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

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Re: Woodclaw's [Armoury: Shields; DCAU: Doctor Fate, Hawkman]

Postby JoshuaDunlow » Sat Jun 12, 2010 9:41 am

Interesting take on the shields, i enjoy reading good Medieval rule sets. And your not the only one lost on the Deflect tactic.

And i am definetly interested in your Doctor Fate build, i have been interested in him since i saw him on Smallville. :lol: So i don't read comics much. Anyways, i' am familiar with the Spirit of Nabu. Though i find your use of the Enhanced Wisdom a very creative choice. Have you considered using a Enhanced Feat: Benefit (can use a hero point to call upon the wisdom and insight of the spirit). This essentially works like the Inspiration effect from Hero Point expenditure. And puts that insight totally in the hands of the GM.
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Re: Woodclaw's [Armoury: Shields; DCAU: Doctor Fate, Hawkman]

Postby Woodclaw » Sat Jun 12, 2010 10:11 am

JoshuaDunlow wrote:Interesting take on the shields, i enjoy reading good Medieval rule sets. And your not the only one lost on the Deflect tactic.


Thanks I hope the future armoury article will be up to this one. I think that it was just an attempt to add some difference between the various type of shields.

JoshuaDunlow wrote:And i am definetly interested in your Doctor Fate build, i have been interested in him since i saw him on Smallville. :lol: So i don't read comics much. Anyways, i' am familiar with the Spirit of Nabu. Though i find your use of the Enhanced Wisdom a very creative choice. Have you considered using a Enhanced Feat: Benefit (can use a hero point to call upon the wisdom and insight of the spirit). This essentially works like the Inspiration effect from Hero Point expenditure. And puts that insight totally in the hands of the GM.


A Benefit (Direct Inspiration) feat is something I really didn't considered, I might have to adjust Fate, thanks for the input.
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Re: #98 DC Animated Universe: Hawkgirl

Postby Woodclaw » Sat Jun 12, 2010 1:51 pm

Woodclaw wrote:Image
Less talking. More Hitting!

Hawkgirl
Shayera Hol

Power Level: 12 (180pp)

Abilities: STR: 20 (+5), DEX: 22 (+6), CON: 20 (+5), INT: 16 (+3), WIS: 18 (+4), CHA: 16 (+3)

Skills: Acrobatics 2 (+8), Bluff 6 (+9/+13 [Attractive]), Computers 4 (+7), Concentration 4 (+8), Diplomacy 3 (+6/+10 [Attractive]), Disable Device 4 (+7), Gather Information 5 (+8), Handle Animal 4 (+7), Intimidate 7 (+10/+14 [with Helmet]), Investigate 4 (+7), Knowledge [tactics] 6 (+9), Knowledge [technology] 4 (+7), Language 3 (English, 2 at GM choice; Native: Thanagarian), Medicine 4 (+8), Notice 6 (+10/+13 [Visual senses]), Pilot 4 (+10), Profession [Military officier] 4 (+8), Search 4 (+7), Sense Motive 5 (+9), Stealth 2 (+8), Survival 3 (+7)

Feats: Armed Parry 2 (Mace), Attack specialization 1 (Mace), Attractive 1, Dedication (to the JLU), Equipment 1, Improved critical 2 [Mace], Fearsome presence 2/4, Rage 1 (10 rounds), Rallying cry, Task focus (Notice, Visual senses), Uncanny dodge 1 (Visual)

Thanagarian military combat (Fighting style): All-out attack, Attack focus 2 (Melee), Cunning fighter, Damaging escape, Defensive roll 2, Favored enviroment 4 (Airborne), Follow-up strike, Improved block 1, Move-by action, Power attack, Takedown attack 2, Unbalancing strike

Powers:

Thanagarian physiology (Template)
Wings (Flight 5 [250 mph]; Drawbacks: Power loss [Wings bound or disabled; -1]; 9pp)
Mind shield 4 (Extra: Continuous; Flaw: Permanent; 4pp)

Nth Metal mace (Device 5 [Easy to lose]; 18pp)

Devices:

Nth metal mace (25pp of effects)
- Mace swing (Strike 3; PF: Alternate power 1, Affect insubstantial 2, Adaptable, Knockback 2, Mighty, Thrown 2, Improved sunder, Unbalancing strike, Weapon break)
-- AP: Mace block (Deflect 13 [fast & slow projectiles]; Flaw: Distracting)
- Light (Environmental control 2 [light]; Flaw: Range 1 [touch])
- Magic bane (Nullify 9 [All powers with the magic descriptor]; Flaw: Range 1 [Touch])


Equipment: Costume (Protection 2; Subtle; 3ep), Thanagarian Helmet (Fearsome presence +2, Intimidate +4; Drawback [Negates the Attractive feat; -1]; 2ep)

Combat: Attack +9/+11 Airborne (+11/+13 Melee, +13/+15 Mace); Damage +5 (Unarmed), +8 (Mace; +9 if used with both hands); Defense +13/+15 airborne, +9/+11 without Mace (+5 Flat-footed); Initiative +6

Saves: Toughness +9/+7 without costume (+7/+5 Flat-footed), Fortitude +7, Reflex +7, Will +8

Abilities 52 + Skills 22 (88 ranks) + Feats 34 + Powers 29 + Combat 36 + Saves 7 + Drawbacks 0 = 180

Complications:
- [Before Stracrossed] Love (John Stewart & Hro Talak), Secret (Thanagarian double agent), Temper
- [After Starcrossed] Love (John Stewart), Guilty (Betrayer of two worlds), Rivalry (Vixen), Temper


A slight revision of Hawkgirl to bring her mace more in line with the properties of the Nth metal, plus I reworked the Mace swing to remove the awkward linked Stun and replaced with the Unbalancing strike feat, which simulates better the effect of a mace.
Last edited by Woodclaw on Wed Jun 16, 2010 8:56 am, edited 2 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#203 Generationverse (Silver to Modern): The Last Guardian

Postby Woodclaw » Sun Jun 13, 2010 1:00 am

Last egyptian themed build, this one id from my personal setting.

