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

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Re: Woodclaw's [Shi, Ripclaw; DCAU: Barda, Mr. Miracle, Orion]

Postby MisterO » Thu May 27, 2010 2:51 pm

Great builds of the New Gods, Woodclaw! They really, really, really don't get much respect. A shame really. :(
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Re: Woodclaw's [Shi, Ripclaw; DCAU: Barda, Mr. Miracle, Orion]

Postby Woodclaw » Fri May 28, 2010 3:16 am

MisterO wrote:Great builds of the New Gods, Woodclaw! They really, really, really don't get much respect. A shame really. :(


Thanks, I agree that some of the New Gods should have a little more comic time. Still, given the tragic look of their outfits, and some very lame monickers I think that overall it's a miracle that they survived so long.
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#191 DC Animated Universe: Parademons

Postby Woodclaw » Fri May 28, 2010 3:51 am

In preparation for the Apokolips build of my FOURTH WORLD series, I decided to include the minions par excellence.

Image

Parademons

Power Level: 6 (75pp)

Abilities: STR: 20 (+5), DEX: 14 (+2), CON: 18 (+4), INT: 6 (-2), WIS: 10 (+0), CHA: 6 (-2)

Skills: Climb 2 (+7), Intimidate 8 (+6), Notice 6 (+6)

Feats: All-Out Attack, Attack Specialization 1 (Unarmed Attack), Dedication, Diehard, Dodge Focus 2, Fearless, Improved Critical 1 (Unarmed), Power Attack, Rage 1 (5 rounds)

Powers:

Parademon physiology (Immunity 2 [Sleep, Starvation & thrist]; 2pp)

Flight armor (Device 3 [hard to lose]; 12pp)
Power pike (Device 3 [easy to lose]; 9pp)

Devices:

Flight armor (15pp of effects)
  • Flight 4 (100 mph)
  • Protection 3
  • Immunity 4 (Enviromental condition 3 [Cold, Heat, Vacuum], Suffocation 1 [vacuum])

Power pike (13pp of effects)
  • Blast 6 (PF: Alternate power 1)
    • AP: Strike 2 (PF: Extended reach 1, Improved critical 2, Mighty, Thrown 1)

Combat: Attack +5; Damage +5 (Unarmed), or by weapon of choice; Defense +5 (+2 Flat-footed); Initiative +2

Saves: Toughness +7/+4 without armor, Fortitude +7, Reflex +5, Will +2

Abilities 14 + Skills 4 (16 ranks) + Feats 10 + Powers 23 + Combat 16 + Saves 8 + Drawbacks 0 = 75


:arrow: the cannon fooder of the Fourth World, Parademons aren't New Gods, they are test tube life forms created only to serve as Darkseid's disposable shock troops. As such I think that is logical to presume that they are build to work without sleep and food for extended periods of time

:arrow: the above stats represent the typical Parademon trooper, given their usual low survival rate and low intelligence it's unlikely that a significant number even reached a higher level of skill. Still it's possible that some parademons learned or were breed with higher abilities to serve as special units

:arrow: the PL was based around the fact that during Apokolips invasion the Metropolis SCU was able to fight them on equal terms

:arrow: Parademons are geneticly loyal to Apokolips elite (usually they are bought as Fanatical minions), but in a hierarchical way, meaning that any command from a superior officier will automaticly override any previous order from any lower member of the elite (e.g. any order from Granny Goodness will override a order from one of the Furies). Obviously any order from Darkseid will override any other order
Last edited by Woodclaw on Fri Oct 05, 2012 8:28 am, edited 3 times in total.
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Re: Woodclaw's [DCAU: Barda, Mr. Miracle, Orion, Parademons]

Postby Berior » Fri May 28, 2010 4:22 am

Am I the only one who think about the winged monkey from the wizard of oz when seeing a parademon ?
Otherwise nice builds of the 4th world characters
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Re: Woodclaw's [DCAU: Barda, Mr. Miracle, Orion, Parademons]

Postby luketheduke86 » Fri May 28, 2010 4:27 am

Very nice New Gods build Woodclaw! You did an exceptional build on Mr. Miracle (my favorite) as well!

Berior wrote:Am I the only one who think about the winged monkey from the wizard of oz when seeing a parademon ?


Well now I do! lol
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Re: Woodclaw's [DCAU: Barda, Mr. Miracle, Orion, Parademons]

Postby Woodclaw » Fri May 28, 2010 4:43 am

Berior wrote:Am I the only one who think about the winged monkey from the wizard of oz when seeing a parademon ?


Never thought about it before (Wizard of Oz wasn't a big part of my childhood), but I can most certanly see the resemblance.

Berior wrote:Otherwise nice builds of the 4th world characters

luketheduke86 wrote:Very nice New Gods build Woodclaw! You did an exceptional build on Mr. Miracle (my favorite) as well!


