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

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#269 Original Character: H-Girl

Postby Woodclaw » Wed Sep 08, 2010 12:58 am

Image
You'd better stop, or there will be some heavy consequences

H-Girl
Amanda Everett

Power Level: 8 (120pp)

Abilities: STR: 10/30 (+0/+10), DEX: 14 (+2), CON: 14 (+2), INT: 14 (+2), WIS: 14 (+2), CHA: 16 (+3)

Skills: Acrobatics 1 (+3), Computers 3 (+5), Diplomacy 2 (+5/+9), Drive 1 (+3), Knowledge (physical sciences) 3 (+5), Knowledge (popular culture) 3 (+5), Language - (Native: English), Notice 2 (+4), Search 2 (+4), Sense Motive 3 (+5)

Feats: Attack Specialization 1 (Unarmed Attack), Attractive 1, Dodge Focus 3, Environmental Adaptation 2 (High/Low Gravity), Improved Sunder, Interpose

Powers:

Gravitational Control (Array 10; PF: Alternate Power 3, Subtle 1 [requires Gravitic sense to detect]; 24pp)
- Base Power: Environmental control 8 (High Gravity, 1000' radius)
- AP: Environmental control 8 (Low Gravity, 1000' radius)
- AP: Gravitational Well (Flight 5; Extra: Affect Others, Area [Burst, General])
- AP: Grav-Band (Deflect 6 [all ranged attacks]; PF: Progression 2 [Increase Area]; Extra: Area [Shapeable, General]; Flaw: Distracting)


Heavy Element Physique (Container 8 [passive]; 40)
- Density 10 (Weight x10; Extra: Duration 1 [Continuous]; Flaw: Permanent)
  • Immovable 4 (Extra: Unstoppable)
  • Super-strength 3 (Heavy Load: 6.5 tons; PF: Bracing, Energy Blast [Gravitational Pulse])
- Protection 3


Combat: Attack +4 (+6 Unarmed); Damage +10 (Unarmed), or by power of choice; Defense +6 (+2 Flat-footed); Initiative +2

Saves: Toughness +10 (Impervious 5), Fortitude +5, Reflex +3, Will +4

Abilities 22 + Skills 5 (20 ranks) + Feats 9 + Powers 64 + Combat 14 + Saves 6 + Drawbacks 0 = 120

Complications:
  • Accident (weight): Amanda isn't used to her current weight, which has caused her multiple accidents and embarrasing episodes
  • Prejudice (mutant)
  • Secret (powers): Amanda struggles to keep her powers secret, fearing that her father will use her as a guinea pig if he ever find out


:arrow: H-Girl was at first a test of skill, an attempt to combine two different archetypes (environmental controlled and paragon/powerhouse) into a single playable character, I think that the result is quite good

:arrow: Amanda's lifting strength is 6.5 tons under normal circumstances, by using her gravity manipulation abilities she can improved it by lowering the local gravity field

:arrow: the Energy Blast PF works like the Heat Vision PF created by Taliesin but with different descriptors

Background

Amanda Everett is the daughter of professor Ronald Everett one of the world foremost experts on the properties of super-heavy atoms. For almost all of his life professor Everett has been obessessed with the idea of synthesizing a new element - that the usually referred to as the Heavy Element - a non-radioactive transuranic element. The scientific community at large regarded this as a intersting theoretical exercise, but not much more realistic than the philosopher's stone. For 10 years professor Everett tried and failed growing more and more obsessed every day, an obsession that costed him his chair as associate professor and almost his marriage.
In a last attempt to salvage their relationship Martha, his wife, sealed his lab while he was away at a conference. This saved their marriage, forcing Ronald to slow down and pay a little more attention to the world around him. About two years later Amanda was born, her father was extremly proud and thought she was the real coronation of his career, little he knew how right he was. Due to his experiments, Ronald had absorbed an amount of unusual radiations and chemical, not enough to alter him in a radical way, but enough to cause a mutation in his offspring.
Amanda was a mutant possessing the same properties that her father was trying to create, her body was denser and stronger than normal, and this makes her into a small gravitational anomaly. Lucky for her these power doesn't manifest before she was 12 - when her density started to increase at geometric progression over the space of one year - so she was already smart enough to know to keep them secret. Still she told to her mother for help.
While she had no desire of being a superheroine Amanda was dragged into the business after she run into the Next-Gen and was officially invited to the Claremont Academy. Thanks to her mother vocal support - she thought it as a good opportunity and a good way to keep her out of the reach of her father - Amanda enlisted at the accademy. Today she is still there studing, she isn't officially part of Next-Gen but, like many students, she keeps a spare costume for emergencies.
Last edited by Woodclaw on Thu Sep 09, 2010 12:16 am, edited 1 time in total.
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Re: Woodclaw's - Ghoul; Originals: Brightstar, Sniper, H-Girl