Image
Image from Tyrus88 gallery on Deviantart

Death is not the end, it is merely a new beginning.

The Last Guardian
usually goes by the alias of mr. Jacquel

Power Level: 11/8 when morphed (201pp)

Abilities: STR: 36 (+13), DEX: 12 (+1), CON: - (-), INT: 14 (+2), WIS: 20 (+5), CHA: 10 (+0)

Skills: Concentration 5 (+10), Diplomacy 8 (+8), Gather Information 5 (+5), Intimidate 8 (+10/+8 [morphed]), Investigate 6 (+8), Knowledge (arcane lore) 8 (+10/+14 [Egyptian necromancy]), Knowledge (history) 6 (+8), Knowledge (theology & philsophy) 7 (+9), Language - (native: Egyptian), Medicine 4 (+9), Notice 4 (+9), Search 5 (+7), Sense Motive 3 (+8), Stealth 7 (+4/+8 [morphed])

Feats: Assessment, Attack Focus 2 (melee), Benefit 1 (Divine guidance), Crushing Pin, Diehard, Dodge Focus 4, Equipment 4, Favored Opponent 2 (Undead), Fearsome Presence 5, Improved Grab, Improved Pin, Spirit Empathy, Task Focus 1 (Egyptian necromancy, Knowledge [arcane lore]), Trance

Powers:

Guardian form (Container 5; PF: Alternate power 1, Innate)
- Growth 4 (Large size; PF: Innate; Extra: Duration 1 [continuous]; Flaw: Permanent)
- Protection 7 (Extra: Impervious [6 ranks only])

- AP: Visage of death (Morph 4 [Humanoids]; PF: Precise; Flaw: Limited [touched corpses])


Immunity 30 (Fortitude saves; 30pp)
Protection 6 (6pp)
Regeneration 21 (Recovery bonus +10, Bruised/Injured [1 round], Staggered/Disabled [20 minutes], Resurrection [1 day]; PF: Persistent, Regrowth, True resurrection; Flaw: Source [trance, all conditions but resurrection]; 20pp)
Deathsight (Super-senses 10 [Counter illusions (Visual), Darkvision, Detect undead 2 (visual), Precognition]; Flaw: Limited [Precognition to imminent death]; 8pp)
Soul of death (Mental duplication 3; Flaw: Source [corpses]; 6pp)[/i]
Toungue of death (Super-senses 4 [Postcognition]; Flaw: Limited [touched corpses memories]; 2pp)

Equipment:

Image
Image from jenkiwi gallery on Deviantart

HQ: Anubis Shrine (Huge; TOU: +15; Features: Concelaed 2, Defense system, Dimensional portal, Holding cells, Infirmary, Isolated, Library, Living space, Sealed, Temporal limbo 3 [10 times faster, limted to the Resurrection Chamber]; 19pp)


1ep in mission equipment

Combat: Attack +5/+6 when morphed (+7/+8 Melee); Damage +13/+8 when morphed (Unarmed); Defense +9/+10 when morphed (+3 Flat-footed); Initiative +1

Saves: Toughness +13 (Impervious 6)/+6 when morphed, Fortitude [immune], Reflex +4, Will +9

Drawbacks: Involuntary transformation (into guardian form when near a undead [Uncommon, Will CD20]; -3pp), Weakness (Glyphs of protection [Stunned for 1 round if fails a opposed CHA check, uncommon, Major]; -3pp)

Abilities 24 + Skills 19 (76 ranks) + Feats 26 + Powers 101 + Combat 24 + Saves 7 - Drawbacks 6 = 195

Complications: Enemy (Black Anubis), Friendship (Cerberus), Prejudice (inhuman appearence), Responsibility (eradicate undeads)


:arrow: some of the Last Guardian's powers are little complex to explain, in his base form it's a towering 9 feet tall statue representing the god Anubis, ownever he can shirnk himself down to a normal height by taking the form of one of the corpses he had touched - usually the last- unfortunatly the only way I found to represent this was to array a permanent container with Morph

:arrow: part of his regenerative abilites are activated by going into trance, under normal circumstances only the recovery bonus and the resurrection works

:arrow: inside the shrine time moves faster, but not in every chamber, only in the "resurrection chamber" that the Guardian uses to accelerate his regeneration, in the rest of structure time flows normally


Background

Full name: none, usually use the alias of mr/mrs Jacquel
Nationality: none, usually said to be Egyptian
Birth: built by the god Anubis around the 3100 BC
Profession: undead hunter
Active as hero: late 1950s - present

Personality

Created to be a rentless, single-minded hunter, the Last Guardian is evolving into a more complex creature. It's unknown if this is caused by a prolonged contact with humanity or by the lingering memories of all the people it has absorbed since his activation. Its personality - he still refuse to choose a gender - is still very raw with unexpect emotional outbursts and showing some occasional instability, but overall it sounds more human and carrying than one might expect. Recently it started to comprehend concepts like love and firendship, this has an unexpected side efffect causing him to actively seek the friendship of Cerberus (Freedom's Most Wanted p.58) that it consider like a kindred spirit.

