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

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Re: Woodclaw's [DCAU: Double date set, Stargirl & S.T.R.I.P.E. ]

Postby Woodclaw » Mon Apr 19, 2010 1:14 am

peteyrock wrote:Probably my favorite thing in the recent builds is "Prejudice: teenager." Fantastic!


Thanks, I think it's pretty natural, people usually don't seem to trust youngsters too much.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#167 DC Animated Universe: Vandal Savage

Postby Woodclaw » Mon Apr 19, 2010 6:10 am

Image
J'onn J'onzz: You age gracefully.
Vandal Savage: You have no idea.


Vandal Savage
Vandar Adg of the Blood Tribe

Power Level: 11 (224pp)

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

Skills: Bluff 8 (+12), Climb 4 (+10), Concentration 3 (+8), Craft (electronic) 4 (+10), Craft (mechanical) 4 (+10), Diplomacy 8 (+12), Disable Device 3 (+9), Gather Information 6 (+10), Handle Animal 4 (+8), Intimidate 8 (+12), Knowledge (arcane lore) 2 (+8), Knowledge (history) 8 (+14), Knowledge (physical sciences) 6 (+12), Knowledge (tactics) 6 (+12), Knowledge (technology) 6 (+12), Knowledge (theology & philsophy) 2 (+8), Medicine 3 (+8), Notice 5 (+10), Ride 6 (+10), Search 4 (+10), Sense Motive 5 (+10), Stealth 6 (+10), Survival 9 (+14), Swim 4 (+10)

Feats: Accurate Attack, Assessment, Beginner's Luck, Benefit 2 (alternate idenitities), Benefit 1 (status), Benefit 6 (wealth), Connected, Contacts, Distract (Intimidate), Dodge Focus 4, Fascinate (Bluff), Improved Block 1, Improved Defense, Inventor, Jack-of-All-Trades, Luck 2, Master Plan, Minions 10 (see notes), Power Attack, Precise Shot 1, Rage 1 (5 rounds), Ritualist, Skill Mastery 1 (Intimidate, Knowledge [history], Notice, Survival), Stunning Attack, Takedown Attack 1, Track

Powers:

Immortal (Immunity 3 [Aging, Disease, Poison]; Flaw: Half-effect [Disease and Poison only]; 2pp)
Polyglot (Comprehend 3 [All languages read, spoke and understand]; PF: Innate; Drawback Power loss [Must have studied the language for some time; -2]; 5pp)
Regeneration 17 (Bruised/Injured [No rest], Staggered/Disabled [20 minutes], Resurrection [1 hour]; PF: Diehard, Persistent, Regrowth; Extra: True resurrection; 24pp)

Equipment: anything he might need and more, Undercover vest (Protection 3; Subtle 1)

Sword (+3 slashing damage; crit 19; Mighty)

Combat: Attack +13; Damage +6 (Unarmed), or by weapon of choice; Defense +13 (+5 Flat-footed); Initiative +4

Saves: Toughness +6, Fortitude +9, Reflex +7, Will +10

Abilities 62 + Skills 31 (124 ranks) + Feats 45 + Powers 31 + Combat 44 + Saves 11 + Drawbacks 0 = 224

Complications: Obsession (ruling the world), Overconfident


:arrow: Savage has the honor of being one of the few DC character that is actually more powerful than the comic book incarnation, since he was able to regenerate on-screen after being burried under a collapsnign castle and semi burned alive by an orbital laser, possibly to rebalance thing it was stated that the Animated Savage is only half the age (25000 years) of his counterpart

:arrow: aside from that Savage came from the same mold of Ra's al-Ghul, similar powers and quite similar background/motivations

:arrow: I listed Savage at PL11 and armed him similar to his comic book incarnation, but he can easily got beyond by rearming himself with some bigger guns or some one-shot devices

:arrow: Savage's status and minions are quite varied and depend from the time period he is met, it's usually safe to assume that he has at least a modicum of influence and a small attack team (25 PL6 soldiers) at his immediate disposal
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#168-169 DC Animated Universe: Hawk & Dove

Postby Woodclaw » Tue Apr 20, 2010 2:14 pm

Image
Dove: Almost all aggression can be cured with education.
Hawk: Yeah? Then how come some of the best-educated guys in the world work at the Pentagon?


