Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby Jabroniville » Thu May 14, 2009 10:09 pm

Note that some weapons are inherently Inaccurate, given their huge size and skill required to wield them. This makes someone with Attack Specialization much more useful with their weapon- but if they have a 'masterwork' version, feel free to ignore that.

M&M's Mastermind's Manual gives the alternate option of D&D-style "You MUST pick a Feat to wield a certain kind of weapon!", but I dislike that. It fits D&D, where if you're a fighter, you HAVE to have a weapon, but for M&M, Weapon Master archetypes already spend buttloads of points on all their Feats & Weapons in lieu of hyper-damaging Powers, and such a thing is actually a PENALTY on them, since they would have to spend another PP on the Feat.

What I do instead is a non-cost-affecting rule that Weapon Master guys and certain guys with fluff backgrounds (usually "trained to get awesome") are ASSUMED to know how to use certain kinds of weapons, and some guys are just inherently better than others with weapons. So a Melee fighter like Batman or Daredevil, who've had explicit ninjitsu training, can pick up a bo staff and be OK, being experienced martial combatants, but somebody like Spider-Man or The Hulk are better off with their hands, taking minor penalties (-1 or 2) to hit if they use weapons unnatural to them.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

Postby Tattooedman » Thu May 14, 2009 10:46 pm

A nice start on the weapons Jab.

I'm already seeing possible uses when I have a minor gang war break out for my PCs to deal with. You can tell the different gangs by their weapons!

Oh yeah!
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
 
Posts: 12359
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink

Postby Jabroniville » Fri May 15, 2009 12:29 pm

BLADED WEAPONS:


Image

KNIFE (4 ep)
Place/Time of Origin: Virtually any place, at least 2 million years ago by humanity's ancestors
Type of Damage: Piercing, Slashing
Typical Make: Hard metal (usually steel, stone in pre-historic cultures) with a plastic handle
Manner of Use: Wielded single-handedly to stab vital organs or slice arteries
Typical Wielders: Common street thugs & rapists, ninjas, martial artists, virtually any common criminal will AT LEAST possess this as a weapon
Variants on Design: Concealed with snap-out blade, attached via string, various shapes & sizes based off of use as a tool & culture of origin (like the Malaysian Kris and it's curved blade), may have serrated or saw-like edges, "Swiss Army Knife" containing multiple extra tools (more ep)
Famous Wielders: Thugs in comics & movies, Fighting monkeys, Hong Kong Gangster-Heroes

Stats: Strike 1, Mighty, Improved Critical, Thrown (4 Equipment Points)
Non-Stat Bonuses: Can be Concealed more easily than most weapons, can be explained away as a mere tool, actually USEFUL as a tool, can be part of a Swiss Army Kit.

-The common Knife is THE thug weapon of choice, as well as a superfluous weapon used by most "assassin" type Supers. The weapon should be standard issue for all goons & military thugs, though 'costumed' goons tend to have more firepower (guns or weapons related to the villain's gimmick, like Stun Blasts or something). It's hardly the most devastating thing ever, and gives no bonuses for range, but is notable for hitting the 'sweet spot' more often (Improved Critical), and is more regularly used as a throwing weapon than any other type of hand-held weapon not originally designed for that purpose. Note that the multitude of knife-types out there are all pretty much the same cutty thing, whether it's a samurai's ritual-suicide-tool Tanto, or a Scottish Dirk. Any bigger and you get a Sword or Machete, the Knife's daddies.

Modifications for Superhuman Use: "Vibro-Knives" and the like are common in futuristic sci-fi worlds, possessing greater Strike power and often Penetrating as well. Swords, the Knife's big brother, is nonetheless used far more often for any Super-character.
Maximizing Knife Guy: Being a small, weak weapon, Knives are good for already-fast guys. Super-speedy types with high Improved Critical, Takedown Attack & more, with a high Initiative. Most elites will go for the Sword instead, so making Knife Guy unique is dependant on cranking up the speed.

-----

Image

STANDARD SWORD (4 ep)
Place/Time of Origin: 3rd Millennium, B.C.
Type of Damage: Piercing, Slashing
Typical Make: Hard steel with a metal handle; flat, two-edged blade
Manner of Use: Wielded with one hand to stab vital organs or slice arteries
Typical Wielders: Raiders, Elite fighters, Soldiers in modern poor countries (Machetes)
Variants on Design: Varying lengths, widths & hilt designs.
Famous Wielders: Norse Raiders, Pirates' Cutlasses

Stats: Strike 3, Mighty (4 Equipment Points)

-Your regular "Boring" sword, this is the one mass-produced, non-pretty, and usually given to whatever raiders you needed. This is hardly a standard infantry weapon- those are nearly always polearms, especially once real tactics were developed. But for your crazy invaders, these are fine. No frills, just three ranks of Strike and the Mighty Feat.