Genetic factor

The Last Guardian is a construct, as such he carries no Gene-factor

Generation factor

Being a construct the Last Guardian can't sire descendant in the traditional sense.

Origin

Guardian statues resembling the gods are quite common within the monuments of the ancient Egypt, but no more than a handful of people around the world knew that some of these were actually the works of the ancient Egyptian gods themselves. In need of a way to act among their faithfuls the gods created icons in their likeness, infused a fraction of their power from time to time. But even the most farsighted of them would have foretold the destiny of the Last Guardian.
For centuries after the fall of the pharaonic dynasties, the gods of Heliopolis remained silent for unknown reasons and their simulacra remained silent and still. Until the late '50s when something unprecedent happened, the demon Ammit - the Devoured of the Dead - vomited the soul of Menes, an ancient high priest who dabled in the darkest necromancy. Menes was thus able to escape the fate of the evil ones and fleed, by possessing the remains of an ancient mummy he once again walked on Earth.
Anubis and Thoth, feeling responsible for the escape, once again executed the ancient rites and awakened one of the few remaining simulacra. The jackal god himself infused it with a grain of his own essence giving it life once more. Unfortunatly Menes proved to be a difficult prey, always one step ahead of his unstoppable enemy, he laid death and distruction in his wake. More than that, watching the world through the eyes of his agent, Anubis discovered that many has found a way to cheat death. Certain obtained the immortality through divine means, and he has no power over them, but many more survived through unspeakable arts which smell of forbidden necromancy. Worried he consulted once again with Thoth and they decided to broaden the Guardian mission, charging it with the task of destroying the plague of the undeads. To better fulfill this new purpose Thoth too placed a grain of his power into the construct giving it the ability to learn and think. Thus the creature known as the last guardian was born.
Having the blessing of two god who guards the deads the Guardian has great power over the deceased, it can stole their knowledge, memories and appearence. For two decades the Guardian has minimal contact with the world at large, having its patron watching closely and directing it. Then nothing, the voices disappeared leaving the Guardian alone and confused. Eager to to find something to fill the void he wandered through the desert looking for a something, anything and he found an enemy. A powerful vampire lord was fighting with a group of African metahumans, compelled by its mission the Guardian joined the fight and later the team.
Recently Anubis has contacted the Guardian again, explaining that he has retrated to help his pantheon gods to face a grave danger (the Terminus invasion), and the battle had exausted his strength. Much to the god surprise the construct talked him back, denomstrating to have developed the basics of a personality. This puzzled Anubis, but he decided to leave the creature be, eventually starting to consider it like a sort of son. Another recent development was the appearence in Egypt of the interdimensional being called Black Anubis (Freedom's Most Wanted p.52), aside from an alliance with Menes, the creature seem to consider the Guardian a mockery of himself and tried to destory it again and again.
Last edited by Woodclaw on Thu Jun 17, 2010 8:12 am, edited 1 time in total.
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#204-206 Marvel Essentials: The Warriors Three

Postby Woodclaw » Tue Jun 15, 2010 12:58 am

After my little Egypt tour, here we have a Asgardian threat for all of you.

The Warriors Three

Image
For honor! For glory! For Asgard!

:arrow: originally I tried to make this builds as playable PL10 - I would love to have a asgardian game with these three as PC - but they came out slightly overpriced and some elements didn't suit to well (weapons as equipment rather than devices), so I remade them into playable PL11, still I'm thinking to hammer them into PL10

:arrow: being immortal and of undefined age - all we know is that Volstagg is the oldest, then Hogun, then Fandrall; who still is at least 1500 years old - all the Warriors Three has Beginner's luck to simulate extra skills that they might pick up during their lives

:arrow: the Three works in quite interesting was regarding the leadership; Hogun is definitly the strategist, Fandrall is usually the man who lead the charge, while Volstagg - being the most visible - is the rallying point when things are going bad
_____________________________________________________________________________________________

Image

Hogun the grim

Power Level: 11 (165pp)

Abilities: STR: 30 (+10), DEX: 18 (+4), CON: 30 (+10), INT: 16 (+3), WIS: 18 (+4), CHA: 10 (+0)

Skills: Climb 4 (+10), Concentration 4 (+8), Craft (Erbalism) 5 (+8), Handle Animal 7 (+7), Intimidate 8 (+8), Knowledge (arcane Lore) 2 (+5), Knowledge (life sciences) 4 (+7), Knowledge (tactics) 7 (+10), Language 3 (English, 2 at GM choice; Native: Asgardian), Medicine 5 (+9), Notice 4 (+8), Ride 3 (+7), Search 3 (+6), Sense Motive 6 (+10), Stealth 4 (+8), Survival 4 (+8), Swim 3 (+9)

Feats: Accurate Attack, Assessment, Attack Focus 2 (melee), Beginner's luck, Diehard, Dodge Focus 1, Equipment 2, Fearsome Presence 3, Improved Block 1, Improved Critical 2 (mace), Improved Sunder, Master Plan, Power Attack, Rage 1 (5 rounds), Veteran fighter, Weapon Break

Powers:

Asgardian physiology (Container 6 [Passive]; PF: Innate; 31pp)
- Density 4 (STR +8, Impervious toughness +2, Weight x2; PF: Buoyant; Extra: Duration 1 [Continuous]; Flaw: Permanent)
-- Immovable 1 (Extra: Unstoppable)
-- Super-strength 5 (Heavy load: 25 tons [45 tons when raging]; PF: Bracing)
- Immunity 5 (Aging, Disease, Environmental condition 2 [Heat and Cold], Starvation & Thirst)

Mace (Device 2 [easy to lose]; 6pp)