Postby JackGiantkiller » Wed Sep 08, 2010 7:19 am

Good stuff, Woodclaw. The fantasy stuff is good, and faithful to folklore. I also like H-Girl quite a bit.
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Re: Woodclaw's - Ghoul; Originals: Brightstar, Sniper, H-Girl

Postby Woodclaw » Wed Sep 08, 2010 12:22 pm

JackGiantkiller wrote:Good stuff, Woodclaw. The fantasy stuff is good, and faithful to folklore. I also like H-Girl quite a bit.


Thnaks, I'm currently trying to finish some other fantasy build, but it seem that I've burned that part of my building skill for the moment.
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#270 Original Character: Naga, the Poisoner

Postby Woodclaw » Thu Sep 09, 2010 12:33 pm

Naga was my first public build ever (the first version is here) so I figured it was time to gave her a little polishing and reworking.

Image
Image from self-replica gallery on DeviantArt

Naga, the Poisoner
Mitsuwa Akiko

Power Level: 8 (139pp)

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

Skills: Acrobatics 5 (+9), Bluff 6 (+8), Climb 5 (+7), Concentration 3 (+6), Craft (chemical) 4 (+7), Diplomacy 4 (+6), Disable Device 4 (+7), Disguise 5 (+7), Drive 1 (+5), Escape Artist 5 (+9), Gather Information 4 (+6), Investigate 1 (+4), Knowledge (current events) 3 (+6), Knowledge (life sciences) 4 (+7), Knowledge (shinobi lore) 3 (+6), Knowledge (streetwise) 3 (+6), Knowledge (tactics) 2 (+5), Language 3 (Chinese [Shangai], English, Korean; Native: Japanese), Medicine 4 (+7), Notice 3 (+6), Pilot 1 (+5), Search 3 (+6), Sense Motive 4 (+7), Stealth 4 (+8), Survival 3 (+6), Swim 5 (+7)

Feats: Acrobatic Bluff, Assessment, Benefit 3 (Alternate identities), Blind-Fight, Connected, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Elusive Target, Equipment 4, Move-by Action, Prone Fighting, Quick Draw 1, Skill Mastery 1 (Acrobatics, Craft [chemical], Disguise, Stealth), Sneak Attack 1, Throwing Mastery 2, Uncanny Dodge 1 (Auditory)

Challenges: Accelerated Stealth 1, Lip Reading, Perfect Balance, Slip Between Cover 2, Vanishing

Powers:

Mithridatism (Immunity 1 [poison]; 1pp)
Poison Reserve (Device 3 [hard to lose]; 12pp)

Devices:

Poison Reserve (15pp of effects)
- Array 6 (PF: Alternate power 3, Subtle 1; Extra: Linked [to weapon attacks]; Drawbacks: Action 1 [power switch])
-- Base Power: Anaesthetic Poison (Stun 6; PF: Sedation; Extra: Poison, Sleep; Flaw: Limited [the target must fail the linked weapon save], Unreliable [5 uses])
-- AP: Hallucinatory Poison (Dazzle 6 [all senses]; Extra: Alternate Save [Fortitude], Poison; Flaw: Limited [the target must fail the linked weapon save], Range 1 [touch], Unreliable [5 uses])
-- Paralyzing Poison (Paralyze 6; Extra: Alternate Save [Fortitude], Poison, Flaw: Limited [the target must fail the linked weapon save], Unreliable [5 uses])
-- Pyrogen Poison (Drain 6 [all physical traits]; Extra: Poison; Flaw: Limited [the target must fail the linked weapon save], Unreliable [5 uses])


Equipment: Ninja Armor (Protection 3 [Subtle 1]; 4ep), Camo Clothing (1ep)

Ninja Arsenal (array; 13ep)
- Kurozan [masterwork shikomizue] (+2 slashing damage; crit 18; 10' [thrown]; Mighty, Disguised, Masterwork, Subtle 1 [blackened blade])
- Han-Kyu [half-bow] (+2 piercing damage; crit 20; 40'; Mighty 2)
- Kaginawa [grappling hook] (Snare 4; 40' [2 Increments]; Tether, Limited [one Snare at a time])
-- AP: Super-movement 1 [Swinging]
- Nekode [climbing claws] (+1 piercing damage; crit 19; Mighty, Limited manipulation)
-- AP: Super-movement 1 [wall-crawling 1]
- Shuriken (+1 piercing damage; crit 20; 20' [thrown]; Autofire 1)
- Smoke Grenades (Obscure 4 [50', visual]; 20' [thrown]; Ricochet 1)


