Batgirl III's 3E Thread (Doc Ock, Vulture, Electro)

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Re: Batgirl III's Character Thread (Namor vs. Doctor Marvel!)

Post by Psistrike »

Very nice Picard build, just wondering why you placed his Intellect so high. Always saw him as being highly intelligent but not quite that high. His Investigation should be +10, Treatment should be +11 with his Intellect.

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Re: Batgirl III's Character Thread (Namor vs. Doctor Marvel!)

Post by Batgirl III »

Min/Maxing :wink:

His Intellect is basically inflated because skill ranks cost more. Every character in ST:TNG has a wide swath of intellectual skills and talents. Rather than pay to raise them all up, I can just combine a hgh base state with fewer ranks and a couple choice Advangates.

Then again, in one episode Jean-Luc Picard waxes poetic about how he enjoys trying to prove Fermat's last theorem in his spare time. Plus, the Federation is a society where algebra and trigonometry are a part of primary school... these folk are smart.
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Re: Batgirl III's Character Thread (Namor vs. Doctor Marvel!)

Post by Batgirl III »

Image
WAR MACHINE
Marvel Cinematic Universe
Power Level 10 ( 163 PP)
Iron Man 2 wrote:[After reviewing Hammer's inventory of weapons.]
Rhodes: I'll take it.
Hammer: Which one?
Rhodes: All of it.
ABILITIES
Strength 2(14) Stamina 1(4) Agility 2 Dexterity 2
Fighting 4 Intellect 3 Awareness 3 Presence 3

POWERS
War Machine Armor (Array; 97 PP Base) (Flaws: Removable [-1 per 5]) [ 77 PP Total ]
Armor Protection 10 (Extras: Impervious Toughness [10]) [ 20 PP ]
Arc Reactor Enhanced Strength 12; Enhanced Stamina 3 [ 27 PP ]
Boot Jets Flight 10 (500/1000/2000 MPH) (Partial Flaws: Distracting [2 Ranks], Concentration [1 Ranks]; Quirk [Limited Altitude]) [ 16 PP ]
Computer Assist Targeting Enhanced Advantage 1 (Ranged Combat [1]); Enhanced Skill 4 (Ranged Attack [Repulsor] +6; [Firearms +1]; Perception +1) [ 5 PP ]
Sealed Enviroment Immunity 10 (Life Support) [ 10 PP ]
Repulsor Gauntlets Damage 6 (Extras: Ranged, Split [1]) [ 13 PP ]
AE: Repulsor Stabilization Feature 3 (Buy Off Partial Flaws on Flight) [ 1 PP ]

EQUIPMENT (Array; 20 EP Total)
40-mm Melkor Grenade Launcher Damage 5 (E: Area [Burst (30')], Ranged) [ 15 EP ]
7.62-mm Minigun Damage 5 (E: Accurate [2], Multiattack, Ranged, Penetrating [3]; F: Distracting) [ 1 EP ]
"Ex-Wife" Bunker Buster Damage 10 (E: Area [Line (5' x 30')], Ranged, Penetrating [5]; F: Tiring, Unreliable) [ 1 EP ]
FN2000 Assault Rifle Damage 5 (E: Multiattack, Ranged) [ 1 EP ]
M24 Shotgun Damage 4 (E: Accurate [2], Multiattack, Ranged, Penetrating [2]; F: Diminished Range [10/25/50 (1)]) [ 1 EP ]
P90 5.7-mm Submachine Gun Damage 4 (E: Multiattack, Ranged, Penetrating [3]) [ 1 EP ]

ADVANTAGES
Accurate Attack (1), Benefit [Air Force Officer], Connected, Defensive Roll (2), Equipment (4), Improved Aim, Ranged Combat (3)

SKILLS
Acrobatics 2 (+4), Athletics 4 (+6 / +18), Close Combat [Unarmed] 2 (+6), Expertise [Accounting] 3 (+6), Expertise [Military Sciences] 7 (+10), Insight 3 (+6), Intimidation 5 (+8), Perception 3 (+6 / +7), Persuasion 7 (+10), Ranged Attack [Firearms] 4 (+9 / +11), Ranged Attack [Repulsor] 6 (+12), Vehicles 6 (+8)