Thanks guys I hope I'll like the next streak of Apokolips based builds.
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Postby Woodclaw » Mon May 31, 2010 1:01 am

Updating my Super-soldier builds to bring them in line with Captain America, while putting the finishing touches to my next builds. I'm still not 100% happy with the Skull resurrection power, if anyone has a good idea of how to handle it, please reply.

Woodclaw wrote:Image
Allow me to introduce myself, Herr Kapitan. My name is der Rote Schadel...

The Red Skull
Johann Schmidt

Power Level: 11 (213pp / 203pp minionless)

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

Skills: Bluff 6 (+10), Computers 2 (+6), Craft (chemical) 10 (+14), Craft (electronic) 8 (+12), Diplomacy 4 (+8), Drive 1 (+8), Gather Information 4 (+8), Intimidate 10 (+14), Knowledge (business) 3 (+7), Knowledge (civics) 4 (+8), Knowledge (current events) 6 (+10), Knowledge (history) 6 (+10), Knowledge (streetwise) 3 (+7), Knowledge (tactics) 11 (+15), Knowledge (technology) 5 (+9), Language 4 (English, Russian, 2 at GM choice; Native: German), Medicine 5 (+8), Notice 3 (+6), Pilot 1 (+8), Search 2 (+6), Sense Motive 7 (+10), Stealth 3 (+10)

Feats: Benefit (Goverment contacts), Benefit 4 (Wealth), Dedication (hate), Endurance, Fascinate (Intimidate), Fearsome presence 6, Improved aim, Improved demoralize (can demoralize as Move Action without the usual -5 penality), Inventor, Leadership, Master plan, Minions 10 (special), Startle, Well-informed

Challenges: Durable lie 1, Forceful intimidation, Mass intimidation 4, Powerful intimidation 2

Swordfighting (fighting style): Accurate attack, Defensive attack, Dodge focus 4, Improved block 1, Improved disarm 1, Power attack, Sneak attack 1

Powers:

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: Persistent)

Undying hate (Regeneration 1 [Resurrection/1 week or more (not if he loss his hate before dying)]; PF: Diehard; Flaw: Uncontrolled reincarnation; 2pp)
Immunity 1 (Dust of death; 1pp)

Dust of death (Device 4 [Easy to lose]; PF: Disguised; 13pp)

Devices:

Dust of death (20pp of effects)
- Drain 9 (PF: Extended reach 2; Extra: Poison)

Equipment: Cell phone, PDA, Remote control, Undecover shirt (Protection 2, Subtle 1)

Weapons:
- Custom heavy pistol (+4 ballistic damage; crit 20; 40'; Laser sight, Suppressor)
- Swordcane (+2 piercing damage; Crit 18; Disguised)


Image
HQ: Skull-house (Medium; TOU: +10; Features: Defense system, Garage, Holding cells, Infirmary, Isolated, Laboratory, Living space, Power system, Security system 2, Workshop; 14ep)


Combat: Attack +11; Damage +7 (Unarmed), or by weapon of choice; Defense +13 (+5 Flat-footed); Initiative +7

Saves: Toughness +9/+7 without armor, Fortitude +10, Reflex +9, Will +9

Drawbacks: Disability (No sense of smell [Common, Moderate]; -3pp)

Abilities 64 + Skills 27 (108 ranks) + Feats 50 + Powers 24 + Combat 40 + Saves 11 - Drawbacks 3 = 213

Complications: Enemy (Captain America and many others)


:idea: UPDATE: Revisioned the Super-soldier serum to bring him in line with my Cap build. Revisioned the mechanics of the Dust of death and added the drawback, since this version of the skull burned his nose away

Woodclaw wrote:Having built Mockingbird, Natasha was almost a logical consequence.

Image
[i]Spasibo, Baby.

Black Widow
Natalia "Natasha" Alianovna Romanova

Power Level: 10 (196pp)

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

Skills: Acrobatics 8 (+14), Bluff 9 (+12/+16 [attractive]), Climb 4 (+10), Computers 7 (+10), Concentration 4 (+8), Craft (electronic) 4 (+7), Diplomacy 7 (+10/+14 [attractive]), Disable Device 6 (+9), Disguise 5 (+8), Drive 2 (+8), Escape Artist 4 (+10), Gather Information 7 (+10), Intimidate 7 (+10), Investigate 5 (+8), Knowledge (current events) 6 (+9), Knowledge (streetwise) 5 (+8), Knowledge (tactics) 6 (+9), Knowledge (technology) 5 (+8), Language 8 (Arabic, Chinese [mandarin], English, French, German, 3 at GM choice; Native: Russian), Medicine 1 (+5), Notice 4 (+8), Perform (dance) 5 (+8), Pilot 2 (+8), Profession (Spy) 10 (+14), Search 5 (+8), Sense Motive 6 (+10), Sleight of Hand 2 (+8), Stealth 6 (+12), Survival 3 (+7), Swim 3 (+9)

