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

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

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, M&M Line Developer, The Justice League

Re: Woodclaw's builds [Robocop, Mindy Marvel, Soviet Superwoman]

Postby Woodclaw » Mon Sep 28, 2009 10:03 am

marcoasalazarm wrote:They're both freakin' cool designs. One question, though: what's the half-effect (Suffocation Immunity) 's supposed to stand for?


Thanks (is soo good to have a little feedback again), about the half-effect on suffocation I noted something on my Superman build after the last reworking, but to explain more extensivly it works like this. RAW Half-effect amke the immunity only half as good by halving the Save DC or doubling the time interval between checks for enviromental effects. Simply I use the standard rule, suffocation caused by enviroment or a chockehold requires checks only with half frequncy (I include the time before the first check in this count) while suffocation caused by the power has his DC halved.

Sidious wrote:Love the Robo-Cop. Any plans for an ED-209?


I'm quite happy with Robocop myself - particulary the Data-spike - unfortunatly even with his massive amount of drawbacks I was unable to squeeze him in a playable PL8.

Well, currently I have no plan for the poor ED-209, I just started to stat TV/Movies builds (Robocop, Cadfael and more to come) to get a break from my VH1 builds - you can only re-read a comic book a certain number of times in a while before getting bored - and since Sky broadcasted the first Robocop movie (someone will say the only) just a couple of days ago... you know how it works.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#70 Snake Plissken

Postby Woodclaw » Tue Sep 29, 2009 1:59 am

Image
I don't give a ***deleted*** about your war...or your president.

S.D. "Snake" Plissken

Power Level: 7 (108pp)

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

Skills: Acrobatics 4 (+6), Bluff 5 (+5), Climb 3 (+6), Craft [Mechanical] 4 (+6), Demolitions 4 (+6), Disable device 4 (+6), Drive 4 (+6), Intimidate 6 (+6), Knowledge [Current events] 3 (+5), Knowledge [Streetwise] 5 (+7), Knowledge 5 (+7), Language - (Native: English), Medicine 3 (+5), Notice 5 (+7), Pilot 5 (+7), Profession [Soldier] 5 (+7), Search 4 (+6), Sense motive 4 (+6), Stealth 5 (+7), Survival 4 (+6), Swim 3 (+6)

Feats: Assessment, Attack focus 1 (Ranged), Cunning fighter, Diehard, Equipment 5, Improved initiative 1, Lionheart 1, Move-by action, Quick draw 2

U.S. Special Forces training (fighting style): Accurate attack, Chokehold, Defensive attack, Defensive roll 2, Dodge focus 2, Improved block 1, Improved disarm 1, Improved grapple, Improved pin, Improved trip, Power attack, Sneak attack 1

Equipment: Undercover shirt (Protection 2; Subtle; 3ep), Cigarettes (0ep)

Weapons (Equipment array; 19ep)
- Custom SMG (+4 ballistic damage; Crit 20; 40'; Laser sight, Supressor)
- Scoped revolver (+4 ballistic damage; crit 20; 40'; Masterwork, Targeting scope)
- Frag grenades (+5 explosive damage; Crit 20; Throw 2, Ricochet 1)
- Weighted gloves (+1 blundgeon damage; crit 20; Mighty)
- Knife (+1 piercing damage; crit 19; Mighty, Throw 1)
- Shuriken (+1 piercing damage; crit 20; 10'; Autofire 1)


3ep in mission specific equipment

Combat: Attack +8 (+7 ranged); Damage +3 (Unarmed), or by weapon of choice; Defense +7 (+3 Flat-footed); Initiative +6

Saves: Toughness +7/+5 without armor (+5/+3 Flat-footed), Fortitude +7, Reflex +5, Will +7

Drawbacks: Disability (One eye [Common, Moderate (-2 to ranged attack and perception checks involving depth perception); -3pp])

Abilities 24 + Skills 21 (84 ranks) + Feats 28 + Powers 0 + Combat 26 + Saves 12 – Drawbacks -3 = Total 108

Complications: Fame (Legendary soldier), Rebel without a cause, Wanted (by the US goverment)


:arrow: call him "Snake", cause you don't want to piss him off. Mr Plissken can considered pretty much the definition of a Special Forces veteran, he has the skill, he is tough and he has absolutly no complains about playing extra dirt when the need arise. Unfortunatly a life in the military and a super-high dose of cynism mixed with sarcasm and nihilism made him a little rough in the social field

:arrow: technically I cheated a little with his drawback, between his rank of Attack focus and his weapons Snake doesn't suffer much problem in combat, but since these are his guns he should have them adapted to compensate his limits, so I thought that cheating a little was fine

:arrow: the build is based around Snake as seen in "Escape from New York" (with the grenades as a little extra) so no dual wielding with freaking big revolvers, magnesium powered ammo or other tricks, just a classic solid arsenal of old fashioned weapons

:arrow: I'm not 100% satisfied with the final result, I think that Snake deserved a little higher skills, but I wanted to keep him within the bounduaries of a playable PL7 as much as possible, maybe I'll remade him using the 20pp/level rule from Agents of Freedom
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Showdown in Old Detroit

Postby Woodclaw » Tue Sep 29, 2009 3:47 pm

This is my first attempt to report a fight. I didn't planned to make any fight when I opened this topic, but the idea of pitting two of my favourite cyberpunk characters one against the other was too interesting to resist. I borrowed the outline from Sandfox's thread.

