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

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Re: Woodclaw's builds [DCAU: Green Lantern, Hawkgirl, J'onn]

Postby Woodclaw » Fri Nov 13, 2009 6:56 am

God bless the feedback.

JoshuaDunlow wrote:Whats the feature of his Martian Physiology?


The Alien Physiology (Martian in this case) is my way to represent all those possible differences between a human and an alien when it comes to biological and chemical effects. This features makes the character potentialy immune to certain effects (e.g. an alien might lack the chemical receptors for sleeping gas, making him immune to it) but vulnerable to others (like suffering an intoxication from the byproducts of corn). Essentialy is a quick and dirty way to include all those little quirks which have little impact on the actual game at large, but might be a lifesaver some other times.

Thorpacolypse wrote:
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.


Agreed, there are a lot of characters that benefit fro the JLU treatment (matter of fact I wasn't a fan of the Justice League before seeing the animated version) those referred by Jab are just the most noticeable examle (Freeze over any other).

Thorpacolypse wrote:Nice JLU run, Woodclaw. Is it done, or are you going to tackle some more?


prodigyduck wrote:Very nice DCAU builds. Well done.


Thanks, currently I'm working on my 100th build (which is something from the other half of the comicdom), and I still have a Xenomorph queen to build. anyway, I will made some more characters (some rogues, Green Arrow and Black Canary for sure), but not immediatly.
Last edited by Woodclaw on Sun Jan 24, 2010 2:58 am, edited 1 time in total.
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Re: Woodclaw's builds [DCAU: Green Lantern, Hawkgirl, J'onn]

Postby AmericanYeti » Fri Nov 13, 2009 7:16 am

Like the JLU run, claw. I would expect nothing less for the best show on television.
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#100 Marvel Essentials: Captain America

Postby Woodclaw » Fri Nov 13, 2009 8:22 am

Weel after making Supes as my 50th build and the Big Seven of the league to follow, I think it's only fitting to make the Big Guns of the Avengers from my 100th build onward.

Before starting I want to make one thing clear: with my versions of Cap, Thor and the others I don't want to represent any particular era of the character, but rather a general reinterpretation of the character as whole. More or less the same work done with the DCAU, applyed to Marvel characters.

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Avengers Assemble!

Captain America
Steven "Steve" Grant Rogers

Power Level: 11 (186pp)

Abilities: STR: 24 (+7), DEX: 24 (+7), CON: 24 (+7), INT: 14 (+2), WIS: 18 (+4), CHA: 20 (+5)

Skills: Acrobatics 3 (+10), Climb 3 (+10), Craft (artistic) 4 (+6), Diplomacy 7 (+12/+16 [Cult Hero]), Drive 2 (+9), Gather Information 3 (+8), Intimidate 3 (+8/+12 [Cult Hero]), Knowledge (civics) 3 (+5), Knowledge (history) 6 (+8), Knowledge (tactics) 10 (+12), Language 4 (French, German, 2 at GM choice; native: English), Medicine 1 (+5), Notice 5 (+9), Perform (oratory) 5 (+10), Pilot 1 (+8), Search 4 (+6), Sense Motive 6 (+10/+14 [Dedication]), Stealth 3 (+10), Survival 4 (+8), Swim 3 (+10)

Feats: Accurate Attack, Assessment, Attack Specialization 1 (Vibranium-Steel Shield), Bank Shot 1, Benefit 1 (Security Clearance), Cunning Fighter, Dedication (to the Dream), Defensive Attack, Dodge Focus 2, Equipment 1, Improved Block 1, Improved Critical 2 (Vibranium-Steel Shield), Improved Ranged Disarm, Improved Sunder, Inspire 4, Interpose, Leadership, Master Plan, Precise Shot 1, Takedown Attack 2, Weapon Bind, Weapon Break

Challenges: Combat clarity 1, Combat diplomacy 1, Perfect balance, Read situation 1

Powers:

Shield fighting (Array 11; PF: Alternate power 1, Inherent; 23pp)
- Base power: Enhanced attack 11
-- AP: Deflect 12 (All ranged attacks; Flaw: Distracting; Drawbacks: Focus 2 [shield])


Super-Soldier Serum (Container 1; 5pp)
- Immunity 4 (Disease, Need for sleep, Poison, Starvation & thirst; Flaw: Half-effect)
- Leaping 1 (jumping distance x2)
- Regeneration 0 (PF: Diehard, Persistent)