DEFENSE
Dodge (4) Base 2
Parry: (4) Base 0
Fortitude: (7/4) Base 3
Toughness: (16/14/3/1) Base -
Will: (8) Base 5

WORKSHEET
Attack: 6 Effect: 14 (Unarmed) Total: 20
Attack: 12 Effect: 8 (Repulsor) Total: 20
Attack: -- Effect: 5 (Grenades) Total: 5 (of 10)
Attack: 15 Effect: 5 (Minigun) Total: 20
Attack: -- Effect: 10 (Ex-Wife) Total: 10 (of 10)
Attack: 11 Effect: 5 (Rifle) Total: 16
Attack: 15 Effect: 4 (Shotgun) Total: 19
Attack: 11 Effect: 4 (SMG) Total: 15

Dodge 4 Toughness 16 Total: 20
Parry 4 Toughness 16 Total: 20
Fortitude 7 Will 8 Total: 15


ABILITIES [ 40 pp ] + SKILLS [ 23 pp ] + ADVANTAGES [ 13 pp ] + POWERS [ 77 pp ] + DEFENSES [ 10 pp ] = 163 PP TOTAL

:arrow: If Justin Hammer really did include all of the firearms that proposed for the suit, armaments would be: dual sub-machine guns, an M24 shotgun, an FN2000 assault rifle, a 40-mm Melkor grenade launcher, the Ex-Wife bunker buster, the 7.62-mm Minigun... and a 9-mm pistol. I left the pistol out of my build, because, really? Feel free to tack on the one extra equipment point to add it to the array if you want.

:!: BTW, that photograph up above? Yeah, that's a cosplayer... not CGI.
Last edited by Batgirl III on Tue Oct 30, 2012 12:52 pm, edited 1 time in total.
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Re: Batgirl III's Character Thread (Namor vs. Doctor Marvel!)

Post by Bladewind »

Batgirl III wrote:"Ex-Wife" Bunker Buster Damage 10 (E: Area [Line (5' x 30')], Ranged, Penetrating [5]; F: Tiring, Unreliable) [ 1 EP ]
Bw-ha-ha-ha-ha !

:D

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I vant my burd.

Post by Batgirl III »

Image
IVAN VANKO
Marvel Cinematic Universe
Power Level 11 ( 175 PP)
Iron Man 2 wrote:Ivan Vanko: What your family did to mine in forty years, I will do to yours in forty minutes.
ABILITIES
Strength 3(14) Stamina 2(5) Agility 2 Dexterity 2
Fighting 6 Intellect 9 Awareness 3 Presence 3

POWERS
Whiplash Armor (Array; 87 PP Base) (Flaws: Removable [-1 per 5]) [ 70 PP Total ]
Armor Protection 10 (Extras: Impervious Toughness [10]) [ 20 PP ]
Arc Reactor Enhanced Strength 12; Enhanced Stamina 3 [ 27 PP ]
Boot Jets Flight 8 (500 MPH) [ 10 PP ]
Sealed Environment Immunity 10 (Life Support) [ 10 PP ]
Whip Coils Extra Limbs 1 (E: Continuous, Reach [3]); Enhanced Advantages 3 (Improved Grab, Fast Grab, Improved Trip) [ 8 PP ]
Whiplash Damage 2 (Strength-based; E: Penetrating [5], Reach [3]) [ 10 PP ]
AE: Disruption Nullify Technological 7 (E: Broad, Concentration, Reach [3]; F: Grab-Based, Reduced Range [Close]) [ 1 PP ]
AE: Whip Shield Immunity 20 (Energy Effects; F: Limited [Half Effect], Limited [Ranged Attacks]); Protection 1; Dodge 2 [ 1 PP ]