Before anyone asks, I have no plans to do any other fight anytime soon.
_____________________________________________________________________________________________

Old Detroit Prencit, Sub-basement, 21:27

"This is frickin' insane sarge, you want to send Murphy out, alone, against this guy!" Anne Lewis shouted at Sergeant Reed.

Reed sighed under his breath. No matter how many times Robocop came back from gunfights without a scratch, Lewis always worried about him and, somewhere deep under years of service, he did the same. "Listen Lewis, This. Is. Not. My. Idea. The big brass called the shot. This guy is goddamned one-man-army and we have to get him. If anyone around here have the slightest chance of bringing him in is Robo'."

"Yeah." Lewis answered, only half resigned "But, what if he is too much to chew? Even for Murphy."

The elevator doors opened. "We can only pray he isn't."

The two cops walked in front of a dozen of rooms, until they reached Robocop's "pit-stop". He was seated on the recharge station with his helmet off and, while the man could sleep, the machine was still awake. "Good evening Sergeant. Hello, Lewis."

"Hi Murphy."

"Evening Murphy. What can you tell me about this man?" Reed showed to Robocop a photo of man with a patch and very bad haircut, in his late 30s.

The joints on Robocop's right fist slided away reveling the data-spike and he plugged it in the chair terminal.

"Plissken, S.D. - American - U.S.Army, lieutenant, enlisted with special unit Black Flight - Military specializations: Infiltration, Urban combat, Glider aircrafts piloting - Purple Heart, Congress Medal - Officialy pardoned by the president after a successful extraction from New York penitentiary - Currently wanted for theft, assault against a police officier, illegal possession of weapons and explosives, resisting arrest - Current whereabout: unkno..."

"Detroit." Reed interrupted, "He's here. A guy spotted him near the Cadillac Hills less than two hours ago. The chief want him in, and they want you on the job as soon as you're ready."

Robocop lifted from the chair and grabbed the helmet, it was like seeing a glacier moving slow but unstoppable, "I am now." he turned to Lewis, "Are you coming, partner?"

Lewis smirked and followed him, but before they could reach the door Reed stopped them. "Lewis isn't coming Robo'."

The two officiers turned almost in synch. Lewis looked disappointed and Robocop... well none could really tell what was on his mind. Reed hated moments like this. "Plissken is too dangerous, remember what he did in Atlanta?"

"Yes."

"We don't want the same to happen here, so you are going in solo."

"I understand - It is reasonable." he marched out of the room.

A couple of minute passed then Reed turned to Lewis "Well, what are you waiting for? I need a SWAT team ready on the double."

Lewis looked puzzled "Sarge?"

"Listen kid, they said to send in Robo' alone. But none said anyhing about having a back-up team ready."

Lewis smiled and made a military salute "Yes sir."
_____________________________________________________________________________________________

Old Detroit industrial area, near Cadillac hills, 21:59

Detroit, Snake hated the place. At least the new part - the so-called Delta City. It was a kind of bad dream - too shiny, too polished - but the old town was something else. Here people looked like real people, not some kind of sick rip-off of a old TV show. And there were the wheels. Snake needed some new wheels and old town Detroit was still "The Place", if you looked for something capable of rolling away from a crash at 100 mph.

There was another thing he hated: silence. It was never a good sign when a gang of bikers stopped howling at the moon. Something was coming, something big and loaded with trouble. He still had some of the guns from New York - more or less a lifetime ago - but this was Detroit... there were stories... Snake dropped the cigarette and squashed it under his combat boots as he left the side-road for the main road.

Less than 100 meters after a Police car screeched across the pavement, stopping a few meters from Snake, and a metallic feet emerged from the door.

"Oh hell... not that..." Snake cursed under his breath, he had never believed the stories, until not.

Robocop turned with mechanical slowness until he had Plissken in his field of vision. "Mr. Plissken - You are under arrest"

"Says who?"

"I'm a recognized police officier of this city - Please come quietly"

"Listen tincan." Snake continued trying to reach his weapons before the cyborg had time to react, by the looks of it speed was probably his only advantage. "I don't give a ***deleted*** about this city or its police."