Feats: Ambidexterity, Assessment, Attractive 1, Benefit 2 (2 alternate identities), Benefit 1 (enigma), Benefit 1 (Security clearance), Connected, Distracting look, Equipment 8, Fascinate (Bluff), Master Plan, Quick Draw 1, Skill Mastery 1 (Acrobatics, Bluff, Profession [spy] Sense motive), Twin Weapon Strike, Ultimate seduction, Well-Informed

Challenges: Accelerated Acrobatics 1, Accelerated Stealth 1, Discrete Inquiry, Lip reading, Read Situation 1

Acrobatic mixed martial arts (fighting style): Acrobatic Bluff, Defensive Attack, Dodge Focus 4, Elusive Target, Improved Block 1, Improved Disarm 1, Improved Initiative 1, Instant Up, Move-by Action, Sneak Attack 1, Power Attack, Unbalancing Strike, Uncanny Dodge 1 (Visual), Weapon Bind,

Powers:

Red Room Treatment (Container 1 [passive]; 5pp)
- Immunity 4 (Disease, Need for sleep, Poison, Starvation & thirst]; Flaw: Half-effect)
- Leaping 1 (jumping distance x2)
- Longevity (Feature 1)
- Speed 1 (10 mph)


Equipment:

Costume (5ep)
- Enhanced feats 1 (Improved concealment)
- Kevlar lining (Protection 1 [Subtle 1])
- Micro-suction cups (Super-movement 1 [Wall-crawling 1])

Arsenal (array; 25ep)
- Widow's bite [lethal setting] (+5 electrical damage; crit 19; 60' [thrown])
- Widow's bite [stun setting] (Stun 6; 60' [thrown]; Sedation)
- Widow's line (Super-movement 1 [Swinging])
- Paired machine pistols (+3 ballistic damage; crit 20; 30'; Autofire 1, Laser sight)
- Custom sniper rifle (+5 ballistic damage; crit 19; 250'; Masterwork, Flash suppressor, Sound suppressor, Recoil buffer, Targeting scope)
- Plastic explosives (+8 explosive damage; Area [explosion, general], Triggered 2 [multiple detonators])


10 ep in mission specific equipment

Combat: Attack +12; Damage +6 (Unarmed), or by weapon of choice; Defense +13 (+5 Flat-footed); Initiative +10

Saves: Toughness +7/+6 without costume, Fortitude +8, Reflex +9, Will +8

Drawbacks: Disability (Sterile without a specific cocktail of immuno-suppressants [Uncommon, Minor]; -1pp)

Abilities 56 + Skills 39 (156 ranks) + Feats 46 + Powers 5 + Combat 42 + Saves 9 - Drawbacks 1 = 196

Complications: Debt (various, mainly to S.H.I.E.L.D.), Reputation (untrustworthy), Responsibility (Ivan Petrovitch), Secrets (many)


:idea: UPDATE: modified the Red Room treatment to make it more similar to the Super-soldier Serum
Last edited by Woodclaw on Fri Oct 05, 2012 8:30 am, edited 1 time in total.
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#192 DC Animated Universe: Kalibak

Postby Woodclaw » Tue Jun 01, 2010 12:41 am

New FOURTH WORLD build, welcome to Apokolips I hope I'll enjoy the fire-pits.

Image
Virman Vundabar: Kalibak, Kalibak, Kalibak... I have used every vile punishment, every known torture, yet still you refuse to join Virman Vundabar's noble cause.
Kalibak: You're about as noble as my armpit.


Kalibak the cruel
Kalibak, son of Darkseid

Power Level: 11 (175pp)

Abilities: STR: 36 (+13), DEX: 14 (+2), CON: 36 (+13), INT: 10 (+0), WIS: 12 (+1), CHA: 8 (-1)

Skills: Climb 3 (+12), Intimidate 9 (+10), Knowledge (tactics) 8 (+8), Knowledge (technology) 5 (+5), Language - (Native: Apokoliptian), Notice 6 (+7), Profession (Soldier) 7 (+8), Search 4 (+4), Sense Motive 5 (+6), Survival 6 (+7), Swim 3 (+12)

Feats: All-Out Attack, Attack Focus 2 (melee), Attack Specialization 1 (Unarmed), Chokehold, Crushing Pin, Dedication (to Darkseid), Diehard, Dodge Focus 2, Improved Grab, Improved Grapple, Improved Pin, Minions 8 (Mother-box, fanatical), Power Attack, Rage 1 (10 rounds), Takedown Attack 1