Modifications for Superhuman Use: See Longswords.
Maximizing Sword Guy: As a prototypical weapon, most swords count the same way. A +3 boost to damage is enough to make most reasonably strong guys nearly make their PL caps, so be wary. Because of the tendency of M&M stats to 'even out' accurate guys with power guys a little more than in 'real comics'-time, it's pretty easy to make a +3 weapon Caps-threatening. So focus on your standard Combat Feats, Improved Critical, etc. Takedown Attack is always good. Usually go towards the 'accurate' side than the 'power' side, because it's less bad if you get disarmed (most Combat Guys have high Attack Bonus anyways, but losing +3 to Strength kinda sucks).


-----

Image

LONGSWORD (6 ep)
Place/Time of Origin: Europe, 1350s
Type of Damage: Piercing, Slashing
Typical Make: Hard steel with a wooden or metal handle, flat, two-edged blade
Manner of Use: Wielded with one or two hands to stab vital organs or slice arteries
Typical Wielders: Knights, elite swordsmen of wealthy background
Variants on Design: Varying lengths, widths & hilt designs, Bastard Swords (slightly mid-length hilt, allowing for only part of the second hand).
Famous Wielders: King Arthur, most any English knight, Dirk the Daring (Dragon's Lair), Female Captain Britain, The Black Knight (Ebon Blade), Jedi Knights (laser version)

Stats: Strike 3, Mighty, Penetrating 2 (6 Equipment Points)

-A standard Longsword is THE weapon for those of Knightly virtue, and are probably the most common ones used by rich men in Medieval-style campaigns. Modifications exist for basically every culture on Earth (most using identical stats to the longsword- since there's just not that much statistical variation in weapons available for a superhero-type RPG), and variations of the sword are near-universally recognized as the gentlemanly, glorious, symbols, much more than the simple spear or axe. I've given the statted up Longsword here 2 ranks of Penetrating to make it slightly better than your typical minor Sword as it appears in the main book, though that one is valid for your typical poor Gothic or Norse invaders. THIS is a weapon of finer upgringing.

Note: Hardly the clumsy, weak weapon that Japanophiles would have you believe, the sword is every bit as capable as cutting crap to pieces as the fabled Katana, it's just less pretty and more cheaply made, so is a tad clunkier. Still, it's only three bloody pounds.

Modifications for Superhuman Use: Since swords are so brutally common, one can equip them with either extra ranks of Penetrating, or simply make them Devices of their own, with immense powers like Fire Blast, Ice Snare, Lightning, etc. The sky's really the limit here.

-----

Image

KATANA (7 ep/9 ep)
Place/Time of Origin: Japan, 1300s.
Type of Damage: Slashing
Typical Make: Hard steel with handle covered in ray-skin, single-edged blade.
Manner of Use: Wielded with one or two hands to slice opponent's vital points.
Typical Wielders: Only the Samurai class of noblemen.
Variants on Design: Varying lengths, widths & hilt designs. Often used with a Wakizashi.
Famous Wielders: Miyamoto Musashi, Haohmaru (Samurai Shodown), Leonardo (TMNT), Sephiroth (FF VII), Every Anime Character Ever (seems like it), White dorks in North America

Stats: Strike 3, Mighty, Improved Critical, Penetrating 2 (7 Equipment Points)
States With Wakizashi: Strike 3, Mighty, Improved Critical, Penetrating 2; Split Attack AP: Shield 1 (9 Equipment Points)
Non-Stat Bonuses: A symbol of good breeding & elitism in Japanese history, but brings with it a stigma (only samurai were allowed to use swords, so you better have a good explanation if you're caught with one in Ancient Japan).

-The Katana is the most fabled of all melee weapons, noted for it's beauty, cutting power and lethality. Of course, the mythic status of it's properties have attained ridiculous levels (it's really no more dangerous in combat than a well-made European Longsword as far as cutting power goes), as well as their users, the Samurai. In real life, an English Knight is no clunky piece of target practise for super-elite Samurai warriors; both guys are fundamentally the same: high-class, trained-from-birth warriors who can easily move around in their big pieces of armour and knock the crap out of each other. In fact, both guys are as likely to be slovenly or poor fighters. It's ALL based on the guy. The Katana's key advantage is it's curved shape making it a very quick cutter, giving it that rank of Improved Critical the Longsword lacks.

Modifications for Superhuman Use: See Longswords. The number of fabled Japanese swords in Video Games & fiction would take longer to describe than I could possibly make time for, so yeah, just about anything fits.

----

Image

BROADSWORD (10 ep)
Place/Time of Origin: Scotland & Germany, 16th Century
Type of Damage: Piercing, Slashing
Typical Make: Hard steel with a wooden or metal handle
Manner of Use: Wielded with two hands to stab vital organs or slice arteries
Typical Wielders: Knights, elite swordsmen of wealthy background
Variants on Design: Varying lengths, widths & hilt designs.
Famous Wielders: Cloud Strife (FF VII), William Wallace, German Knights, Scotsmen (Claymores)

Stats: Strike 3, Mighty, Extended Reach, Penetrating 5 (10 Equipment Points)
Non-Stat Bonuses: Sheer size & scariness. Relatively hard to carry around, though, and impossible to fight on horseback. Close quarters makes it kind of a pain. Has the advantage over a polearm-wielder.