ADVANTAGES
All-Out Attack, Benefit [Cipher], Connected, Eidetic Memory, Favored Foe [Powered Armor], Improved Initiative (1), Improvised Tools, Inventor, Languages [English, Base: Russian] (1), Power Attack, Skill Mastery [Technology]

SKILLS
Close Attack [Unarmed] 2 (+8), Deception 7 (+10), Expertise [Science] 9 (+16), Insight 2 (+5), Intimidation 5 (+8), Investigation 1 (+10), Perception 6 (+9), Persuasion 2 (+5), Technology 9 (+18), Vehicles 3 (+5)

DEFENSE
Dodge (6/4) Base 2
Parry: (6) Base 0
Fortitude: (6/3) Base 1
Toughness: (16/15/2) Base -
Will: (12) Base 9

WORKSHEET
Attack: 8 Effect: 14 (Unarmed) Total: 22
Attack: 6 Effect: 16 (Whiplash) Total: 22
Attack: 6 Effect: 7 (Nullify) Total: 13

Dodge 6 Toughness 16 Total: 22
Parry 6 Toughness 16 Total: 22
Fortitude 6 Will 10 Total: 16


COMPLICATIONS
Relationship: Ivan Vanko vants his Burd.

ABILITIES [ 60 pp ] + SKILLS [ 22 pp ] + ADVANTAGES [ 11 pp ] + POWERS [ 70 pp ] + DEFENSES [ 12 pp ] = 175 PP TOTAL

:idea: The stats above reflect Ivan Vanko at the end of Iron Man 2 when he was in the Whiplash Powered Armor, for his more iconic appearance earlier in the film with just the plasma whips, take away his Device above and replace it with the following:
Iron Man 2 wrote:Whiplash Harness (Array; 20 PP Base) (Flaws: Removable [-1 per 5]) [ 16 PP Total ]
Whip Coils Extra Limbs 1 (E: Continuous, Reach [3]); Enhanced Advantages 3 (Improved Grab, Fast Grab, Improved Trip) [ 8 PP ]
Whiplash Damage 2 (Strength-based; E: Penetrating [5], Reach [3]) [ 10 PP ]
AE: Disruption Nullify Technological 7 (E: Broad, Concentration, Reach [3]; F: Grab-Based, Reduced Range [Close]) [ 1 PP ]
AE: Whip Shield Immunity 20 (Energy Effects; F: Limited [Half Effect], Limited [Ranged Attacks]); Protection 1; Dodge 2 [ 1 PP ]
:arrow: Ivan Vanko exploits the Iron Man armor's most obvious flaws -- it relies heavily on maneuverability, speed, and range. Iron Man is tremendously strong but isn't all that great in a Grapple against an opponent that can match his Strength and bring some melee skill... and Vanko is a damn good brawler for a power armored archetype.
Last edited by Batgirl III on Tue Oct 30, 2012 12:50 pm, edited 1 time in total.
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Re: Batgirl III's Character Thread (War Machine, Ivan Vanko)

Post by Psistrike »

Ivan Vanko, definatelly someone to face with ranged weapons. Only the foolish or arrogant would face him up close if it can be avoided. His Expertise: Science should be +18 total.
Also I've noted on Iron Man, War Machine and Ivan Vanko that you have the Arc Reactor giving them Enhanced Strength and Stamina but at 1 pt./rank intead of 2 pt./rank and no Flaw of note to reduce the cost. Would have noted them sooner but eyes have been acting up the last few days. :|

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Re: Batgirl III's Character Thread (War Machine, Ivan Vanko)

Post by Batgirl III »

Aw, crud... Nope, I just bungled that on Iron Man and have repeated my mistake when I copied the build for the other two.
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Re: Batgirl III's Character Thread (War Machine, Ivan Vanko)

Post by Arthur Eld »

About the Doc Marvel/Namor fight, Namor probably should have used his Recover action early on to get rid of that Staggered condition. Probably would have made a huge difference.

