Bluff), Fearsome presence 3, Minions 6 (25 PL2 Fanatics or Petty criminals), Ritualist, Trance

Powers:

Levitation (Super-movement 2 [Air walking 2]; 4pp)
Necromancer drain (Transfer 10 [Drain: Will; Boost: Necromatic power]; Extra: Range 2 [Perception]; Flaw: Limited [Recently defunct people], Personal; 20pp)
Necromancer immortality (Immunity 2 [Aging, Disease]; Drawback: Power loss [if unable to sustain with Necromantic energy for a some time; -1]; 1pp)
Necromancer senses (Super-senses 3 [Necromantic awareness, Detect 2 [Darque power, Visual]; 3pp)
One soul, two bodies (Super-senses 1 [Communication link (to Sandria, Mystical)]; 1pp)
Stolen Geomancy (Container 2 [Active]; Flaw: Uncontrolled; 8pp)
- Comprehend 1 (Understand objects)
- Super-senses 8 (Precognition, Postcognition)

Necromantic power (Array 16; PF: Alternate power 6; Flaw: Fades [10 ranks only]; 25pp)
- Base power: Gift of heal (Healing 7; PF: Stabilize; Extra: Ressurection, Restoration)
- AP: Gift of Persuasion (Mind control 10; PF: Mental link, Subtle 1; Extra: Consciuous, Sensory link; Flaw: Sense-dependant [Auditory])
- AP: Mystery of fire (Ignite 10)
- AP: Spell of Lazarus (Summon 6 [Zombies]; PF: Progression 6 [up to 100] Extra: Fanatical, Horde; Flaw: Limited [Must have one corpse per minion])
- AP: Telepathy 9 (20000 miles; Extra: Sensory link)
- AP: Teleport 9 (20000 miles; PF: Easy; Extra: Portal; Flaw: Long range only)
- AP: The word that kills (Drain 6 [Constitution]; PF: Subtle 2, Triggered 2; extra: Alternate save [Will], Disease; Extra range 2 [Perception]; Flaw: Sense dependent [Auditory])

Book of Darque (Shield 10; PF: Alternate power 1; 11pp)
- AP: Summon 3 (The Book of Darque; PF: Mental link; Extra: Fanatical)

Combat: Attack +0; Damage -1 (Unarmed), or by Necromatic power; Defense +10 (+0 Flat-footed); Initiative +0

Saves: Toughness -1, Fortitude -1, Reflex +0, Will +9

Drawbacks: Low pain threshold (Full penality; -4); Disability (Shared life force [suffers the worst damage condition between himself and Sandria]; -2)

Abilities 18 + Skills 20 (80 ranks) + Feats 18 + Powers 72 + Combat 0 + Saves 6 – Drawbacks -6 = Total 131

Complications: Albino, Enemy (Voodoo people, Shadowman, Dr. Mirage), Obsession (becoming a god)


:arrow: that was hard, really hard. Darque (or Master Darque as he preferes to be called) was a nightmare to stat out, his powers have fluctuated wildly, even more wildly than any other necromatic power user in the VH1. This build represent a generic Darque before the Chaos Effect (when he and his sister Sandria acquired God-level powers), but since his powers depends on how much Necromantic energy he possess his PL can fluctuate according to the GM needs

:arrow: in the VH1 it was never stated what exactlky the Necromatic energy (also known as Darque power) was, except that it only came from the death of a sentient, intelligent being, the only other clue was that it wasn't based upon the strength of one's body but rather on the strength of his soul, so I went for a Will based drain

:arrow: as usual his array of necromatic powers only represent his most common tricks, he displayed some more (like the ability curse Jack Boniface) on an occasional basis

:arrow: the "Word that kills" power is absolutly not coherent with the rules, since a disease power can't have a Will save, but that was the only way I found to simulate it

:arrow: thanks to his Necromacer senses Darque is able to use his trasnfer on any person that he kills directly or indirectly

:arrow: the "Book of Darque" are the tattoos on his and Sandria's body, they change along with their powers, in the comics they didn't have a clear defensive function, but since it was stated somewhere that they where painful to look upon, so I guess it didn't hurt. Otherwise he can project them as an incorporeal minion to do his dirty work

Book of darque
Power Level: 3 (36pp/Minion level 3)

Abilities: STR: - (-), DEX: 20 (+5), CON: - (-), INT: - (-), WIS: 10 (+0), CHA: - (-)

Skills: Notice 8 (+8), Stealth 3 (+8)

Feats: Power proxy (to Darque)

Powers:

Concealment 6 (All visual and Auditory senses; Flaw: Partial [Visual only]; 8pp)
Flight 2 (25mph)
Immunity 30 (Fortitude saves; 30pp)
Insubstantial 4 (Flaw: Permanent; 16pp)