2ep in mission specific equipment

Combat: Attack +8; Damage +2 (Unarmed), or by weapon of choice; Defense +9 (+4 Flat-footed); Initiative +4

Saves: Toughness +7/+4 without armor (+5/+2 Flat-footed), Fortitude +6, Reflex +6, Will +6

Abilities 32 + Skills 23 (92 ranks) + Feats 32 + Powers 13 + Combat 30 + Saves 9 + Drawbacks 0 = 139

Complications:
  • Honor (Way of the Shinobi): Naga still upholds the old code of the Shinobi, she serve her master with complete loyalty, doing what he/she can't do
  • Quirk (no random killing): while Naga was raised to do whatever is necessary to finish the job she seem to be unable - or unwilling - to kill random people on her way to the objective
  • Responsibility (legacy of the Snake): Naga is one of the last living and trained members of the four ancient clans, as such she has to uphold the legacy of the Snake
  • Rivalry (the Crows): there is an ongoing feud between the Snake and the Crow clan, while it hasn't spread to total warfare yet, the tension is building


:arrow: Naga was an old attempt of mine to see how a more "realistic" ninja would have done in a superhero game. While the Ki/Chi based semi-mystic powers are fine but, in the long run, they looked a little abused and unoriginal to me. So I went back to basic making Naga a poison using martial artist/spy, thanks to her skill and feats she can pull some of the classic ninja tricks (sort of like Batman)

:arrow: this version of the character is a lot less extreme that the first, but she has more or less the same characteristics

:arrow: originally I made the Poison Reserve as adevice since it packed some pretty wicked tricks inside it, given that I had it depowered in this version it might be worty to make it into a piece of equipment (which will save 9pp from the whole character)


Background

The history of Naga started long before she was born, since the Heian era a certain number of warrior clans in Japan specialized themselves into stealth warfare techniques, recording techniques, preparing soldiers and developing a complex network of contacts across the early Japan. While these techniques were considered unsavoty and their practicioner were usually regarded as men who lacked in honor, they survived and even prospered across time, up until the 15th century when the mercenary ninja clans became a major power in the Sengoku Jidai era. Then, something unforseen happened, the troops of the Oda clan (until then a relativily minor power) attacked the provinces of Iga and Koga, almost destorying the clans. Part of the survivors flee to the mountains of Kii and joined their forces with Tokugawa Ieyasu. Others simply faded away, among these there were 4 families who were entrusted some of the greatest secrets of all the clans. The families decided to go separate way each one carring a piece of the legacy, each one bound to a vow not to use these knowledge again. To better keep the secret each family started to refer to its legacy under the name of an animal: Crow, Rat, Scorpion and Snake.
Centuries passed, the shogunate rose and felt and the Meiji Restoration wiped out the old order, but the clan endured remaining in hiding and passing their knowledge to a selected few, until after WW2. The bombs on Hiroshima and Nagasaki wiped out the Rat and the Scorpion clan forcing the Crow and the Snake clan to call their first general meeting in more than a century. The loss of both comrades and knowledge was terrible, but the heads of the clans couldn't come to an agreement, the distance between them was too great. As a result the Snake clan associate itself with the organized crime provinding mercenary assassins, while the Crow clan offered his services to the legitimate powers.
A shadow war was building and in this scenario Naga was born. A deep interst in biology and chemistry, not to mention an incredible level of dexterity and coordination, made her the natural candidate to be trained by the Poison Master of the Snake clan.
Naga is a study in contrasts, she's practicly a spy born and raised. She almost never knew any other life, yet she's extremly good at simulating, maybe even a little too much. She was trained to serve without discussion, to be cold blooded killer, yet she is unable - or unwilling - to simply eliminate people who pose an obstacle unless they attack her first.
Actually Naga isn't her chosen codename, matter of fact she didn't have one, but after her first serie of homicides, one of the policeman on the case started to refer to the killer as such and the name simply stuck to her.
Last edited by Woodclaw on Sat Sep 11, 2010 3:44 am, edited 2 times in total.
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Re: Woodclaw's - Ghoul; Originals: Brightstar, Sniper, H-Girl

Postby JackGiantkiller » Thu Sep 09, 2010 1:02 pm

Why a Hindu name for a Japanese character, Woodclaw? Might want to point out in her BG why she chose a name not native to her culture.
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Re: Woodclaw's - Ghoul; Originals: Brightstar, Sniper, H-Girl

Postby Xarathos » Thu Sep 09, 2010 1:05 pm

That is a SWEET ninja, right there. :D

Nice work.
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Re: Woodclaw's - Ghoul; Originals: Brightstar, Sniper, H-Girl

Postby Woodclaw » Thu Sep 09, 2010 11:40 pm

JackGiantkiller wrote:Why a Hindu name for a Japanese character, Woodclaw? Might want to point out in her BG why she chose a name not native to her culture.