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Re: Batgirl III's Character Thread (War Machine, Ivan Vanko)

Post by Batgirl III »

Image
GRABOID
Tremors Franchise
Power Level 8 ( 105 PP)
Obscurus Lupa wrote:This is a series about people who really don't want to move.
ABILITIES
Strength (8) Stamina (8) Agility -2 Dexterity -2
Fighting 8 Intellect -1 Awareness -1 Presence -2

POWERS 17+7+6+10+31+12=
Huge Size Growth 8 (+8 STR, +8 STA, -4 DEF; +1 Speed; +4 Intimidate; E: Innate; F: Permanent) [ 17 PP ]
Subterranean Burrowing 8 (16 MPH; F: Limited [Sand and Soil]); Movement 1 (Slithering; E: Innate; F: Permanent) [ 7PP ]
Thick Hide Protection 4 (E: Impervious [8]) [ 12 PP ]
Tremorsense Senses 6 (Tactile: Accurate [0], Extended [x10, 1], Penetrates Concealment [4], Radius [0], Ranged [1]) [ 6 PP ]
Tentacles Enh. Advantages 6 (Benefit [Ambidexterity], Improved Grab, Improved Hold; Reach [3]); Extra Limbs 1 (E: Reach [3]) [ 10 PP ]
Swallow Whole Affliction 6 (Resist: Dodge; Hindered and Vulnerable, Defenseless and Immobilized, Paralyzed and Unaware; E: Accurate (2), Cumulative, Extra Condition, Increased Duration [Continuous], Progressive; F: Grab-Based, Instant Recovery, Limited [Size Rank -2 or Less] [ 31 PP ]

ADVANTAGES
Benefit [Ambidexterity], Improved Grab, Improved Hold

SKILLS
Perception 10 (+9)

DEFENSE
Dodge (4) Base 8
Parry: (4) Base 0
Fortitude: (8) Base 0
Toughness: (12) Base -
Will: (8) Base 9

WORKSHEET
Attack: 8 Effect: 8 (Unarmed) Total: 16
Attack: 10 Effect: 6 (Swallow) Total: 16
Dodge 4 Toughness 12 Total: 16
Parry 4 Toughness 12 Total: 16
Fortitude 8 Will 8 Total: 16


COMPLICATION
Nemesis: Burt Gummer.
Disability: Graboids are mute, have no limbs apart from their tentacles, and are completely blind.
Stench Graboids have a powerful stench, which is easily identified even by regular human olfactory senses.
Vulnerable: Graboids are vulnerable to Auditory dazzles, taking an extra degree of damage against them and also sometimes dealing an extra Affliction.

ABILITIES [ 0 pp ] + SKILLS [ 5 pp ] + ADVANTAGES [ 0 pp ] + POWERS [ 83 pp ] + DEFENSES [ 17 pp ] = 105 PP TOTAL

BACKGROUND
Tremors is a 1990 horror/comedy film about subterranean monsters. It is awesome. It is considered a cult classic for the way it plays with the typical monster movie tropes. It was directed by Ron Underwood and it spawned two sequel movies, a short-lived TV series, and a prequel movie.

In the first movie, Tremors, the citizens of the isolated desert town of Perfection, Nevada find themselves under siege by "Graboids" (as they name them) massive subterranean worm-monsters who hunt prey by sensing ground-vibrations. It falls to two redneck handymen, Val and Earl (Kevin Bacon and Fred Ward), to save the town. The graboids are a fictional species of sandworm that acts as the primary antagonist throughout the Tremors film franchise and television series.

Graboids are depicted as subterranean animals, superficially resembling gigantic worms or grubs, with long, serpentine bodies. When fully grown, a graboid will measure up to 30 feet (9.1 m) long, and 6 feet (1.8 m) across at their widest point, and weigh 10-20 tons. Graboids completely lack eyes; they do not need them, due to living underground. Their heads consist of a massive, black, armored beak, which is used to push aside the dirt whilst digging. The beak opens up like a grotesque flower; it consists of a wide upper jaw, a thinner lower jaw, and a pair of hooked mandibles on either side.