Image

Set-up wrote:Scene: The two are in the middle of a road about 45' feet between them, behind Robocop there is his police car. There are various abandoned buildings and the wreckage of a couple of destroyed vehicles lying around.
Disposition: Snake is at disadvantage and he knew it so he strike for lethal damage whenever possible. Robocop is compelled by his directives to capture Snake alive, if possible, so he attacks for non-lethal damage
Hero points: Snake get 1 HP for his Wanted complication
Actions
Snake: Make a Stealth check with a penality of -5 to reach his weapons (18), he lacks the Sleight of hand skill but he can default it from Stealth.
Robocop: makes an automatic notice check to spot the attempt (10) and fails.


Robocop advanced toward Snake. "Dead or alive you are comig with me"

"Wanna bet." Snake snarled throwing a grenade to the cyborg.

Surprise round wrote:Robocop is Flat-footed

Snake throws a grenade to Robocop scoring a 17 against Robocop current defense of 12, since the cyborg is flat-footed the +2 Sneak attack bonus is enough to bypass Robocop's Impervious toughness, he rolls a Toughness save of 23 beating the grenade 22 damage, some of the shrapnel reached Snake forcing to roll a Toughness save too, making 25 he passed it without a problem.


Snake lowered the arm he used to shield his face from the shards. 'That thing couldn't survive this, it was a direct hit it couldn't...' he thought, but then he spotted the silouette through the smoke.

"That was bad move mr. Plissken - I am now entitled to use force to defend myself"

Detroit, now Snake had another reason to hate this town.

Round 1 wrote:Robocop is still Flat-footed

Initiative:
Snake - 25
Robocop - 7

Since the explosives doesn't seem to work, Snake changes tactic. He unsheat his SMG and fire a burst to Robocop aiming for the joints (he Power Attack for +3 damage, scoring a 16 he got another +2 damage for a total of +11. Robocop make his save scoring a 23, he fails suffering a Bruised and a Injured condition. Then Snake moves toward a nearby wreckage looking fo some cover.

Robocop draw the Auto-9 and fire a burst to Snake, with an attack of 20 (+1 damage). Snake rolls a save of 17, he is Bruised.


Snake fired while retreating, he hoped that he had done some damage to that thing, but he had no desire to stitch around to find out. Running across the wreckage he shot some more for cover fire, hoping to reach a building in time. Before he traversed more than a few meters a jolt of pain exploded in his right leg.

Round 2 wrote:Snake execute an accelerated movement action running for a nearby building, the wreckage give him a +2 bonus to his defense.

Robocop move forward and fire again, getting 18 the wreckage saves Snake another dose of lead.


Gritting his teeth Snake continued his escape, hoping that the thing's aim wasn't so precise, in a moment two bullets embebed in a metal plate at his right, scarred he accelerated and ducked for cover.

Round 3 wrote:Snake reached the building with his move action, in preparation for the next round he feints (23) and robocop fails to get it (16).

Robocop continues to advance firing, the attack is 21 (+2 damage), Snake save is a 22.


Leaning aginst the door Snake carefully aimed the SMG pointing at damaged right shoulder joint of the cyborg. The laser point danced across Robocop's armor and Murphy lifted the left hand to protect the vulnerable area while continued to fire. Only the battle instict toned in years of combat saved Snake from reciving the full force of the burst, even so the bullets drilled a couple of neat holes in the side of his jacket.

Round 4 wrote:Robocop is Flat-footed.

Snake spend one HP to execute an action surge. He used a full round action to Aim and the action surge to fire with a 5 points Power attack. The attack is a miss so he spend the second HP to re-roll... a critical hit so the total damage is +16. Robocop roll a save of 15 due to his precedent injure, a margin of failure of more than 15 points, Murphy is Unconscious and Dying.


Grinning slightly Snake took advantage of the cyborg slowness and shift the weapon slightly aiming for the head. The SMG spitted its bullets like the letters of an obscene insult. The hits followed one another in a tight sequence causing flashes of light across Murphy's visor and suddely something burried deep under his titanium armor backfired causing a general system shutdown.
_____________________________________________________________________________________________

A couple of blocks away Lewis watched at the life signs on a small monitor, with a blasfemy she turned to the sergeant "Murphy's down!"

Reed cursed his luck and signaled to the SWAT and the medical team to move in.

Snake was blocking the blood from his leg when two police van appeared from behind the corner and SWAT troopers started to jump out from the backs. Swearing and cursing Snake lifted his hand above the head.