Actually I didn't choose the name, the frist version of the character was a request from Weasel-Fierce, he was the one who choose it and it sort of sticked to the character, but you have a point I'll add some BG note about the name.

Xarathos wrote:That is a SWEET ninja, right there. :D

Nice work.


Thanks, right now I'm almost over with my generic originals, I should probably revise one or two more, then I'll probably go back to the DCAU for a while, or maybe I'll try something from Marvel.
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#271 Original Character: Scavenger

Postby Woodclaw » Sat Sep 11, 2010 1:09 am

Another revision for one of my oldest builds, like Sniper this one was posted with a different name at first, overall the original design still appeals me, but I noticed that I could squeeze a lot more from the character.

Image
Maniped from a DMAC image

The monster within the beast

Scavenger
Hanna Sawyer

Power Level: 10 (155pp)

Abilities: STR: 30/12 (+10/+1), DEX: 12 (+1), CON: 12 (+1), INT: 16 (+3), WIS: 14 (+2), CHA: 14 (+2)

Skills: Bluff 4 (+6), Climb 3 (+9/+4 [without armor]), Computers 3 (+6), Craft (electronic) 5 (+8), Craft (mechanical) 5 (+8), Disable Device 3 (+6), Drive 4 (+5), Gather Information 5 (+7), Knowledge (physical sciences) 5 (+8), Knowledge (tactics) 3 (+6), Knowledge (technology) 6 (+9), Language 1 (German; Native: English), Notice 3 (+5), Pilot 2 (+3), Search 2 (+5), Sense Motive 6 (+8), Swim 4 (+10/+5 [without armor])

Feats: Assessment, Eidietic Memory, Equipment 3, Improved Initiative 1, Master plan, Well-Informed

Powers:
Switchbox Neural Interface (Features 1; 1pp)

SCV-394-B power-armor (Device 24 [Hard to lose]; PF: Restricted 1 [needs a Switchbox interface to be piloted]; Drawbacks: Temporary Disability [no fine manipulation; -2]; 95pp)


Devices:

SCV-394-B power-armor (120pp of effects)
- Enhanced Strength 10
- Growth 4 (Large; Extra: Duration 1 [Continuous]; Flaw: No CON Increase, Permanent)
- Environmental Seal (Immunity 9 [Chemical Effects, Environmental Condition (all), Suffocation (all)]; Drawbacks: Power Loss [if the armor is breached; -1])
- Hydraulic power structure (Super Strength 4 [Heavy load: 25 tons]; PF: Dynamic, Dynamic Alternate power 3, PF: Environmental Adaptation 1 [underwater])
-- DAP: Hovercraft Propulsion System (Flight 4 [250 mph]; Drawbacks: Low Ceiling 2)
-- DAP: Hydrojets (Swimming 7 [250 mph])
-- DAP: Jump Jets (Leaping 6 [jumping distance x100])

- Iridium reinforced shell (Protection 11; Extra: Impervious 6)
- On-Board radio (Communication 5 [5 miles]; 5pp)
- Sensor suite (Super senses 10 [Blindsight (Sonar), Direction sense, Distance sense, Infravision, Radio, Time sense])
- Tactical computer (Enhanced Attack 6 + Enhanced Feats 6 [Dodge Focus 6])
- Weapon Systems (Array 12; PF: Alternate Power 5)
-- Base Power: Titanium-tipped claws (Strike 2 (PF: Mighty, Crushing Pin, Improved Grapple, Improved Grab, Improved Pin; Extra: Penetrating [6 ranks])
-- AP: Harpoon (Snare 8; PF: Thetered)
-- AP: Multi-Launcher Anti-Tank Shell (Blast 8; Extra: Area [Explosion, Targeted, 4 ranks], Penetrating [4 ranks])
-- AP: Multi-Launcher Mini-Grenades Barrage (Blast 5; PF: Progression 2 [Area x5]; Extra: Area [Shapeable, Targeted], Autofire 1)
-- AP: Multi-Launcher Smoke/Ink Grenade (Obscure 5 [Visual]; PF: Slow Fade 1; Extra: Independent)
-- AP: Multi-Launcher Tear Gas Grenade (Linked: Dazzle + Nauseate; Extra: Area [Explosion, General])
  • Dazzle 4 (Visual)
  • Nauseate 4 (Extra: Range 1 [Ranged]; Flaw: Sicken)