-Broadswords (a more colloquial expression- different types are varied across multiple countries) were invented to deal with those annoying pikes; these monstrosities were used to break the pikes, and then nail the guys USING them. Surely a manly, awesome weapon. Much clunkier than a usual sword, it was used by a highly-armoured elite troop, so it didn't matter so much; not alot was going to hurt him once it inevitably hit. It's Penetrating Ranks mean it's going to knock the living crap out of anyone wearing anything other than Full-Plate Armour as well, and it's got a bit longer reach than the Longsword/Katana.

Modifications for Superhuman Use: See Longswords.

----

Image

RAPIER (5 ep)
Place/Time of Origin: Europe, 16th Century
Type of Damage: Piercing for the most part (Sabres are Slashing)
Typical Make: Hard steel with a metal hilt, ornately designed in a protective manner to cover the hand.
Manner of Use: Wielded with one hand to deftly dodge, parry and stab at vital organs
Typical Wielders: Elite swordsmen, gentlemen, duelists, competitive sportsmen
Variants on Design: Varying lengths, widths & hilt designs. Sabres have a slicing edge.
Famous Wielders: The Three Musketeers, Inigo Montoya & Westley, Zorro

Stats: Strike 2, Mighty, Improved Critical 2 (5 Equipment Points)
Non-Stat Effects: Great for breaking through tiny cracks in the defense, but not for banging & clanging against bigger weapons. Very difficult to disarm or hurt the wielder's hand thanks to the large hilt.

-Rapiers (among them Sabres, Epees, and more) are the REAL gentleman's weapon, less effective in true warfare, but much better for city police and swashbuckling handsome, debonaire types. They just look so damn COOL. Far less powerful or durable than regular war-swords, they can find the sweet spot much easier, gaining an extra rank of Improved Critical.

Modifications for Superhuman Use: See Longswords.

----

Image

SAI (Pair) (5 ep)
Place/Time of Origin: Okinawa
Type of Damage: Bludgeoning (converted in Pop Culture to Piercing)
Typical Make: Hard steel in a three-pronged fork-shape, rounded or sharp ends, with long handles.
Manner of Use: Wielded two-handed as disarming and thrusting weapons, held around the centre to strike with the knuckle.
Typical Wielders: Ninjas, Okinawan defenders, monks
Variants on Design: Sharp or Rounded ends.
Famous Wielders: Elektra Natchios, Raphael of the Ninja Turtles, Gabrielle in Xena's later seasons, Mileena (Mortal Kombat)

Stats: Strike 1, Mighty, Split Attack, Improved Disarm, Thrown (5 Equipment Points)
Non-Stat Effects: Could be explained away as a tool in Okinawa, ideal for grapplers & defensive fighters. Can grapple & fight at the same time without unarming it, unlike most weapons.

-A cool-looking defensive weapon, the Sai (both singular and plural, as I've learned, so they're not called "Sais" when paired) were modified by Japanophile extraordinare Frank Miller into stabbing implements of death in his "Daredevil" run, and pop culture took note. Thus, you've got an array of people using this once blunt-ended weapon as basically a pair of knives. But hey, Rule of Cool insists that it works. Basically Knives with Split Attack & Improved Disarm attached to them, it's a great defender's weapon.

Modifications for Superhuman Use: Not many.
Maximizing Sai Guy: Much like Knife Guy, but focus on Disarming, Tripping, Grappling, etc.
Last edited by Jabroniville on Sat May 22, 2010 10:38 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Fri May 15, 2009 1:09 pm

AXES & POLEARMS:


Image

COMMON AXE (Pair) (6 ep)
Place/Time of Origin: Ancient (pre-history)
Type of Damage: Bludgeoning & Slashing
Typical Make: Wooden handle with stone or metal wedge-shape planted into the top end.
Manner of Use: Wielded in separate hands to bring downward onto the head or other vitals.
Typical Wielders: Norsemen, Raiders, Hunters, Crazed Killers
Variants on Design: Different sizes & shapes available (Picks, Tomahawks, fireman's axes, etc.)
Famous Wielders: Lizzie Borden, Jack Torrance ("The Shining")

Stats: Strike 2, Mighty, Split Attack, Penetrating 2 (6 Equipment Points)
Non-Stat Effects: Could be explained away as a tool. Smallest of the axes, but still scary. Much more common & cheap than swords.

-Standard axes, wielded in a pair, are fairly rare in history, but the Vikings likely made use of them. Most would just use a single one, but hey, that's boring- and this way, you stand out from the guys using proper war-themed axes. For a Tomahawk, replace "Split Attack" with "Thrown".

Modifications for Superhuman Use: See BattleAxe.
Maximizing Axe Guy: Rage, All-Out Attack, Power Attack, and focus on raw strength & aggression.