Graboids have a trio of long, powerful, serpent-like tentacles, which are prehensile and have a reach of at least ten feet. Each of these tentacles (which have been loosely compared to functioning like the creature's tongue) terminates in a toothed mouth of its own. It is unclear if they actually bite off and swallow food on their own, or if they are simply used for getting a better grip on prey so it can be dragged into the gullet. Normally kept retracted in the graboid's throat, these tentacles were initially mistaken for the actual creatures, causing the characters in the first Tremors film to underestimate their underground opponents. The Graboid's common name is derived from these prehensile tentacles, which "grab" prey and suck it back down the graboid's hungry gullet. At times, these tentacles appear to have minds of their own, hissing and writhing like snakes. Food is typically swallowed whole, though early in the original Tremors film, they are shown to dismember and decapitate their prey.

A Graboid's hide is thick and leathery, with a rough, pebbly texture, giving them a reptilian appearance (though they are not reptiles). This makes them very hard to kill with anything short of saturation bombing or large-bore rounds. Graboids possess immense physical strength, able to topple over mobile homes, tow along an object heavy as a pickup truck without slowing down, smash through brick walls and pull an entire station wagon underground. Encircling their bodies are short spikes, which all move in unison to push the graboid through the dirt, similar to the setae on an earthworm. They are able to burrow faster than a human can run; a graboid in Tremors 3: Back to Perfection was able to keep pace with Burt's truck. With armored head and mobile spikes working together in unison, a graboid can "swim" through the loose soil at high speed like a shark in the water, though they are incapable of tunneling through solid rock. Graboids have distinctive orange blood. Graboids also have a powerful stench, which is made evident on several occasions throughout the first film. Though underplayed in the 2nd and 3rd films, the graboid's stench becomes a critical plot point in Tremors 4; Juan is able to identify the graboids as being the unseen killers in the silver mines later in the film due to them sharing the same vile odor.

:arrow: If you haven't seen Tremors, you need to. Obscurus Lupa Presents has an epic sets of reviews for the full franchise, you can find the first on at this link.
Last edited by Batgirl III on Mon Oct 29, 2012 9:25 pm, edited 1 time in total.
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Re: Batgirl III's Character Thread (Graboid)

Post by Psistrike »

Loved the Tremors movies, still keep missing the 4th one set in the wild west though. Haven't seen them in years but they are the type of monsters that make me scared to ever go into a prarie or desert. As prehistoric creatures, their is a chance they could have existed and might even still exist somewhere out there. :shock: Wish the tv series had lasted longer, Sci Fi didn't give it a real chance.

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Re: Batgirl III's Character Thread (Graboid)

Post by Earth-Two_Kenn »

Psistrike wrote:Wish the tv series had lasted longer, Sci Fi didn't give it a real chance.
Curiously, I interpret that statement as a sign that it must have been pretty good.
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Re: Batgirl III's Character Thread (Graboid)

Post by Batgirl III »

Earth-Two_Kenn wrote:
Psistrike wrote:Wish the tv series had lasted longer, Sci Fi didn't give it a real chance.
Curiously, I interpret that statement as a sign that it must have been pretty good.
It was Tremors as a tv show... and it was exactly the sort of comedy / horror monsterfest that that implies. If you enjoy the Tremors films enough to want to watch an entire season of 45-minute Tremors-esque romps, then you'll like it.

When Roger Ebert wrote his review for the third Mummy flick, he said this: "Moviegoers who knowingly buy a ticket for 'The Mummy: Tomb of the Dragon Emperor' are going to get exactly what they expect: There is a mummy, a tomb, a dragon and an emperor. And the movie about them is all that it could be."

In an odd way, that sums up Tremors: the Series is exactly what it says it is. People who like this sort of thing, will find it is the sort of thing they like.
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It's (not) a Guuundaam!