Equipment: Cell phone (1ep), PDA (1ep), Multitool (1 ep), Rebreather (1 ep), Undercover Shirt (Protection 2 [Subtle 1]; 3ep)

Beretta M-92 (+3 Ballistic Damage; crit 20; 30'; Laser sight, Full Power, Lethal Only; 5ep)

3 ep in mission specific equipment

Combat: Attack +7/+2 without armor; Damage +12 (claw) or by power/weapon of Choice; Defense +7/+3 without armor (+2 flat-footed); Initiative +5

Saves: Toughness +12 (Impervious 6)/+3 without power-armor/+1 wthout Undercover Shirt, Fortitude +5, Reflex +3, Will +6

Drawbacks: Normal identity (Hanna Sawyer [one minute to start up the armor]; -5pp)

Complications:
  • Disability (imperfect Switchbox): the Switchbox is till a protorype and, recently, has started to malfunction with increased frequency, causing Hanna prolonged headaches and localized vertigos, a problem that she hasn't figured out how to resolve, yet.
  • Rivalry (Gen-Soldiers): Hanna bears a considerable resentment toward the Gen-Soldiers, considering them partly responsible for the closure of the Scavenger Project

Abilities 20 + Skills 16 (64 ranks) + Feats 8 + Powers 96 + Combat 10 + Saves 10 - Drawbacks 5 = 155

:arrow: while UP states that flight works as swim when underwater, but I never was too comfortable with that idea, so I choose to AP the two effects

:arrow: the no fine manipulation drawback is mean to simulate that the suit claws, which are more or less a pair of massive crab pincers, it's impossible to execute any delicate operation with them

:arrow: I listed the undercover vest under the equipment section, even it's useless as long as Hanna is inside the armor, since she usually wears it when on the field

:arrow: technically the Switchbox makes Hanna unft for the Normal Identity Drawback, but given its extremly limited functions, I ignored the restriction

:arrow: outside the armor Hanna is barelly a PL 3 fighter that relies heavily on her pistol and bulletproof jacket to stay alive


Full name: Hanna Sawyer
Nationality: U.S. citizen, wanted for suspected treason
Birth: August 3rd 1979, New Orleans, Lousiana
Profession: agent of the Cabal (former U.S.Navy researcher)

Background
Hanna Sawyer was one of the many researchers employed by the U.S. Navy and Marine Corps for a secret project aimed to develop a prototype amphybious battle suit. Due to shortage of personel, costs and technical problems, the project was releagated to a secondary role, becoming a virtual second banana to the Army Gen-Soldier project. Compelled to regain her lost credibility, Hanna focused on the suit main problem: the human-machine interface. She projected a cybernetic interface device - nicknamed the Switchbox - that enabled the pilot to employ direct neural control on the suit main functions. Still she lacked the founds to create a prototype. It was at this time that she was contacted by a secretive organization - which called itself the Cabal - that offered her the founds to create the prototype in exchange for certain favours (like smuggling certain data from the Gen-Soldier facility), Hanna promptly accepted.
Unfortunatly for her, the project was shut down before she was able to complete her prototype. Enraged, she decided to take a step further, she finished the Beta version of the Switchbox and installed it in her own body. Then she destroyed all the key data, making herself the only person capable of using the SCV-394-B "Scavenger" armor. Using her status as one of the researchers, she stole the armor and defected to the Cabal, becaming one of their superpowered agents.
While the Cabal continued to recruit new agents Hanna was forced to fight alongside some subjects to the Gen-Soldier project and discovered, with a lot of disgust for her part, that her analytical and stratecical thinking was a natural complement to the more gung-ho leadership of many of them.

:arrow: NOTE: the Cabal can be used as a cover up for any number of secretive organizations, depending on the setting, from Hydra to the S.H.A.D.O.W., even a fringe group from A.E.G.I.S.
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#272 DC Animated Universe: Captain Atom

Postby Woodclaw » Sun Sep 12, 2010 11:25 am

I still have a couple of originals under revision, but since I've just finished this build (which took me months to figure out properly) I just wanted to post it

Image
Green Arrow: Is that a containment suit?
Captain Atom: Mmm-hm. I'm not flesh and blood anymore, just living energy.
Green Arrow: That wouldn't be nuclear energy, would it?
Captain Atom: With a name like "Captain Atom," what do you think?
Green Arrow: I think you're what I marched against back in college.


