Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

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Jabroniville
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Postby Jabroniville » Thu Mar 27, 2008 11:00 am

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ICHTHYOSAURS
PL 5 (32)
Minion Rank 3
ST 10/18 (+4) DEX 14 (+2) CON 12/16 (+3) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 4 (+4)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 5, Environmental Adaptation (Underwater), Fast Overrun, Move-By Action

Powers:
Swimming 3 [3]
Immunity 3 (Drowning, Pressure, Cold) (Flaws: Half-Effect) [2]
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
"Thick Skin" Protection 2 [2]
Super-Senses 2 (Darkvision) [2]

Saves:
Toughness +3 (+5 Skin), Fortitude +7, Reflex +5, Will +1

Combat:
Attack +0 (+5 Melee, +4 Size), Damage +4, Defense +5 (+4 Size), Initiative +2

Drawbacks:
Mute [-4]
No Hands [-4]
Can't Move on Land [-4]

Abilities: -6 /Skills: 8--2/ Feats: 8/ Powers: 18 / Saves: 8 /Combat: 10 /Drawbacks: -12 (32)

-Ichthyosaurs (named after the first find, which is actually the smallest of them) are an example of one of the weirdest things I can think of in the entirety of the animal kingdom; Think: where else have THREE different Orders of animals (Reptiles, Fish, and Mammals) all evolved pretty much the extact same appearance and purpose. You've got the dolphins from the mammals, the sharks and assorted other similar fish, and these guys, the reptiles of the sea, that've evolved with flippers, tail fins, dorsal fins, and long snouts and mouths. Bizarre stuff. This fits about a medium-sized Ichthyosaur (pretty much all of them have silly, too-long names so I won't bother to list them), and is basically like a shark, but without the raw power of it's bite, and can see perfectly in darkest water (it's got the hugest eyes of any vertebrate).
-Other Dinosaurs: Take away the Growth, and you've got the basic Ichthyosaurus from which this type of animal is named. But add some, and you've got the bigger variants.
Last edited by Jabroniville on Mon May 18, 2009 7:54 pm, edited 2 times in total.

Jabroniville
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Postby Jabroniville » Thu Mar 27, 2008 11:18 am

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ELASMOSAURUS
PL 6 (39)
Minion Rank 3
ST 10/26 (+8.) DEX 12 (+1) CON 12/20 (+5) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 4 (+4)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 5, Environmental Adaptation (Underwater)

Powers:
Swimming 3 [3]
Immunity 3 (Drowning, Pressure, Cold) (Flaws: Half-Effect) [2]
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]
Elongation 3 (Flaws: Neck Only, Permanent) [1]
"Thick Skin" Protection 2 [2]
Super-Senses 1 (Low-light Vision) [1]

Saves:
Toughness +5 (+7 Skin), Fortitude +9, Reflex +6, Will +1

Combat:
Attack +1 (+6 Melee, +4 Size), Damage +8, Defense +6 (+4 Size), Initiative +1

Drawbacks:
Mute [-4]
No Hands [-4]
Can't Move on Land [-4]

Abilities: -6 /Skills: 8--2/ Feats: 6/ Powers: 26 / Saves: 9 /Combat: 14 /Drawbacks: -12 (39)

-Elasmosaurus is the biggest of the known Plesiosaurs, and is often considered the closest thing to the 'real' Loch Ness Monster (though it couldn't hold it's head in any of the famous 'Nessie' poses). It's a big beast, but is longer than it is massive (ie. it has Growth 8, but it's neck goes way further than that), making it slightly less terrifying that you've been led to believe. And like the big pterosaurs, there's no way it's swallowing a human being whole. Much too small a head and neck. But still, I sure as hell wouldn't want to meet one.
-Other Dinosaurs: This is the largest Plesiosaur, but most of the others are pretty much like it, and lots are smaller.
Last edited by Jabroniville on Sat Nov 28, 2009 2:22 am, edited 4 times in total.

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Postby Jabroniville » Thu Mar 27, 2008 12:24 pm

Orcs & Goblins- Rare Troops
-Orcs get two of the coolest Rare things in the game; Trolls and a Giant! Trolls are probably the best "Big Guy" unit in the game (my short-hand for all the larger-based man-shaped units- Trolls, Ogres, Minotaurs, Kroxigor, etc.), with Troll Vomit and Regenerating from wounds. Whacky thing about the shift between game systems is that the TROLLS are now more expensive than the GIANT, when you can get 3 Trolls for one Giant in the Warhammer game. That's mostly thanks to the Regeneration & Acid rules being very expensive in M&M, and the Giant's Growth taking up plenty of the cost for his high physical stats. Giants in Warhammer are a random, viciously fun unit, essentially acting as a missile target for most of the game, and on the odd chance you meet the enemy lines, you usually only have one wound left and get killed right away. It's got a ton of special rules in combat, and can dish out an INSANE number of hits if he rolls luckily.