Devices:

Mace (10pp of effects)
- Strike 2 (PF: Adaptable, Mighty, Knockback 2, Thrown 1, Unbalancing strike; Extra: Penetrating [2 ranks])

Equipment: Healing herbs (0ep)

Combat: Attack +8 (+9 melee); Damage +10 (Unarmed), +12 (mace, +13 if used with both hands), or by weapon of choice; Defense +10 (+4 Flat-footed); Initiative +3

Saves: Toughness +12 (Impervious 2), Fortitude +10, Reflex +5, Will +8

Abilities 54 + Skills 19 (76 ranks) + Feats 20 + Powers 37 + Combat 30 + Saves 5 + Drawbacks 0 = 165

Complications: Honor (Asgardian warrior), Reputation (grim and gritty)


:arrow: Hogun is overall the most accomplished warrior among the three, being skilled in many weapons, he favor the mace only for a matter of personal preferences

:arrow: in battle Hogun has showed the be a excellent strategist, usually going straight for the main opponent while his friends cover his flanks
_____________________________________________________________________________________________

Image

Fandral the dashing

Power Level: 11 (165pp)

Abilities: STR: 28 (+9), DEX: 22 (+6), CON: 28 (+9), INT: 14 (+2), WIS: 14 (+2), CHA: 16 (+3)

Skills: Acrobatics 3 (+9), Bluff 6 (+9/+13 [attractive]), Climb 4 (+9), Diplomacy 4 (+7/+11 [attractive]), Gamble 3 (+5), Handle Animal 4 (+7), Language 3 (English, 2 at GM choice; Native: Asgardian), Notice 4 (+6), Perform (dance) 5 (+8), Perform (singing) 5 (+8), Ride 2 (+8), Search 3 (+5), Sense Motive 6 (+8), Sleight of Hand 1 (+7), Stealth 3 (+9), Survival 4 (+6), Swim 4 (+9)

Feats: Accurate Attack, Attack Specialization 1 (bow), Attack Specialization 1 (sword), Attractive 1, Beginner's Luck, Defensive Attack, Dodge Focus 4, Elusive Target, Fascinate (Diplomacy), Improved Block 1, Improved Critical 1 (bow), Improved Disarm 1, Improved Feint, Inspire 2, Takedown Attack 1, Taunt, Uncanny Dodge 1 (Visual)

Challenges: Combat Diplomacy 1

Powers:

Asgardian physiology (Container 6 [Passive]; PF: Innate; 31pp)
- Density 4 (STR +8, Impervious toughness +2, Weight x2; PF: Buoyant; Extra: Duration 1 [Continuous]; Flaw: Permanent)
-- Immovable 1 (Extra: Unstoppable)
-- Super-strength 5 (Heavy load: 20 tons)
- Immunity 5 (Aging, Disease, Environmental condition 2 [Heat and Cold], Starvation & Thirst)
- Speed 1 (10 mph)


Sword (Device 2 [easy to lose]; 6pp)

Devices:

Sword (9pp of effects)
- Strike 3 (PF: Improved critical 2, Mighty, Extra: Penetrating [3 ranks])

Combat: Attack +8 (+10 with sword or bow); Damage +9 (Unarmed), +12 (sword), or by weapon of choice; Defense +11 (+4 Flat-footed); Initiative +6

Saves: Toughness +11 (Impervious 2), Fortitude +9, Reflex +8, Will +6

Abilities 54 + Skills 16 (61 ranks) + Feats 22 + Powers 37 + Combat 30 + Saves 6 + Drawbacks 0 = 165

Complications: Honor (Asgardian warrior), Reputation (ladies' man)


:arrow: Fandrall is the social powerhouse of the team, being usually capable of talking his way out of troubles (especially female trouble), while equal to Hogun in the use of the sword Fandrall is slightly less competent with other weapons. Since he was supposed to be one of the figures that inspired the legend of Robin Hood I gave him some archery feat

:arrow: in battle Fandral tend to swiftly engage the closest enemies carving an opening for Hogun to strike, still given his swashbuckling style and magnetic personality he can also be a decent leader
_____________________________________________________________________________________________

Image

Volstagg the voluminous

Power Level: 11 (165pp)

Abilities: STR: 38 (+14), DEX: 14 (+2), CON: 34 (+12), INT: 12 (+1), WIS: 14 (+2), CHA: 14 (+2)

Skills: Climb 3 (+8), Craft (cooking) 10 (+11), Diplomacy 7 (+9), Handle Animal 6 (+8), Intimidate 4 (+8), Knowledge (legends) 8 (+9), Language 3 (English, 2 at GM choice; Native: Asgardian), Medicine 3 (+5), Notice 4 (+6), Perform (storytelling) 8 (+10), Ride 4 (+6), Search 5 (+6), Sense Motive 7 (+9), Stealth 4 (+2), Survival 3 (+5), Swim 3 (+8)

Feats: Attack Focus 1 (melee), Attack Specialization 1 (Grapple), Attack Specialization 1 (Unarmed), Beginner's Luck, Chokehold, Damaging Escape, Dedication (protecting children), Dodge Focus 3, Improved Block 1, Improved Grab, Improved Grapple, Improved Pin, Interpose, Power Attack, Rallying Cry, Set-Up, Takedown Attack 1, Teamwork 2, Withstand Damage

Powers:

Asgardian physiology (only larger) (Container 8 [Passive]; PF: Innate; 41pp)
- Density 4 (STR +8, Impervious toughness +2, Weight x2; PF: Buoyant; Extra: Duration 1 [Continuous]; Flaw: Permanent)
-- Immovable 2 (Extra: Unstoppable)
-- Super-strength 3 (Heavy load: 40 tons; PF: Bracing)
- Fat and muscle (Impervious toughness 4; Flaw: Limited 3 [blundgeon damage])
- Growth 4 (Large; Extra: Duration 1 [Continuous]; Flaw: Permanent)
- Immunity 5 (Aging, Disease, Environmental condition 2 [Heat and Cold], Starvation & Thirst)


Plot solving clumsiness (Luck control 2 [Bestow hero points, Negate GM fiat]; 6pp)

Combat: Attack +5 (+6 melee, +8 unarmed); Damage +14 (Unarmed), or by weapon of choice; Defense +8 (+3 Flat-footed); Initiative +2

Saves: Toughness +14 (Impervious 2/6 vs blundgeon), Fortitude +12, Reflex +4, Will +5

Abilities 46 + Skills 21 (82 ranks) + Feats 22 + Powers 47 + Combat 24 + Saves 5 + Drawbacks 0 = 165

Complications: Coward, Gluttonous (he prefers the term "Gourmand"), Lazy, Honor (never let a child being hurt), Responsibility (family)


:arrow: no matter what some people said the Warriors Three wouldn't exist without Volstagg. Two things makes him stand out, first his caring for children and friends- one of the few things capable of making him going against the likes of Surtur - and second his incredible ability to find himself in the right time and place to assist his friends in the most spectacular way

:arrow: the Voluminous one is obviously a master of grappling - in no small measure thanks to his size - aside from that his role in combat is to cover his friends backs and usually trashing minions by the dozen, by sitting on them
Last edited by Woodclaw on Sat Apr 28, 2012 3:36 am, edited 3 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Woodclaw's [Last Guardian; Marvel: The Warriors Three]

Postby JoshuaDunlow » Tue Jun 15, 2010 9:39 am

Bravo, wonderful job. I've said it before, and i'll say it again. Gotta love them Asgardians. :lol:
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Re: Woodclaw's [Last Guardian; Marvel: The Warriors Three]

Postby Horsenhero » Tue Jun 15, 2010 1:25 pm

I love the Warriors Three. They are probably my favorite of Thor's supporting cast, which is kind of funny since they, of all his asgardian comrades are without any basis in myth. It doesn't matter. They're still some of the best supporting characters in comics.
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Re: Woodclaw's [Last Guardian; Marvel: The Warriors Three]

Postby Woodclaw » Tue Jun 15, 2010 1:33 pm

Horsenhero wrote:I love the Warriors Three. They are probably my favorite of Thor's supporting cast, which is kind of funny since they, of all his asgardian comrades are without any basis in myth. It doesn't matter. They're still some of the best supporting characters in comics.


My sentiments exactly. In a old Saint Seyia inspired game setted in northen Europe I even introduced three soldiers base on the trio.

It's quite possible that not having a eddic counterpart helps to gave them a more free characterization. Still, according to the Edda, Asgard was the realm of thousand gods and none, but Odin, knew the names of all its inhabitants, so who knows...
"Yes, it's a bloody flying alligator setting fire to my city!"

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#207 Marvel Essentials: Professor X

Postby Woodclaw » Wed Jun 16, 2010 2:18 am

Ok this is the start for a new serie of Marvel builds, and remember X NEVER, EVER MARKS THE SPOT

Image
Xavier: The world needs dreamers to give it a soul.
Magneto And it needs realists to keep it alive.


Professor X
Professor Charles Francis Xavier

Power Level: 14 (151pp)

Abilities: STR: 10 (+0), DEX: 10 (+0), CON: 10 (+0), INT: 22 (+6), WIS: 22 (+6), CHA: 18 (+4)

Skills: Bluff 4 (+8), Computers 2 (+8), Concentration 6 (+12), Craft (electronic) 2 (+8), Diplomacy 8 (+12), Gather Information 3 (+7), Knowledge (behavioural science) 8 (+14), Knowledge (life sciences) 6 (+12), Knowledge (theology & philsophy) 4 (+10), Language 3 (Shi'ar, 2 at GM choice; Native: English), Medicine 1 (+7), Profession (Teacher) 3 (+9), Sense Motive 4 (+10), Swim 2 (+2)

Feats: Assessment, Attack Focus 1 (ranged), Benefit 3 (wealth), Contacts, Deep ties (Magneto), Dodge Focus 2, Improved Mental Grapple, Speed of Thought, Ultimate Concentration

Challenges: Discret inquiry

Powers:

Mind shield 7 (7pp)
Psionic senses (Super-senses 17 [Accurate (all mental senses), Extended 3 (all mental senses), Radius (all mental senses), Detect thoughts 2 (mental), Detect mutants 2 (mental), Psionic awareness (mental)]; 8pp)
Universal translator (Comprehend 2 [all languages speak & understand]; Extra: Affect others; 6pp)

Telepathic mastery (Array 18; Dynamic alternate power 7, Dynamic base power, Dimensional 1 [Astral plane], Precise, Subtle 1 [mental sense to detect]; 53pp)
- Dynamic base power: Telepathy 14 (2 billion miles; PF: Rapid 2)
- DAP: Astral form 9 (20000 miles; Flaws: Feedback)
- DAP: Global telepathy (Communication 9; PF: Rapid 2, Selective; Extra: Area [omnidirectional], Two-way)
- DAP: Illusion 8 (All senses; PF: Progression 4 [area]; Extra: Selective attack; Flaw: Phantasm)
- DAP: Mental blast 9
- DAP: Mind control 14 (PF: Mental link)
- DAP: Sensory link 10 (200000 miles; Extra: Simultaneous)
- DAP: Mental transform 12 (Alter memories; Extra: Range 1 [Perception])


