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

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Re: #93 Xenomorph

Postby JoshuaDunlow » Wed Nov 04, 2009 11:21 pm

Woodclaw wrote:Xenomorph drone/soldier

Acid blood (Corrosion 3; Extra: Action 3 [Reaciont (when wounded)]; 27pp)


Add the Power Feat: Triggered. Not every form of damage would apply, for example: Most unarmed attacks wouldn't cause this reaction. But a blunt weapon might. Slashing may or may not, due to its exoskeleton. But its up to you to determine.
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Re: #93 Xenomorph

Postby Woodclaw » Thu Nov 05, 2009 1:08 am

Thorpacolypse wrote:Nice Alien stuff there, Woodclaw. I assume a Queen is coming?


Thank you, currently I wasn't tihinking about making any more Alien build, since my knowledge of the franchise is very limited (I don't have any of the movies on VHS or DVD). But I'll see to upgrade the Soldier, after I've finished my work on some JLA builds.

JoshuaDunlow wrote:
Woodclaw wrote:Xenomorph drone/soldier

Acid blood (Corrosion 3; Extra: Action 3 [Reaciont (when wounded)]; 27pp)


Add the Power Feat: Triggered. Not every form of damage would apply, for example: Most unarmed attacks wouldn't cause this reaction. But a blunt weapon might. Slashing may or may not, due to its exoskeleton. But its up to you to determine.


I thought that a Reaction power already included a measure of the triggered Power feat. After all both requires the character to set a condition but reaction happens automaticly every time the condition is met, while Triggered is good only for a single activation. Anyway I'll remake the condition to be a little more clear, thanks for your help.
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Re: Woodclaw's builds [Predator, Stitch, Alien, Ripley]

Postby JoshuaDunlow » Thu Nov 05, 2009 1:17 am

Your right, my bad. Reaction means it can be triggered by an attack. My only point on the acidic blood, was figuring out exactly what kind of damage types actually trigger it.
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Re: Woodclaw's builds [Predator, Stitch, Alien, Ripley]

Postby Woodclaw » Thu Nov 05, 2009 1:26 am

JoshuaDunlow wrote:Your right, my bad. Reaction means it can be triggered by an attack. My only point on the acidic blood, was figuring out exactly what kind of damage types actually trigger it.


My final idea is that any attack capable of piercing deep enough to cause a serious injury triggers the response, so I ruled that every penetrating attack and any normal attack saved with a failure marging of 5+ triggers the effect.
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#95 V

Postby Woodclaw » Thu Nov 05, 2009 1:55 am

Well Ladies and Gentleman of the ATT, the 5th of November is here and so is our monogrammatic friend V.
God save the chaos.

ImageImage
There's no flesh or blood within this cloak to kill. There's only an idea. Ideas are bulletproof.

V
Patient #5

Power Level: 8 (123pp)

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

Skills: Acrobatics 4 (+8), Computers 4 (+8), Craft (chemical) 5 (+9), Disable Device 5 (+9), Intimidate 7 (+10), Investigate 2 (+6), Knowledge (history) 4 (+8), Knowledge (tactics) 4 (+8), Language - (Native: English), Medicine 5 (+8), Notice 3 (+6), Perform (oratory) 8 (+11), Sense Motive 7 (+10), Stealth 6 (+10)

Feats: Ambidexterity, Attack Specialization 1 (Knives), Cunning Fighter, Diehard, Dodge Focus 4, Elusive Target, Equipment 9, Fearless, Improved Feint, Improved Initiative 1, Master Plan, Quick Draw 1, Takedown Attack 2, Twin Weapon Strike, Two-Handed Attack

Powers:

Immunity 2 (Disease, Poison; Flaw: Half-effect; 1pp)

Equipment: Guy Fawkes mask and undercover vest (Protection 3; Subtle 1; 4ep)

Arsenal (Equipment array; 26ep)
- Knives (+1 piercing damage; Crit 19; 10' [Throw weapon]; Mighty 4)
- Tear gas grenades (Nauseate 4 + Dazzle 4 [Visual]; Throw 2, Ricochet 1, Area [Burst, Targeted], Full Power)
- Explosives (+8 explosive damage; Triggered 2 [Multiple detonators], Area [Explosion, General], Lethal Only, Full Power)