For Mounts, Orcs have tons of options for their characters. There's the Boar & Giant Wolf that the regular troops get to ride, but there's also a Gigantic Spider and Great Cave Squig for the Goblins (Spiders are just really tough versions of the regular ones, and a Cave Squig is like a randomly hopping death machine, but too random to be part of a focused battle plan). The Orcs also get the option of a Wyvern, one of the mighty Flying Monsters of the game, not good enough to beat a Dragon 5/10, but more than enough for most units. Lots of attacks, Poison AND Flight is a deadly combo.

COMMON TROLL
PL 6 (77)
ST 18/26 (+8.) DEX 10 CON 22/26 (+8.) INT 2 (-4) WIS 6 (-4) CHA 6 (-2)
Skills:
Intimidate 4 (+2)
Survival 8 (+4)
Feats:
Attack Focus (Melee) 2, Endurance, Fast Overrun, Fearsome Presence 4, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
"Troll Vomit" Acid 6 (Extras: Penetrating) [24]
Regeneration 13 (Recovery Bonus +3, Bruised 3, Injured 4, Disabled 3) (Feats: Regrowth) (Drawbacks: Power Loss- Fire Attacks -3) [11]
Saves:
Toughness +8, Fortitude +10, Reflex +2, Will +0
Combat:
Attack +2 (+4 Melee, +3 Size), Damage +8, Defense +3 (+2 Size), Initiative +0
Drawbacks:
Semi-Mute [-2]
Abilities: 4/ Skills: 12--3/ Feats: 11/ Powers: 44 / Saves: 2 /Combat: 10 /Drawbacks: -2 (77)

STONE TROLL (PL 6- 97 pts), as Common Troll plus
Powers:
Power Resistance (Magic) 6 [12]
"Rocky Skin" Protection 4 (Extras: Impervious) [8]

RIVER TROLL (PL 6- 97 pts), as Common Troll plus
Powers:
Nauseate 4 (Extras: Duration- Continuous +3) [20]


GIANT
PL 9 (67)
ST 8/32 (+11) DEX 8 (-1) CON 20/32 (+11) INT 4 (-3) WIS 8 (-1) CHA 6 (-2)
Skills:
Intimidate 8 (+6)
Survival 8 (+7)
Feats:
Endurance, Equipment, Fast Overrun, Fearsome Presence 6, Improved Initiative, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
"Yell and Bawl" Sonic Control 4 [8], Nauseate 2 [4] (Linked to Sonic Control)
Equipment:
Giant Club (Strike 3, Mighty)-- 4 pts.
Saves:
Toughness +11, Fortitude +14, Reflex +1, Will +4
Combat:
Attack +6 (+3 Size), Damage +11 (+14 Club), Defense +3 (+2 Size), Initiative +4
Drawbacks:
Semi-Mute [-2]
Abilities: -12/ Skills: 16--4/ Feats: 13/ Powers: 37 / Saves: 9 /Combat: 18 /Drawbacks: -2 (67)

GIGANTIC SPIDER
PL 5 (55)
ST 14/22 (+6) DEX 18 (+4) CON 16/20 (+5) INT 2 (-4) WIS 6 (-2) CHA 8 (-1)
Skills:
Notice 4 (+4)
Survival 4 (+3)
Feats:
Fast Overrun, Improved Overrun, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 3 [3]
Super-Senses 5 (Tremorsense, Darkvision) [5]
"Poison Bite" Drain Constitution 4 (Extras: Poison) [8]
Super-Movement 2 (Sure-Footed, Wall-Crawling 2) [6]
Saves:
Toughness +5, Fortitude +8, Reflex +6, Will +2
Combat:
Attack +4 (+3 Size), Damage +6, Defense +3 (+2 Size), Initiative +4
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: 4/ Skills: 8--2/ Feats: 3/ Powers: 31 / Saves: 9 /Combat: 14 /Drawbacks: -8 (55)