Challenges: Mass Intimidation 3

Powers:

Mutated New God physiology (Container 10 [passive]; PF: Innate; Drawbacks: Power loss [all but growth, if exposed to a significant amount of Radion; -1] 50pp)
- Growth 4 (Extra: Duration 1 [continuous]; Flaw: Permanent)
- Impervious toughness 8 (Flaw: Limited [physical damage])
- Immunity 12 (Aging, Life support, Sleep, Starvation & thirst)
- Regeneration 8 (Bruised [1 round], Injured [1 minute], Disabled/Staggered [20 minutes]; PF: Persistent, Regrowth)
- Super-strength 6 (Heavy load: 220 tons/400 while raging)


Combat: Attack +5 (+7 Melee, +9 Unarmed); Damage +13 (Unarmed), or by power of choice; Defense +9 (+4 Flat-footed); Initiative +2

Saves: Toughness +13 (Impervious 8 vs Physical), Fortitude +13, Reflex +5, Will +6

Drawbacks: Vulnerable (Radion based attacks [uncommon, +100% DC]; -3pp), Weakness (Radion poisoning [uncommon, -1 CON every hour]; -2pp)

Abilities 44 + Skills 14 (56 ranks) + Feats 36 + Powers 50 + Combat 28 + Saves 8 - Drawbacks 5 = 175

Complications: Obsession (pleasing Darkseid), Rivalry (Orion)


:arrow: Kalibak is the archetype of the dumb bruiser, big, strong and really, really inaccurate. The DCAU versions suffer of both adaptation decay and adapatation improvement. While the Comic book Kalibak is harldly a genius, he is usually considered Darkseid right hand man and a competent soldier; the DCAU Kalibak is more of a comic relief villain, still having Micheal Dorn giving the speech in a Worfish voice is a great plus

:arrow: the big difference between Kalibak and Orion is that - despite being both PL11 powerhouses - Kalibak reach his apex at PL11, Orion reach is bottom at the same PL

:arrow: optionally Kalibak can be armed with his signature Beta club - which was absent from the Animated version, except a couple of scenes where it demonstrated no particulr power. The traits are based around the comic book version, but even unarmed Kalibak still reach his caps

Beta club (Device 5 [easy to lose]; 15pp)

Traits:

Beta club (24pp of effects)
- Force blast (Damage 11; PF: Alternate power 2; Extra: Area [line, General])
-- AP: Strike 2 (PF: Improved critical 2, Improved sunder, Mighty, Knockback 4, Throw 3; Extra: Penetrating [9 ranks])
-- AP: Neural beam (Stun 7 [pain]; PF: Extra: Area [Cone, General])
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#193 DC Animated Universe: Granny Goodness

Postby Woodclaw » Wed Jun 02, 2010 12:55 am

FOURTH WORLD item #6, this time is pure nightmare fuel

Image
Ah!! Such language! Children, defend your Granny's honor. KILL HER!!

Granny Goodness

Power Level: 9 (198pp)

Abilities: STR: 24 (+7), DEX: 16 (+3), CON: 24 (+7), INT: 18 (+4), WIS: 18 (+4), CHA: 16/22 (+3/+6)

Skills: Bluff 5 (+9), Computers 3 (+7), Craft (electronic) 4 (+8), Craft (mechanical) 4 (+8), Craft (structural) 6 (+10), Intimidate 8 (+14), Knowledge (behavioural science) 8 (+12), Knowledge (tactics) 6 (+10), Knowledge (technology) 4 (+8), Notice 2 (+6), Profession (torturer) 8 (+12), Search 2 (+6), Sense Motive 4 (+8)

Feats: Assessment, Attack Specialization 1 (Energy whip), Benefit 2 (Status [Head of the Orphanage]), Distract (Intimidate), Dodge Focus 4, Equipment 4, Fascinate (Intimidate), Fearsome, Presence 4, Leadership, Minions 8 (Mother-box, fanatical), Minions 6 (10 specially trained Parademons, Fanatical), Skill Mastery 1 (Bluff, Intimidate, Knowledge [behavioural science], Profession [torturer]), Sneak attack, Startle, Ultimate behavioural science

Challenges: Calculated risk 1 (Knowledge [behavioural science]), Forceful intimidation, Mass intimidation 2

Powers:

New God physiology (Container 5 [passive]; PF: Innate; Drawbacks: Power loss [if exposed to a significant amount of Radion; -1] 25pp)
- Impervious toughness 2 (Flaw: Limited [physical damage])
- Immunity 12 (Aging, Life support, Sleep, Starvation & thirst)
- Regeneration 8 (Bruised [1 round], Injured [1 minute], Disabled/Staggered [20 minutes]; PF: Persistent, Regrowth)
- Super-strength 1 (Heavy load: 1400 lbs)