----

Image

BATTLE-AXE (10 ep)
Place/Time of Origin: Unknown, virtually everywhere at least once
Type of Damage: Bludgeoning & Slashing
Typical Make: Fully metal or wooden haft/handle with a giant single or double-bladed metal head.
Manner of Use: Wielded two-handedly to bring downward onto the head or other vitals.
Typical Wielders: Norsemen, Middle Ages-Warriors, Barbarians
Variants on Design: Different sizes & shapes available (Poleaxe- Extended Reach, Single or Double-headed blade)
Famous Wielders: Video Game "Powerhouse" characters

Stats: Strike 4, Mighty, Penetrating 5- Restricted (Strength 16 and up), Drawbacks: Inaccurate (10 Equipment Points)
Non-Stat Effects: Sheer Intimidation factor. Axes cause the most grievous wounds of all melee weapons, and most people recognize that, and thus would run away first. Longer variants are hard to use in

-The Battle-Axe, most dangerous of all the melee weapons, is noted for it's sheer size and the power required to wield it effectively. Though Inaccurate is a pretty big Drawback for a melee weapon, the tool is designed to crack open Knights in full armour and the like, and those guys tend to be slowed a little by the mass of their equipment.

Modifications for Superhuman Use: Much like the Sword, the Axe can be given nearly any damage descriptor or accompanying Blast subtype. Other possible effects include creating Earthquakes or Thunder upon striking with the weapon. Usually though, it's just sheer Penetrating boosts going into making it extra-devastating.
Maximizing Axe Guy: Rage, All-Out Attack, Power Attack, and focus on raw strength & aggression. Often comic-style wielders are super-strong.

----

Image

SPEAR/PIKE (5 ep)
Place/Time of Origin: Stone Age
Type of Damage: Piercing
Typical Make: Wooden or metal long handle, with a sharp implement on top.
Manner of Use: Wielded two-handedly (usually in ranks of several men), and lowered to face chargers, piercing at vital organs.
Typical Wielders: Common peasants, men on horseback.
Variants on Design: Different sizes & shapes available, increasing in length and shape of the spade (Pikes are even longer, many are shorter- Ext.Reach 2-4, Halberds are +3 Damage & have Improved Disarm as a Feat, being 7 points).
Famous Wielders: Athena & Ares (Greek Gods), holder of the Spear of Destiny, Odin

Stats: Strike 2, Mighty, Extended Reach 3- Drawbacks: Power Loss- Enclosed Spaces (5 Equipment Points)
Non-Stat Effects: Virtually impossible to carry with you unless you're in full soldier regalia. One of the more fragile and easy to break weapons, and generally unsuited for one-on-one combat in real life. By far the best 'common soldier' weapon in numbers- provides an impenetrable wall (Strike Aura Autofire).

-The Spear is the most common weapon of medieval war, and that may be the reason it's so uncommon in fiction for the main hero to pack one with him. That, and the fact that Swords are Coolest, Axes & Hammers denote personality and give off auras of power, and nearly every other weapon is exotic and unique enough to use. In fact, it'd be actually really awesome to see an actual SPEAR being used by the hero of an actual story these days. The main male character from "Fire Emblem 8" is pretty much all I can think of off the top of my head, and that seemed REALLY weird- even for a game fabled for it's "Spear/Axe/Sword" triad of power. Stats-wise, I shrank back the damage bonus a bit (Spears rarely ever do the damage a Sword does), and added a Drawback to denote it's sheer size. Some weapons I give a pass to, but something like a Spear would be difficult to use in a crowded room or in a narrow passage.

The Halberd is a slightly different weapon, looking more like an axe on a giant pole, but is still a regular infantry weapon. They're designed for Disarming and Slashing like an axe, so are tougher and have an extra Feat.

Modifications for Superhuman Use: Similar things to the Sword, like elemental powers. Zeus' Thunderbolts appeared as a Spear most times, for example. Other variants can extend the reach to ridiculous lengths, or are variable in size, removing the Drawback.
Maximizing Spear Guy: Athletic types who can cover distance quickly maximize the reach of this weapon.

----

Image

JAVELIN (6 ep)
Place/Time of Origin: Stone Age
Type of Damage: Piercing
Typical Make: Wooden long handle, with a sharp implement on top.
Manner of Use: Thrown with a single hand to pierce vitals at range.
Typical Wielders: Common peasants, Spartans
Variants on Design: Different sizes & shapes available, increasing in length and shape of the spade. Some use additional mechanical means to throw further (the Atlatl's 'base', etc.).
Famous Wielders: SPARTANS!!

Stats: Strike 2, Mighty, Thrown 4, Drawbacks: Easily Broken (6 Equipment Points)
Non-Stat Effects: Tend to be discarded or broken on impact, used at semi-short range.

-A Javelin is basically a more disposable Spear that gets thrown at people moving too close. Not a great weapon or particularly savage, but it's a nice thing melee guys can use to hold off the assault just a little bit.

Modifications for Superhuman Use: Explosions are always nice.
Maximizing Javelin Guy: Not really an idealized weapon, but extra-strength allows for further tosses.