Vibranium-Steel Shield (Device 4 [Easy to lose]; PF: Indestructible, Restricted 1 [Shield fighting or lose all powers but Shield]; 14pp)

Devices:

Vibranium-Steel Shield (18pp of effects)
- Shield 2 (PF: Dedicated dodge)
- Shield toss (Blast 2; PF: Alternate power 2, Improved range 1, Mighty 7, Ricochet 1; Extras: Area [Shapeable, Targeted, 4 ranks]; Flaw: Side-effect [Disarmed on a failed attack roll])
-- AP: Strike 2 (PF: Knockback 2, Mighty; Extra: Penetrating 4)
-- AP: Immovable 11 (Extra: Duration 0 [sustained])



Equipment: Chainmail costume (Protection 2 [Subtle]; Enhanced feat 1 [Cult Hero]; 4ep)

Combat: Attack +11 (+13 with Shield); Damage +7 (Unarmed), +9 (Shield), or by weapon of choice; Defense +13/+11 without shield (+5 Flat-footed); Initiative +7

Saves: Toughness +9 (+7 without costume), Fortitude +9, Reflex +9, Will +9/+13 [Dedication]

Abilities 64 + Skills 20 (80 ranks) + Feats 32 + Powers 43 + Combat 18 + Saves 9 + Drawbacks 0 = 185

Complications:
  • Code of Honor: Cap has developed over the years a very strict code of honor which incarnates the ideals of the Dream and tries to live up to it
  • Reputation (U.S.A. pet hero): despite wearing the flag et all Cap is not a blind follower of the U.S. politics, he tries to be the incarnation of an ideal, not of a nation
  • Responsibility (the Avengers): Cap is pretty much the heart of the Avengers, even when he isn't on the team many members refer to him for matters of morality and leadership
  • Responsibility: (entrusted with various military secrets): over the years Cap has been entrusted with tons of military secrets, some of them unknown even to the U.S. President


:arrow: so here it is, the great super-soldier himself. Cap is build according to considerations analogous to my Batman, without his trademark gear he operates at PL9 (as a top level street hero), with costume and shield he climb up to his full PL11

:arrow: about the Serum I read and heard a lot about it, there are people who say that the serum gave him some level of super-strength, other who say that it does not. My idea is that the serum gave him a starting boost but after that his effects are fairly limited, it enhances his health, let him recover slightly faster, expunge toxins faster than usual and endure exaustion and starvation longer, but nothing more

:arrow: huge thanks to Tattooedman for using Enhanced Charisma linked to the costume on his Cap build, which inspire me to do something similar with mine

:idea: UPDATE: I included the Deflect using a construction similar to my Wonder Woman build, I also expanded the functions of the Serum to allow it to cover a little more effects, but it still remains marginal
Last edited by Woodclaw on Tue Mar 01, 2011 1:48 pm, edited 9 times in total.
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Re: Woodclaw's builds [Build #100 Marvel: Captain America]

Postby Ghostwise » Fri Nov 13, 2009 8:38 am

Aren't the non-Toughness saves for Cap a bit low ? They're on the level of the PL10 Costumed Adventurer, and the PL10 Martial Artist has a considerably higher Reflex save.

I'm still trying to get a sense of scale. :)
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Re: Woodclaw's builds [Build #100 Marvel: Captain America]

Postby BARON » Fri Nov 13, 2009 9:23 am

picture shall be stolen!
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Re: Woodclaw's builds [Build #100 Marvel: Captain America]

Postby Woodclaw » Fri Nov 13, 2009 10:07 am

Ghostwise wrote:Aren't the non-Toughness saves for Cap a bit low ? They're on the level of the PL10 Costumed Adventurer, and the PL10 Martial Artist has a considerably higher Reflex save.

I'm still trying to get a sense of scale. :)


Maybe, but I usualy kept the non-Toughness saves low intentionaly, on Cap they are higher than on some other builds (see my Batman for reference).

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Re: Woodclaw's builds [Build #100 Marvel: Captain America]

Postby Taliesin » Fri Nov 13, 2009 12:00 pm

Let me add my voice to those congratulating you on your run of DCAU builds.

A couple of specific points that came to my mind.

Hawkgirl: I must have missed the rules adjustment for two-handed use of the mace adding a +1 damage. Not a criticism, just an observation.