Combat: Attack +0; Damage -; Defense +0; Initiative +5

Saves: Toughness +0, Fortitude [Immune], Reflex +5, Will [Immune]

Abilities -30 + Skills 3 (11 ranks) + Feats 1 + Powers 62 + Combat 0 + Saves 0 – Drawbacks 0 = Total 36


:arrow: Darque is an albino, so skin contact is highly painful for him, for this reason he never engage in physical combat usually shileding himself behind walls of minions, both fanatics, criminals or zombie that he creates from the corpses of his former allies or victims (and since these Zombies seem to conserve some trace of their former abilities I decided to make them really big in terms of PP, up to 90 each)

:arrow: Darque is extremly old (at least 300 years) and rich, he possess a vast network of connections and followers all over the world, but the nexus of his every scheme is New Orleans and the bayou where he owns and house along with his sister

Shared Headquarter: Darque Manor (Huge; TOU: +10; Features: Concealed 2 [Mystic wards], Laboratory [Alchemical], Library, Living space, Security system [Mystic wards]; Self reparing 1; 12ep)


:idea: I completly forgot to include Darque hypnotic powers and languages, now I've fixed them
Last edited by Woodclaw on Wed Sep 16, 2009 2:12 am, edited 3 times in total.
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Re: #58 Master Darque

Postby Wyld0007 » Tue Sep 08, 2009 8:41 am

Woodclaw wrote:My first VH1 villain (and one of the few recurring in that universe. I'm going to modify Dr. Mirage shortly to match some of the ifdeas in this build.

Image
There is no right or wrong to power. Power serves whoever wields it; it only makes you more of what you already are!

Master Darque

Power Level: 10* (126pp)

Abilities: STR: 8 (-1), DEX: 10 (+0), CON: 8 (-1), INT: 20 (+5), WIS: 16 (+3), CHA: 16 (+3)

Skills: Bluff 9 (+12), Concentration 12 (+15), Diplomacy 9 (+12), Intimidate 9 (+12), Knowledge [Arcane lore] 10 (+15), Knowledge [Theology and Philosophy] 5 (+10), Notice 3 (+6), Search 3 (+8), Sense motive 12 (+15)

Feats: Artificier, Benefit 2 (Wealth), Connected, Equipment 2, Fascinate (Bluff), Fearsome presence 3, Minions 6 (25 PL2 Fanatics or Petty criminals), Ritualist, Trance

Powers:

Levitation (Super-movement 2 [Air walking 2]; 4pp)
Necromancer drain (Transfer 10 [Drain: Will; Boost: Necromatic power]; Extra: Range 2 [Perception]; Flaw: Limited [Recently defunct people], Personal; 20pp)
Necromancer immortality (Immunity 2 [Aging, Disease]; Drawback: Power loss [if unable to sustain with Necromantic energy for a some time; -1]; 1pp)
Necromancer senses (Super-senses 3 [Necromantic awareness, Detect 2 [Darque power, Visual]; 3pp)
One soul, two bodies (Super-senses 1 [Communication link (to Sandria, Mystical)]; 1pp)
Stolen Geomancy (Container 2 [Active]; Flaw: Uncontrolled; 8pp)
- Comprehend 1 (Understand objects)
- Super-senses 8 (Precognition, Postcognition)

Necromantic power (Array 15; PF: Alternate power 5; Flaw: Fades [10 ranks only]; 25pp)
- Base power: Gift of heal (Healing 7; PF: Stabilize; Extra: Ressurection, Restoration)
- AP: Mystery of fire (Ignite 10)
- AP: Spell of Lazarus (Summon 6 [Zombies]; PF: Progression 6 [up to 100] Extra: Fanatical, Horde; Flaw: Limited [Must have one corpse per minion])
- AP: Telepathy 9 (20000 miles; Extra: Sensory link)
- AP: Teleport 9 (20000 miles; PF: Easy; Extra: Portal; Flaw: Long range only)
- AP: The word that kills (Drain 6 [Constitution]; PF: Subtle 2, Triggered 2; extra: Alternate save [Will], Disease; Extra range 2 [Perception]; Flaw: Sense dependent [Auditory])

Book of Darque (Shield 10; PF: Alternate power 1; 11pp)
- AP: Summon 3 (The Book of Darque; PF: Mental link; Extra: Fanatical)

Combat: Attack +0; Damage -1 (Unarmed), or by Necromatic power; Defense +10 (+0 Flat-footed); Initiative +0