GREAT CAVE SQUIG
PL 6 (45)
ST 14/22 (+6) DEX 16 (+3) CON 20/24 (+7) INT 2 (-4) WIS 6 (-2) CHA 6 (-2)
Skills:
Notice 4 (+4)
Survival 4 (+3)
Feats:
Attack Focus (Melee), Improved Overrun, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Leaping 4 [4]
Super-Senses 2 (Darkvision) [2]
Immunity 5 (Fear Effects) [5]
Saves:
Toughness +7, Fortitude +8, Reflex +3, Will +2
Combat:
Attack +5 (+6 Melee, +5 Size), Damage +6, Defense +4 (+3 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: 4/ Skills: 8--2/ Feats: 2/ Powers: 22 / Saves: 5 /Combat: 18 /Drawbacks: -8 (45)


WYVERN
PL 10 (102)
ST 8/32 (+3/+11) DEX 14 (+2) CON 20/28 (+5/+9) INT 2 (-4) WIS 10 CHA 10
Skills:
Notice 8 (+8)
Survival 4 (+4)
Feats:
Attack Focus (Melee) 7, Endurance, Fearless, Fearsome Presence 6, Improved Grab, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
Protection 5 (Extras: Impervious) [10]
Super-Senses 2 (Extended Vision, Low-Light Vision) [2]
Flight 4 (Drawback: Power Loss- Wings) [7]
Drain Strength 7 (Extras: Poison) [14]
Saves:
Toughness +9 (+14 Protection), Fortitude +12, Reflex +5, Will +5
Combat:
Attack +2 (+9 Melee/+6 Size), Damage +11, Defense +9 (+6 Size), Initiative +1
Drawbacks:
No Hands [-4]
Mute [-4]
Abilities: 4 / Skills: 8--2/ Feats: 13/ Powers: 58 / Saves: 11/ Combat: 22 /Drawbacks: -8 (102)

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Postby Libra » Fri Mar 28, 2008 10:01 am

Keep up the good work Jabroniville. :D
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Postby Jabroniville » Fri Mar 28, 2008 1:34 pm

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PROTOCERATOPS
PL 4 (19)
Minion Rank 2
ST 12 (+1) DEX 10 CON 14 (+2) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 4 (+4)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 4

Powers:
"Neck Frill" Shield 1 [1]
"Thick Skin" Protection 2 [2]

Saves:
Toughness +2 (+4 Skin), Fortitude +4, Reflex +3, Will +1

Combat:
Attack +4, Damage +1, Defense +3 (+4 Frill), Initiative +0

Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Cold) [-1]

Abilities: -6 /Skills: 8--2/ Feats: 9/ Powers: 3 / Saves: 6 /Combat: 14 /Drawbacks: -9 (19)

-One of the weakest dinos, but one of my personal favorites (they're just so CUTE), the Protoceratops was the first known Ceratopsian, and basically no more massive than a person (usually a bit smaller). Though there's that famous fossil of one fighting a Velociraptor to the death during a sandstorm. And y'know, I REALLY wouldn't want to be bit by one.
-Other Dinosaurs: This is basically as small as the frilled-guys get, so adding Growth & power is generally the way to go from here.
Last edited by Jabroniville on Mon May 18, 2009 7:59 pm, edited 1 time in total.

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Postby Jabroniville » Fri Mar 28, 2008 1:49 pm

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STEGOSAURUS
PL 8 (39)
Minion Rank 3
ST 6/30 (+10) DEX 6 (-2) CON 18/30 (+10) INT 2 (-4) WIS 6 (-4) CHA 6 (-2)

Skills:
Notice 4 (+4)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 6, Power Attack, Rage

Powers:
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
"Dorsal Plates" Shield 1 [1]
"Thick Skin" Protection 2 [2]
"Thagomizer" Strike 2 (Feats: Mighty, Improved Critical 2) (Extras: Penetrating 4) [9]

Saves:
Toughness +10 (+12 Skin), Fortitude +11, Reflex -1, Will +1

Combat:
Attack +0 (+6 Melee, +3 Size), Damage +10 (+12 Thagomizer), Defense +5 (+2 Size, +3 Plates), Initiative -2

Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Cold) [-1]

Abilities: -16 /Skills: 8--2/ Feats: 8/ Powers: 37 / Saves: 7 /Combat: 10 /Drawbacks: -9 (39)

-Stegosaurus is the biggest of it's breed, possessing one of the most terrifying animal weapons of all time (so named for it's appearance in a Far Side comic strip- named for the late Thag Simmons) and one of the most distinctive appearances, making it one of the most famous dinos of all time. Though only 39 points (Dinos save points by going Melee-heavy), he's a devastating PL 8, doing way more damage than most heroes on that level ever get to. He's still slow, clumsy, and very, very stupid, but you only get hit by the Thagomizer once.
-Other Dinosaurs: Shrink it down a little and you've got alot of his buddies, like Kentrosaurus.
Last edited by Jabroniville on Mon May 18, 2009 8:01 pm, edited 1 time in total.