Equipment:

Vehicle: Motorized wheelchair (Medium; STR: 10; TOU: +5; Speed 1 [10 mph])


Image
HQ: Xavier Institute for Higher Learning (Huge; TOU: +10; Features: Combat simulator (the Danger Room), Communications, Computer, Cover Facility (school), Fire prevention system, Garage, Gym, Hangar, Holding cells, Infirmary, Laboratory, Living space, Power system, Security system 2)

HQ Powers:

Cerebro (Telelocation 15 [anywhere in the same Solar system]; PF: Alternate power 1)
- AP: Boost 7 (Any power with the psionic descriptor, one at a time)


Combat: Attack +2 (+3 ranged); Damage +0 (Unarmed), or by power of choice; Defense +3 (+1 Flat-footed); Initiative +6

Saves: Toughness +0, Fortitude +3, Reflex +0, Will +10

Abilities 32 + Skills 14 (56 ranks) + Feats 13 + Powers 83 + Combat 6 + Saves 7 - Drawbacks 4 = 151

Complications: Fame (expert on mutants), Friendship/Rivalry (Magneto), Presumptous know-it-all, Responsibility (the dream)


:arrow: Xavier is one of the most notorious bathroom mentalist I can think of (the other is here), as such all his abilities are perception or extended range

:arrow: Xavier obviously meant to be on par with Magneto (same PL), but due to the nature of his powers he is both more efficient (no attack rools) and less efficient (no chance to critical hit, low combat scores etc.)

:arrow: I left out many of the prof. high tech pieces of equipment (hoverchair, exoskeltron etc.) in favour of a more streamlined and down-to-earth build

:arrow: more personal note, I really hate Xavier, not because of his powers but because of his attitude, his absolute conviction of being always right, of being the only person in the world who knows what is best for everybody (especially the X-men). Or as someone else said:
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Last edited by Woodclaw on Tue Jul 06, 2010 4:45 am, edited 1 time in total.
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#208 Marvel Essentials: Cyclops

Postby Woodclaw » Wed Jun 16, 2010 11:29 am

Second X NEVER, EVER MARKS THE SPOT build and the first class starting right now.

Image
The Professor used to tell me. The most important part of leading wasn't personality, tactics, or training. It was doing whatever it takes to get your team back alive. Bring them back, Sam. Every one of them.

Cyclops
Scott Summers

Power Level: 11 (165pp)

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

Skills: Climb 4 (+6), Craft (electronic) 5 (+7), Craft (mechanical) 7 (+9), Diplomacy 5 (+9), Drive 7 (+9), Knowledge (physical sciences) 6 (+8/+11 [trigonometry]), Knowledge (tactics) 8 (+10), Language 2 (Japanese, 1 at GM choice; NAtive: English), Medicine 3 (+6), Notice 5 (+8), Pilot 10 (+12), Search 3 (+5), Sense Motive 7 (+10), Stealth 4 (+6), Swim 4 (+6)

Feats: Accurate Attack, Assessment, Attack Focus 2 (ranged), Blind-Fight, Combat pilot 2 (air), Defensive Roll 3, Dodge Focus 5, Dogfighter 1, Equipment 2, Improved Aim, Improved Critical 1 (Optic blast), Inspire 3, Master Plan, Need for speed, Power Attack, Set-Up, Task focus 1 (Knowledge [physical science], trigonometry), Teamwork 2

Challenges: Accurate, Read situation 1

Judo (fighting style): Attack Specialization 1 (Grapple), Grappling block, Improved Grab, Improved Pin, Improved Trip, Prone Fighting, Stunning Attack, Sweeping Strike

Powers:

Immunity 2 (Own powers, Havok's powers; 2pp)
Psychic link (Super-senses 1 [Communication link (to Jean Grey); 1pp)
Spatial awareness (Quickness 3 [routine task x10]; Flaw: One task [trigonometric calculations]; 1pp)
Optic blast (Array 13; Flaw: Uncontrolled; Drawbacks: Power loss [If deprived of sunlight for prolonged period or too much energy expenditure; -1], Temporary disability [blind when the power is blocked; -1]; 11pp)
- Base power: (Damage 13; Extra: Area [Line, targeted])

Ruby quartz visor (Device 4 [hard to lose]; 20pp)

Devices:

Ruby quartz visor (25pp of effects)
- Beam containment (removes Uncontrolled from the Optic blast)
- Beam control (adds Precise, Ricochet 4 and the following 7 AP to Optic blast)
-- AP: Blast 13
-- AP: Blast 8 (PF: Improved range 1, Progression 1 [range]; Extra: Duration 1 [concentration], Penetrating; Flaw: Distracting)
-- AP: Blast 8 (PF: Improved range 1, Progression 1 [range]; Extra: Autofire 1)
-- AP: Blast 8 (Extra: Area [Burst, targeted], Selective attack; Flaw: Limited [requires reflective surfaces])
-- AP: Sweeper beam (Damage 11; PF: Knockback 6; Extra: Area [Cone, targeted])
-- AP: Deflect 13 (All ranged attacks; Flaw: Distracting)
-- AP: Super-movement 1 (Slow fall)


Equipment: Military commlink (as Commlink plus Subtle 1 [scrambler]; 2ep), Ruby quartz glasses (removes the disability drawback; 1ep), X-men uniform (Protection 3 [subtle 1] + Immunity 2 [heat & cold, Half-effect]; 5pp)

2ep in mission specific equipment

Combat: Attack +7 (+9 Ranged); Damage +2 (Unarmed), or by power of choice; Defense +10 (+3 Flat-footed); Initiative +2

Saves: Toughness +8/+5 without costume (+5/+2 Flat-footed), Fortitude +7, Reflex +7, Will +9

Abilities 30 + Skills 20 (80 ranks) + Feats 36 + Powers 35 + Combat 24 + Saves 16 + Drawbacks 0 = 161

Complications: Reputation (shy and stuck-up), Rivalry (Prof. X and Wolverine), Starstruck lover (Jean, Madelyne, Emma etc.)