Aftermath wrote:Snake: Bruised 2, 0HP
Robocop: Bruised 1, Injured 1, Unconscious, Dying

Well the fight was cut short by Snake critical hit, before that Robocop was essentialy dominating the scene. Snake performed quite well overall and have to squeeze every bit of tactical option he could think to save his skin. Robocop on the other hand was really the tank I envisioned, even at PL8 he was able to absorb damage quite well and returning the fire, a less seasoned opponent doesn't stand a chance against him.
Last edited by Woodclaw on Sun Oct 28, 2012 2:36 pm, edited 3 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Woodclaw's builds [Snake Plissken, Showdown in Old Detroit]

Postby MisterO » Tue Sep 29, 2009 4:54 pm

I'd sell a kidney to see this fight on the big-screen. Hell BOTH kidney's! Good work Woodclaw!

Woodclaw wrote:Image
Fear not, comrade…


:shock: She got a boyfriend? :shock:

Y'know she'd make a good character for just about any campaign. She can easily fill the "top tier paragon" role in other settings and it would be interesting to have a major league hero NOT be an American. Her beliefs would provide interesting conflicts with both civilians and other superheroes (especially for those for whom the Soviet Union was not a benevolent government as it seems to be in her origin story).
User avatar
MisterO
Firebrand
Firebrand
 
Posts: 890
Joined: Thu Dec 14, 2006 9:21 am

Re: Woodclaw's builds [Snake Plissken, Showdown in Old Detroit]

Postby Woodclaw » Wed Sep 30, 2009 12:27 am

MisterO wrote:I'd sell a kidney to see this fight on the big-screen. Hell BOTH kidney's! Good work Woodclaw!

Thanks it's good to see you again on this board, I feared that I had left undefinitly.

MisterO wrote: :shock: She got a boyfriend? :shock:


As far as I know, no she doesn't, she has a girlfriend in the for of another Angel Falls super.

MisterO wrote:Y'know she'd make a good character for just about any campaign. She can easily fill the "top tier paragon" role in other settings and it would be interesting to have a major league hero NOT be an American. Her beliefs would provide interesting conflicts with both civilians and other superheroes (especially for those for whom the Soviet Union was not a benevolent government as it seems to be in her origin story).


That's something I was thinking about too, the problem is that she comes from an alternate universe where Stalin was, apparently, a really good guy the true "Father of the people", after she was sent to the Angel Falls universe she received a telephatic concentrated version of their history (which is more or less ours) that deeply shocked her.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#71 Valiant Comics: Mon-Ark & the Bionisaurs

Postby Woodclaw » Thu Oct 01, 2009 2:27 am

Image
Yessss, T'rok! Flee! For on this day the hunter becomessss the hunted!

Mon-Ark

Power Level: 9 (164pp/129pp minionless)

Abilities: STR: 26 (+8), DEX: 16 (+3), CON: 18 (+4), INT: 16 (+3), WIS: 16 (+3), CHA: 14 (+2)

Skills: Acrobatics 5 (+8), Bluff 4 (+6), Climb 4 (+8), Diplomacy 4 (+6), Intimidate 5 (+9), Knowledge [Lost Land] 5 (+8), Knowledge [Tactics] 5 (+8), Language 3 (English, Spanish, 1 at GM discretion; Native: Lost Land dialect), Notice 7 (+10), Search 3 (+6), Sense motive 3 (+6), Stealth 11 (+10), Survival 5 (+8)

Feats: All-out attack, Attack focus 8 (Melee), Blind-fight, Defensive roll 1, Dodge focus 3, Improved grab, Improved initiative 1, Master plan, Minions 7 (5 'Raptor Bionisaurs), Move-by action, Power attack, Rage 2, Set-up, Sidekick 25 (Mate), Teamwork 1

Powers:

Utahraptor template
- Animal senses (Super-senses 2 [Scent, Tracking 1]; 2pp)
- Growth 4 (Flaw: Permanent; 12pp)
- Scales (Protection 3; 3pp)
- Scythe claws (Strike 2; PF: Improved critical 1, Mighty; 4pp)
- Speed 2 (25 mph; PF: Alternate power 1; 3pp)
-- Leaping 2 (Jumping distance x5)


Armored vital organs (Immunity 2 [Critical hits]; Flaw: Half-effect; 1pp)
Cybernetic radio (Super-senses 1 [Communication link (Other Bionisaurus, Radio)]; PF: Progression 4 [up to 25 Bionisaurus at once]; 5pp)

Combat: Attack +7 (Melee); Damage +10 (Claws); Defense +10 (+4 Flat-footed); Initiative +7

Saves: Toughness +8 (+7 Flat-footed), Fortitude +7, Reflex +8, Will +6

Drawbacks: Disability (Limited manipulation [Uncommon, Minor]; -1pp)

Abilities 34 + Skills 16 (64 ranks) + Feats 58 + Powers 30 + Combat 16 + Saves 11 – Drawbacks -1 = Total 164

Complication: Enemy (Turok), Responsibility (his Mate), Trackable (Radio frequencies)


