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

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#199 DC Animated Universe: Sgt. Rock

Postby Woodclaw » Sun Jun 06, 2010 12:38 am

D-day has arrived and my last OPERATION OVERLORD build.

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We've got a war to fight. There's a enemy airfield around here somewhere, and our job is to turn it into Swiss cheese. Welcome to Easy Company, soldier.

Sgt. Rock
Sergeant Franklin Rock, 141st Infantry, 2nd battalion, Easy company, service number 409966

Power Level: 6 (93pp)

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

Skills: Acrobatics 3 (+5), Climb 3 (+6), Craft (mechanical) 2 (+4), Demolitions 2 (+4), Diplomacy 2 (+5), Disable Device 3 (+5), Drive 3 (+5), Intimidate 2 (+5), Knowledge (tactics) 4 (+6), Language 1 (German; Native: English), Medicine 1 (+4), Notice 2 (+5), Profession (NCO) 3 (+6), Profession (steel worker) 1 (+4), Search 2 (+4), Sense Motive 3 (+6), Stealth 3 (+5), Survival 1 (+4), Swim 3 (+6)

Feats: Assessment, Benefit 2 (military rank: Sergeant of the U.S. Army), Cunning Fighter, Defensive Roll 1, Diehard, Dodge Focus 2, Endurance 1, Equipment 4, Improved Initiative 1, Inspire 2, Luck 1, Power Attack, Precise shot, Rallying Cry, Second Chance 1 (Traps/Mines), Teamwork 1

Challenges: Powerful intimidation 1

Equipment: Binoculars (1ep), Flashlight (1ep), Gas mask (1ep), Uniform (Protection 1; 1ep)

Weapons (array; 16ep)
- Thompson SMG (+4 ballistic damage; crit 20; 40'; Autofire 1)
- Colt 1911 (+4 ballistic damage; crit 20; 40')
- Combat knife (+1 piercing damage; crit 19; 10' [thrown])
- Mk.2 "Pineapple" grenades (+5 explosive damage; crit 20; 20' [thrown]; Area [explosion, targeted], Ricochet 1)


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

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

Abilities 30 + Skills 11 (44 ranks) + Feats 22 + Powers 0 + Combat 24 + Saves 6 + Drawbacks 0 = 93

Complications: Responsibility (to the U.S. Army), Temper


:arrow: there's nothing fancy or tricky about Rock, he is just what he seem a highly efficient PL6 soldier. He is undercapped by one point on damage to allow him enough room to use a service rifle in place of the Thompson SMG

:arrow: thanks to IK's build for the idea of the second chance against traps and minefields

:arrow: I think that these stats are also good for a WW2 version of Nick Fury
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Woodclaw's [DCAU: Blackhawk, Steve Trevor, Sgt. Rock]

Postby The Ilethryl Knight » Sun Jun 06, 2010 9:15 am

Nice work on Sgt. Rock. Love that character.



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For some reason, Granny Goodness scares me more than Darkseid! :shock:
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Re: Woodclaw's [DCAU: Blackhawk, Steve Trevor, Sgt. Rock]

Postby Arkrite » Sun Jun 06, 2010 11:19 am

I suspect it's because Darkseid is somewhat unknowable. You just can't see somebody on the street and go "Wow, that guy could be Darkseid".

But I think everybody's ran into at least one Granny Goodness in their life.... :shock:
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Re: Woodclaw's [DCAU: Blackhawk, Steve Trevor, Sgt. Rock]

Postby Woodclaw » Mon Jun 07, 2010 1:01 am

The Ilethryl Knight wrote:Nice work on Sgt. Rock. Love that character.


Thanks I'm glad you like (and to see some comment)

The Ilethryl Knight wrote:For some reason, Granny Goodness scares me more than Darkseid! :shock:


Arkrite wrote:I suspect it's because Darkseid is somewhat unknowable. You just can't see somebody on the street and go "Wow, that guy could be Darkseid".

But I think everybody's ran into at least one Granny Goodness in their life.... :shock:


I think that Arkrite has a point, picturing Darkseid is quite difficult, Granny is more scary because she a more down to earth menace, something you can picture outside a comic book.
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#200 DC Animated Universe: Darkseid

Postby Woodclaw » Mon Jun 07, 2010 10:21 am

Here it is, my final FOURTH WORLD build and Build number 200. And I'm frankly quite scared by the crazy amout of power I've given to this guy.