HQ: The Shadow Gallery (Huge; TOU: +15; Features: Concealed 1, Holding cells, Laboratory, Library, Living space, Workshop; 11ep)

4ep in mission specific equipment

Combat: Attack +8 (+10 with knives); Damage +4 (Unarmed), +5 (Knives); Defense +9 (+3 Flat-footed); Initiative +8

Saves: Toughness +7/+4 without armor, Fortitude +7, Reflex +6, Will +8

Abilities 44 + Skills 16 (64 ranks) + Feats 27 + Powers 1 + Combat 26 + Saves 10 + Drawbacks 0 = 124

Complications:
  • Hatred (Norsefire goverment): V only goal is to bring down the corrupt goverment of England
  • Reputation (Anarchist and terrorist): as the only terrorist that graced England since the Norsefire party came to power, v has quite a reputation


:arrow: reposting from the V line-up on J-Mart thread

:arrow: my take on V, I've seen a handful of V builds on the ATT all around PL10/11, I decided to take a slightly different route and make a sort of street-level V. I hope you'll enjoy

:arrow: all the weapons are hand built, The knives follow the popular take of making them a blast effect to simulate the undefined number of knives. The grenades and the explosives implement my personal preferences for simulating explosives through touch range effects with eventually levels of the Throw PF
Last edited by Woodclaw on Sat Apr 28, 2012 3:26 am, edited 2 times in total.
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Re: Woodclaw's builds [Predator, Stitch, Alien, Ripley, V]

Postby Nareik123 » Thu Nov 05, 2009 10:04 am

I like the Alien and Predator build a bit, but I am confused by Ripleys 4 ranks of favoured enemy against a xeno morph.

Ripley isn't a god amazing Alien hunter, and while I agree she should have 2 ranks of favoured enemy to represent the fact she can fight better against Xenomorphs than, say, Predators, she isn't that good against them and really only survived due to both luck and Marines (Aliens).

+2 ranks of favoured opponent, but she just knows more about them, she isn't much a better fighter and should really be outclassed by marines.
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Re: Woodclaw's builds [Predator, Stitch, Alien, Ripley, V]

Postby Woodclaw » Thu Nov 05, 2009 2:28 pm

Nareik123 wrote:I like the Alien and Predator build a bit, but I am confused by Ripleys 4 ranks of favoured enemy against a xeno morph.

Ripley isn't a god amazing Alien hunter, and while I agree she should have 2 ranks of favoured enemy to represent the fact she can fight better against Xenomorphs than, say, Predators, she isn't that good against them and really only survived due to both luck and Marines (Aliens).

+2 ranks of favoured opponent, but she just knows more about them, she isn't much a better fighter and should really be outclassed by marines.


The 4 ranks bother me as well, I wanted a way to represent Ripley accumulated knowledge about the Xenomorphs, she is the only person who survived two encounters and was about to survive a third, the final scene of Alien 3 was a suicide. but to quote the fourth movie "Ellen Ripley died trying to wipe this species out. For all intents and purposes, she succeeded!".

Now I'll remade my calculations and I'll probably redo Ripley to make her a little less powerful, still I think she should be able to operate with a 50/50 chance against a single xenomorph.


:arrow: Update Ripley as per Nareik suggestions
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#96 DC Animated Universe: The Flash

Postby Woodclaw » Mon Nov 09, 2009 3:06 am

First time I actually used the Super-speed RAW.

Image
I used to be able to goof around so much because I knew Superman had my back. Now all I've got is his example, and that's gonna have to be enough.