Hawk
Henry "Hank" Hall

Power Level: 9 (138pp)

Abilities: STR: 16/30 (+3/+10), DEX: 14/20 (+2/+5), CON: 16/30 (+3/+10), INT: 14 (+2), WIS: 14/20 (+2/+5), CHA: 14 (+2)

Skills: Acrobatics 3 (+8), Climb 2 (+12), Intimidate 8 (+10), Knowledge (current events) 3 (+5), Knowledge (popular culture) 5 (+7), Knowledge (streetwise) 3 (+5), Language - (native: English), Notice 2 (+7), Search 3 (+5), Sense Motive 2 (+7), Stealth 3 (+8), Swim 2 (+12)

Feats: All-Out Attack, Crushing Pin, Distract (Intimidate), Dodge Focus 3, Fast Overrun, Improved Critical 1 (Unarmed Attack), Improved Demoralize, Improved Grab, Improved Sunder, Lionheart 1, Power Attack, Quick Change 1 (into costume), Set-Up, Takedown Attack 2, Teamwork 2

Challenges: Powerful intimidation 1

(Attack focus 3 [melee], Dodge focus 3, Rage 1 [5 rounds])

Powers:

Hawk, Avatar of Chaos (Alternate form 12; 60pp)
- Enhanced constitution 14
- Enhanced dexterity 6
- Enhanced strength 14
- Enhanced wisdom 6
- Enhanced feats 7 (Attack focus 3 [melee], Dodge focus 3, Rage 1 [5 rounds])
- Super-senses 2 (Danger sense [mental], Uncanny dodge [mental])
- Super-strength 4 (Heavy load 13 tons/22.5 when raging; Dynamic alternate power 1, Dynamic base power)
-- DAP: Multiple powers (Speed + Leaping)
---- Speed 4 (100 mph)
---- Leaping 4 (jumping distance x25)


Combat: Attack +5 (+8 Melee); Damage +3/+10 (Unarmed); Defense +8 (+3 Flat-footed); Initiative +2/+5

Saves: Toughness +3/+10, Fortitude +5/+12, Reflex +4/+7, Will +5/+8 (+9/+12 [Lionheart])

Drawbacks: Normal identity (If unable to speak [Free action]; -3pp)

Abilities 28 + Skills 9 (36 ranks) + Feats 17 + Powers 60 + Combat 20 + Saves 7 - Drawbacks 3 = 138

Complications:
  • Berserker (if separated from Dove): Hawk and Dove are pretty much symbiotic, they rely on each other to keep their emotions in check. If separated by Dove, Hawk tend to grew more and more violent up to the point of attacking anything that moves
  • Responsibility (Don Hall [twin brother]): being the biggest and most aggressive of the two Hank consider his duty to protect Don
  • Temper: even in his normal form Hank is very aggressive and a bit of a jerk

_____________________________________________________________________________________________


Dove
Donald "Don" Hall

Power Level: 9 (138pp)

Abilities: STR: 12/26 (+1/+8), DEX: 18/24 (+4/+7), CON: 12/26 (+1/+8), INT: 14 (+2), WIS: 14/20 (+2/+5), CHA: 14 (+2)

Skills: Acrobatics 2 (+8), Bluff 6 (+9), Diplomacy 7 (+10), Knowledge (behavioral science) 5 (+7), Knowledge (theology & philsophy) 5 (+7), Langauge - (native: English), Notice 2 (+7), Sense Motive 3 (+8), Stealth 2 (+8)

Feats: Attack Focus 2/5 (melee), Dedication [bringing peace], Defensive Attack, Dodge Focus 2/5, Fascinate (Diplomacy), Grappling Block, Grappling Finesse, Improved Block 1, Improved Defense 1, Improved Disarm 1, Improved Feint, Improved Throw, Set-Up, Stunning Attack, Sweeping Strike, Teamwork 2, Weapon Bind