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Postby Jabroniville » Fri Mar 28, 2008 3:35 pm

Lizardmen- Special Troops
-The most specialized army in the game next to the Wood Elves, the Lizardmen have a whole bunch of specifically-trained warriors here. Chameleon Skinks are the ultimate Mage-Hunters and such, capable of scouting right into the enemies' line of sight. Terradons and their Riders are among the elite flying units of the game, and best suited to fighting War Machine crews and anyone dumb enough to be out on his own. Kroxigor are one of the best "Big Guy" units, with crushing attacks and high defense. Rounding them out are the Saurus Cavalry, which are one of the deadliest in the game in close-combat (Spears plus strength plus two attacks, plus they ride what are essentially big Raptors). The only weakness every unit possesses is their brutal points-cost, which is the Lizardmen's biggest problem in general.

SKINK SKIRMISHER (PL 4- 32 pts)
Abilities: Dexterity +6, Constitution -2, Wisdom +2, Charisma -2
Skills: Craft 4, Handle Animal 4, Stealth 12, Survival 8
Feats: Attack Focus (Ranged) 2, Environmental Adaptation (Jungle/Swamps), Equipment 3, Evasion, Hide in Plain Sight
Equipment:
Hand Weapon (Strike 2, Mighty), Blowgun (Blast 1, Split Attack; Drain Constitution 4- Extra: Poison)-- 14 pts.
Powers: Immunity 2 (Aging, Drowning) (Flaws: Half-Effect) [1]
Swimming 3 [3]
"Chameleon Skin" Concealment 6 (Visual) (Flaws: Blending) [6]
Combat: Attack +1 (+3 Ranged), Defense +1
Drawbacks: Mute [-2]

SAURUS CAVALRY (PL 6- 41 pts)
Abilities: Strength +10, Constitution +8, Intelligence -2, Charisma -4
Skills: Knowledge (Tactics) 4, Notice 4, Handle Animal 8
Feats: Attack Focus (Melee) 2, Equipment 2, Minion 3 (Cold One), Power Attack, Takedown Attack
Equipment: Hand Weapon (Strike 2, Mighty), Spear (Strike 3, Mighty, Extended Reach 2), Shield (Shield 3)-- 10 pts.
Powers: Immunity 1 (Aging) [1]
"Scaly Skin" Protection 2 [2]
Saves: Will +5
Combat: Attack +3 (+5 Melee), Defense +2
Drawbacks: Mute [-2]

COLD ONES
PL 6 (40)
ST 16/24 (+7) DEX 16 (+3) CON 18/22 (+6) INT 1 (-4) WIS 4 (-3) CHA 6 (-2)
Skills:
Survival 8 (+5)
Feats:
Fast Overrun, Fearless, Fearsome Presence 4, Improved Overrun
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Speed 2 [2]
Super-Senses 2 (Scent, Low-light Vision) [2]
Protection 3 [3]
Saves:
Toughness +6 (+9 Skin), Fortitude +9, Reflex +5, Will +2
Combat:
Attack +3 (+2 Size), Damage +7, Defense +3 (+2 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: 1/ Skills: 8--2/ Feats: 7/ Powers: 16 / Saves: 10 /Combat: 12 /Drawbacks: -8 (40)

TERRADONS
PL 5 (37)
ST 14/22 (+6) DEX 16 (+3) CON 10/14 (+2) INT 2 (-4) WIS 10 CHA 6 (-2)
Skills:
Notice 4 (+4)
Survival 4 (+4)
Feats:
Fast Overrun, Improved Grab, Improved Grapple, Improved Overrun, Move-By Action, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Flight 4 [8]
Saves:
Toughness +2, Fortitude +4, Reflex +7, Will +2
Combat:
Attack +4 (+3 Size), Damage +6, Defense +3 (+2 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: -2/ Skills: 8--2/ Feats: 6/ Powers: 17 / Saves: 8 /Combat: 14 /Drawbacks: -8 (37)