:arrow: the leader of 'Raptor Bionisaurs (they are called Velociraptors, but they are Utahraptors - Jurassic Park was the big blockbuster at the time), Mon-Ark served as Turok's chief antagonist during the first issues of his serie - the beast died in # 3 or 4 - nonetheless he was an impressive foe, cunning, skilled and extremly dangerous

:arrow: under normal circumstances Mon-Ark operates at PL 8.5 on offesive and 9 on defense, unless he is raging it that case he went to PL10 (but count as 9 since the first level of rage doesn't count against PL caps) on offesive and PL8 on Defense

:arrow: the half effect immunity to critical hits simulate the metal casing used by Erica Pierce to house the new brain and spine she gave to her creations

:arrow: as a consequence of the brain transplant the Bionisaurus are able to speak and possess a limited ability to manipulate objects, usually impaired by their lack of opposable thumbs. Unfortunatly (for the bionisaurus) this implants also emits a radio signal that makes them easily trackable from anyone who know the frequency

:arrow: even at full power he is no match for Turok, at least alone, Mon-Ark usually is accompanied by his mate (which is more or less his equal in every respect, she has INT 14, Stealth +9, Bluff, Diplomacy and Sense motive +5, no Blind-fight or Master Plan but gets an extra level of Teamwork) and a small group of 'Raptors (PL8 minions)

'Raptor Bionisaur

Power Level: 8 (100pp)/Minion rank 7

Abilities: STR: 24 (+7), DEX: 16 (+3), CON: 18 (+4), INT: 10 (+0), WIS: 16 (+3), CHA: 10 (+0)

Skills: Acrobatics 3 (+6), Intimidate 4 (+6), Language 3 (English, Spanish, 1 at GM discretion; Native: Lost Land dialect), Notice 5 (+8), Search 5 (+5), Sense motive 2 (+5), Stealth 9 (+8), Survival 5 (+8)

Feats: All-out attack, Attack focus 8 (Melee), Dodge focus 4, Improved grab, Improved initiative 1, Move-by action, Power attack, Rage 1, Set-up, Teamwork 1

Powers:

Utahraptor template
- Animal senses (Super-senses 2 [Scent, Tracking 1]; 2pp)
- Growth 4 (Flaw: Permanent; 12pp)
- Scales (Protection 3; 3pp)
- Scythe claws (Strike 2; PF: Improved critical 1, Mighty; 4pp)
- Speed 2 (25 mph; PF: Alternate power 1; 3pp)
-- Leaping 2 (Jumping distance x5)


Armored vital organs (Immunity 2 [Critical hits]; Flaw: Half-effect; 1pp)
Cybernetic radio (Super-senses 1 [Communication link (Other Bionisaurus, Radio)]; PF: Progression 4 [up to 25 Bionisaurus at once]; 5pp)

Combat: Attack +7 (Melee); Damage +9 (Claws); Defense +9 (+3 Flat-footed); Initiative +7

Saves: Toughness +7, Fortitude +6, Reflex +7, Will +5

Drawbacks: Disability (Limited manipulation [Uncommon, Minor]; -1pp)

Abilities 22 + Skills 9 (36 ranks) + Feats 20 + Powers 30 + Combat 12 + Saves 8 – Drawbacks -1 = Total 100
Last edited by Woodclaw on Sun Oct 04, 2009 2:19 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#72 Valiant Comics: Geomancer

Postby Woodclaw » Fri Oct 02, 2009 1:50 am

Image
When Earth is screaming who you gonna call?

Geomancer archetype (+51pp)

Feats: Equipment 1

Powers:

Accumulated wisdom (Variable 1 [Any skill, one at a time]; PF: Eidietic memory; Flaw: Uncontrollable; 4pp)
One with the Earth (Super-senses 13 [Earth Awareness (Accurate, Acute), Mystical Awareness, Precognition, Postcognition]; PF: Benefit 1 [Direct Inspiration]; 13pp)
Supernatural health (Immunity 4 [Aging, Disease, Poison, Starvation & Thirst; Flaw: Half-effect]; 2pp)
Universal communication (Comprehend 13 [Animals (Speak and Understand), Codes & Cyphers, Languages (Speak, Understand and Read all), Machines (Speak and Understand), Objects (Speak and Understand), Plants (Speak and Understand), Spirits]; 26pp)
Will over matter (Machine animation 5; Flaw: Range 1 [Touch]; 5pp)

Equipment: Geomancer garbs (0ep)

Ax (+2 slashing damage; Cirt 20; Mighty, Throw 2; 5ep)

:arrow: stating out the precise stat of any Geomancer is essentialy pointless, countless people were chosen by the Earth itself as Geomancers through the ages, obviously the spirit of Earth has no prejudice, men and women of any possible race were chosen each one following the Earth command in his/her own personal way