The Flash
Wally West

Power Level: 12 (174pp)

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

Skills: Acrobatics 3 (+5), Bluff 5 (+8), Computers 4 (+5), Diplomacy 5 (+8), Disable Device 4 (+5), Escape Artist 6 (+8), Gather Information 3 (+6), Handle Animal 2 (+5), Investigate 5 (+6), Knowledge [life sciences] 6 (+7), Knowledge [physical sciences] 6 (+7), Languages - (Native: English), Notice 3 (+6), Search 5 (+6), Stealth 4 (+6), Swim 3 (+4)

Feats: Attack specialization 4 (Speed tricks), Connected, Contacts, Dedicated dodge, Defensive attack, Defensive roll 1/5, Defensive throw, Distract (Bluff), Dodge focus 1/10, Elusive target, Equipment 1, Fast overrun, Improved disarm 1/2, Redirect, Set-Up, Teamwork 2, Untapped potential

Challenges: Conversational paralysis

Powers:

The Fastest Man Alive (Container 18 [Passive]; 85pp)
- Enhanced feats 22 (Defensive roll 4, Dodge focus 9, Elusive target, Evasion 2, Fast overrun, Improved disarm 1, Interpose, Redirect, Trance, Uncanny dodge 1 [Visual])
- Super-speed 12 (5000mph, Routine task 1000x [50000mph, 10000x at full power]; PF: Moving feint, Rapid attack, Rapid fire, Special alternate power 6, Wall run, Water run; Flaw: Tiring [3 ranks])
-- SAP: Bullet snatch (Deflect 13 [Fast & Slow projectiles]; PF: Precise; Flaw: Distracting)
-- SAP: Machinegun punch (Strike 9/12; Extra: Autofire 1)
-- SAP: Spin attack (Nauseate 9/12)
-- SAP: Typhoon (Suffocate 9/12; Extra: Area [Cylinder general]; Flaw: Distracting)
-- SAP: Vibration strike (Corrosion 12; Flaw: Action 1 [Full round]; Drawback: Full power)
-- SAP: Whirlwind (Air control 9/12 [Heavy load: 6.5 tons (50 tons at full power)])


Equipment: Costume (Protection 2; Subtle; 3ep)

2ep unspent

Combat: Attack +4 (+12 speed tricks); Damage +1 (Unarmed), +9 (Speed tricks); Defense +13 (+2 Flat-footed); Initiative +2/+38 (+50 at full power)

Saves: Toughness +9/+7 without costume (+4/+2 Flat-footed), Fortitude +6, Reflex +9, Will +6

Drawbacks: Weakness (Speed force abuse [Uncommon (if unable to counter the Fatigue for Super-speed or Extra Effort with HP), -1 to all ability scores per round, Lethal]; -7pp)

Totals: Abilities 24 + Skills 16 (64 ranks) + Feats 23 + Powers 90 + Combat 14 + Saves 14 - Drawbacks 7 = 174

Complications: Reputation (buffoon), Responsibility (JLU conscience), Responsibility (to the Central City Police)


:arrow: the Flash was really a nightmare to build, while his abilities are quite straightfoward his PL was really a trouble, in the end I choose to use his status as the "Big Seven" resident kid with potential

:arrow: as a consequence of his more limited skills and power Flash came out a lot more ecomomic of the Trinity

:arrow: normally Flash operates at PL11 using only 9 ranks of Super-speed (the non full power values), with the possibility to reach PL12 on offesive using the full power of his Super-speed (without his powers and costume Wally is just PL3)

:arrow: all his speed tricks operates at the same rank of his speed except for the Vibration strike which is always at 12 (my explanation of why Wally rarely used it)

:arrow: since the DCAU Wally seem to have inherited his uncle Barry job as Forensic officier I gave him some limited investigative skills, at the same time he is one of the most sociable (even if goofy) members of the team

:idea: UPDATE: I slightly decreased Wally natural combat skills without the speed force
Last edited by Woodclaw on Thu Dec 24, 2009 3:08 am, edited 2 times in total.
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#97 DC Animated Universe: Green Lantern (John Stewart)

Postby Woodclaw » Tue Nov 10, 2009 6:57 am

We have the brave, so on with the bold.

Image
Rex Mason: Still in uniform, I see - though it's not exactly standard Marine corps issue.
John Stewart: I signed up with a new unit.