Saves: Toughness -1, Fortitude -1, Reflex +0, Will +9

Drawbacks: Low pain threshold (Full penality; -4); Disability (Shared life force [suffers the worst damage condition between himself and Sandria]; -2)

Abilities 18 + Skills 18 (72 ranks) + Feats 18 + Powers 72 + Combat 0 + Saves 6 – Drawbacks -6 = Total 126

Complications: Albino, Enemy (Voodoo people, Shadowman, Dr. Mirage), Obsession (becoming a god)


:arrow: that was hard, really hard. Darque (or Master Darque as he preferes to be called) was a nightmare to stat out, his powers have fluctuated wildly, even more wildly than any other necromatic power user in the VH1. This build represent a generic Darque before the Chaos Effect (when he and his sister Sandria acquired God-level powers), but since his powers depends on how much Necromantic energy he possess his PL can fluctuate according to the GM needs

:arrow: in the VH1 it was never stated what exactlky the Necromatic energy (also known as Darque power) was, except that it only came from the death of a sentient, intelligent being, the only other clue was that it wasn't based upon the strength of one's body but rather on the strength of his soul, so I went for a Will based drain

:arrow: as usual his array of necromatic powers only represent his most common tricks, he displayed some more (like the ability curse Jack Boniface) on an occasional basis

:arrow: the "Word that kills" power is absolutly not coherent with the rules, since a disease power can't have a Will save, but that was the only way I found to simulate it

:arrow: thanks to his Necromacer senses Darque is able to use his trasnfer on any person that he kills directly or indirectly

:arrow: the "Book of Darque" are the tattoos on his and Sandria's body, they change along with their powers, in the comics they didn't have a clear defensive function, but since it was stated somewhere that they where painful to look upon, so I guess it didn't hurt. Otherwise he can project them as an incorporeal minion to do his dirty work

Book of darque
Power Level: 3 (36pp/Minion level 3)

Abilities: STR: - (-), DEX: 20 (+5), CON: - (-), INT: - (-), WIS: 10 (+0), CHA: - (-)

Skills: Notice 8 (+8), Stealth 3 (+8)

Feats: Power proxy (to Darque)

Powers:

Concealment 6 (All visual and Auditory senses; Flaw: Partial [Visual only]; 8pp)
Flight 2 (25mph)
Immunity 30 (Fortitude saves; 30pp)
Insubstantial 4 (Flaw: Permanent; 16pp)

Combat: Attack +0; Damage -; Defense +0; Initiative +5

Saves: Toughness +0, Fortitude [Immune], Reflex +5, Will [Immune]

Abilities -30 + Skills 3 (11 ranks) + Feats 1 + Powers 62 + Combat 0 + Saves 0 – Drawbacks 0 = Total 36


:arrow: Darque is an albino, so skin contact is highly painful for him, for this reason he never engage in physical combat usually shileding himself behind walls of minions, both fanatics, criminals or zombie that he creates from the corpses of his former allies or victims (and since these Zombies seem to conserve some trace of their former abilities I decided to make them really big in terms of PP, up to 90 each)

:arrow: Darque is extremly old (at least 300 years) and rich, he possess a vast network of connections and followers all over the world, but the nexus of his every scheme is New Orleans and the bayou where he owns and house along with his sister

Shared Headquarter: Darque Manor (Huge; TOU: +10; Features: Concealed 2 [Mystic wards], Laboratory [Alchemical], Library, Living space, Security system [Mystic wards]; Self reparing 1; 12ep)


nice Master Darque. thanks for stating him up. i knew he would be a very difficult character to do up. interesting way of simulating his powers too. with ideas that never would have occured to me. :idea:
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Re: #58 Master Darque

Postby Woodclaw » Tue Sep 08, 2009 9:40 am

Wyld0007 wrote:nice Master Darque. thanks for stating him up. i knew he would be a very difficult character to do up. interesting way of simulating his powers too. with ideas that never would have occured to me. :idea:


Thank you. The worst thing is that stating poorly defined characters is not over yet, Sandria is only half-done (she will probably be somewhere between her brther and Dr. Mirage) and then there is still Harada...
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#59 Valiant Comics: Sandria

Postby Woodclaw » Thu Sep 10, 2009 11:45 pm

Forum online again, so I'm back to buisiness

Image
That is what worries me, dear brother.