----

Image

LANCE (10 ep)
Place/Time of Origin: Pre-Historic Cavalry Spears leading to Middle-Ages European designs
Type of Damage: Piercing, Bludgeoning (kinda)
Typical Make: Wooden or metal short handle with counterbalance, with an extremely long metal pointed section at the front. Protective covering for the hand.
Manner of Use: Wielded with one hand on horseback, directed towards enemy's head or centre.
Typical Wielders: Highly trained Knights only.
Variants on Design: Various sizes & shapes available, with fine or wide tips.
Famous Wielders: King Arthur & his Knights (in legend; not in real life), Alexander the Great

Stats: Strike 4, Mighty, Extended Reach 4, Penetrating 4, Power Attack- Drawbacks: Inaccurate, Power Loss- On Foot -2 (10 Equipment Points)
Non-Stat Effects: Usually requires a Squire/Retainer to carry with you, and can only be wielded properly when held forward, on horseback. Too big for casual encounters.

-Lances are the BIG-TIME polearm weapon, being a lethal cavalryman's best piece of equipment. It's a little rarer in pop culture and fiction since it's limited to mounted fighters (hard to shoot for cinema).

Modifications for Superhuman Use: See Spears.
Maximizing Lance Guy: Big, strong types, especially on super-awesome mounts. Horses? Pshaw, try using Pegasi! Or Gryphons! Or on DRAGONBACK!! AWESOME!!!

----
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

Postby Thorpacolypse » Fri May 15, 2009 6:50 pm

Loving those weapon build, Jab. I need to get on the stick and work on my own for my upcoming ftf campaign. I hadn't really thought about adding Penetrating to a lot those bladed weapons, but I can see it.

And I'm glad I'm not the only one who thought that about the guns. But you're right, if you raise the DC to something like you mention, it does break things a bit on the street level side. I do plan on raising my gun damage just a bit, though, and hopefully it won't break things too much.
Shop J-Mart!

Service with a smilie! :)
User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
 
Posts: 7171
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Postby Jabroniville » Fri May 15, 2009 9:13 pm

It helps that a generic "Pistol" is only a +4, but you can presumably go higher for more specialized guns. What do they have a Magnum at?
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

Postby Thorpacolypse » Fri May 15, 2009 10:58 pm

Jabroniville wrote:It helps that a generic "Pistol" is only a +4, but you can presumably go higher for more specialized guns. What do they have a Magnum at?


I don't recall. In my Dirty Harry build, I just used the Heavy Pistol from the main book at +4. That's really what got me thinking about the whole thing in the first place.
Shop J-Mart!

Service with a smilie! :)
User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
 
Posts: 7171
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Postby kingk » Sat May 16, 2009 11:01 am

This is cool enough on its own, but I was just working on a guy who has the whole "ninja" thing going, so I'll use those Katana stats, they fit perfectly. Thanks for putting them up!
kingk
Henchman
Henchman
 
Posts: 227
Joined: Wed Nov 19, 2008 8:56 pm

Postby Jabroniville » Sat May 16, 2009 11:56 am

RANGED WEAPONS:


Image

STANDARD BOW & ARROW (6 ep)
Place/Time of Origin: Many Pre-Historic Cultures
Type of Damage: Piercing
Typical Make: Bent Wooden U or W-shape held by a string, alongside wooden/metal shafts with metal/stone sharp implements at the tip.
Manner of Use: Bow held with one hand, string pulled back with the other, while holding the end of the arrow.
Typical Wielders: Peasant archers, Elves
Variants on Design: Various sizes and shapes available (including modern-day highly complex metal arrangements), with different shaft types. May have feathers on the end of the arrow to assist in flight.
Famous Wielders: Legolas, Robin Hood, Black/Golden Archer, Hawkeye, Green Arrow, Speedy (these or longbows really)

Stats: Blast 3, Improved Critical, Drawbacks- Power Loss- Out of Arrows (6 Equipment Points)
Non-Stat Effects: Requires a trained user to wield with any sort of accuracy, and a basket/satchel to hold arrows.

-The Standard Bow & Arrow is likely the one for forest fighters and common peasants. It ain't pretty, but it gets the job done, especially in mass numbers (Autofire!). It's also a ridiculously common comic book weapon, ever since Green Arrow popularized it back in the day. Now almost every comic book universe or Avengers/JLA rip-off features at least ONE bowman alongside all the other heroes. As the first-ever long-range weapon (javelins don't count), they're pretty famous. I decided to actually hamper them a bit with their necessity for Arrows, because unlike bullets, you can't really have more than 30 on you at any time. It's a rare Power Loss, so it's pretty minor.

Modifications for Superhuman Use: Various Gadgets and implements can make a huge array of powers and still be fairly cheap Equipment.
Maximizing Bow & Arrow Guy: Attack Specialization or Attack Focus (Ranged) gives these guys the best accuracy of any characters in M&M, matching the BEST martial artists.