Green Lantern
John Stewart

Power Level: 12 (193pp)

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

Skills: Acrobatics 3 (+5), Bluff 4 (+5), Climb 4 (+7), Computers 4 (+5), Concentration 4 (+8), Craft (mechanical) 3 (+4), Diplomacy 3 (+4), Disable Device 3 (+4), Drive 3 (+5), Intimidate 6 (+7), Knowledge [current events] 4 (+5), Knowledge [interstellar politics] 4 (+5), Knowledge [tactics] 7 (+8), Knowledge [technology] 5 (+6), Language - (Native: English), Medicine 1 (+5), Notice 3 (+7), Pilot 3 (+5), Search 4 (+5), Sense Motive 3 (+7/+9 in combat), Stealth 5 (+7), Survival 3 (+7), Swim 5 (+8)

Feats: Attack specialization 2 (Green Lantern ring), Benefit 1 (Member of the Corps), Diehard, Enviromental adaptation 1 (Zero G), Improved aim, Improved initiative 1, Lionheart 1, Task focus 1 (Sense Motive, Combat assessment), Teamwork 2

Challenges: Combat clarity 1

Marine Corps Martial Arts Program (fighting style): All-out attack, Chockehold, Defensive attack, Improved block 1, Improved disarm, Improved grab, Improved pin, Improved trip, Power attack, Sneak attack 1, Stunning attack

Powers:

(Will)power reserve 8 (Flight, Green energy array, Protective field; PF: Additional power 1; 17pp)

Green Lantern ring (Device 15 [Hard to lose]; PF: Indestructible, Minions 8 [Ring AI], Restricted 1 [Will save 8+]; Drawbacks: Conditional ownership [Free use; -1], Power loss [Must be recharged regularly; Uncommon, Minor; -1], Psyche break [Willpower, CD20; -3] 72pp)

Ringslinging style:
- Add Accurate 1, Precise and 2 ranks to the Blast power
- Add 4 ranks divided between the two half of the Protective Field
- Either add Impervious to the field or make some parts of the Array Dynamic

Devices:

Green Lantern ring (75pp of effects)
- Communication 20 (Anywhere in the universe; Flaw: Limited [to other Lanterns])
- Enhanced trait 2 (Quick change 2)
- Flight 8 (2500 mph; PF: Alternate power 1)
-- Space travel 1 (1c; PF: Hyperspace)
- Protective field (Linked power: Force field + Shield)
-- Linked: Force field 8
-- Linked: Shield 4

- Immunity 9 (Life support)
- Green energy constructs (Array 10; PF: Alternate powers 3, Variable descriptor 1 [Any electromagnetic])
-- Blast 10
-- Create object 10 (Extras: Movable; Flaw: Feedback)
-- Life bubbles (Immunity 9 [Life support]; Extra: Affect others [Only], Area [Shapeable, General])
-- Telekinesys 10 (Heavy load: 12.5 tons; Extra: Range 1 [Perception]; Flaw: Distracting)


Combat: Attack +6 (+10 with Ring); Damage +3 (Unarmed), or by ring power; Defense +9/+5 without ring (+3 Flat-footed); Initiative +6

Saves: Toughness +11 (+3 without Force field), Fortitude +7, Reflex +6, Will +9

Normal identity (Without the ring [Free action to don]; -3pp)

Totals: Abilities 28 + Skills 21 (84 ranks) + Feats 23 + Powers 89 + Combat 22 + Saves 13 - Drawbacks 3 = 193

Complications: Love (Hawkgirl and Vixen), Reputation (Hard-Assed Marine), Responsibility (to the Corps)


:arrow: like Flash GL is usually undercapped, he operates as a basic PL10 flying blaster, to reach his full combat caps he must allocate the power reserve to reach his full potential

:arrow: even without the ring John is a very tough customer, being a PL5-6 soldier

:arrow: the Animated version of the ring never displayed any sentience or other mental abilities, but since it's part of the GL image I've decided to include it. The basic build is from Taliesin with tweak from Jab's GL.
The main differences from the Comic book version are the zero Charisma score, the lack of the corps database link and the Variable sensor power (since the ring showed an very variable and undefined sensory abilties)

Oan Power Ring (Minion Rank 8)

Abilities: STR: - (-), DEX: 20 (+5), CON: - (-), INT: 20 (+5), WIS: 10 (+0), CHA: - (-)