Martian Manhunter: A general question that struck me when I looked at this build, and it's not entirely specific to this build: Do people think it's fair to include APs in a variable power? What I mean is in the case of Shapeshift, you have a Move action to reconfigure and get points for it, but then you have Enhanced Strength APed to Insubstantial, which allows reallocation with a Free action. It's not a problem specifically with arrays in general but with arrays nested inside a VPP that somewhat gets around the reconfiguration action. You're getting 1pp/rank or more back for a slower action on the VPP but lose little by placing a few of those points into some arrays. Again, not entirely the same issue as arrays outside a VPP.
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Re: #100 Marvel Comics: Captain America

Postby Tattooedman » Fri Nov 13, 2009 12:22 pm

Woodclaw wrote:Captain America

:arrow: huge thanks to Tattooedman for using Enhanced Charisma linked to the costume on his Cap build, which inspire me to do something similar with mine


Glad to be of some help ( :D ), and that's a nice build you've put together too.
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Re: Woodclaw's builds [Build #100 Marvel: Captain America]

Postby Woodclaw » Fri Nov 13, 2009 1:20 pm

Taliesin wrote:Hawkgirl: I must have missed the rules adjustment for two-handed use of the mace adding a +1 damage. Not a criticism, just an observation.


This is a HR I used a couple of times, namely a PF called Adaptable which gave the weapon a +1 to damage if used with both hands, it was conceived for equipment but it can work on devices too.

Taliesin wrote:Martian Manhunter: A general question that struck me when I looked at this build, and it's not entirely specific to this build: Do people think it's fair to include APs in a variable power? What I mean is in the case of Shapeshift, you have a Move action to reconfigure and get points for it, but then you have Enhanced Strength APed to Insubstantial, which allows reallocation with a Free action. It's not a problem specifically with arrays in general but with arrays nested inside a VPP that somewhat gets around the reconfiguration action. You're getting 1pp/rank or more back for a slower action on the VPP but lose little by placing a few of those points into some arrays. Again, not entirely the same issue as arrays outside a VPP.


Ok, this is tricky business. On a very basic level I don't like the idea of having Arrays/AP nested inside a Variable power structure since, as you pointed out, this can be a little too economic in terms of point cost. But on the other hand there are the Super-strength PF (Groundstrike, Bracing etc.) which are essential alternate powers of the Strength score with the requisite of one rank of Super-strength. Probably, like many other times, it's a matter of concepts and descriptors; in J'onn case given the ample use he made of intangibility both for movement and defensive purpose I thought it was fine, but I won't feel the same way with other characters.

Taliesin wrote:Let me add my voice to those congratulating you on your run of DCAU builds.


Tattooedman wrote:Glad to be of some help ( :D ), and that's a nice build you've put together too.


Thanks guys.
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#101 Marvel Essentials: Thor

Postby Woodclaw » Sun Nov 15, 2009 8:43 am

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Ultron. We would have words with thee.

Thor
Thor Odinsson / Donald Blake

Power Level: 13 (215pp)

Abilities: STR: 35/27 (+12/+8), DEX: 16 (+3), CON: 34 (+12), INT: 14 (+2), WIS: 18 (+4), CHA: 16 (+3)

Skills: Craft (metalwork) 4 (+6), Diplomacy 5 (+8), Handle Animal 5 (+8), Intimidate 7 (+10), Knowledge (arcane lore) 4 (+6), Knowledge (history) 6 (+8), Knowledge (life sciences) 6 (+8), Language 6 (English, German, íslenska [Icelandic], Old Norse, 2 at GM Choice; Native: Asgardian), Medicine 4 (+8), Notice 3 (+7), Perform (skald) 2 (+5), Ride 5 (+8), Search 3 (+5), Sense Motive 4 (+8), Stealth 3 (+6), Survival 5 (+9)

Feats: All-Out Attack, Armed Parry 1 (Warhammer), Attack Focus (melee) 3, Beginner's Luck, Dodge Focus 1, Lionheart 1, Power Attack, Rage 1 (5 rounds), Rallying Cry, Ritualist, Startle, Takedown Attack 1, Track

Powers:

Asgardian physiology (Container 6 [Passive]; PF: Innate; 31pp)
- Density 4 (STR +8, Impervious toughness +2, Weight x2; PF: Buoyant; Extra: Duration 1 [Continuous]; Flaw: Permanent)
-- Immovable 1 (Extra: Unstoppable)
-- Super-strength 1/6 (Heavy load: 100 tons [180 tons when raging]; PF: Bracing)
- Immunity 5 (Aging, Disease, Enviromental condition 2 [Heat and Cold], Starvation & Thirst)


Asgardian armor (Device 1 [Hard to lose]; 4pp)

Mjölnir (Device 15 [Easy to lose]; PF: Indestructible, Remote Control 2 [mental], Restricted 3 [Those deemed worthy]; 51pp)

Devices:

Mjölnir (75pp of effects)
- Hammer Toss (Blast 3; PF: Affect Insubstantial 1, Alternate Power 5, Homing 1, Mighty 12, Improved Range 1)
-- AP: Hammer Strike (Strike 3; PF: Affect Insubstantial 1, Knockback 4, Improved Sunder, Mighty; Extra: Penetrating 10)
-- AP: Flight 7 (1000 mph; Drawbacks: Wide Turns)
-- AP: Healing 6 (PF: Persistent, Triggered 1 [transformation]; Extra: Restorating, Total; Flaw: Personal)
-- AP: Space Travel 2 (2c)
-- AP: Teleport 8 (2000 miles; PF: Dimensional 2 [to the Nine Worlds], Progression 3 [mass, 1000 lbs]; Extra: Accurate; Flaw: Long-Range Only)

- Weather Mastery (Enviromental Control 9 [Mix-and-Match 4]; PF: Alternate Power 4; Extra: Independent)
-- AP: Energy Control (Deflect 12 [energy]; Extra: Reflection, Redirection)
-- AP: Hurricane Winds (Trip 11; Extra: Area [Cylinder, General], Knockback)
-- AP: Lighting Bolt (Blast 11; PF: Indirect 3; Extra: Range 1 [Perception])
-- AP: Thunder & Lighting (Dazzle 9 [visual and auditory]; Extra: Area [Burst, General])
-- AP: God-Force (Corrosion 15; Extra: Area [Line, Targeted], Duration 1 [Concentration]; Flaw: Distracting, Side-Effect 2 [automaticly suffer a Corrosion 15 effect]; Drawback: Full Power, Lethal Only)

- Immunity 4 (Enviromental [boosted to all conditions], Suffocation 1 [lack of Air])
- Enhanced Feats 2 (add Countering Punch and Groundstrike to Super-strength)
- Super-senses 2 (Detect 2 [Magic, Mental])

Asgardian armor (5pp of effects)
- Impervious Toughness 5

Combat: Attack +8 (+11 Melee); Damage +12 (Unarmed), +15 (Mjölnir), +11 (Lighting); Defense +10/+8 without Mjölnir (+4 Flat-footed); Initiative +3

Saves: Toughness +14 (Impervious 7 / Impervious 2 without armor), Fortitude +12, Reflex +6, Will +9/+13 [Lionheart]

Drawbacks: Normal identity (Donal Blake; Free action [stroke his cane to the ground]; -3pp), Involuntary transformation (to Donald blake if separated from Mjorlnir for more than a minute; [Uncommon, Irresistible]; -4pp)

Totals: Abilities 65 + Skills 18 (72 ranks) + Feats 15 + Powers 86 + Combat 30 + Saves 8 - Drawbacks 7 = 215

Complications:
  • Enemy or Rivalry (Loki): Thor and Loki have been rivals for eons, but no matter Thor seem genuinly unable to really hate his brother
  • Love (Sif and Jane Foster): Thor and Sif have been betrothed for ages but, after his banishment to Earth, Thor has developed feelings for Jane Foster
  • Responsibility (prince of Asgard): as eldest son of Odin Thor has several responsibilities toward Asgard, including guarding the realm during the Odinsleep
  • Responsibility (as Donald Blake): as Donald Blake, Thor is a medic
  • Rivalry (Hercules): Herc and Thor have long time buddy friendship/rivalry going on


:arrow: argh, Thor is one of those character that made you hate their concept deeply, not only he's a flying tank in the Superman class of weight, he's also supposed to be skilled in fighting technique the majority of people can't even name properly - pretty much like Wonder Woman - as a result he's very difficult to fit in a proper PL definition. My interpretation ppace him to PL13 on offensive but only PL 12 on Defense