Post by Batgirl III »

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MAD CAT
Battletech Universe
Power Level 10 ( 120 PP)
Backcover of 'Total Warfare' sourcebook wrote:It is the 31st century, a time of endless wars that rage across human-occupied space. As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction’s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior’s skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate.
ABILITIES
Strength 0(10) Stamina -- Agility 2 Dexterity 0
Fighting 5 Intellect 0 Awareness 0 Presence 0

POWERS
Battle Mech (Array; 128 PP Base) (Flaws: Removable [-1 per 5]) [ 103 PP Total ]
Armored Behemoth Growth 10 (Size 0, Speed +1; +10 STR, +10 TOU, -5 DEF; Mass 10; +5 Intimidate, -8 Stealth; E: Innate, Increased Mass [2]; F: Permanent, Quirk: [Replaces Strength and Stamina]) [ 20 PP ]
Advanced Stabilization Movement 1 (Sure-Footed [1]); Speed 3 (4*) (30 MPH*; Bonus +1 from Growth) [ 5 PP ]
Ferro-Fibrous Armor Protection 2 (E: Impervious 10[/i]) [ 12 PP ]
Laser Comm System Communication 2 (Short Range, Auditory; E: Subtle; F: Limited [Line of Sight]) [ 7 PP ]
Sealed Environment Immunity 30 (Fortitude Effects) [ 30 PP ]
Sensors and Radar Senses 6 (Visual: Analytical [2], Direction Sense [1], Low Light [1]; Auditory: Radio [1], Ultra-Hearing [1]); Remote Sensing 7 (Half Mile; Visual) [ 20 PP ]

Dual LRM-20 Damage 10 (E: Area [Burst, 30'], Homing [2], Perception Ranged, Penetrating [3]; F: Check Required [Technology DC15]; Unreliable [5 Uses]) [ 30 PP ]
Dual ER Large Lasers Damage 10 (E: Accurate [2], Extended Ranged [500/1000/2000], Ranged, Penetrating [6], Split [1]) [ 1 PP ]
AE: Dual ER Medium Lasers Damage 8 (E: Accurate [3], Extended Ranged [400/800/1600], Ranged, Penetrating [5], Split [1]) [ 1 PP ]
AE: Medium Pulse Laser Damage 8 (E: Accurate [1], Multiattack, Ranged, Penetrating [5]) [ 1 PP ]
AE: Anti-Infantry HMGs Damage 6 (E: Accurate [4], Multiattack, Ranged, Selective) [ 1 PP ]

ADVANTAGES
Assessment, Defensive Attack, Die Hard, Improved Initiative, Move-by Action

SKILLS
Vehicle 5 (+5), Close Attack [Battle Mech] 5 (+10), Expertise [Tactics] 2 (+2), Ranged Attack [Battle Mech] 6 (+6)

DEFENSE
Dodge (8) Base 11
Parry: (8) Base 8
Fortitude: Immune
Toughness: (12) Base -
Will: (10) Base 10

WORKSHEET
Attack 10 Effect 10 (unarmed) Total: 20
Attack - Effect 10 (LRM-20) Total: 10 (of 10)
Attack 10 Effect 10 (Lrg Laser) Total: 20
Attack 12 Effect 8 (Med Laser) Total: 20
Attack 8 Effect 8 (Pulse Laser) Total: 16
Attack 14 Effect 6 (HMGs) Total: 20

Dodge 8 Toughness 12 Total: 20
Parry 8 Toughness 12 Total: 20
Fort. N/A Will 10 Total: 10

ABILITIES [ 4 pp ] + SKILLS [ 9 pp ] + ADVANTAGES [ 5 pp ] + POWERS [ 103 pp ] + DEFENSES [ 29 pp ] = 150 PP TOTAL

Production Information
Model Name: Timber Wolf
Alt. Designation: Mad Cat
Model: Prime
Class: Heavy
Manufacturer: Wolf Clan
Introduced: 2945
Cost: 24,233,124 C-bills
Technical specifications
Mass: 75 tons
Height: 12.5m
Chassis: Type W3 Endo-Steel
Armor: Composite A-2 Ferro-Fibrous
Engine: Starfire 375 XL
Speed: 86.4 km/h
Jump Jets: None