Captain Atom
Captain Nathaniel Adams

Power Level: 11* (178pp)

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

Skills: Bluff 3 (+4), Computers 3 (+4), Concentration 4 (+6), Craft (mechanical) 3 (+4), Diplomacy 4 (+5), Drive 3 (+5), Intimidate 6 (+7), Knowledge (tactics) 6 (+7), Language - (Native: English), Notice 5 (+7), Pilot 6 (+8), Profession (soldier) 6 (+8), Search 4 (+5), Sense Motive 4 (+6), Stealth 3 (+5), Survival 4 (+6)

Feats: Attack Focus 3 (melee), Attack Specialization 1 (Radiation Control), Benefit 3 (rank: Captain [U.S. Air Force]), Benefit 1 (Security Clearance), Diehard, Dodge Focus 2, Improved Aim

Military Close Quater Combat (fighting style): All-Out Attack, Chokehold, Defensive Attack, Improved Block 1, Improved Grab, Power Attack, Set-Up, Stunning Attack, Teamwork 1

Powers:

Energy Being (Immunity 30 [Fortitude Saves]; 30pp)
Flight 7 (1000 mph; Dynamic, Dynamic Alternate Power 1; 17)
- DAP: Super-strength 6 (Heavy load: 120 tons; PF: Countering Punch)
Radiation Control (Array 13; PF: Alternate power 4, Improved Critical 2, Precise, Variable Descriptor [any radiation]; 34)
- Base Power: Enhanced Strength 26
- AP: Blast 13
- AP: Blast 8 (Extra: Penetrating)
- AP: Blast 8 (Extra: Area [explosion, general])
- AP: Damage 11 (Extra: Area [line, general])

Radiation Sponge (Absorbtion 13 [Radiations, Healing]; PF: Alternate power 1; Extra: Power Magnet; Flaw: Limited Energy [radiation only], Personal, Side-effect 1 [energy in excess will Drain Suit's Protection]; 14pp)
- Radiation Sponge (Absorbtion 13 [Radiations, Boost (Radiation Control)]; PF: Alternate power 1; Extra: Power Magnet; Flaw: Limited Energy [radiation only], Personal, Side-effect 1 [energy in excess will Drain Suit's Protection])

Dilusteel Containment Suit (Device 4 [hard to lose]; 16pp)

Devices:

Dilusteel Containment Suit (20pp of effects)
- Protection 13 (Extra: Impervious [7 ranks])

Combat: Attack +6 (+8 Radiation Control, +9 melee); Damage +13 (Unarmed), or by power of choice; Defense +9 (+4 Flat-footed); Initiative +2

Saves: Toughness +13 (Impervious 7), Fortitude [immune], Reflex +5, Will +6

Drawbacks: Involuntary Transformation (into free energy if the Suit is ruptured [Common, Irresistible]; -5pp)

Abilities 2 + Skills 16 (64 ranks) + Feats 21 + Powers 111 + Combat 26 + Saves 7 - Drawbacks 5 = 178

Complications:
  • Accident (suit rupture): the result of a suit rupture is invariably a major nuclear detonation as Cap trasnforms into free energy. Usually the HP earned this way is used to increase his Flight speed to reach the outer space before going nuclear
  • Reputation (stuck-up military): as a result of his long military service, Cap is one of the most stuck-up members of the League
  • Responsibility (to U.S. Air force): Cap is a reserve officier of the U.S. Air Force, something that usually clash with his duties to the League


:arrow: it was never too clear to me if the Dilusteel suit is really a part of Cap's power or a Device, given his representation into the DCAU I went for the second option. The DCAU version is considerably less powerful, being more of a flying blaster/brick combination than the almost-god he is in the comics

:arrow: Captain Atom is listed at PL11, but his real PL is practicly open-ended. Potentially he can boost himself into super-high PLs by absorbing large amount of radiations, still this ability has its limits, if he absords too much eergy all at once the Dilusteel Suit will fall apart until it ruptures

:arrow: the Accident Complication and the Diehard Feat are part of a safety mechanism, Cap gets a HP when the suit ruptures, which is usually spent to increase his Flight power and reaching the outer space before going nuclear

:arrow: the Countering Punch feat simulates a lesser form of Absorbtion meant just to let him deflect incoming attacks
Last edited by Woodclaw on Sun Sep 12, 2010 12:17 pm, edited 1 time in total.
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Re: Woodclaw's - Originals: Naga, Scavenger; DCAU: Captain Atom

Postby Aboleth11 » Sun Sep 12, 2010 12:16 pm

Yay! More DCAU builds :)
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Re: Woodclaw's - Originals: Naga, Scavenger; DCAU: Captain Atom

Postby Woodclaw » Mon Sep 13, 2010 1:43 am

Aboleth11 wrote:Yay! More DCAU builds :)


Glad you like it, there are more coming (even if not at a very high speed).
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Woodclaw's - Originals: Naga, Scavenger; DCAU: Captain Atom

Postby Sand Fox » Mon Sep 13, 2010 3:16 am

I really like these builds of yours, Woodclaw. The DCAU ones and the original characters, particularly H-Girl. Good work, and sorry I didn’t post sooner.