Skills: Computers 10 (+15), Knowledge [Civics] 10 (+15), Notice 12 (+12), Search 12 (+17), Sense Motive 12 (+12)

Feats: Assessment [Willpower], Eidetic Memory

Powers:

Flight 8 (2,500 MPH; 16pp)
Immunity 30 (Fortitude effects; 30pp)
Environmental playback (Illusion 1 [Visual and Auditory]; Flaw: Limited [to playback]; Power Feat: Progression 2 [area; 25 ft. radius]; 4pp)
Protection 15 (15pp)
Quickness 6 (routing tasks at 100x; Flaw: One Type [Mental]; 3pp)
Shrinking 20 (Miniscule; PF: Innate;Extra: Continuous; Flaw: Permanent; 21pp)
Space Travel 1 (1pp)
Variable 2 (Multiple powers of the Super-senses type; 12pp)
Universal translator (Comprehend 3 [Languages (speak, understand, read any)]; Extra: Affects Others; 9pp)

Combat: Attack +12; Damage +0; Defense +12; Initiative +5

Saves: Toughness +10, Fortitude [Immune], Reflex +10, Will +5

Drawbacks: Disability (no hands; Common, Major; -4pp)

Totals: Abilities -10 + Skills 14 (56 ranks) + Feats 2 + Powers 108 + Combat 0 + Saves 10 - Drawbacks 4 = 120
Last edited by Woodclaw on Wed Jun 02, 2010 3:15 am, edited 8 times in total.
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#98 DC Animated Universe: Hawkgirl

Postby Woodclaw » Wed Nov 11, 2009 7:59 am

Image
Less talking. More Hitting!

Hawkgirl
Shayera Hol

Power Level: 12 (180pp)

Abilities: STR: 20 (+5), DEX: 22 (+6), CON: 20 (+5), INT: 16 (+3), WIS: 18 (+4), CHA: 16 (+3)

Skills: Acrobatics 2 (+8), Bluff 6 (+9/+13 [Attractive]), Computers 4 (+7), Concentration 4 (+8), Diplomacy 3 (+6/+10 [Attractive]), Disable Device 4 (+7), Gather Information 5 (+8), Handle Animal 4 (+7), Intimidate 7 (+10/+14 [with Helmet]), Investigate 4 (+7), Knowledge [tactics] 6 (+9), Knowledge [technology] 4 (+7), Language 3 (English, 2 at GM choice; Native: Thanagarian), Medicine 4 (+8), Notice 6 (+10/+13 [Visual senses]), Pilot 4 (+10), Profession [Military officier] 4 (+8), Search 4 (+7), Sense Motive 5 (+9), Stealth 2 (+8), Survival 3 (+7)

Feats: Armed Parry 2 (Mace), Attack specialization 1 (Mace), Attractive 1, Dedication (to the JLU), Equipment 1, Improved critical 2 [Mace], Fearsome presence 2/4, Rage 1 (10 rounds), Rallying cry, Task focus (Notice, Visual senses), Uncanny dodge 1 (Visual)

Thanagarian military combat (Fighting style): All-out attack, Attack focus 2 (Melee), Cunning fighter, Damaging escape, Defensive roll 2, Favored enviroment 4 (Airborne), Follow-up strike, Improved block 1, Move-by action, Power attack, Takedown attack 2, Unbalancing strike

Powers:

Thanagarian physiology (Template)
Wings (Flight 5 [250 mph]; Drawbacks: Power loss [Wings bound or disabled; -1]; 9pp)
Mind shield 4 (Extra: Continuous; Flaw: Permanent; 4pp)

Nth Metal mace (Device 5 [Easy to lose]; 18pp)

Devices:

Nth metal mace (25pp of effects)
- Mace swing (Strike 3; PF: Alternate power 1, Affect insubstantial 2, Adaptable, Knockback 2, Mighty, Thrown 2, Improved sunder, Unbalancing strike, Weapon break)
-- AP: Mace block (Deflect 13 [fast & slow projectiles]; Flaw: Distracting)
- Light (Environmental control 2 [light]; Flaw: Range 1 [touch])
- Magic bane (Nullify 9 [All powers with the magic descriptor]; Flaw: Range 1 [Touch])