KROXIGOR
PL 8 (59)
ST 18/26 (+8.) DEX 14 (+2) CON 20/24 (+7) INT 4 (-3) WIS 10 CHA 6 (-2)
Skills:
Intimidate 4 (+2)
Survival 8 (+4)
Feats:
Attack Focus (Melee) 2, Endurance, Equipment, Fast Overrun, Fearsome Presence 4, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
"Scaly Skin" Protection 4 (Extras: Impervious) [8]
Equipment:
Great Club (Strike 4, Mighty)-- 5 pts.
Saves:
Toughness +7 (+11 Skin), Fortitude +11, Reflex +3, Will +3
Combat:
Attack +2 (+4 Melee, +3 Size), Damage +8 (+12 Great Club), Defense +3 (+2 Size), Initiative +0
Drawbacks:
Semi-Mute [-2]
Abilities: 12/ Skills: 12--3/ Feats: 12/ Powers: 17 / Saves: 7 /Combat: 10 /Drawbacks: -2 (59)

Jabroniville
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Postby Jabroniville » Sat Mar 29, 2008 7:21 pm

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TRICERATOPS
PL 9 (58)
Minion Rank 4
ST 8/32 (+11) DEX 10 CON 18/30 (+10) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 4 (+4)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 6, Defensive Attack, Diehard, Fast Overrun, Improved Overrun, Interpose, Power Attack, Rage

Powers:
Growth 12 (Feats: Innate) (Flaws: Permanent) [25]
"Horns" Strike 1 (Feats: Mighty, Improved Critical 2) (Extras: Penetrating 8.) [12]
"Neck Frill" Shield 2 [2]
"Thick Skin" Protection 2 [2]

Saves:
Toughness +10 (+12 Skin), Fortitude +13, Reflex +1, Will +3

Combat:
Attack +0 (+6 Melee, +3 Size), Damage +11 (+12 Horns, +14 Rage), Defense +5 (+2 Size, +4 Frill), Initiative +0

Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Cold) [-1]

Abilities: -6 /Skills: 8--2/ Feats: 13/ Powers: 41 / Saves: 7 /Combat: 10 /Drawbacks: -9 (58.)

-Everyone knows this one. The largest of Ceratopsians, the Triceratops is given as the uber-enemy of Tyrannosaurus in dinosaur art since the two were discovered, simply because they were both so epically huge and perfectly set against each other; the Apex Predator versus the Defensive Powerhouse. Triceratops is PL 9 on the charge and in the first couple rounds of combat, and is PL 8 defensively at baseline. This alone makes them remarkably tough, but add to that the fact that they travel in herds (and possess Interpose and various Overrun feats) and you amp up the danger.
-Other Dinosaurs: There are quite a few of the big frilled dinos at this level in size. Most famous are probably Torosaurus (the 'good guy' Dino-Riders mount vs. the Rulons' Triceratopses) and Chasmosaurus, who possessed larger frills, but theres were hollow.
Last edited by Jabroniville on Mon May 18, 2009 7:26 pm, edited 2 times in total.

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Postby Jabroniville » Sat Mar 29, 2008 7:50 pm

"Three suns aligned pour forth their light and fill the archer's bow with might!"

CRYOTEK, of the Spectral Knights
PL 9 (115)
ST 24 (+7) DEX 14 (+2) CON 20 (+5) INT 10 WIS 12 (+1) CHA 10

Skills:
Diplomacy 4 (+4)
Intimidate 6 (+6)
Notice 4 (+4)
Profession (Hunter) 8 (+8.)
Sense Motive 4 (+4)
Survival 2 (+2)

Feats:
All-Out Attack, Attack Focus (Melee) 3, Dodge Focus 2, Improved Critical (Flail), Improved Grapple, Improved Pin, Power Attack

Powers:
"Spectral Knight Armor" Device 5 (hard to lose) [20]
Protection 5 (5)
Morph 5 (Feats: Metamorph) (Drawbacks: Noticeable- Blue Bear) (5)
Growth 4 (12)
Super-Senses 2 (Low-Light Vision, Scent) (2)

"Triple-Headed Flail" Device 2 (easy to lose) [6]
Strike 3 (Feats: Mighty) (Extras: Penetrating) (7)

"Magic Staff" Device 6 (easy to lose) (Flaws: Fades) (Drawbacks: Power Loss- Must Be Speaking -2) [10]
Blast 10 (Extras: Penetrating) (30)

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

Combat:
Attack +5 (+8 Melee), Damage +7 (+10 Flail), Defense +6 (+8 Dodge), Initiative +2

Abilities: 30 / Skills: 28--7/ Feats: 10/ Powers: 36 / Saves: 10 /Combat: 22 (115)