:arrow: let's face it, the prof might gather the X-Men, but it was Cyke who hammered them into a team. Scott went a long way from his origins as a grumpy and stuck-up one-trick pony, to a highly skilled and competent field leader (not to mention pilot and long range striker). Being a veteran of almost any X-team that ever existed I placed Cyke one PL higher than my "average X-men" estimation, at least on the offensive (blaster syndrome...)

:arrow: I refuse to give him the color blindness drawback since I consider that to be one of the worst ideas in the history of Marvel, it simply doesn't make sense. Why? First, until Scott Lobdell introduced it, Cyke had been consistently portrayed as able to see colors for almost 40 years. Second, the explanation that he only see red is because his optic beams and glasses are red doesn't make sense. Just for the sake of experiment, try to wear a pair of red colored glasses for some time - I did - even after a few minutes your brain will adjust and you'll start to tell apart colors again albeit with a red shade - after a few days the red hue will disapper completly

:arrow: the Rivalry with Xavier is another element, since Claremont's first issues there was a little subplot going on about how restrictive and oppresive the professor was, and how many X-men (especially Scott and Logan) were feeling more and more constricted with each passing day. Being the first X-men and the appointed team leader Scott clashed more and more often with Xavier over the years
Last edited by Woodclaw on Fri Nov 05, 2010 1:38 am, edited 3 times in total.
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Re: Woodclaw's [Marvel: The Warriors Three, Prof X, Cyclops]

Postby Horsenhero » Wed Jun 16, 2010 12:36 pm

Probably the best Cyclops build I've ever seen Woodclaw. Can't really comment on the Professor. It's funny, but, I've always just viewed him as sort of a plot device. No matter how much attention, or characterization they give him, my only thoughts when he shows up are: "get out of the way of the REAL characters please."
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Re: Woodclaw's [Marvel: The Warriors Three, Prof X, Cyclops]

Postby Woodclaw » Wed Jun 16, 2010 1:04 pm

Horsenhero wrote:Probably the best Cyclops build I've ever seen Woodclaw. Can't really comment on the Professor. It's funny, but, I've always just viewed him as sort of a plot device. No matter how much attention, or characterization they give him, my only thoughts when he shows up are: "get out of the way of the REAL characters please."


I can't claim much credit since I just retro-builded some idea from other people builds (Taliesin's and J-Mart first of all).

About the prof - the Kitty's quote pretty much sums up my opinion about him - still I admit that during the '60s he had a scope as a character.
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Re: Woodclaw's [Marvel: The Warriors Three, Prof X, Cyclops]

Postby ScourgeXLVII » Wed Jun 16, 2010 3:01 pm

I always like the X-men... as an Idea... I don't really know... In the silver age, the writing was a bit silver-agey, but also, melodramatic at points, off character, based on what they are now, and sometimes downright boring. Not to mention that their fights were so often second string opponents, and occasionally Magneto and his gang, and it didn't have the human interest side that comics like spider-man had, which balanced out the ridiculousness of having a villain on roller-skates, with some slightly goofy, but still enjoyable, support characters. And when they did have that, it seemed forced. Then there came Giant-size X-men, and I liked the premise a bit even then, but it dwindled when it got a bit too grim, and everything. Then I completely gave up when they killed off Jean, for like the 50th time, and tried to replace Scott's love interest with Emma Frost. Madelyne I could get, since she was a clone of Jean, so he was trying to hold on to her somehow, but... I don't know... I stopped even just my sporadic reading after that. I never really read it that much to begin with, but it felt like they crossed a line.
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Re: Woodclaw's [Marvel: The Warriors Three, Prof X, Cyclops]

Postby Woodclaw » Thu Jun 17, 2010 1:54 am

ScourgeXLVII wrote:I always like the X-men... as an Idea... I don't really know... In the silver age, the writing was a bit silver-agey, but also, melodramatic at points, off character, based on what they are now, and sometimes downright boring. Not to mention that their fights were so often second string opponents, and occasionally Magneto and his gang, and it didn't have the human interest side that comics like spider-man had, which balanced out the ridiculousness of having a villain on roller-skates, with some slightly goofy, but still enjoyable, support characters. And when they did have that, it seemed forced. Then there came Giant-size X-men, and I liked the premise a bit even then, but it dwindled when it got a bit too grim, and everything. Then I completely gave up when they killed off Jean, for like the 50th time, and tried to replace Scott's love interest with Emma Frost. Madelyne I could get, since she was a clone of Jean, so he was trying to hold on to her somehow, but... I don't know... I stopped even just my sporadic reading after that. I never really read it that much to begin with, but it felt like they crossed a line.


Well, my exposure to the X-men was extremly concetrated, meaning that a friend of mine who is/was (I haven't seen him in a long time now) a big X-otaku lend me his collection over a very short period and I read it all. I personally draw my line with E for Extinction (Grant Morrison's stories), after that I only read some sparse issues and I didn't enjoyed them much, with the only exception of the recent X-men Forever.