Equipment: Costume (Protection 2; Subtle; 3ep), Thanagarian Helmet (Fearsome presence +2, Intimidate +4; Drawback [Negates the Attractive feat; -1]; 2ep)

Combat: Attack +9/+11 Airborne (+11/+13 Melee, +13/+15 Mace); Damage +5 (Unarmed), +8 (Mace; +9 if used with both hands); Defense +13/+15 airborne, +9/+11 without Mace (+5 Flat-footed); Initiative +6

Saves: Toughness +9/+7 without costume (+7/+5 Flat-footed), Fortitude +7, Reflex +7, Will +8

Abilities 52 + Skills 22 (88 ranks) + Feats 34 + Powers 29 + Combat 36 + Saves 7 + Drawbacks 0 = 180

Complications:
- [Before Stracrossed] Love (John Stewart & Hro Talak), Secret (Thanagarian double agent), Temper
- [After Starcrossed] Love (John Stewart), Guilty (Betrayer of two worlds), Rivalry (Vixen), Temper


:arrow: minus one to the end of my JLU builds, so here we have Hawkgirl in all her ass-kicking glory. Honestly of all the character avaible to fill the 7th seat of the league Hawkgirl was probably at the bottom of every fan lists, but mr.Dini and mr.Timm made a tremendous job to make her fitting

:arrow: obviously Shayera need her mace and to be airborne to match her comrades PL12, stranded and disarmed she is "only" PL9

:arrow: the Task focus applyed to notice is my current way to simulate a superior sense acuity in a particular field

:arrow: the Armed Parry feat is a sort of counterpart ot the Attack specialization, essentialy it gives the character a +2 dodge bonus to defense when armed with a specific implement (which can be a weapon, a shield or any Easy to lose device)

:arrow: given the character evolution during the show I think she needed two sets of complications

:idea: UPDATE: slight rework of the mace Powers to make them more close to the properties of the Nth metal, also removed the awkward Linked stun and replaced with the Unbalanciong strike feat, which simulates better the effect of a mace
Last edited by Woodclaw on Sun Jun 13, 2010 1:21 pm, edited 7 times in total.
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#99 J'onn J'onzz

Postby Woodclaw » Thu Nov 12, 2009 7:48 am

Last of the Big Seven.

Image
J'onn: I'm the last of my kind.
Superman: I know the feeling.


J'onn J'onzz

Power Level: 12 (227pp)

Abilities: STR: 18/38 (+4/+14), DEX: 16 (+3), CON: 20/36 (+5/+13), INT: 22 (+6), WIS: 24 (+7), CHA: 10 (+0)

Skills: Computers 4 (+10), Concentration 5 (+12), Craft [electronic] 4 (+10), Craft [mechanical] 2 (+8), Diplomacy 7 (+7), Gather Information 7 (+7), Handle Animal 5 (+5), Knowledge [life sciences] 6 (+12), Knowledge [tactics] 4 (+10), Knowledge [technology] 4 (+10), Language 2 (English, Chinese [Mandarin]; Native: Martian), Medicine 5 (+12), Search 2 (+8), Stealth 3 (+6)

Feats: Accurate attack, Assessment, Attack focus 3 (Melee), Crushing pin, Defensive attack, Dodge focus 4, Eidetic memory, Enviromental adaptation 1 (Zero-G), Improved grab, Improved pin, Jack-of-All-Trades, Master plan, Skill mastery 1 (Computer, Concentration, Knowledge [Life science], Medicine)

Powers:

Immunity 6 (Aging Enviromental condition (All); 6pp)
Psionic senses (Super-senses 8 [Danger sense (Mental), Psionic awareness, Acute (All mental senses), Accurate (All mental senses)]; 8pp)
Psionic powers (Array 15; Alternate power 2; 32pp)
- Base power: Telepathy 10 (PF: Rapid 2)
- AP: Telocation 10
- AP: Mental blast 10 (Flaw: Distracting)