Challenges: Combat Diplomacy 1

(Improved Initiative 1)

Powers:

Dove, Avatar of Order (Alternate form 12; 60pp)
- Enhanced constitution 14
- Enhanced dexterity 6
- Enhanced strength 14
- Enhanced wisdom 6
- Enhanced feats 7 (Attack focus 3 [melee], Dodge focus 3, Improved Initiative 1)
- Super-senses 2 (Danger sense [mental], Uncanny dodge [mental])
- Super-strength 4 (Heavy load 8 tons; Dynamic alternate power 1, Dynamic base power)

-- DAP: Multiple powers (Speed + Leaping)
--- Speed 4 (100 mph)
--- Leaping 4 (jumping distance x25)


Combat: Attack +5 (+7/+10 Melee); Damage +1/+8 (Unarmed); Defense +7/+10 (+3 Flat-footed); Initiative +4/+7

Saves: Toughness +1/+8, Fortitude +3/+10, Reflex +5/+8, Will +5/+8 (+9/+12 [Dedication])

Drawbacks: Normal identity (If unable to speak [Free action]; -3pp)

Abilities 24 + Skills 8 (32 ranks) + Feats 22 + Powers 60 + Combat 20 + Saves 7 - Drawbacks 3 = 138

Complications:
  • Apathy (if separated from Hawk): Hawk and Dove are pretty much symbiotic, they rely on each other to keep their emotions in check. If separated from Hawk, Dove will grow more and more afraid of upsetting thing up to the point of apathy
  • Pacifist: Don is a convicted pacifist, he won't fight unless absolutly necessary
  • Responsibility (Hank Hall [twin brother]): Don consider his duty to prevent his brother from hurting himself or others


:arrow: wow, it took me a while to figure out own to make the Hall brothers in a good build. This, coupled with the little screen time (and comic time) they had, make the builds quite complex at first

:arrow: the Hawk and Dove alternate forms are almost identical in terms of stats, it's the basics of Hank and Don that makes the differences

:arrow: I decided to make the two brothers identical on the mental stats because in their only appearence Dove seemed more gifted, but Hawk had a couple of cunning remarks and generally seemed able to keep up with his brohter

:arrow: the Apathy complication is guesswork, while we know what happens to Hawk without Dove, we never get to see the opposite. Given the passive nature of Dove character that is my guess
Last edited by Woodclaw on Sat Apr 28, 2012 3:37 am, edited 3 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#170 Generic Fantasy: Militia

Postby Woodclaw » Thu Apr 22, 2010 7:53 am

After the last DCAU works I needed a change of pace, so I started working on some low level fantasy build for generic NPCs. I hope you'll enjoy.

Image
Training? Seeing my crops burnt to cinder was all the 'training' I needed!

Militiaman

Power Level: 3 (36pp)

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

Skills: Bluff 3 (+3), Climb 2 (+3), Diplomacy 3 (+3/+5 [in hometown]), Gather Information 2 (+2/+4 [in hometown]), Intimidate 3 (+3), Knowledge (tactics) 2 (+2), Notice 3 (+4), Profession (farmer or one craftmanship) 3 (+4), Sense Motive 2 (+3), Stealth 2 (+3), Survival 1 (+2), Swim 2 (+3)

Feats: Equipment 3, Favored Environment 2 (Hometown), Improved Defense 1, Lionheart 1, Teamwork 1, Unbalancing Strike

(Connected)

Powers:

Hometown advatage (Enhanced trait 2 [Diplomacy +2, Gather information +2, Connected]; Flaw: Limited [in hometown]; 1pp)

Equipment: Leather armor (Protection 1; 1ep), Small wooden shield (Shield 2; Decidated dodge; 3ep)

Weapons (Array; 9ep)
- Bow (+3 piercing damage; crit 20; 30'; Mighty 1)
- Short sword (+2 slashing damage; crit 19; Mighty)
- Spear (+2 piercing damage; crit 19; 10' [thrown]; Adaptable, Mighty)


Combat: Attack +2 (+3 in hometown); Damage +1 (unarmed), or by weapon of choice; Defense +3/+1 without shield (+4/+2 in hometown; +1 Flat-footed); Initiative +1