:arrow: Thor is not in the same weight-lifting class of some of my other flying powerhouses (namely Superman, Wonder Woman and J'onn) but he compensate with being able to use his full strength while airborne

:arrow: the Drawback on the flight was meant to simulate the fact that Thor doesn't really flight, but rather throw his hammer and reamins attached to it, since Mjolnir appeared easier to handle the other similar devices (like Thunderstrike's mace) I kept only a single drawback

:arrow: like many immortals or semi-immortals Thor potentialy have tons of skills and untold background, so the Beginner's luck feat is almost mandatory. The ritualist feat is limited by his low rank of Arcane lore, but still Thor can perform some small rituals (like rune divination)

:arrow: sometimes against cosmic level opponents Thor will arm himself with some extra from Asgard's armouries boosting himself to PL15

Image
Heavy Asgardian armor (Device 2 [Hard to lose]; 8pp)
Traits:
- Protection 2 (Extra: Impervious 8)

Asgardian Shield (Device 1 [Easy to lose]; 3pp)
Traits:
- Shield 4 (PF: Dedicated dodge)

Megingjörð - Belt of strength (Device 2 [Hard to lose]; Flaw: Side effect 1 [Halves Thor strength for several days after removing]; 6pp)
Traits:
- Enhanced strength 7
- Super-strength 1 (Heavy load: 530 tons)

Járngreipr - Iron gauntlets (Device 3 [Hard to lose]; 12pp)
Traits:
- Features (Removes the Side-Effect from the God-force; Flaw: Unreliable [5 uses])


:idea: UPDATE: I've slightly reworked Thor's caps, now he is only PL12 on defense. Also a little rework on Mjolnir's power to make them in line with Thunderstrike's mace
Last edited by Woodclaw on Thu Mar 17, 2011 6:39 am, edited 13 times in total.
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Re: Woodclaw's builds [DCAU: Green Lantern, Hawkgirl, J'onn]

Postby Ghostwise » Mon Nov 16, 2009 3:10 am

Woodclaw wrote:God bless the feedback.


I wish I could give some but at this point it's going to be difficult for me. :)
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Re: Woodclaw's builds [Build #100 Marvel: Captain America, Thor]

Postby Ghostwise » Mon Nov 16, 2009 8:55 am

Actually... shouldn't Captain America's shield include some Deflect, or was it too expensive for the build ?
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Re: Woodclaw's builds [Build #100 Marvel: Captain America, Thor]

Postby Woodclaw » Mon Nov 16, 2009 10:07 am

Ghostwise wrote:Actually... shouldn't Captain America's shield include some Deflect, or was it too expensive for the build ?


D-O-H, matter of fact it should, I'll see to fix it as soon as possible (the big trouble is that I used every point avaible on th shield so far).
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Re: Woodclaw's builds [Build #100 Marvel: Captain America, Thor]

Postby Ghostwise » Mon Nov 16, 2009 12:04 pm

Woodclaw wrote:
Ghostwise wrote:Actually... shouldn't Captain America's shield include some Deflect, or was it too expensive for the build ?


D-O-H, matter of fact it should, I'll see to fix it as soon as possible (the big trouble is that I used every point avaible on th shield so far).


I'm not very good at this yet, but you could move some Feats to the shield to 'fill' the points from the new rank in Device and stay within budget. It's what I tried on my Battlestar writeup, and Cap does have a track record of not being as good when he doesn't have his signature shield and has to do with a substitute.

BTW, isn't Deflect horribly expensive ? 3 points per rank and you have to have more than your Attack Bonus *and* it's capped... Unless your Attack Bonus is very low I can't quite see how it makes sense to buy it.
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Re: Woodclaw's builds [Build #100 Marvel: Captain America, Thor]

Postby Woodclaw » Mon Nov 16, 2009 2:53 pm

Ghostwise wrote:I'm not very good at this yet, but you could move some Feats to the shield to 'fill' the points from the new rank in Device and stay within budget. It's what I tried on my Battlestar writeup, and Cap does have a track record of not being as good when he doesn't have his signature shield and has to do with a substitute.

BTW, isn't Deflect horribly expensive ? 3 points per rank and you have to have more than your Attack Bonus *and* it's capped... Unless your Attack Bonus is very low I can't quite see how it makes sense to buy it.


Well I usually add the Distracting flaw the save some point, anyway it's true Deflect is quite a trouble to balance or use efficiently.
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