Sandria

Power Level: 9 (158pp)

Abilities: STR: 12/35 (+1/+12), DEX: 14 (+2), CON: 12/35 (+1/12), INT: 16 (+3), WIS: 14 (+2), CHA: 16 (+3)

Skills: Bluff 9 (+12/+16 [Attractive]), Concentration 5 (+5), Diplomacy 9 (+12/+16 [Attractive]), Drive 5 (+5), Knowledge [Arcane lore] 10 (+13), Knowledge [Current events] 4 (+7), Knowledge [Popular culture] 3 (+6), Knowledge [Theology & Philosophy] 7 (+10), Language 8 (French, Latin, 6 at GM discretion; Native: English), Notice 1 (+6), Perform [Dance] 9 (+12), Search 4 (+7), Sense motive 10 (+15)

Feats: Assessment, Attractive 1, Benefit 2 (Wealth), Equipment 1 (Darque manor), Ritualist

Powers:

Ghost (Insubstantial 4; Flaw: Permanent; 20pp)
Immunity 31 (Aging, Fortitude effects; 31pp)
Levitation (Super-movement 2 [Air walking 2]; 4pp)
Necromancer drain (Transfer 10 [Drain: Will; Boost: Necromatic power]; Extra: Range 2 [Perception]; Flaw: Limited [Recently defunct people], Personal; 20pp)
Necromancer senses (Super-senses 3 [Necromantic awareness, Detect 2 [Darque power, Visual]; 3pp)
One soul, two bodies (Super-senses 1 [Communication link (to Darque, Mystical)]; 1pp)
Stolen Geomancy (Container 2 [Active]; Flaw: Uncontrolled; 8pp)
- Comprehend 1 (Understand objects)
- Super-senses 8 (Precognition, Postcognition)

Necromantic power (Array 14; PF: Alternate power 5, Slow fades 6 [1 point per day]; Flaw: Fades; 25pp)
- Base power: Gift of heal (Healing 8; PF: persistent, Stabilize; Extra: Resurection, Restoration)
- AP: Necromantic energy mastery (Features 6 [add the Controllable extra to the Insubstantial power, Removes the Uncontrollable flaw from Stolen Geomancy])
- AP: Telekynesis 9 (Heavy load: 6.5 tons; PF: Subtle 1)
- AP: Telephaty 9 (20000 miles)
- AP: Teleport 9 (20000 miles; PF: Easy; Extra: Portal; Flaw: Long range only)
- AP: Necromatic battery (Boost 9 [Powers with the Necromantic or Darque descriptor]; Flaw: Others only; Drawback: Soul link [Can't prevent Darque from accessing this power; -1pp])

The Book of Darque (Shield 9; 9pp)

Combat: Attack +0; Damage +0 (Unarmed); Defense +9 (+0 Flat-footed); Initiative +0

Saves: Toughness +0, Fortitude [Immune], Reflex +2, Will +9

Drawbacks: Disability (Shared life force [suffers the worst damage condition between herself and Darque]; -2), Weakness (Must absorb Necromantic energy on a regular basis [-1 Necromantic power drain; Common, Lethal; Once per day or battle sustained]; -1pp), Weakness (Silver [-1 Necromantic power drain; Uncommon, Lethal; Once per minute]; -5pp)

Abilities 12 + Skills 21 (84 ranks) + Feats 6 + Powers 121 + Combat 0 + Saves 6 – Drawbacks -8 = Total 158

Complications: Hatred (Darque), Responsibility (Darque conscience)

:arrow: speaking of strange sibling relationships, Sandria is the twin sister of Master Darque and like him she is a skilled necromancer (which in the VH1 is almost equivalent to magician, the Geomancers and alchemists were the only not necromatic fuelled magicians)

:arrow: at the present Sandria is a necromatic energy ghost (like Dr. Mirage), her brother made her so after she was almost killed by his mentor Anton Quigley. This wasn't an act of brotherly love, since the twins are linked if one dies the other can't survive (matter of fact Darque never show affection to anyone)

:arrow: the true extension of her necromatic abilities are poorly defined, she never enters in actual combat and usually remains in the background of any situation plotting so I gave her the less offensive stunts out of Darque's and Mirage's arrays. Since she isn't obsessed with power like her brother, and a lot more wordly, I tweaked her skills to represent this

:arrow: the Stolen Geomancy is an effect of her soul link, but being the most farsighted of the two, I gave her the unique ability to invoke visions of the future, while Darque is limited to uncontrolled flashes of precognition

:arrow: like her brother Sandria's body is covered with mystical tattoos (the so-called Book of Darque), but she never displayed the ability to use them as a power proxy minion, also since hers are less prominent I made the Shield power a little weaker

:arrow: Sandria is capable of powering other necromatic energy's users acting as a living battery, unfortunatly, due to her Soul link, she can't prevent her brother form (ab)using her as a battery for his own powers

:arrow: after Chaos Effect the link between the twins was broken and both was invested with God-like powers, Darque didn't survived, while Sandria did
Last edited by Woodclaw on Wed Sep 16, 2009 2:13 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Woodclaw
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