Nightmare terror (Enhanced charisma 6; Flaw: Limited [Intimidation only]; 3pp)
Energy whip (Device 5 [easy to lose]; 15pp)

Devices:

Energy whip (23pp of effects)
- Whiplash (Linked powers: Strike + Stun; PF: Extended reach 3)
  • Linked: Strike 0 (PF: Improved critical 3, Improved disarm 1, Improved trip, Mighty)
  • Linked: Pain (Stun 5; PF: Precise; Extra: Alternate save [Will])

Equipment: Apokoliptian light armor (Protection 2; 2ep)

Image
HQ: Armaghetto's orphanage (Huge; TOU: +15; Features: Combat simulator, Communications, Computer, Death trap, Defense system, Holding cells, Living space, Security system 3; 15ep)


3ep in mission specific equipment

Combat: Attack +7 (+9 Energy whip); Damage +7 (Unarmed), or by power/weapon of choice; Defense +7 (+3 Flat-footed); Initiative +3

Saves: Toughness +9/+7 without armor, Fortitude +8, Reflex +4, Will +8

Drawbacks: Vulnerable (Radion based attacks [uncommon, +100% DC]; -3pp), Weakness (Radion poisoning [uncommon, -1 CON every hour]; -2pp)

Abilities 56 + Skills 16 (64 ranks) + Feats 58 + Powers 40 + Combat 24 + Saves 6 - Drawbacks 5 = 195

Complications: Obsession (breaking people, especially Scott Free), Responsibility (head of the Orphanage and commander of the Female Furies)


:arrow: Granny Goodness was one of the strangest, most iconic and - in my opinion - less successful concepts of the Fourth World. This was an unfortunate consequence of having many author considering her more as a comic relief than the pure nightmare fuel she was suppoed to be. The DCAU's team made a great work with her, I really started to hate this psycho crone after watching Little Girl Lost

:arrow: combat-wise Granny isn't particulary skilled for the standard of the New Gods, she is no slouch, but lacks the natural power to be a major menace like Kalibak, Barda or Orion. Her focus is on breaking people and rebuilding them as soldiers

:arrow: Speaking of which Granny usually has a team of specially trained Parademons (90pp each with a little more intelligence and restrain than normal ones) to help her keep her children in line, sometimes these are replaced by teams of Hound soldiers (her former unit)

:arrow: since Granny's armor never displayed any special or advanced ability I decided to downgrade it to equipment

:arrow: Granny's Mother-box never displayed any advanced function, but I think it's safe to assume that she can use it to remotly control some functions of the Orphanage
Last edited by Woodclaw on Fri Jun 18, 2010 11:20 am, edited 3 times in total.
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Re: Woodclaw's [DCAU: Parademons, Kalibak, Granny Goodness]

Postby MisterO » Wed Jun 02, 2010 6:10 pm

It truly sucks that we will probably never, ever get a Fourth World/New Gods movie.

The closest we got is "Masters of the Universe". :( :x
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Re: Woodclaw's [DCAU: Parademons, Kalibak, Granny Goodness]

Postby Woodclaw » Thu Jun 03, 2010 2:29 am

MisterO wrote:It truly sucks that we will probably never, ever get a Fourth World/New Gods movie.

The closest we got is "Masters of the Universe". :( :x


Uhm... I don't know, given the medium quality of superheroes' movies I fear that a Fourth World one will be a major flop and will probaly cause Jack kirby to turn in his grave.

Comparing the New Gods to the MotU is... strange, but not completly out of place, I think.
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#194-196 DC Animated Universe: The Female Furies

Postby Woodclaw » Thu Jun 03, 2010 2:49 am

Having built Granny her girls are obviously close-by.

Image
You called, Granny.

The Female Furies

:arrow: part of Apokolips elite attack force the furies move on the thin line between being minions and being full characters. I placed them at PL9, alone they are mostly one trick ponies with little skills, still as a team they can be quite formidable opponents

:arrow: due to their massive conditioning all the Furies have low will saves compensated by the Dedication (serve Darkseid) feat

_____________________________________________________________________________________________


Image

Lashina

Power Level: 9 (150pp)

Abilities: STR: 24 (+7), DEX: 22 (+6), CON: 24 (+7), INT: 14 (+2), WIS: 14 (+2), CHA: 14 (+2)

Skills: Acrobatics 2 (+8), Disable Device 3 (+5), Intimidate 4 (+6), Knowledge (tactics) 7 (+9), Language - (Native: Apokoliptian), Notice 4 (+6), Sense Motive 5 (+7), Stealth 1 (+7), Survival 4 (+6)