Saves: Toughness +2/+1 without armor, Fortitude +3, Reflex +2, Will +3

Abilities 8 + Skills 7 (28 ranks) + Feats 9 + Powers 1 + Combat 6 + Saves 5 + Drawbacks 0 = 36


:arrow: the militiaman isn't built for major combat, he is just a commoner with some guts and enough combat training to see the end of a minor battle, in a real battlefield they are just cannon fodder

:arrow: quite obviously these guys work better in their own hometowns and villages

:arrow: the spear use my own Adaptable feature

New Feature: Adaptable

Only melee weapons can select this option, the weapon can be used with one or two hands. If used with two hands the damage increase by +1 and it gives a +1 bonus to the block rolls.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#171 Generic fantasy: Knight

Postby Woodclaw » Thu Apr 22, 2010 8:00 am

Image
Image from Sakura Mitsukai gallery on Deviantart

The Knight's bones are dust,
And his good sword rust;
His soul is with the saints, I trust.


Knight

Power Level: 6 (77pp)

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

Skills: Bluff 2 (+4), Climb 2 (+5), Concentration 2 (+4), Diplomacy 4 (+6), Handle Animal 2 (+4), Intimidate 3 (+5), Knowledge (civics) 3 (+4), Knowledge (heraldry) 3 (+4), Knowledge (history) 3 (+4), Knowledge (tactics) 4 (+5), Language 1 (1 at GM choice), Medicine 1 (+3), Notice 2 (+4), Ride 3 (+5), Search 1 (+2), Sense Motive 4 (+6), Stealth 2 (+4), Swim 2 (+5)

Feats: Assessment, Attack Focus 1 (melee), Benefit 1 (status: Knight), Cunning Fighter, Defensive Attack, Equipment 4, Improved Block 1, Lionheart 1, Minions 3 (warhorse), Power Attack, Rallying Cry, Uncanny Dodge 1 (Visual)

Equipment: Chain-mail hauberk and helmet (Protection 3; 3ep), Medium metal shield (Shield 3; Dedicated dodge; 4ep)

Weapons (Array; 10ep)
- Lance (+3 piercing damage; crit 19; Extended reach 2 [+10'], Mighty, Mounted)
- Mace (+2 blundgeon damage; crit 20; Mighty, Knockback 2)
- One-handed sword (+3 slashing damage; crit 19; Mighty)


Combat: Attack +6; Damage +3 (Unarmed), or by weapon of choice; Defense +6/+3 without shield (+2 Flat-footed); Initiative +2

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

Abilities 26 + Skills 11 (44 ranks) + Feats 17 + Powers 0 + Combat 16 + Saves 7 + Drawbacks 0 = 77


:arrow: the other end of the NPCs combat scale, this is a highly generic knight with ample room (13pp) for personalization

:arrow: I included the mace since during the middle ages it was a favourite weapon for mounted combat, the reason was simple a mace is equally efficient from all sides (opposed to the sword) and required a lot less finesse to use, the majority of knights used swords only when on foot

:arrow: the mounted is weapon feature I'm still working on, these are the rules so far

New weapon feature: Mounted

A mounted weapon can only be used properly when you are horseback, if you attempt to use it when you are on foot you suffer a -4 penality to attack and must halve the total damage (including any possible Strength bonus). On the other hand when you use the weapon chargin from horseback you can use the mount strength bonus or your own, whichever is higher, to determine damage. The mount strength can exceed PL caps.