BACKGROUND
The Timber Wolf is a fast and heavy war-machine known as an OmniMech. It uses its speed and firepower to engage an enemy at the range of its choosing, with its default weapons configuration the Timber Wolf features a well blended mix of energy and missile weaponry; primarily extended-range lasers and long range missile racks that give the Timber Wolf considerable firepower at medium and long range. A pair of LRM-20 racks supplemented by two Extended Range Large Lasers make up the bulk of the Timber Wolf's firepower. The Timber Wolf also has an array of lighter, shorter ranged weaponry for use once the 'Mech draws closer to its prey: two ER Medium Lasers and a Medium Pulse Laser. Finally, it has two Machine Guns for point defense against infantry. Even on the modern battlefield the primary configuration of the Timber Wolf is a force to be reckoned with.

Vaguely resembling a cross-over between the Marauder (MAD) and Catapult (CAT ) series of BattleMechs, the Timber Wolf was tagged with its alternate designation reporting name "Mad Cat" on first contact by defending forces. (The targeting computer on Phelan Kell's Wolfhound' switched between MAD and CAT when trying to identify it; Precentor Martial Anastasius Focht later officially designated it "Mad Cat."

:arrow: The Timber Wolf (a.k.a. Mad Cat) is one of the most iconic units in Battletech, and possibly the most famous of mecha not from Japan. It is feature on the cover of the BattleTech Compendium and Technical Readout: 3050, as well as on the 20th Anniversary Classic BattleTech logo and the MechWarrior videogame series icon. Its distinctive silhouette is found on a thousand other pieces of merchandise as well.

:idea: I am a casual fan of Battletech, at best, I've got the basic rulebook for the most recent edition and a half-dozen `Mechs all painted (I'm partial to the Marauder chassis). But I play maybe once in a blue moon... Still, Severance's recent run of Gundam designs had me wondering what the beloved Mad Cat would look like in M&M3e. I'm sure hardcore Battletech fans can see a hundred things I got wrong, but this works well enough for me.
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Re: Batgirl III's Character Thread (Graboid, Mad Cat)

Post by Devastation Bob »

Yay for Tremors! Now let's see Lo-Pan.
We really shook the pillars of heaven, didn't we, Wang? --Jack Burton

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Re: Batgirl III's Character Thread (Graboid, Mad Cat)

Post by Batgirl III »

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SUPERHERO TEAMS OF EARTH-IV
Background of the Earth-IV Campaign Setting
Col. Nick Fury wrote:There was an idea. To bring together a group of remarkable people. So when we needed them, they could fight the battles that we never could.
THE JUSTICE LEAGUE INTERNATIONAL
Headquarters: Greenwich, United Kingdom
Legal Status: UN Chartered Peacekeeping Organization
Also Known As: "The League"

The Justice League International is the Earth's most powerful and premier superhero team, a strike force comprised of the Earth's greatest champions. They act as stalwart protectors of human rights and international law; Earth's first line of defense against terrestrial and extra-terrestrial threats. There have been many members over the years and several incarnations of the team. The original group was founded in September 2001 by Aquaman, Batman, Superman, and Wonder Woman; the Flash and Green Lantern joined soon after. The Batman famously left the team in 2011, one year after Captain America was added to the roster. The United Nations recognized the group as an official, semi-autonomous peacekeeping organization in 2010.
  • Current Roster:
  • Superman Clark Kent, team leader
  • Black Panther T'Challa
  • Captain America Steve Rogers
  • Captain Marvel Billy Batson
  • Wonder Woman Donna Troy
  • Flash, The Wally West
  • Green Lantern Hal Jordan
  • Spider-Man Peter Parker
THE AVENGERS
Headquarters: New York City, United States
Legal Status: US Federal Marshals
Also Known As: S.H.I.E.L.D. Special Worldwide Operations Rapid Deployment Team-07