----

Image

LONGBOW (8 ep)
Place/Time of Origin: Middle Ages Europe
Type of Damage: Piercing
Typical Make: Long, bent Wooden U or W-shape held by a string, alongside wooden/metal shafts with metal/stone sharp implements at the tip.
Manner of Use: Bow held with one hand, string pulled back with the other, while holding the end of the arrow.
Typical Wielders: Elite Bowmen, Elves
Variants on Design: Various sizes and shapes available, with different shaft types. May have feathers on the end of the arrow to assist in flight.
Famous Wielders: Legolas, Robin Hood, Black/Golden Archer, Hawkeye, Green Arrow, Speedy (these or standard bows, really)

Stats: Blast 3, Improved Critical, Improved Range Increment 2, Drawbacks- Power Loss- Out of Arrows (8 Equipment Points)
Non-Stat Effects: Requires a trained user to wield with any sort of accuracy, and a basket/satchel to hold arrows. You should also be pretty strong to hold back the string.

-A more elite, long version of the standard Bow, with more range on it.

Modifications for Superhuman Use: See Standard Bow.
Maximizing Longbow Guy: See Standard Bow.

----

Image

CROSSBOW (6 ep)
Place/Time of Origin: Late Middle Ages Europe
Type of Damage: Piercing
Typical Make: Complex, wooden/metal armature with string system to pull back shafts of wood/metal.
Manner of Use: Bow held with one hand, string pulled back with the other, while holding the end of the arrow.
Typical Wielders: Elite Peasants & Anti-Knight fighters
Variants on Design: Various sizes and shapes available, with different shaft types.
Famous Wielders: Arsenal

Stats: Blast 4, Improved Critical, Penetrating 4, Flaws: Full Round Action, Drawbacks- Power Loss- Out of Arrows (6 Equipment Points)
Non-Stat Effects: Requires a trained user to wield with any sort of accuracy, and a basket/satchel to hold arrows.

-Crossbows pretty much made mounted knights obsolete in olden times. Their penetrative power essentially punched right through the armour, where arrows failed, meaning that warfare as we know it was changed forever. The fact that the weapons were nigh-impossible to use in standard combat or at close range (you had to wind the mechanism) was immaterial- it killed armoured guys, and that was that.

Modifications for Superhuman Use: Likely remove the Flaw (as comic people have magic reloading powers) and even the Drawback. See Standard Bow for the rest.
Maximizing Crossbow Guy: See Standard Bow.

----

Stuff like War Machines & Ballistas are Template weapons, and aren't standard Device-like Equipment because you can't move around with them easily.

Cannon Stats: Blast 12 (Extras: Penetrating, Area-Line) (Flaws: Full-Round Action, Every Other Round Only) (Drawbacks: Power Loss- Water) (23 points)

Stone Thrower Stats: Blast 12 (Extras: Area-Explosion, Penetrating) (Flaws: Full-Round Action, Every Other Round Only) (Drawbacks: Reduced Range -3, Inaccurate 2, Power Loss- Ammo) (18 points)
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Sat May 16, 2009 12:03 pm

UNUSUAL WEAPONS:


Image

BULLWHIP (7 ep)
Place/Time of Origin: Middle Ages Farming implement
Type of Damage: Bludgeoning, Slashing
Typical Make: Long twined rope, ended in multiple loose strings
Manner of Use: Held with one hand, and cracked in under or overhand motion, extending the end to a sonic-boom inducing crack.
Typical Wielders: Farmers, Matadors
Variants on Design: Various sizes and shapes available, some minor whips for horses, others are incredibly long.
Famous Wielders: Indiana Jones, El Hombre

Stats: Strike +0, Mighty, Extended Reach 4, Improved Disarm, Improved Trip (7 Equipment Points)
Non-Stat Effects: Requires a trained user to wield with any sort of accuracy, moreso than almost any other melee weaon (which really just have a pointy end to stick at someone). Can grapple & be used to choke easier than any other weapon as well.

-Bullwhips are somewhat common, considering their lack of utility as a weapon in real life (it CAN be used as a weapon, but against proper fighters with real weapons?), partially because they're nonfatal and look cool. They don't add anything to your Strength bonus, but they have assorted Feats, and one of the best ranges available.

Modifications for Superhuman Use: Extend it to ridiculous lenghts (more like a Blast), or simply add the Snare power for a truly effective weapon.
Maximizing Whip Guy: Double up on your Disarm & Trip, and focus on being an elite melee fighter.

----

Image

BOOMERANG (8 ep)
Place/Time of Origin: Australia
Type of Damage: Bludgeoning, Slashing
Typical Make: Wooden shape, bent at an angle
Manner of Use: Thrown overhand into a spinning arc.
Typical Wielders: Maori Tribes, Aussie Hunters
Variants on Design: Various sizes and shapes available, including X and W-shaped ones (variants like the Chakram known- a circular metal ring).
Famous Wielders: Crocodile Dundee, Captain Boomerang, Boomerang (Marvel), Boomslang (Serpent Society), Xena (Chakram version), Batman (Batarangs)

Stats: Strike 1, Mighty, Thrown 4, Ricochet, Homing- Drawbacks: Inaccurate (8 Equipment Points)
Non-Stat Effects: Nearly impossible to use without training, can be used in melee like a Makeshift Weapon.