:arrow: obviously the faithful mount, the stats are based around Jab's animal builds

Warhorse
Power Level: 5 (45pp)

Abilities: STR: 24 (+7), DEX: 14 (+2), CON: 18 (+4), INT: 2 (-4), WIS: 12 (+1), CHA: 6 (-2)

Skills: Intimidate 4 (+4), Notice 6 (+7), Sense motive 3 (+4), Survival 3 (+4)

Feats: Attack focus 4 (Melee), Endurance 1, Fast overrun, Improved critical 1 (hoves), Lionheart 1

Power:

Growth 4 (Large; Extra: Duration 1 [continuous]; Flaw: Permanent; 12pp)
Protection 3 (3pp)
Speed 3 (50mph; 3pp)
Super-senses 5 (Accurate [hearing], Low-light vision, Radius [Visual senses]; 5pp)

Combat: Attack -1 (+3 melee); Damage +7 (hoves); Defense +3 (+2 Flat-footed); Initiative +2

Saves: Toughness +7, Fortitude +6, Reflex +4, Will +3

Drawbacks: Disability (Mute; -4), Disality (No hands; -4)

Abilities 4 + Skills 4 (16 ranks) + Feats 8 + Powers 23 + Combat 8 + Saves 6 – Drawbacks -8 = Total 45
"Yes, it's a bloody flying alligator setting fire to my city!"

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#172 Marvel essentials: Hawkeye

Postby Woodclaw » Mon Apr 26, 2010 5:43 am

Image
A joker with a tongue like mine can't afford to get mad at what anyone else says!

Hawkeye
Clinton "Clint" Francis Barton

Power Level: 11 (163pp)

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

Skills: Acrobatics 6 (+9), Bluff 7 (+10), Climb 3 (+7), Concentration 3 (+6), Craft (electronic) 4 (+6/+10 [arrows]), Craft (mechanical) 4 (+6/+10 [arrows]), Diplomacy 4 (+7), Disable Device 5 (+7/+11 [arrows]), Drive 2 (+5), Escape Artist 3 (+6), Gather Information 4 (+7), Intimidate 4 (+7), Investigate 3 (+5), Knowledge (streetwise) 4 (+6), Knowledge (tactics) 7 (+9), Language - (native: English), Notice 6 (+9/+12 [visual]), Perform (Trick shooting) 7 (+10), Pilot 6 (+9), Search 5 (+7), Sense Motive 6 (+9), Stealth 5 (+8), Survival 3 (+6), Swim 3 (+7)

Feats: Accurate Attack, Assessment, Attack Focus 2 (ranged), Attack Specialization 1 (bow), Dodge Focus 5, Equipment 2, Improved Aim, Improved Critical 1 (bow), Improved Disarm 1, Improved Initiative 1, Improved Ranged Disarm, Leadership, Mechanical Genius 1 (arrows tech), Move-by Action, Power Attack, Precise Shot 2, Quick Draw 1, Ranged Pin, Set-Up, Sneak Attack 1, Sniper, Task Focus 1 (Notice, Visual senses), Taunt, Teamwork 2, Ultimate Aim, Uncanny Dodge 1 (Visual)

Powers:

Earth's mightiest marksman (Array 3; PF: Alternate power 2, Inherent; 9pp)
- Base power (Enhanced dexterity 6)
- AP: Precision shot (adds 6 ranks of Pentrating to any bow attack)
- AP: Rapid fire (adds 6 ranks of Autofire 1 to any bow attack)

Experimental arrows (Enhanced feat 2 [Luck 2]; Flaw: Limited [Quiver power stunts]; 1pp)

Custom bow and trick arrows (Device 5 [Easy to lose]; PF: Variable descriptor 2 [any technological]; 17pp)

Devices:

Custom bow & trick arrows (25pp of effects)
- Quiver (Array 8; PF: Alternate power 9)
- Base power: Broadhead arrow (Blast 3; PF: Improved range 1, Mighty 4, Progression 1 [Range], Extra: Penetrating)
- AP: Acid arrow (Acid 5; Extra: Range 1 [Ranged])
- AP: Cable arrow (Super-movement 1 [Swinging])
- AP: Electroshock arrow (Paralyze 5; Extra: Range 1 [ranged])
- AP: Explosive arrow (Blast 5; Extra: Area [Explosion, Targeted])
- AP: Flare arrow (Dazzle 5 [visual]; Extra: Area [Burst, Targeted])
- AP: Knockout gas arrow (Fatigue 4; Extra: Area [Burst, Targeted], Range 1 [Ranged])
- AP: Net arrow (Snare 4; Extra: Area [Burst, Targeted], Knockback)
- AP: Smoke arrow (Obscure 5 [Visual]; PF: Slow fade 1; Extra: Independent)
- AP: Tear gas arrow (Linked powers: Dazzle + Nauseate)