The seventh such strike force organized by the United States government since World War II. Overseen by S.H.I.E.L.D., S.W.O.R.D. Team-07 was originally meant to be a military program. Director Nick Fury succesfully reorganized the program as a domestic law-enforcement initiative shortly before recruiting its original members in 2009-2010. Comprised of the America's mightest heroes, they are meant to put the national interest of the United States first and foremost, unlike the global focus of The Justice League. They were given their more popular name, The Avengers, by late member Janet van Dyne (The Wasp) just prior to their 2009 fight against invading aliens during the Loki Incident. The original membership is largely unchanged, although Captain America left early on to join the JLI (he was replaced successfully by Nightwing).
  • Current Roster:
  • Col. Nick Fury Nick Fury, team leader
  • Nightwing Dick Grayson, field leader (Husband of Oracle)
  • Black Widow Natasha Romanov
  • Green Arrow Oliver Queen
  • Hulk Bruce Banner
  • Iron Man Tony Stark
  • Thor Don Blake
THE TITANS
Headquarters: Gotham City, United States
Legal Status: Unauthorized Vigilantes
Also Known As: "Teen Titans", "The Birds"

The Titans are a group of Earth's youngest heroes, who operate on special missions across the world. They were created in the 1990s by the original Robin (now Nightwing), Batgirl (now the computer expert Oracle) and Spider-Man, although their membership has rotated over the years. Today Oracle see's the teams primary mission as training and mentoring young heroes and fighting the sort of international crime that is too difficult for local authorities and yet too mundane to concern the League: arms smuggling, the drug trade, human trafficking, etc. Based in Gotham City's Clock Tower, they were Originally funded by the Batman as an extension to his "family" of crime-fighters, they are largely independent of him now.
  • Current Roster:
  • Oracle Barbara Gordon-Grayson, team leader (Wife of Nightwing)
  • Robin Tim Drake, field leader
  • Batgirl Stephanie Brown
  • Hawkeye Katherine Bishop
  • Stature Cassie Lang
  • Shadowcat Kitty Pryde
THE FANTASTIC FOUR
Headquarters: Metropolis, United States
Legal Status: Registered International Aid Agency
Also Known As: "The FF," "Ego, Inc.", Four Freedoms Foundation
  • Current Roster:
  • Mr. Fantastic Reed Richards, team leader (Husband of Invisible Woman)
  • Human Torch II Frankie Richards (Husband of Supergirl)
  • Invisible Girl II Valerie Richards
  • Thing, The Ben Grimm
  • Supergirl Linda Danvers-Richard (Wife of Human Torch)
THE X-MEN
Headquarters: San Fransisco, United States
Legal Status: Deputized officers of the San Fransisco Sheriff
Also Known As: "Task Force X"

Secreted inside the Xavier Institute for Higher Learning, this team consists only of mutants brought together by Prof. Charles Xavier. Professor X created his original haven in his Westchester mansion to train young mutants to use their powers for the benefit of humanity, and to prove mutants can be heroes. After its destruction by anti-mutant forces in 2008, the entire team relocated to more-tolerant California. Earth's most uncanny heroes are determined safeguard their fellow mutants and to protecting a world that hates and fears them.
  • Current Roster:
  • Professor X Charles Xavier, team leader
  • Cyclops Scott Summers, field leader
  • Angel Warren Worthington
  • Beast Hank McCoy (Husband of Duplicate Girl)
  • Duplicate Girl Lorna Durgo-McCoy (Wife of Beast)
  • Iceman Bobby Drake
  • Phoenix Jeay Grey
THE OUTSIDERS
Headquarters: None
Legal Status: Unauthorized Vigilantes
Also Known As: "Batman, Inc."

Created by the Batman, who purposefully recruited several of the more militant and aggressive anti-heroes, the Outsiders have been described as Earth's darkest heroes.
  • Current Roster:
  • Batman Bruce Wayne
  • Catwoman Selena Kyle
  • Daredevil Matt Murdock
  • War Machine James Rhodes
  • Wolverine James Logan
Last edited by Batgirl III on Sat Nov 03, 2012 1:44 pm, edited 2 times in total.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.

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