Feats: Accurate Attack, Acrobatic Bluff, Attack Focus 2 (melee), Attack Specialization 1 (Ribbon whips), Dedication (serve Darkseid), Dodge Focus 4, Improved Initiative 1, Improved Trip, Minions 8 (Mother-box, fanatical), Move-by Action, Power Attack, Quick Draw 1, Sneak attack 1, Uncanny dodge 1 (Visual)

Powers:

New God physiology (Container 5 [passive]; PF: Innate; Drawbacks: Power loss [if exposed to a significant amount of Radion; -1]; 25pp)
- Impervious toughness 2 (Flaw: Limited [physical damage])
- Immunity 12 (Aging, Life support, Sleep, Starvation & thirst)
- Regeneration 8 (Bruised [1 round], Injured [1 minute], Disabled/Staggered [20 minutes]; PF: Persistent, Regrowth)
- Super-strength 1 (heavy load: 1400 lbs)


Ribbon whips (Device 3 [easy to lose]; 9pp)

Devices:

Ribbon whips (15pp of effects)
- Strike 0 (PF: Extended reach 4, Improved critical, Improved trip, Mighty; Extra: Penetrating [6 ranks])

Combat: Attack +7 (+9 Ribbon whips); Damage +9 (Unarmed or Ribbon whips); Defense +11 (+3 Flat-footed); Initiative +6

Saves: Toughness +7, Fortitude +7, Reflex +8, Will +5

Drawbacks: Vulnerable (Radion based attacks [uncommon, +100% DC]; -3pp), Weakness (Radion poisoning [uncommon, -1 CON every hour]; -2pp)

Abilities 52 + Skills 8 (30 ranks) + Feats 32 + Powers 34 + Combat 24 + Saves 5 - Drawbacks 5 = 150


:arrow: Apokolips little S/M princess, Lashine is usually the field commander of the furies, as such she is more competent than her teammates

:arrow: between her mobility and her ribbon whips she packs quite a punch and can slash open even opponents a lot tougher than her, unfortunatly she is a little of a glass jaw

_____________________________________________________________________________________________


Image

Mad Harriet

Power Level: 9 (140pp)

Abilities: STR: 24 (+7), DEX: 26 (+8), CON: 24 (+7), INT: 10 (+0), WIS: 10 (+0), CHA: 10 (+0)

Skills: Acrobatics 1 (+9), Escape Artist 1 (+9), Intimidate 7 (+7), Knowledge (tactics) 4 (+4), Language - (Native: Apokoliptian), Notice 5 (+5), Survival 6 (+6)

Feats: Acrobatic Bluff, All-Out Attack, Ambidexterity, Attack Focus 2 (melee), Dedication (serve Darkseid), Defensive roll 1, Dodge Focus 5, Elusive Target, Lionheart 1, Minions 8 (Mother-box, fanatical), Power Attack, Rage 1, Sneak attack 1, Uncanny Dodge 1 (Visual), Weapon Break

Powers:

New God physiology (Container 5 [passive]; PF: Innate; Drawbacks: Power loss [if exposed to a significant amount of Radion; -1]; 25pp)
- Impervious toughness 2 (Flaw: Limited [physical damage])
- Immunity 12 (Aging, Life support, Sleep, Starvation & thirst)
- Regeneration 8 (Bruised [1 round], Injured [1 minute], Disabled/Staggered [20 minutes]; PF: Persistent, Regrowth)
- Super-strength 1 (heavy load: 1400 lbs/2400 lbs when raging)


Power spikes (Strike 2; PF: Improved critical 2, Mighty, Split attack 1 [2 targets]; Extra: Penetrating [6 ranks]; 12pp)

Combat: Attack +5 (+7 melee); Damage +9 (Power spikes); Defense +10 (+3 Flat-footed); Initiative +8

Saves: Toughness +8 (+7 Flat-footed), Fortitude +7, Reflex +8, Will +4

Drawbacks: Vulnerable (Radion based attacks [uncommon, +100% DC]; -3pp), Weakness (Radion poisoning [uncommon, -1 CON every hour]; -2pp)

Abilities 44 + Skills 6 (24 ranks) + Feats 34 + Powers 37 + Combat 20 + Saves 4 - Drawbacks 5 = 140


:arrow: Mad Harriet is a very basic scrapper, while Lashina is a high mobile long range striker, Harriet usually went close-up and personal

:arrow: the combination of Lionheart and Rage is meant to represent her psychotic personality (psychotic even for the Furies standards)

_____________________________________________________________________________________________


Image

Stompa

Power Level: 9 (132pp)

Abilities: STR: 32 (+11), DEX: 16 (+3), CON: 32 (+11), INT: 10 (+0), WIS: 10 (+0), CHA: 10 (+0)

Skills: Intimidate 7 (+7), Knowledge (tactics) 4 (+4), Notice 6 (+6), Stealth 1 (+4), Survival 6 (+6)