:arrow: the above template includes the most common powers displayed by the Geomancers, some of them possess other powers of their own, depending on their origin and skills (at the end of the 41st century Aram/Armstrong becomes the last Geomancer)

:arrow: the Accumulated Wisdom simulate a Geomancer ability to absorb knowledge from objects he touchs, since the precise level of skill (up to +20) is based upon the GM discretion it's uncontrolled

:arrow: Earth Awareness works essentialy like the standard Cosmic Awareness from UP, but it's range is limited to Earth and it's immediate surroundings (the Moon and not much else)

:arrow: the Geomancers' legacy also includes a certain number of objects (an ax, a necklace, bandanna, staff, belt, and scabbard for the ax), but it was never stated if they had any real power or they are simply a sort of uniform

:arrow: the Will Over Matter power was one of the favourite tricks of Geoff McHenry, the Geomancer during the early 90s up to Chaos Effect, essentialy he can compel machines to follow his commands even if they go against their programming (like having vending machines spit out their contents without using coins etc.), earlier geomancers are likely to have possessed different powers but I have no clue about how they could have worked
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#73 Mad Max

Postby Woodclaw » Sat Oct 03, 2009 2:33 am

Image
... but most of all I remember the 'Road Warrior', the man we called Max.

Mad Max
Max Rockatansky

Power Level: 6 (91pp)

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

Skills: Bluff 6 (+8), Craft [Mechanical] 6 (+8), Demolitions 4 (+6), Drive 7 (+10), Escape artist 2 (+5), Handle animal 4 (+5), Intimidate 7 (+8), Investigate 2 (+4), Knowledge [Streetwise] 5 (+7), Knowledge [tactics] 4 (+6), Language - (Native: English), Medicine 2 (+5), Notice 5 (+8), Profession (Cop) 4 (+7), Search 4 (+6), Sense motive 4 (+7), Sleight of hand 5 (+8), Stealth 4 (+7), Survival 5 (+8)

Feats: Animal empathy, Attack specialization 1 (Knife), Defensive roll 2, Diehard, Dodge focus 3, Improved initiative 1, Endurance 1, Equipment 6, Minions 3, Quick draw 1 (Drawing), Uncanny dodge 1 (Visual)

Challenges: One hand on whell (Drive)

Equipment: Binoculars (1ep), Tools belt (0ep), Leather jacket (Protection 1; 1ep), Walking aid (reduce the Busted knee drawback to Reduced movement [speed and jump at 2/3]; 3ep)

Weapons (Equipment array; 8ep)
- Knife (+1 piercing damage; crit 19; Mighty, Throw 1)
- Rusted sawed-off shotgun (Unreliable, Reduced range 1 [5 increments])
-- Buckshots (+5 ballistic damage; Crit 20; 50'; Buckshot [+1 to hit, Half damage against armored targets])
-- Solid slugs (+6 ballistic damage; Crit 20; 50')


Image
Vehicle: Last of the V-8 Interceptors (Huge; STR: 35; TOU: 10; Speed 5 [250 mph]; Features: Explosive device, Extra fuel tanks, Nitrous booster, Off-road capable; 13ep)

5ep in scavenged goods

Combat: Attack +6 (+7 buckshot, +8 knife); Damage +2 (Unarmed), or by weapon of choice; Defense +6 (+2 Flat-footed); Initiative +7

Saves: Toughness +6/+5 without armor (+4/+3 Flat-footed), Fortitude +6, Reflex +6, Will +5

Drawbacks: Disability (Busted knee [Very common, Moderate]; -4pp)

Abilities 28 + Skills 20 (80 ranks) + Feats 21 + Powers 0 + Combat 18 + Saves 8 – Drawbacks -4 = Total 91

Complications: Honor (Always kept his word), Shell of a man


:arrow: the burned shell of a man wandering through the Outback more a ghost than a real man, he is still learning to live again

:arrow: like IK's build - that I used as a base (thanks) - this build is based around the first two movies, particulary the second

:arrow: Max's PL was something I had big issues with, I wanted him to be as skilled as possible and I almost ended up making him a PL7, but after reading an interview where it was stated that George Miller's idea was of a normal man forced by circumstances to become a monster I reworked him at PL6

:arrow: the buckshot mechanics was something I'm still revising, I'm not too happy with the RAW version from the core book since made calculating PL a true nightmare

:arrow: the Interceptor is based around the standard police cruiser I used for Robocop, just a little tougher. The "extra fuel tanks" feature works only in a Mad Max setting, considering how rare and valuable fuel is

:arrow: the Busted knee drawback is very heavy, but without the walking aid Max was unable even to stand up

:arrow: Max's only companion in his journey through the Outback is a dog called, well... Dog, he usually sleep in the backseat of the Interceptor acting as the vehicle security system

Dog

Power Level: 4 (37pp)