Image
Now let the universe howl in despair for I have returned.

Darkseid
Uxas, Son Of Heggra

Power Level: 16 (363pp)

Abilities: STR: 42 (+16), DEX: 16 (+3), CON: 42 (+16), INT: 28 (+9), WIS: 28 (+9), CHA: 28 (+9)

Skills: Bluff 3 (+12), Computers 1 (+10), Concentration 3 (+12), Intimidate 5 (+14), Knowledge (life sciences) 3 (+12), Knowledge (physical sciences) 3 (+12), Knowledge (tactics) 5 (+14), Knowledge (technology) 3 (+12), Language - (Native: Apokoliptian), Perform (oratory) 1 (+10), Sense Motive 1 (+10)

Feats: Attack Specialization 3 (Omega effect), Attack Specialization 2 (Unarmed Attack), Beginner's luck, Benefit 2 (Status: Ruler of Apokolips), Benefit 8 (wealth), Chokehold, Dodge Focus 7, Fearless, Fearsome Presence 8, Improved Grab, Improved Grapple, Leadership, Master Plan, Minions 8 (Mother-box, fanatical), Minions 26 (see notes)

Powers:

New God physiology (Container 10 [passive]; PF: Innate; Drawbacks: Power loss [if exposed to a significant amount of Radion] 50pp)
- Impervious toughness 12
- 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 8 (Heavy load: 1000 tons)


Omega effect (Array 32; PF Alternate power 2, Homing 4 [10 attempts], Precise, Reversible; Drawbacks: Power loss [reduced effect against other beings/objects empowered by the Source]; 70pp)
- Base power: Disintegration 16 (Flaw: Distracting)
- AP: Teleport 16 (1600'/Nearby star system; Extra: Attack [Reflex save]; Flaw: Distracting)
- AP: Transform 16 (Anything to Anything, 5000 lbs; Flaw: Distracting)


Equipment: he is the ruler of a f*****g planet

Combat: Attack +10 (+14 unarmed, +16 Omega effect); Damage +16 (Unarmed), or by power of choice; Defense +14 (+4 Flat-footed); Initiative +3

Saves: Toughness +16 (Impervious 12), Fortitude +16, Reflex +5, Will +11

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

Abilities 124 + Skills 7 (28 ranks) + Feats 79 + Powers 120 + Combat 34 + Saves 4 - Drawbacks 5 = 363

Complications: Enemy (the New Gods), Obsession (Anti-life equation)


:arrow: while my builds are routinely overpointed with Darkseid I went completly nuts, but I think he deserved it. Even in the lower PL DCAU Darkseid was the top antagonist so I balanced him on my unleashed Superman build

:arrow: actually Darkseid is PL15 in close combat (1PL short of the all-out Big Blue), his PL is based on the Omega effect. I followed BGIII route and made the Omega effect distracting to make it a little less interesting

:arrow: Darkseid is a lot more powerful that his fellow New Gods, so I removed the Flaw from his Impervious toughness and increased his strength to even higher levels

:arrow: the Omega effect is simply crazy, it's as close to a X-trait as anything will ever get, I left a GM call weakness against being empowered by the source as a reference to his comic book counterpart (he was unable to vaporize Wonder Woman) and to justify why he didn't simply atomize all of New Genesis

:arrow: Darkseid Minions are divided in two parts, one for his personal Mother-box, the other to simulate his troops providing him with a army of 100000 fanatical Parademons (75pp each) or a smaller elite force of New Gods

Mother-box unique function:

- Agony matrix (Stun 10; PF: Extended reach 2, Precise, Slow fade 1; Extra: Duration 2 [sustained], Independent, Total fade)


:arrow: this is a very early version of Darkseid, for the version portrayed in Alive/Destroyer simply add the Mother Box power to his own
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Re: Woodclaw's [Build #200: DCAU Darkseid]

Postby Severance » Tue Jun 08, 2010 3:51 pm

Woodclaw, I feel that you hit Darkseid spot on. If I had to have players confront Darkseid, this would definitely be the one.
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Re: Woodclaw's [Build #200: DCAU Darkseid]

Postby Woodclaw » Wed Jun 09, 2010 3:01 am

Severance wrote:Woodclaw, I feel that you hit Darkseid spot on. If I had to have players confront Darkseid, this would definitely be the one.