Feats: All-Out Attack, Attack Focus 3 (melee), Dedication (serve Darkseid), Diehard, Dodge Focus 2, Improved Throw, Minions 8 (Mother-box, fanatical)

Powers:

New God physiology (Container 6 [passive]; PF: Innate; Drawbacks: Power loss [if exposed to a significant amount of Radion; -1]; 30pp)
- Impervious toughness 4 (Flaw: Limited [physical damage])
- Immunity 12 (Aging, Life support, Sleep, Starvation & thirst)
- Regeneration 8 (Bruised [1 round], Injured [1 minute], Disabled/Staggered [20 minutes]; PF: Persistent, Regrowth)
- Super-strength 3 (heavy load: 9 tons)


Earthquake boots (Device 1 [hard to lose]; 4pp)

Devices:

Earthquake boots (5pp of effects)
- Strike 0 (PF: Knockback 4)
- Groundstrike (adds Groundstrike to Super-strength)

Combat: Attack +4 (+7 melee); Damage +11 (unarmed); Defense +7 (+3 Flat-footed); Initiative +3

Saves: Toughness +11, Fortitude +11, Reflex +3, Will +4

Drawbacks: Vulnerable (Radion based attacks [uncommon, +100% DC]; -3pp), Weakness (Radion poisoning [uncommon, -1 CON every hour]; -2pp)

Abilities 50 + Skills 6 (24 ranks) + Feats 25 + Powers 34 + Combat 18 + Saves 4 - Drawbacks 5 = 132


:arrow: the dumbest bruiser of all, really Stompa makes the worst of Hulk and Kalibak pale in terms of stupidity

:arrow: Stompa is stronger and tougher than the typical new God, but still short of the levels of Barda, Orion or Kalibak and not nearly as accurate
Last edited by Woodclaw on Fri Jun 04, 2010 2:34 am, edited 1 time in total.
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Re: Woodclaw's [Shi, Ripclaw; DCAU: Barda, Mr. Miracle, Orion]

Postby Horsenhero » Thu Jun 03, 2010 8:23 pm

Woodclaw wrote:
MisterO wrote:Great builds of the New Gods, Woodclaw! They really, really, really don't get much respect. A shame really. :(


Thanks, I agree that some of the New Gods should have a little more comic time. Still, given the tragic look of their outfits, and some very lame monickers I think that overall it's a miracle that they survived so long.


Here's an amusing tidbit of information many folks on the boards may not know.

In the mid-to-late 1970's [the exact time frame escapes me, it was a long time ago] DC tried a revamped New Gods comic series, with updated, more "standard super-hero" costumes for Orion, Jezebel of the Fiery Eyes and Forager, while Metron and Lightray, deemed as having visually appealing looks were left alone. The change caused a near revolt in the Fourth World fanbase and the comic was scrapped remarkably quickly. Thus, the original Kirby costumes remain the standard. Just goes to show...one man's tragic look is anothers' classic.
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#197 DC Animated Universe: Blackhawk

Postby Woodclaw » Fri Jun 04, 2010 1:19 am

I'm taking a detour from my Fourth World builds for two reasons, first of all Sunday will be the anniversary of the Invasion of Normandy, so I decided to make a little memorial service of mine by building some WW2 hero; second I want to save spot #200 for something very special.

So it's D-2 and here we have my first OPERATION OVERLORD build.

Image
We Blackhawks bow to no authority until our homelands are free again.

Blackhawk
Janusz Prohaska (sometimes use the alias of Bart Hawk)

Power Level: 5 (108pp)

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

Skills: Acrobatics 3 (+6), Bluff 3 (+5), Climb 3 (+5), Concentration 4 (+7), Craft (mechanical) 4 (+6/+8 [airplanes]), Diplomacy 3 (+5), Disable Device 3 (+5), Drive 3 (+6), Knowledge (current events) 4 (+6), Knowledge (tactics) 6 (+8), Knowledge (technology) 4 (+6), Language 2 (English, German; Native: Polish), Medicine 1 (+4), Notice 5 (+8), Perform (acrobatic pilot) 7 (+9), Pilot 9 (+12), Search 3 (+5), Sense Motive 3 (+6), Stealth 2 (+5), Survival 1 (+4), Swim 3 (+5)

Feats: Attack Focus 2 (ranged), Combat Pilot 6 (air), Dodge Focus 2, Dogfighter 2, Elusive Target, Equipment 9, Improved Critical 2 (Airplanes machine guns), Improved Initiative 1, Improved Outmaneuver, Need for Speed, Precise Shot 1, Set-Up, Skill Mastery 1 (Craft [mechanical], Knowledge [tactics], Perform [acrobatic pilot], Pilot), Task Focus 1 (Craft [mechanical], Airplanes), Teamwork 1, Ultimate Pilot