-- Linked: Dazzle 3 (Extra: Area [Cloud, Targeted])
-- Linked: Nauseate 3 (Extra: Area [Cloud, Targeted], Range 1 [Ranged]; Flaw: Sicken)

Equipment: Costume (Protection 3 [Subtle 1]; 4ep), Hearing aid (removes the Disability drawback; 4ep), Night vision googles (1ep), Rebreather (1ep)

Combat: Attack +9 (+11 Ranged, +13 Bow); Damage +4 (Unarmed); Defense +12 (+4 Flat-footed); Initiative +7

Saves: Toughness +6/+3 without costume, Fortitude +8, Reflex +6, Will +8

Drawbacks: Disability (Almost deaf [Very common, Moderate]; -4pp)

Abilities 36 + Skills 26 (104 ranks) + Feats 34 + Powers 27 + Combat 32 + Saves 12 - Drawbacks 4 = 163

Complications:
  • Love (Bobbi Morse): Clint and Bobbi have one of the most hormonal-driven relationships in the comicdom, but there's no denying that they truly love each other
  • Reputation (once a criminal): Clint started his career as a criminal, while he has fought on the right side a long time, sometimes is past comes back to bite him in the ass
  • Rash: Clint is one of the most hot-blooded Avengers ever
  • Rivalry (Steve Rogers & John Walker): Clint has a long time friendly rivalry with Steve Rogers over pretty much anything. After the goverment assigned John Walker to the West Coast team, they clashed various times, more recently htey almost settle down their problems, but there's still some friction


:arrow: having built Green Arrow a while ago Hawkeye was an obvious choice since they fill basicly the same character niche, providing the respective teams with the much needed long range support and rapier wits remarks

:arrow: Clint is a little less precise and slower than Ollie but pack a marginally greater punch - the difference is so slight that needs an expert to spot - and he is better in melee combat

:arrow: quite obviously Clint suffer of Blaster Syndrome, he's PL11 on offensive, but only PL9 on defense

:arrow: the quiver works the same way as Ollie's and I decided to keep all the avaible arrows from both builds at the same cost, eventually the two can power stunt each other arrows (although I doubt Clint will ever power stunt the Boxing glove arrow)

:arrow: Clint's superior sight is simulated through the Task focus feat like I did with Hawkgirl
Last edited by Woodclaw on Sat Mar 12, 2011 5:07 am, edited 3 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: #170 Generic Fantasy: Militia

Postby JoshuaDunlow » Mon Apr 26, 2010 8:57 am

Ah nice to see some Fantasy work !

Woodclaw wrote:Image
Training? Seeing my crops burnt to cinder was all the 'training' I needed!

First off love the picture :)
You should so give this guy Power house
Love that home town advantage. Might have to steal that.
I see you had a simular idea with your adaptable feat, i had fiddled with such a feat myself when i was working on my fantasy document.

As for the knight, there's not much i can say here.
The Lance to me, seems so much more than +3. But then again you came up with a rule that could help modify the problem. But there are some lances in my mind, that could do up to +4 damage depending on its construction. Most tourney lances are probably a +2 and made from wood. The steel lances, with have a sharp point are definetly +4 damage in my mind.

Im glad you added the Mace, because that and the Flail has always been a favorite knightly weapon. That and the flail was just a great weapon all the way around.
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Re: #170 Generic Fantasy: Militia

Postby Woodclaw » Mon Apr 26, 2010 10:05 am

JoshuaDunlow wrote:Ah nice to see some Fantasy work !

Woodclaw wrote:Image
Training? Seeing my crops burnt to cinder was all the 'training' I needed!

First off love the picture :)
You should so give this guy Power house


I love that picture too - and I should still have a copy to the original Magic card somewhere. About the powerhouse feat I thought about it for a while but I decided not to include it because I wanted these builds to be as generic as possible. Still it might be a good idea to include it...