Sincerely, Sand Fox
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For the wrath of man worketh not the righteousness of God.
"

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Re: Woodclaw's - Originals: Naga, Scavenger; DCAU: Captain Atom

Postby Woodclaw » Mon Sep 13, 2010 3:27 am

Sand Fox wrote:I really like these builds of yours, Woodclaw. The DCAU ones and the original characters, particularly H-Girl. Good work, and sorry I didn’t post sooner.

Sincerely, Sand Fox


Thanks Sand (for some reason H-Girl seem to be a very popular character, I wonder why :wink:). For the DCAU, I have a couple of other builds ready, but at the moment I'm really struggling with another proplem. I've finally understood how the Holding Back Drawbacks really works and I don't like it at all. I mean I have to cut 2 to 6 level of PLcaps or (not AND as I originally thought) 30-90pp worth of abilites from a character and I get 1 to 3 pp back for that with a major clause about when I can use them... it really seem unbalanced to me, so I'm reworking the basic of it.
As a consequence I have to rework both Superman and Supergirl and they'll probably be a lot more expensive that they already are (ouch). I'm also thinking about revising Batman and Hawkgirl a little.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#273 DC Animated Universe: Deadman

Postby Woodclaw » Mon Sep 13, 2010 9:21 am

Image
What's the point of being a flippin' ghost if you can't even sneak up on people?

Deadman
Boston Brand

Power Level: 8 (164pp)

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

Skills: Acrobatics 8 (+12), Bluff 5 (+7), Concentration 3 (+6), Diplomacy 5 (+7), Gather Information 5 (+7), Knowledge (arcane Lore) 5 (+6), Knowledge (popular culture) 7 (+8), Language - (Native: English), Notice 3 (+6), Perform (circus acrobat) 8 (+10), Search 3 (+4), Sense Motive 5 (+8), Sleight of Hand 1 (+5), Stealth 2 (+6)

[Climb 4, Swim 4; usable only while possessing someone]

Feats: Acrobatic Bluff, Attack Focus (melee) 3, Benefit 1 (Direct Inspiration), Dodge Focus 3

Powers:

Ghost (Container 16 [passive]; PF: Innate; 81)
  • Concealment 10 (All senses; PF: Close Range; Extra: Duration 1 [continuous]; Flaw: Permanent; Power loss [Against mystic senses; -1])
  • Immunity 30 (Fortitude Saves)
  • Insubstantial 4 (Incorporeal; Extra: Duration 1 [continuous]; Flaw: Permanent)
  • Levitation (Flight 4 [100 mph]; PF: Alternate Power 1)
    • AP: Super-movement 2 (Dimensional 2 [mystical dimensions])

Possession 10 (30pp)
Super-senses 1 (Mystical Awareness; 1pp)

Combat: Attack +3 (+6 melee); Damage +0 (Unarmed), or by power of choice; Defense +10 (+4 Flat-footed); Initiative +4

Saves: Toughness +0, Fortitude [immune], Reflex +7, Will +7

Abilities 0 + Skills 17 (68 ranks) + Feats 8 + Powers 112 + Combat 20 + Saves 7 + Drawbacks 0 = 164

Complications:
  • Obsession (passing on): Boston really want to pass on into the afterlife, but for the moment he is stuck here
  • Responsibility (Balance the Scales): Rama Kushna has charged Boston to balance the scales, more or less acting as universal kharmic equalizer
  • Responsibility (Monks of Nanda Parbat): Boston is linked with the monks of Nanda Parbat and somehow charged with the responsibility of avenging The Master's future demise

:arrow: Deadman is a really mixed bag, I like the idea, the characterization, even the reasoning behind his costume (which looks silly but very appropriate), still I can hardly see him holding a whole serie alone, while he makes a great addition to any story or team

:arrow: Boston had only a single appearence in the DCAU, but enough to guess that his abilities were roughly the same of his comic-book counterpart

:arrow: Boston is obviously horribly overpriced, given the simple cost of being a Ghost

:arrow: the Direct Inspiration feat simulate the hints he sometimes gets from Rama Kushna (ok, that he rarely gets)

:arrow: I kept the Mystical Awareness power outside his ghost form since he seem to keep some amount of supernatural insight even when possessing someone
"Yes, it's a bloody flying alligator setting fire to my city!"