-Boomerangs are ludicrously common in comic-books, seeing as how they're not really an effective weapon of war, but look cool visually. Since they only do a maximum of 4 points of Damage, they're not THAT effective, but Homing & Ricochet were tailor made for this kind of weapon, which can be used to nail someone even if you miss the first time around. For Xena's Chakram, it does less damage (+3), but has Area-Shapeable 3, costing 10 Equipment Points.

Modifications for Superhuman Use: See Bow & Arrow guy for Gadget-like Boomerangs.
Maximizing Boomerang Guy: Hyper-athletic types are common, along with a boosted Attack Bonus for the particular weapon.

----

Image

CHAINSAW (11 ep)
Place/Time of Origin: 1830s Germany, modified in 1920s America
Type of Damage: Slashing
Typical Make: Mechanical device- metal equipment surrounded by plastic case, featuring a long chain studded with sharp pieces.
Manner of Use: Held firmly against objects or people, allowing chain to do the work.
Typical Wielders: Arborists, psychotics, 90s comic book characters.
Variants on Design: Buzzsaws (similar, but a circular jagged cutter), may have diamond studs (for cutting concrete)
Famous Wielders: Leatherface, Ash Williams, Splatterhouse's Protagonist

Stats: Strike 4, Mighty, Improved Critical 1, Penetrating 6, Autofire 4- Flaws: Limited- Penetrating Only if Held Against Target, Drawbacks: Inaccurate, Power Loss- Mechanical Device (11 Equipment Points)
Non-Stat Effects: Extremely heavy and unwieldly, abnormally loud (would draw attention immediately), requires a power supply, expensive. Likely result in an arrest if used against ANY living being in civilized society.

-Chainsaws are popular murder weapons in movies (B & regular), seeing as how they can cause the most grotesque wounds imaginable, and are great at dismembering bodies. In real life, however, they're too heavy and hard to use (not to mention attention-getting), so they're quite rare. It's a Penetrating attack, but only if you hold it against something (likely a helpless victim or an inanimate object), it's Inaccurate, and it's power supply (electric or gasoline) means that water, a leak, or lightning can probably break it easily. These little things mean that despite it's incredible amount of damage (Autofire allows it to hit multiple times, if only at +4 Damage), it's limited enough as a weapon that it's not the default that the "+6 Chainsaw" in the main rulebook is.

Modifications for Superhuman Use: Diamond-studded to ridiculous levels, or wielded in both hands (possibly a four-armed guy with four chainsaws if you're feeling particularly insane). Maybe make them shoot fire.
Maximizing Chainsaw Guy: Super strong & durable (in case chainsaw is used against him), crazy, Rage, Power Attack, etc.

----

Image

METEOR HAMMER (11 ep)
Place/Time of Origin: Shaolin Temples
Type of Damage: Bludgeoning
Typical Make: Long string tied around one or two heavy metal implements at the ends.
Manner of Use: Held and swung with one or two hands, the metal end being launched while the other parries or defends.
Typical Wielders: Asian monks
Variants on Design: Various shapes of the metal end available (Spade, sphere, block, etc.)
Famous Wielders: None

Stats: Strike 2, Mighty, Extended Reach 4, Area-Shapeable 4 (11 Equipment Points)
Non-Stat Effects: Impossible to use Area Extra without Training, and would be unwieldly without it anyways.

-The Meteor Hammer is a rarely-seen weapon, but very cool looking nonetheless. Despite costing a LOT here (thus seeming like the 'best' weapon), most of it is pretty useless to the layman, and requires monk-style training. A hero themed around this weapon would be pretty cool, though.

Modifications for Superhuman Use: The Area Extra makes it uniquely able to knock out a bunch of guys in a round (unlike Split Attack)- otherwise, making it unrealistically heavy would suit Strength-based guys, or it could be used for Air Control by spinning it.
Maximizing Meteor Hammer Guy: Athleticism is the name of the game here. Be a Spidey-like fast guy, and knock out everyone within range with one shot.
Last edited by Jabroniville on Sat May 16, 2009 1:24 pm, edited 1 time in total.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

Postby Nareik123 » Sat May 16, 2009 12:37 pm

I must say Jabron, I really love the weapons. I have a few devices on my thread, and I love the idea of the amount of devices and weapons you can make.The rules are so flexible as well.
Demacia! (Garen, The Might of Demacia)
---------------------------------------------------------------------------------------------------------
Nareik123s Heroes
User avatar
Nareik123
Zealot
Zealot
 
Posts: 1052
Joined: Thu May 08, 2008 12:42 pm

Postby Jabroniville » Sat May 16, 2009 10:33 pm

ARMOUR & SHIELDS:


Image

LEATHER PLATE ARMOUR (1 ep)
Typical Make: Hardened leather plates & straps held together.
Typical Users: Poorer soldiers, those in more athletic, stealthy professions.