The X-men are (in)famous for their convulted backstory, but I think that's inevitable when you first gave the whole artistic control over the characters to a single guy - Claremont, who also love complex long plotted story arcs - and then snatch it from him (X-factor), forcing him to redefine characters on the fly (Jean was supposed to stay dead for a long time, possibly forever).
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#209 Marvel Essentials: Jean Grey

Postby Woodclaw » Thu Jun 17, 2010 3:47 am

Continuing the X NEVER, EVER MARKS THE SPOT builds, this time with a tough one.

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Once upon a time, I died.

Marvel Girl / Phoenix / Ms I'm-too-cool-to-have-a-codename
Jean Grey-Summers

Power Level: 10 [15 as Phoenix] (229pp)

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

Skills: Bluff 4 (+6/+10 [attractive]), Computers 4 (+6), Concentration 6 (+10), Diplomacy 6 (+8/+12 [attractive]), Gather Information 3 (+5), Knowledge (behavioural science) 6 (+8), Medicine 3 (+7), Notice 3 (+7), Pilot 3 (+5), Profession (teacher) 4 (+8), Search 2 (+4), Sense Motive 6 (+10), Stealth 2 (+4)

Feats: Accurate Attack, Attractive 1, Dodge Focus 3, Equipment 2, Improved Initiative 1, Leadership, Set-Up, Teamwork 1, Trance

Powers:

Mind probe (Mental duplication 1; Extra: Range 2 [perception]; Drawback: Distracting [to reconfigure]; 3pp)
Psychic senses (Super-senses 10 [Accurate (all mental senses), Radius (all mental senses), Communication link (to Scott, Mental), Detect minds 2 (Mental), Psionic awareness (mental)]; 10pp)
Mind shield 5 (5pp)

Telekinesis (Array 11; PF: Accurate 2, Dynamic, Dynamic alternate power 3, Precise; 32pp)
- Dynamic base power: Telekinesis 11 (Heavy load: 25 tons)
- DAP: Flight 4 (100 mph; Extra: Affect others, Area [shapeable])
- DAP: Force field 11 (Extra: Affect others)
- DAP: Telekinetic push (Blast 11)


Telepathy (Array 16; PF: Dynamic, Dynamic alternate power 3, Dimansional 1 [Astral plane], Subtle 1; 43pp)
- Dynamic base power: Telephaty 10 (200000 miles; PF: Rapid 1; Extra: Sensory link)
- DAP: Astral form 8 (2000 miles; Flaw: Feedback)
- DAP: Illusion 7 (PF: Progression 4 [area]; Extra: Selective attack; Flaw: Phantasm)
- DAP: Mental blast 8
- DAP: Mind control 10 (PF: Mental link; Extra: Instant command)


Phoenix Force (Container 16 [active]; Flaw: Split personality [Phoenix entity]; 64pp)
- Enhanced wisdom 6
- Immunity 9 (Life support)
- Power reserve 20 (Psychic senses, Psychokinetic flames, Telekinesis, Telepathy; PF: Additional power 2; Drawback: Noticeable)
- Regeneration 9 (Recovery bonus +8, Resurrection [1 week]; Extra: True resurrection; Flaw: Uncontrolled)
- Psychokinetic flames (Array 18; PF: Alternate power 3)

-- Base power: Psionic firebird (Energy aura 8 [fire]; PF: Selective)
-- AP: Healing 8 (PF: Stabilize; Extra: Resurrection, Total)
-- AP: Teleport 18 (Anywhere in the same galaxy; Extra: Accurate; Flaw: Long-range only)
-- AP: Transform 7 (Extra: Duration 1 [continuous]; Flaw: Distracting, Requires mental grapple)[/i]

Equipment: Military commlink (as Commlink plus Subtle 1 [scrambler]; 2ep), X-men uniform (Protection 3 [subtle 1] + Immunity 2 [heat & cold, Half-effect]; 5pp)

3ep in mission specific equipment

Combat: Attack +5 (+9 with telekinesis); Damage +0 (Unarmed), or by power of choice; Defense +8 (+3 Flat-footed); Initiative +6

Saves: Toughness +12/+4 without force field (+1 without costume), Fortitude +5, Reflex +5, Will +9 (+14 vs mental effects)

Drawbacks: Involuntary transformation (to Dark Phoenix, if the Phoenix Force is abused [Uncommon, Will DC20 +1 for minute of use of the Phoenix Force]; -4pp), One-way transformation (days to come back from the Dark Phoenix; -3pp)

Abilities 22 + Skills 13 (52 ranks) + Feats 12 + Powers 157 + Combat 20 + Saves 12 - Drawbacks 7 = 229

Complications: Guilt (killed people as the Dark Phoenix), Love (Scott and/or Logan), Responsibility (keeper of the Phoenix Force)


:arrow: Jean is another character who has come along way from her starts, but in this case it isn't necessarily a good thing. Even if if I've come to hate the character over the years, I'm quite satisfied with this build, the two arrays gave her a measure of flexibility and the Phoenix Force can be used to boost up (with some risks), and she is only 4pp over playable

:arrow: the combat stats are intended for the baseline (PL10) Jean, obviously using the Phoenix Force she will boost up into the cosmic arena

:arrow: the Involntary transformation Drawback is priced at 1pp more than it should given that it came into play practicly at GM discretion as long as the Phoenix Force is in use and with an increasing intensity too

:arrow: the Dark Phoenix will probably be a separate build or a future update, she will start at PL15 and go on possibly to PL20 through a boost effect
Last edited by Woodclaw on Fri Jun 18, 2010 1:05 pm, edited 1 time in total.
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