Abilities: STR: 14 (+2), DEX: 14 (+2), CON: 16 (+3), INT: 2 (-4), WIS: 14 (+2), CHA: 6 (-2)

Skills: Escape artist 2 (+4), Intimidate 6 (+4), Notice 6 (+8), Sense motive 2 (+4), Stealth 4 (+6), Survival 4 (+6)

Feats: Attack focus 5 (Melee), Endurance 1, Improved grab, Improved trip, Teamwork 1

Powers:

Bite (Strike 1; PF: Mighty; 2pp)
Canine senses (Super-senses 5 [Extended 1 (Auditory senses), Scent, Tracking (Scent), Ultra-hearing]; 5pp)
Speed 1 (10 mph)

Combat: Attack +5 (Melee); Damage +3 (Bite); Defense +5 (+3 Flat-footed); Initiative +2

Saves: Toughness +3, Fortitude +5, Reflex +4, Will +4

Drawbacks: Disability (Mute [Very common, Moderate]; -4pp), Disability (No hands [Very common, Moderate; -4pp])

Abilities 6 + Skills 6 (24 ranks) + Feats 9 + Powers 8 + Combat 10 + Saves 6 – Drawbacks -8 = Total 37
Last edited by Woodclaw on Sat Feb 13, 2010 5:17 am, edited 4 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Woodclaw's builds [VH1: Mon-Ark, Geomancer, Mad Max]

Postby Thorpacolypse » Sat Oct 03, 2009 2:59 pm

Nice stuff here Woodclaw. I liked the Robocop/Snake fight. I knew Snake would win because dirty fightin' always overcomes more power. :wink:
Shop J-Mart!

Service with a smilie! :)
User avatar
Thorpacolypse
Cosmic Entity
Cosmic Entity
 
Posts: 7220
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

Re: Woodclaw's builds [VH1: Mon-Ark, Geomancer, Mad Max]

Postby Woodclaw » Sun Oct 04, 2009 2:43 am

Thorpacolypse wrote:Nice stuff here Woodclaw. I liked the Robocop/Snake fight. I knew Snake would win because dirty fightin' always overcomes more power. :wink:


Thanks I hope I can keep up with the expectations (a little more feedback will be high appreciated).
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Woodclaw's builds [VH1: Mon-Ark, Geomancer, Mad Max]

Postby luketheduke86 » Mon Oct 05, 2009 12:45 am

That's a very nice Robocop build, he's actually one of few (ie. three) builds I've done as well. I'm glad it wasn't just me who couldn't quite get him to an even PL 8 :). I wish he would of done a bit better against Snake Plissken but hey crits happen :wink:.
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
User avatar
luketheduke86
Hero
Hero
 
Posts: 1576
Joined: Fri Apr 21, 2006 11:34 am
Location: Omaha, Nebraska

Re: Woodclaw's builds [VH1: Mon-Ark, Geomancer, Mad Max]

Postby Woodclaw » Mon Oct 05, 2009 2:18 am

luketheduke86 wrote:That's a very nice Robocop build, he's actually one of few (ie. three) builds I've done as well. I'm glad it wasn't just me who couldn't quite get him to an even PL 8 :). I wish he would of done a bit better against Snake Plissken but hey crits happen :wink:.


Well I completly forgot to credit your build as a base for Robo', sorry, I'll get it fixed. About the fight, I think that it was Snake only chance to survive, none of his weapons was powerful enought to damage Robocop without a executing a Sneak attack, which meant he could deal damage only once very other round.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#74 Valiant Comics: Dr. Silk (with Fitzhugh)

Postby Woodclaw » Mon Oct 05, 2009 2:25 am

Image
What... cannot be controlled... must... be destroyed...

Dr. Silk
Augustus Silkowski

Power Level: 5 (88pp)

Abilities: STR: 6 (-2), DEX: 6 (-2), CON: 10 (+0), INT: 22 (+6), WIS: 18 (+4), CHA: 10 (+0)

Skills: Bluff 8 (+8), Computers 6 (+12), Craft [Chemical] 6 (+12), Craft [Electronic] 6 (+12), Craft [Mechanical] 6 (+12), Diplomacy 8 (+8), Gather informations 10 (+10), Intimidate 4 (+10), Knowledge [Behavioural science] 4 (+10), Knowledge [Business] 6 (+12), Knowledge [Current events] 6 (+12), Knowledge [Earth science] 6 (+12), Knowledge [Life science] 9 (+15), Knowledge [Physical] 9 (+15), Knowledge [Technology] 9 (+15), Language 7 (7 at GM discretion; Native: English), Medicine 8 (+12), Notice 4 (+8), Search 4 (+10), Sense motive 6 (+10)