JoshuaDunlow wrote:Love that home town advantage. Might have to steal that.
I see you had a simular idea with your adaptable feat, i had fiddled with such a feat myself when i was working on my fantasy document.


Feel free to stole whatever you need, I don't mind too much.

JoshuaDunlow wrote:As for the knight, there's not much i can say here.
The Lance to me, seems so much more than +3. But then again you came up with a rule that could help modify the problem. But there are some lances in my mind, that could do up to +4 damage depending on its construction. Most tourney lances are probably a +2 and made from wood. The steel lances, with have a sharp point are definetly +4 damage in my mind.

Im glad you added the Mace, because that and the Flail has always been a favorite knightly weapon. That and the flail was just a great weapon all the way around.


This is actuallly my second attempt to build a lance, the first version was +2/+4 while charging, after all in close quarters a lance isn't much more useful than a staff, it's still a work in progress.
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Re: Woodclaw's [Fantasy: Militia, Knight; Marvel: Hawkeye]

Postby MorningKnight » Mon Apr 26, 2010 10:53 am

I love the "Earth's Mightiest Marksman" array, and the fact that Clint's "regular" arrows have Mighty on the Blast, just like a normal bow.

Top it off with a great pic, and lots of small touches, and again, Hawkeye is one of my faves.
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Re: Woodclaw's [Fantasy: Militia, Knight; Marvel: Hawkeye]

Postby Woodclaw » Mon Apr 26, 2010 2:05 pm

MorningKnight wrote:I love the "Earth's Mightiest Marksman" array, and the fact that Clint's "regular" arrows have Mighty on the Blast, just like a normal bow.


Thanks, the Inherent arrays are a thing I'm still testing but so far they worked pretty well.
About the Mighty, I think that having the basic arrows with mighty is pretty normal, I mean even with all the trick arrowheads Clint used normal arrows sometimes usually with pretty good results (during Secret Wars, he drilled a hole in Piledriver's skin with a makeshift wooden arrow).

MorningKnight wrote:Top it off with a great pic, and lots of small touches, and again, Hawkeye is one of my faves.


Me too, and I think that the 2004 version of the costume (pictured above) is one of the best - opposite to the late 90s version - it looks combat gear enough to satisfy the military/cyberpunk nut in me, but it still sports the "Hawkeye look".
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Re: Woodclaw's [Fantasy: Militia, Knight; Marvel: Hawkeye]

Postby MorningKnight » Mon Apr 26, 2010 8:40 pm

Heck, Hawkeye pummeled Radioactive Man with a bow and arrow crafted from pipes in the Masters of Evil hovercraft. While hanging upside down by his knees. So yeah, your inherent array FITS. :D
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#173 Marvel Essentials: Mockingbird

Postby Woodclaw » Tue Apr 27, 2010 6:47 am

Image
Gotta be a record mr. Barton... From stranger to married in nine days flat.

Mockingbird
Barbara "Bobbi" Morse

Power Level: 10 (154pp)

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

Skills: Acrobatics 6 (+10), Bluff 6 (+8/+12 [Attractive]), Climb 6 (+8), Computers 4 (+7), Concentration 4 (+7), Craft (chemical) 7 (+10), Craft (electronic) 2 (+5), Diplomacy 5 (+7/+11 [Attractive]), Disable Device 5 (+8), Drive 3 (+7), Escape Artist 5 (+9), Gather Information 7 (+9), Intimidate 6 (+8), Investigate 5 (+8), Knowledge (life sciences) 7 (+10), Knowledge (streetwise) 5 (+8), Knowledge (tactics) 4 (+7), Language 3 (Spanish, 2at GM choice; native: English), Medicine 5 (+8), Notice 6 (+9), Pilot 3 (+7), Profession (spy) 6 (+9), Search 6 (+9), Sense Motive 6 (+9), Sleight of Hand 3 (+7), Stealth 6 (+10), Survival 3 (+6), Swim 6 (+8)