BEAR FORM
PL 9 (100)
ST 28 (+9) DEX 14 (+2) CON 24 (+7) INT 10 WIS 12 (+1) CHA 11

Skills:
Diplomacy 4 (+4)
Intimidate 6 (+6)
Notice 4 (+4)
Sense Motive 4 (+4)
Survival 2 (+2)

Feats:
All-Out Attack, Attack Focus (Melee) 3, Dodge Focus 2, Endurance, Improved Critical (Flail), Improved Grapple, Improved Pin, Power Attack

Powers:
Growth 4 [12]
Super-Senses 2 (Low-light Vision, Scent) [2]

Saves:
Toughness +7 (+12 Armour), Fortitude +11, Reflex +4, Will +5

Combat:
Attack +5 (+8 Melee), Damage +9, Defense +6 (+8 Dodge), Initiative +2

Abilities: 36 / Skills: 20--5/ Feats: 11 / Powers: 14 / Saves: 10 /Combat: 22 (100)


-Cryotek was the 'strong guy' of the Spectral Knights of Visionaries (because in the 80s and 90s, EVERY SHOW had the powerhouse), but was slightly less dumb than they're usually portrayed. He was more headstrong, and prone to violence as a first resort, but he wasn't a knuckle-dragging oaf. He even got to bone the Knights' only chick, Galadria, in an inversion of the common trope pairing The Chick with The Hero in terms of 80s Cartoon Archetypes. He was strong as hell, had a bad-ass flail, and his staff let him call forth this giant blue dude who'd fire a massive arrow to blow up anything it hit. Not bad all around.

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Postby Libra » Sun Mar 30, 2008 9:00 am

Aaaah tricerotops. my favourite dinosaur. By the by chaps, if you look for dinosaurs beyond the common run for your games, take a look here:

http://www.bowdoin.edu/~dbensen/Spec/Index.html
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Jabroniville
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Postby Jabroniville » Tue Apr 01, 2008 9:21 am

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DIPLODOCUS
PL 8 (45)
Minion Rank 3
ST 8/36 (+13) DEX 8 (-1) CON 20/34 (+12) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 4 (+4)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 5, Improved Overrun

Powers:
Growth 14 (Feats: Innate) (Flaws: Permanent) [29]
"Sauropod Neck & Tail" Strike +0 (Feats: Mighty, Extended Reach 5) [6]
"Thick Skin" Protection 2 [2]

Saves:
Toughness +12 (+14 Skin), Fortitude +13, Reflex +0, Will +2

Combat:
Attack +0 (+5 Melee, +2 Size), Damage +13, Defense +5 (+2 Size), Initiative -1

Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Cold) [-1]

Abilities: -6 /Skills: 8--2/ Feats: 6/ Powers: 32 / Saves: 5 /Combat: 10 /Drawbacks: -9 (45)

-Famous as the longest dinosaur ever (that has a complete skeleton, anyways), Diplodocus is only a few feet larger than a basic Triceratops in body, but is one hell of a long bigger when you add the neck and tail. This makes them very strong, long-reaching attackers, but they're among the weakest of the Sauropods.
-Other Dinosaurs: Quite a lot of dinosaurs build like this. Estimates indicate Seismosaurus (if it isn't just a really long Diplodocus) is like this with a few more ranks of Growth, and things like the Mamenchisaurus are applicable also.
Last edited by Jabroniville on Mon May 18, 2009 7:16 pm, edited 1 time in total.

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Postby Jabroniville » Tue Apr 01, 2008 9:24 am

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ALLOSAURUS
PL 9 (50)
Minion Rank 4
ST 12/28 (+9) DEX 12 (+1) CON 20/28 (+9) INT 2 (-4) WIS 10 CHA 6 (-2)

Skills:
Notice 4 (+4)
Survival 4 (+4)

Feats:
Attack Focus (Melee) 8, Power Attack

Powers:
Growth 8 (Feats: Innate) (Flaws: Permanent) [17]
"Theropod Bite" Strike 2 (Feats: Mighty) [3]
"Thick Skin" Protection 2 [2]
Super-Senses 1 (Scent) [1]

Saves:
Toughness +9 (+11 Skin), Fortitude +9, Reflex +7, Will +3

Combat:
Attack +0 (+8 Melee, +6 Size), Damage +9 (+11 Bite), Defense +7 (+5 Size), Initiative +1

Drawbacks:
Mute [-4]
No Hands [-4]
Weakness (Cold) [-1]