Challenges: One hand on wheel (pilot)

Equipment: Leather jacket (Protection 1; 1ep), Parachute (1ep)

Light pistol (+3 ballistic damage; crit 20; 30'; 6ep)

Image
Vehicle: Grumman XF5F "Skyrocket" (Huge; STR: 30; TOU: +10; Flight 5 [250 mph]; Features: Navigation system 1, Nitro booster; 36ep)

On-board weapons (array)
- Machine guns (+6 ballistic damage; crit 20; 120'; Autofire 1)
- plus one of the following options:
  • Bombs [anti-infantry] (+6 explosive damage; Area [trail, general])
  • Bombs [anti-structure] (+8 explosive damage; Area [explosion, general], Triggered [goes off 1 round after activation])


1ep in mission specific equipment

Combat: Attack +5 (+7 Ranged); Damage +2 (Unarmed), or by weapon of choice; Defense +7 (+3 Flat-footed); Initiative +7

Saves: Toughness +3/+2 without jacket, Fortitude +5, Reflex +5, Will +4

Abilities 28 + Skills 19 (76 ranks) + Feats 33 + Powers 0 + Combat 22 + Saves 6 + Drawbacks 0 = 108

Complications: Enemy (Nazi), Irregular military, Obsession (freedom)


:arrow: Blackhawk is not superhuman in anything, except piloting, on the ground he is a competent PL5 soldier but not much more, gave him a plane, any plane, and he will be able to outfly anything in the skyes (hell in a old comic book he was able to outmanuver Hawkman)

:arrow: rulewise the only note is that I allow the mecha piloting feats from Me&Ma to be applied to any vehicle not just robots
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#198 DC Animated Universe: Steve Trevor

Postby Woodclaw » Sat Jun 05, 2010 1:57 am

D-1, and I just received a report on our agent in Berlin, so here we have OPERATION OVERLORD build #2.

Image
Wonder Woman: You're strange one, Steve Trevor. You have no special powers, yet you're willing to risk your life here. Aren't you afraid of dying?
Steve Trevor: Some things are worth dying for, angel.


Steve Trevor
Major Stephen Rockwell Trevor

Power Level: 5 (103pp)

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

Skills: Acrobatics 2 (+5), Bluff 4 (+7/+11 [attractive]), Climb 3 (+5), Craft (mechanical) 2 (+4), Diplomacy 4 (+7/+11 [attractive]), Disable Device 4 (+6), Drive 3 (+6), Escape Artist 2 (+5), Gather Information 6 (+9), Intimidate 3 (+6), Investigate 4 (+6), Knowledge (current events) 5 (+7), Knowledge (history) 3 (+5), Knowledge (streetwise) 4 (+6), Knowledge (tactics) 4 (+6), Language 2 (French, German; Native: English), Medicine 1 (+4), Notice 4 (+7), Pilot 5 (+8), Profession (Spy) 4 (+7), Search 5 (+7), Sense Motive 5 (+8), Sleight of Hand 2 (+5), Stealth 4 (+7), Swim 3 (+5)

Feats: Assessment, Attractive 1, Benefit 5 (military rank: Major of the O.S.S.) Combat pilot 2 (air), Connected, Dedication (the mission), Defensive Roll 2, Dodge Focus 1, Equipment 4, Fearless, Luck 1, Skill Mastery 1, Sneak Attack 1, Stunning Attack

Challenges: Accurate, Read Situation 1, Slip Between Cover 1

Equipment:

Weapons (array; 14ep)
- Grenades (+5 explosive damage; crit 20; 20' [thrown]; Area [explosion targeted], Ricochet 1)
- Stolen Walther P38 (+3 ballistic damage; crit 20; 30'; Recoil buffer)


1ep in mission equipment

Combat: Attack +5; Damage +2 (Unarmed), or by weapon of choice; Defense +6 (+3 Flat-footed); Initiative +3

Saves: Toughness +4 (+2 Flat-footed), Fortitude +4, Reflex +4, Will +6

Abilities 30 + Skills 22 (88 ranks) + Feats 25 + Powers 0 + Combat 20 + Saves 6 + Drawbacks 0 = 103

Complications: Love (Wonder Woman), Responsibility (to the O.S.S.)


:arrow: Trevor is one of those characters that gave major credit to Bruce Timm and Paul Dini for their work, thye were able to take one of the lamest, most ill-treated support characters of the golden age make him look cool twice (Savage time and the Wonder Woman animated movie)

:arrow: Trevor is solid PL5 spy/soldier mix with the addition of some piloting training, he is a distant second to Blackhawk skill level, but enough to face a common pilot a shot him down
Last edited by Woodclaw on Mon Aug 09, 2010 6:08 am, edited 1 time in total.
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