Shapeshift 11 (PF: Precise; Flaw: Limited (Can't shrink), Drawbacks Power loss [When in direct contact with fire; -1]; 77pp)
Martian Manhunter form (Power setting, 53pp)
- Enhanced Constitution 16
- Enhanced Strength 20 (Alternate power 1)
-- AP: Insubstantial 4 (Incorporeal)
- Flight 6 (500 mph; PF: Dynamic alternate power 1, Dynamic base power, Subtle 1)
-- DAP: Super-strength 6 (Heavy load: 160 tons)


Combat: Attack +7 (+10 Melee) Damage +14 (Unarmed), +10 (Mental blast); Defense +11 (+4 Flat-footed); Initiative +3

Saves: Toughness +13 (Impervious 4), Fortitude +13, Reflex +5, Will +9

Drawbacks: Vulnerable (Fire; Common, DC +50%; -3pp), Vulnerable (Mental effects based on his family; Uncommon, DC +100%; -3pp), Weakness (Fire; Common, -1 CON per Minute, Lethal; -6pp)

Totals: Abilities 50 + Skills 16 (64 ranks) + Feats 18 + Powers 123 + Combat 28 + Saves 4 - Drawbacks 12 = 227

Complications: Emotionally detached, Responsibility (Last of his kind)


:arrow: Ok, here we are, the last of the JLU Big Seven, J'onn was obviously complex to put together, given the crazy amount of powers he displayed, luckily the Dini/Timm version of the character was heavily downplayed so I decided to link the bulk of his abilities to his shapeshift power

:arrow: the idea of arraying Strength for Insubstantial was based on the fact that J'onn tend to use that trick a lot more than any other

:arrow: I also choose not to make his toughness impervious, since this J'onn usually became insubstantial and let the attack phase though him

:arrow: I know that the animated version of J'onn never diplayed the trademark fire vulnerability of his comic counterpart, but the opposite is true as well, so I decided to keep it (essentialy to save some points), but reducing its power (more or less like I did with Superman)

:arrow: obviously by rearranging his Shapeshift points J'onn can theoricly became even more powerful (at least combatwise), my personal prefence is to limit him to PL15, meaning that you'l need both him and Wonder Woman in battle armor (an upgrade I'm working on) to match the full powered Superman

:idea: UPDATE: after much thinking I decided to remove the Martian physiology feature and leave ti as a simple matter of descriptors
Last edited by Woodclaw on Wed Jun 02, 2010 4:36 am, edited 2 times in total.
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Re: Woodclaw's builds [DCAU: Green Lantern, Hawkgirl, J'onn]

Postby Jabroniville » Thu Nov 12, 2009 5:57 pm

I, too, was impressed with what the JLU writers did with Hawkgirl. She was BY FAR the worst of the characters in the first couple seasons (made even worse by the constant pushes of her as being powerful, when guys like Superman were getting regularly trounced), and suddenly, Starcrossed came around, and she became one of the best character on the show. One of those times where a DCAU version COMPLETELY outstrips the original in sheer quality (something she shares with John Steward, Mr. Freeze, Clayface and a few others).
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Re: Woodclaw's builds [DCAU: Green Lantern, Hawkgirl, J'onn]

Postby JoshuaDunlow » Thu Nov 12, 2009 6:43 pm

Whats the feature of his Martian Physiology?
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Re: Woodclaw's builds [DCAU: Green Lantern, Hawkgirl, J'onn]

Postby Thorpacolypse » Thu Nov 12, 2009 8:24 pm

Jabroniville wrote:I, too, was impressed with what the JLU writers did with Hawkgirl. She was BY FAR the worst of the characters in the first couple seasons (made even worse by the constant pushes of her as being powerful, when guys like Superman were getting regularly trounced), and suddenly, Starcrossed came around, and she became one of the best character on the show. One of those times where a DCAU version COMPLETELY outstrips the original in sheer quality (something she shares with John Steward, Mr. Freeze, Clayface and a few others).


Indeed. I thought that about a number of characters in the JLU series.

Nice JLU run, Woodclaw. Is it done, or are you going to tackle some more?
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Re: Woodclaw's builds [DCAU: Green Lantern, Hawkgirl, J'onn]

Postby prodigyduck » Fri Nov 13, 2009 2:28 am

Very nice DCAU builds. Well done.
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