Feats: Ambidexterity, Armed Parry 1 (staves), Assessment, Attack Specialization 1 (staves), Attractive 1, Benefit 1 (Alternate Identity), Benefit 1 (organizational ties: S.H.I.E.L.D.), Connected, Defensive Roll 3, Dodge Focus 4, Equipment 6, Improved Critical 1 (staves), Skill Mastery 1 (Acrobatics, Knowledge [life science], Investigate, Profession [spy]), Twin Weapon Strike, Well-Informed

Challenges: Accelerated acrobatics 1, Combat clarity 1, Read situation 1

Acrobatic mixed martial arts (fighting style): Acrobatic Bluff, Defensive Attack, Defensive throw, Elusive Target, Evasive Retreat 2 (10'), Improved Block 1, Improved Initiative 1, Improved Trip, Instant Up, Move-by Action, Power Attack, Sneak Attack 2, Takedown Attack 1, Uncanny Dodge 1 (Auditory)

Equipment: Contacts (removes disability drawback; 2ep), Night vision googles (1ep), Rebreather (1ep), Costume (Protection 2 [Subtle 1]; 3ep)

Arsenal (18ep)
- Quarterstaff (+2 blundgeon damage; crit 20; Extended reach 1, Mighty + Pole Vault [Leaping 1])
- Paired short staves (+1 blundgeon damage; crit 20; 20' [thrown]; Mighty)
- Paired Handguns (+4 ballistic damage; crit 20; 40'; Laser Sight, Full Power, Stun Ammo)


5ep in mission specific equipment

Combat: Attack +11 (+13 Staves); Damage +2 (Unarmed), or by weapon of choice; Defense +13/+11 without battle staves (+4 Flat-footed); Initiative +8

Saves: Toughness +7/+5 without costume (+4/+2 Flat-footed), Fortitude +5, Reflex +7, Will +6

Drawbacks: Disability (farsighted [common, minor]; -2pp)

Abilities 32 + Skills 35 (140 ranks) + Feats 44 + Powers 0 + Combat 36 + Saves 9 - Drawbacks 2 = 154

Complications:
  • Dead to the World: many years ago Bobbi simulated her own death to protect her family
  • Love (Clint Barton): the relationship between Bobbi and Clint is one of the most "physical" in the MU, but there's no doubt that they really love each other
  • Responsibility (divided loyalties): for a long while Bobbi was in the almost unique position of being both an Avenger and an agent of S.H.I.E.L.D., usually this didn't cause her much trouble, but you'll never know
  • Secret (many, including parts of the Super-Soldier Formula): before donning her costume Bobbi worked many years for the S.H.I.E.L.D. both as a researcher and field agent


:arrow: Mockingbird is one of those character that - like her model/opposite the Black Widow - experienced a serious boost-up in recent times, before the recent Reunion she was pretty much a background note in the Marvel Universe - despite a good story and some interesting, unused links

:arrow: usually I saw her stated at PL8-9, but given her long run with the Avengers, the previous S.H.I.E.L.D. training (making her of the few superheroes that trained before putting on the tights) I think that she can aspire to PL10, at leats as long as she packs her battlestaves and costume (barehanded she is PL8)

:arrow: her fighting style is somewhere between Black Canary, Huntress and Catwoman, being and agile scrapper who relies on tripping and dodging

:idea: UPDATE: slightly tweaked the combat style to make Bobbi slightly more dependant on her weapon of choice
Last edited by Woodclaw on Thu Mar 31, 2011 3:14 am, edited 3 times in total.
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Re: Woodclaw's [Militia, Knight; Marvel: Hawkeye, Mockingbird]

Postby JoshuaDunlow » Tue Apr 27, 2010 8:21 am

Now, THAT, is one heck of a build!
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Re: Woodclaw's [Militia, Knight; Marvel: Hawkeye, Mockingbird]

Postby Woodclaw » Tue Apr 27, 2010 8:27 am

JoshuaDunlow wrote:Now, THAT, is one heck of a build!


Wow. I didn't expected such entusiasm, thanks.
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Re: Woodclaw's [Militia, Knight; Marvel: Hawkeye, Mockingbird]

Postby MorningKnight » Tue Apr 27, 2010 10:10 am

I'm glad Mockingbird is back. Great martial arts style for her too.
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