Feats: Benefit 1 (Fearsome intellect [Intimidate is based on INT]), Benefit 1 (Enigma), Benefit 6 (Wealth), Connected, Contacts, Eidietic memory, Fascinate (Intimidate), Inventor, Master plan, Sidekick 17 (Fitzhugh), Skill Mastery 2 (All Knowledge skills, Intimidate), Ultimate project (Inventing checks), Well-informed

Powers:

Mithridatism (Immunity 2 [Disease & Poison]; FLaw: Half-effect; 1pp)

Equipment: everything his wealth can buy

Combat: Attack +0; Damage -2 (Unarmed); Defense +0; Initiative -2

Saves: Toughness +0, Fortitude +7, Reflex -2, Will +10

Drawbacks: Disability (Quadriplegic [Very common, Major]; -5pp)

Abilities 12 + Skills 33 (132 ranks) + Feats 34 + Powers 1 + Combat 0 + Saves 13 – Drawbacks -5 = Total 87

Complications: Enemy (Ninjak)


:arrow: after Harada, Darque and Erica "Mothergod" Pierce, Dr. Silk is quite possibly the most dangerous villain of the VH1 and, contrarily to the aforementioned, he has a very solid goal - no save the world, no obsession with power, no genocidal plan, just making money - he is the head of Webnet the most vast and complex criminal organization in the world, so vast and complex that it is even quoted on international stock exchanges

:arrow: Silk facial mutilation and disability are the result of an "unfortunate accident" that killed someof his associates and robbed him of every trace of morality. No deal is too dirt, immoral or dangerous for Silk

:arrow: despite his state he is still a genius and so far the only man capable of foiling his plans was Ninjak

:arrow: due to his injuries Silk is constatly under the effects of one drug or another, this paried with his obsession for venomous spiders (developed as a children) had made him highly resistant to chemicals and bacteria

:arrow: he is obviously a variation on the classic mad doctor trope, and as every Bond style mad scientist he has his faithful bodyguard. Silk is always followed by a big and bulky man called Fitzhugh. Fitzhugh is a expert killer, but he is still no match for Ninjak, since he is the fighter of the two I choose to made him a sidekick rather than a minion

Fitzhugh

Yes doctor.

Power Level: 6 (85pp/Sidekick rank 17)

Abilities: STR: 16 (+3), DEX: 12 (+1), CON: 16 (+2), INT: 12 (+1), WIS: 14 (+2), CHA: 10 (+0)

Skills: Bluff 5 (+5), Climb 5 (+8), Diplomacy 5 (+5), Drive 7 (+8), Gather information 5 (+5), Intimidate 6 (+6), Knowledge [Current events] 4 (+5), Knowledge [Streetwise] 5 (+6), Language 1 (French, Russian; Native: English), Notice 6 (+8), Pilot 7 (+8), Search 5 (+6), Sense motive 4 (+6), Stealth 5 (+6), Swim 5 (+8)

Feats: Attack specialization 1 (Grapple), Chockehold, Dedication, Dodge focus 4, Endurance 1, equipment 3, Improved grab, Improved initiative 1, Improved pin, Interpose, Power attack

Equipment: Cell phone (1ep), Undercover vest (Protection 2; Subtle; 3ep)

Heavy pistol (+4 ballistic damage; crit 20; 40'; 8ep)

3ep in mission specific equipment

Combat: Attack +8; Damage +3 (Unarmed), +4 (Heavy pistol); Defense +7 (+2 Flat-footed); Initiative +5

Saves: Toughness +5/+3 without armor, Fortitude +6, Reflex +4, Will +4

Abilities 20 + Skills 19 (76 ranks) + Feats 16 + Powers 0 + Combat 22 + Saves 8 – Drawbacks 0 = Total 85
Last edited by Woodclaw on Mon Oct 05, 2009 3:46 am, edited 2 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Postby Woodclaw » Mon Oct 05, 2009 2:27 am

I hate douple posting.
Last edited by Woodclaw on Mon Oct 05, 2009 3:04 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
User avatar
Woodclaw
Luminary
Luminary
 
Posts: 2614
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Woodclaw's builds [VH1: Mon-Ark, Geomancer, Mad Max]

Postby luketheduke86 » Mon Oct 05, 2009 2:50 am

Woodclaw wrote:Well I completly forgot to credit your build as a base for Robo', sorry, I'll get it fixed. About the fight, I think that it was Snake only chance to survive, none of his weapons was powerful enought to damage Robocop without a executing a Sneak attack, which meant he could deal damage only once very other round.


Oh don't worry bout that. I didn't even know you used mine as a basis for yours, though it was a pleasant surprise :D! I actually think your build is bit cleaner than mine and I'll probably revisit mine here some time soon.
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
User avatar
luketheduke86
Hero
Hero
 
Posts: 1576
Joined: Fri Apr 21, 2006 11:34 am
Location: Omaha, Nebraska

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Atmo, Captain Avatar and 1 guest