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#274 DC Animated Universe: Deadshot

Postby Woodclaw » Tue Sep 14, 2010 12:40 am

Continuing the curretly DCAU builds, this time we're going to do something patriotic for a chance, so meet TASK FORCE X

Image
Bang, you're dead.

Deadshot
Floyd Lawton

Power Level: 9 (135pp)

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

Skills: Acrobatics 3 (+7), Bluff 7 (+9), Climb 4 (+7), Concentration 6 (+8), Craft (mechanical) 7 (+9), Diplomacy 4 (+6), Disable Device 6 (+8), Drive 3 (+7), Gather Information 6 (+8), Intimidate 6 (+8), Knowledge (streetwise) 7 (+9), Knowledge (tactics) 6 (+8), Language 1 (French; Native: English), Notice 6 (+8), Perform (trick shooting) 9 (+11), Profession (mercenary) 7 (+9), Search 3 (+5), Sense Motive 6 (+8), Sleight of Hand 7 (+11), Stealth 4 (+8), Survival 4 (+6), Swim 4 (+7)

Feats: Accurate Attack, Attack Focus 4 (ranged), Bank Shot 1, Benefit 1 (Masterful Shot [Demoralize with Perform]), Defensive Roll 2, Dodge Focus 3, Dual Wielding 1 (Wrist Magnums), Equipment 6, Finding the Weak Spot, Rain of Lead (Firearms), Improved Aim, Improved Critical 3 (Firearms), Improved Initiative 1, Improved Ranged Disarm, Lionheart 1, Power Attack, Precise Shot 2, Quick Draw 2, Sneak Attack 1, Sniper, Ultimate Aim, Uncanny Dodge 1 (Visual)

Equipment: Costume (Protection 3 [Subtle 1]; 4ep), Scope Eye (Binocular + NVG; 2ep)

Arsenal (array; 12ep)
- Sniper Rifle (+5 ballistic damage; crit 19; 250'; Targeting Scope, Flash Suppressor, Sound Suppressor, Full Power, Lethal Only)
- Paired Wrist Magnum (+4 ballistic damage; crit 20; 40'; Masterwork, Sound Suppressor, Full Power, Lethal Only)
- Custom SMG (+4 ballistic damage; crit 20; 40'; Laser Sight, Full Power, Lethal Only)


6ep in mission specific equipment

Combat: Attack +7 (+11 Ranged); Damage +3 (Unarmed), or by weapon of choice; Defense +10 (+4 Flat-footed); Initiative +8

Saves: Toughness +8/+5 without armor (+5/+3 Flat-footed), Fortitude +6, Reflex +7, Will +5/+9 [Lionheart]

Abilities 32 + Skills 29 (116 ranks) + Feats 37 + Powers 0 + Combat 28 + Saves 9 + Drawbacks 0 = 135

Complications:
  • Deathwish: Deadshot seem to really have a deathwish, the more dangerous the job the more he likes it
  • Honor (never call off a contract): Deadshot never ever calls off a contract, no matter the cost or the risk
  • Obligation (to the Task Force X): Deadshot is currently in service to the Suicide Squad, at least until he finishes to pay for his crimes, or he finds a way to deactivate the nanite explosive in his body
  • Reputation (world's greatest sniper): Deadshot is notorious as one of the world's finest assassins and, possibly, the greatest sniper alive

:arrow: Deadshot had just two or three appearences in the DCAU, but enough to gave a decent outline of his skills and personality

:arrow: PL9 might not look like much, but there are some considerations, first Deadshot usually targets normal people not superhumans, and at PL9 he is pretty much at the top of the food chain; second he came just one PL under Green Arrow in terms of offensive power and that PL is GA super-specialzation with the bow; third, using a combination of Finding the Weak Spot, Power Attack and Sneak Attack, Deadshot can send a bullet right through Superman's Impervious Toughness without using Kryptonite or Magic

:arrow: the Benefit Masterful Shot allow Deadshot to execute Demoralize action using Perform (trick shot) instead of Intimidate, with all the usual restrictions

:arrow: Rain of Lead is the same as the Rain of Arrows feat from W&W, but applied to firearms, I usually prefer to apply it to a specific weapon/attack, rather tahn allowing to use it on any avaible (sort of a mix with Attack Flurry)

:arrow: since Deadshot already has Improved Aim, the Targeting Scope is a little pointless, my personal HR is that a character with both the feat and scoped weapon can Aim as a Move Action, or keep the Dodge Bonus while Aiming as a Full Action
Last edited by Woodclaw on Tue Sep 14, 2010 2:08 pm, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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