Stats: Protection 1 (1 Equipment Point)
Non-Stat Effects: Stealthy, can be worn under standard clothing.

-Not much to Leather Armour, really. It's barebones and basic, ideal for thieves and the like.

----

Image

CHAINMAIL ARMOUR (2 ep)
Typical Make: Rings of metal fascened together over entire body.
Typical Users: Standard soldiers.

Stats: Protection 2, Extras: Impervious- Drawbacks: Power Loss- Modern Weapons, Weak Point- Face (2 Equipment Points)
Non-Stat Effects: Fairly noisy and heavy, but not debilitating to any trained warrior.

-A pretty hefty upgrade over Leather, Chainmail aids in Prince Valiant-types and their adventures, making them immune to a small degree of enemy weaponry. An average sword (+2 Damage) wielded by a Strength 10 man will just bounce off harmlessly, which is extremely advantageous. Note that pretty much all medieval armour is completely useless against firearms and the like- likely won't drop any points off in the 'old days' since there is no gunfire, but in modern times, it certainly will. So add a point to every piece of armour after this if set in medieval times.

----

Image

SCALEMAIL/PARTIAL PLATE ARMOUR (4 ep)
Typical Make: Small "Scales" of armour placed on plates.
Typical Users: Roman Legionnaires, Samurai, Spartan Hoplites, Captain America

Stats: Protection 3, Extras: Impervious 4- Drawbacks: Power Loss- Modern Weapons, Weak Point- Face (4 Equipment Points)
Non-Stat Effects: Fairly noisy and heavy, but not debilitating to any trained warrior.

-A simple upgrade in Toughness & Impervious Ranks over Chainmail, either of these is basically the same in terms of stopping power.

----

Image

FULL PLATE ARMOUR (9 ep)
Typical Make: Entire body covered in segmented plates.
Typical Users: Medieval Knights

Stats: Protection 4, Extras: Impervious 6- Drawbacks: Power Loss- Modern Weapons (9 Equipment Points)
Non-Stat Effects: Extremely noisy and heavy (60 pounds), cannot be moved around in unless by a trained expert. Takes several minutes to get into, and usually requires help.

-The baddest of all armours, Full Plate is extremely powerful and hard to get past (Impervious 6). Note that it doesn't have the Weak Point drawback of the other armours because the points are so small (basically the eyeholes) that it's virtually impossible to hit, as opposed to a full face. Knights in Full Plate are extremely intimidating, and can move a LOT faster than we've been led to believe, by wannabe Japanese people who insist that Samurais would totally kick their butts because 'they're faster'. In real life, it all comes down to the man in the armour, because both classes are the elite warriors of their society, trained from their teens to carry their weapons & armour properly. A knight in Full Plate is no more immobile than a regular person if he's been trained.

----

Image

SHIELDS (1-3 ep)
Typical Make: Wooden or Metal object formed into a circle or other shape.
Typical Users: All soldiers of all breeds.

Wooden Shield Stats: Shield 1 (1 Equipment Point)
Round Metal Shield: Shield 2 (2 Equipment Points)
Long Shield: Shield 3 (3 Equipment Points)
Tower Shield: Shield 5- Drawbacks: -1 to Attack While Using (3 Equipment Points)

Non-Stat Effects: Can only use one weapon if wielding, and mostly ineffective if you're using a two-handed weapon.

-Shields are pretty much as common as it gets in medieval fighting, much less so in modern times. Pretty simple really, as they're just the Shield power extended to Equipment. From the cheapo wooden models to the heavy, hard-to-use tower shields, they're pretty effective, but can mess with you're Defensive Caps if you're not careful.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

Postby Jabroniville » Sat May 16, 2009 11:05 pm

Well, the "Weapons & Armour" builds didn't take too long (mostly cuz I was working on them alongside my Legion builds), and there's not too many other kinds of 'big' thematic things I'm missing. Most of those builds can be modified pretty well to fit the small variations of those big weapon types.

For my next trick... well, I figure it's been a long enough time, I should get around to statting the Fantastic Four, huh? They're one of those "Must Builds" alongside the DC Trinity and Spidey. I'll stat the Big Four, plus the Ms. Marvel Thing and the Rocky Thing. I've got pretty much all the other 'interim' members statted at various other times.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

Postby MorningKnight » Sun May 17, 2009 12:07 am

Luke Cage, Crystal and Medusa should be on the F4 builds.
User avatar
MorningKnight
Mastermind
Mastermind
 
Posts: 2354
Joined: Tue May 27, 2008 9:50 pm
Location: Chicagoland

Postby Jabroniville » Sun May 17, 2009 1:25 am

Already did Cage & Crystal with the Avengers builds, but Medusa's a possibility. Might save her if I ever do an "Inhumans" list.
Jabroniville
Cosmic Entity
Cosmic Entity
 
Posts: 7432
Joined: Sat Nov 04, 2006 1:12 am

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: dwellerofthedeep, psbot [Picsearch] and 8 guests