Abilities: 2 /Skills: 8--2/ Feats: 9/ Powers: 24 / Saves: 9 /Combat: 14 /Drawbacks: -9 (50)

-Famous as the most well-known monster theropod next to the T-Rex itself, Allosaurus is a smaller, quicker version. It's probably viable as a surprise 'other' dinosaur, since T-Rex is so over-used, and as such, he's shown up in everything from Arthur Conan Doyle's "Lost World" to kids' TV show cartoons. About as dangerous as the faster, more pokey Utahraptor, but much stronger.
-Other Dinosaurs: Almost any theropod is a modification on this, with more or less ranks of Growth. The first dinosaur ever discovered, Megalosaurus, was a Growth 4-6 version of this, and the 'big guns' (which I'm statting later) are even higher than "Big Al" is.
Last edited by Jabroniville on Mon May 18, 2009 7:18 pm, edited 4 times in total.

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Postby Jabroniville » Wed Apr 02, 2008 12:17 pm

Bretonnia- Core Troops
-Bretonnians are one of the heavy-hitters game-wise in Warhammer, though they have one of the smaller, more self-contained kingdoms. They're defined solely by their massive Cavalry focus, possessing only the weakest of baseline troops, but hordes of well-armored, lance-formation, deadly Knights. When fans complain of "Beardy" (I'll explain that term later) armies, this is usually forefront. Of course, their tactics are limited, and most armies have defences against them, but they certainly are a terrifying army, dominating the "Charging and movement" portion of the game, which is a big one. Their fluff is obviously British given the name, but with a heavy setting of French names and symbols as well, giving them a 'Western European' feel compared to the more Germanic Empire.

-For Core Troops, the Bretonnians have the hugely weak Peasant Men-At-Arms, who are basically there as flank protectors and tie-up units, Longbowmen, who are pretty good for the points cost but still weak, and two units of Knights. Knights Errant are the always-charging whacky screw-ups, while Knights of the Realm are more resigned to duty, and slightly better in combat.

PEASANT MAN-AT-ARMS (PL 3- 9 pts)
Skills: Craft 4, Survival 4
Feats: Equipment 3
Equipment:
Sword (Strike 2, Mighty), Halberd (Strike 4, Mighty, Extended Reach), Light Armor (Protection 2), Shield (Shield 2)-- 13 pts.
Combat: Attack +1, Defense +1

PEASANT BOWMAN (PL 3- 12 pts)
Skills: Craft 4, Survival 4
Feats: Attack Focus (Ranged), Track, Equipment 2
Equipment:
Hand Weapon (Strike 2, Mighty), Flaming Longbow (Blast 3), Light Armor (Protection 2)-- 11 pts.
Combat: Attack +1 (+2 Ranged), Defense +2

KNIGHT ERRANT (PL 5- 22 pts)
Skills: Survival 4, Handle Animal 8, Notice 4, Ride 8
Feats: Benefit (Knight), Equipment 4, Fast Overrun, Fearless, Improved Overrun, Minion 2 (Barded Warhorse)
Equipment:
Hand Weapon (Strike 2, Mighty), Full-Plate Armor (Protection 5, Impervious), Lance & Shield (Strike 5, Mighty- Only Charging & Shield 3)-- 19 pts.
Saves: Will Save +2
Combat: Attack +2, Defense +2

KNIGHT OF THE REALM (PL 6- 31 pts)
Abilities: Wisdom +2
Skills: Survival 4, Handle Animal 8, Notice 4, Ride 8
Feats: Benefit (Knight), Equipment 4, Fast Overrun, Improved Overrun, Minion 2 (Barded Warhorse)
Equipment:
Hand Weapon (Strike 2, Mighty), Full-Plate Armor (Protection 5, Impervious), Lance & Shield (Strike 5, Mighty- Only Charging & Shield 3)-- 19 pts.
Saves: Will Save +4
Combat: Attack +4, Defense +4

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Postby Dreaming Psion » Wed Apr 02, 2008 12:29 pm

On your dinosaur builds, you have to make Growth Continuous (+1/rank) before it can be made Permanent (-1/rank), so you in the end Permanent doesn't affect the net cost to change it from Sustained.
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My new Oddballs reborn thread

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Postby Jabroniville » Wed Apr 02, 2008 1:04 pm

Wood Elves- Special Troops
-Wood Elves get some awesome Special Units. Wardancers are skirmishing death warriors, ideal for smashing up people in the side and backing up bigger units. Warhawk Riders are flying Cavalry, Wild Riders are elite Cavalry (though lightly armored), and Tree Kin are good Big Guy units. Things I'm noticing about Wood Elf builds is that, like High Elves, they pay a bigger premium for being smart and wise and stuff in M&M than in Warhammer, where stuff like that really doesn't matter. Look at Tree Kin, actually weaker than Kroxigor, but costing almost 40 points more.

WARDANCER (PL 6- 59 pts)
Abilities: Dexterity +6, Wisdom +4
Skills: Handle Animal 8, Notice 4, Stealth 8, Survival 8
Feats: Attack Focus (Melee) 3, Environmental Adaptation (Trees/Jungles), Equipment, Fearless, Improved Initiative
Equipment: Wardancer Weapon (Strike 2, Mighty)-- 4 pts.
Powers: Immunity (Aging) [1]
"Talismanic Tattoos" Luck Control 4 (Flaws: Action, Against Attacks Only) [4]
"SHADOW DANCES OF LOEC"
"The Shadows Coil" Luck Control 6 (Flaws: Action, Against Attacks Only) [9]
AP: "Whirling Death" Enhanced Feats 5 (Improved Critical- Wardancer Weapons 5)
AP: "Storm of Blades" Enhanced Feats 2 (Attack Focus- Melee 2)
AP: "Woven Mist" Enhanced Feats 4 (Improved Initiative 4)
Saves: Will Save +2
Combat: Attack +4 (+7 Melee, +9 Storm of Blades), Defense +6
Drawbacks: Power Loss (Cannot Use Same Dance in a Row) [-1]

WILD RIDER OF KURNOUS (PL 8- 82 pts)
Abilities: Strength +8, Dexterity +6, Wisdom +6
Skills: Handle Animal 8, Notice 4, Ride 8, Stealth 8, Survival 8
Feats: Attack Focus (Melee) 2, Environmental Adaptation (Trees/Jungles), Equipment 2, Fast Overrun, Fearsome Presence 4, Improved Initiative, Improved Overrun, Minion 2 (Elven Steed), Rage
Equipment: Spear (Strike 3, Mighty, Ext. Reach 2- Only on Charge), Light Armor (Protection 2)-- 8 pts.
Powers: Immunity 6 (Aging, Emotion Effects) [6]
"5+ Ward Save & Talismanic Tattoos" Luck Control 10 (Flaws: Action, Limited- Against Attacks Only) [10]
Saves: Will Save +2
Combat: Attack +4 (+6 Melee), Defense +6

WARHAWK
PL 5 (47)
ST 14/22 (+6) DEX 18 (+4) CON 10/14 (+2) INT 2 (-4) WIS 10 CHA 6 (-2)
Skills:
Notice 4 (+4)
Survival 4 (+4)
Feats:
Attack Focus (Melee) 3, Fast Overrun, Improved Grab, Improved Grapple, Improved Overrun, Move-By Action
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Flight 4 [8]
Protection 2 [2]
Saves:
Toughness +2 (+4 Protection), Fortitude +6, Reflex +7, Will +4
Combat:
Attack +2 (+5 Melee, +4 Size), Damage +6, Defense +5 (+4 Size), Initiative +3
Drawbacks:
Mute [-4]
No Hands [-4]
Abilities: 0 / Skills: 8--2/ Feats: 8/ Powers: 19 / Saves: 12 /Combat: 14 /Drawbacks: -8 (47)

TREE KIN
PL 8 (95)
ST 20/28 (+9) DEX 16 (+3) CON 20/24 (+7) INT 10 WIS 14 (+2) CHA 10
Skills:
Intimidate 4 (+2)
Survival 8 (+4)
Feats:
Attack Focus (Melee) 4, Endurance, Fast Overrun, Fearsome Presence 4, Improved Overrun, Power Attack, Takedown Attack
Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
"Scaly Skin" Protection 5 (Extras: Impervious) [10]
Luck Control 6 (Flaws: Action, Only vs. Attacks) [6]
"Magic Resistance" Protection 4 (Flaws: vs. Magic Only) [2]
Saves:
Toughness +7 (+12 Skin, +14 vs. Magic), Fortitude +11, Reflex +3, Will +5
Combat:
Attack +2 (+6 Melee, +5 Size), Damage +9, Defense +5 (+4 Size), Initiative +0
Drawbacks:
Weakness (Flaming Attacks) [-2]
Abilities: 30 / Skills: 12--3/ Feats: 14/ Powers: 29 / Saves: 7 /Combat: 14 /Drawbacks: -2 (95)


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