:shock: Wow, thanks, that's a huge compliment... and I really fear for your players :twisted:
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Woodclaw's Armoury: Shields

Postby Woodclaw » Wed Jun 09, 2010 3:19 am

And now for something different this is the first article of series I'm working on.

Woodclaw's armoury

Aisle 1: Shields


Shields are arguably one of the most ancient, if not the most ancient, piece of personal armor created by mankind. Despite the variations in size, shape, thickness and materials the basic idea behind remain consistent since prehistory: having a piece of portable cover.

Mechanical considerations

First of all it's better to clarify one point, save special cases (like bracers or pavises) a shield always occupies the hand/arm using it.
From the mechanical point of view we can separate the shields into 3 broad categories based how the thing is used: Bucklers, Standard Shields and Pavises.

Bucklers

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Bucklers are possibly the smallest category of shields ever used. They appeared first around the XII century, at the time they were rarely used in proper combat, and more of a self-defense tool used by soldiers while off-duty. With the progressive reducion in weight of the blades and the passage from slashing blades to thrusting blades the use became more widespread. According to XVII century fencing manuals the use of the weapon was basicly geometric: all the possible thrusts formed a cone with the top along the sword handle, placing a obstacle, however small, very close to the tip of it will negate the attack entirely.
Contrary to popular belief the buckler was rarely, if ever, strapped onto the forearm since its use required it to be thrusted forward to meet the opponent blade rather than simply blocking it. Given it's small size (45 cm/18" diameter) a buckler is essentialy useless against projectiles but quite effective in close combat.

According to the "Tower Manuscript" the buckler has 5 main uses:

  1. Hand protection: The primary use of the buckler was to protect the sword hand.
  2. Deflector: The buckler's lightness and curved center made it excellent for deflecting attacking blades. Such a deflection would leave the attacker open for a rapid counter-attack.
  3. Blinder: The light blades used in conjunction with the buckler depended on rapid movements, which meant that a single second was an important advantage. The wielder of the buckler could use the buckler to shield his sword-hand's position from view, keeping his opponent from guessing his next strike.
  4. "Metal fist": A buckler can be used to directly attack an opponent by punching with either its flat face or its rim.
  5. Binder: The buckler can be used to bind an opponent's sword hand and weapon as well as their buckler against their body. The buckler is also very useful in grappling where it allows an opponent's arms to be easily wrapped up and controlled.

Some of these functions are difficult to represent in M&M terms, due to the system limitations (for example there is no way to properly represent the binding effect), but the basic buckler should have stats similar to these:

Buckler (3ep)
- Enhanced feats 2 (Improved block 1, Weapon bind; PF: Alternate power 1)
-- AP: Strike 1 (PF: Mighty)

Some Bucklers will also include a small hook or some kind of slit meant to lock the opponent blade and make disarming easier, these bucklers will add the Improved disarm feat to their options and will cost 4ep.


_____________________________________________________________________________________________

Shields

Image

This category encompass all those device that people usually associates with the word "shield", from round Viking shields, to bulletproof riot shields, to Cap's star-spangled manhole cover. Opposite to the buckler, these shields are large enough to be useful against missile weapons and to provide some form of actual cover.

Obviously all these shields use the homonymous power as base, with a rank variable from 2 to 4 depending on the size of the shield itself. All the shield also includes the Dedicated dodge feat. I decided to include this to represent the facing of the shield. Under normal circumstances a character is assumed to swing the shield around to meet incoming attacks, but in certain situation it might be more efficient to set a sturdier defense against a particular opponent.

Generally we can further differentiate shields into 3 large categories based on the amount of cover they provide, but the basic mechanic is the same for all of them.

  • Small (or light) shields are the smallest, they usually cover the torso and the abdomen of the user. The round Viking shield, the Roman parmula, the rondache and Cap's shield all pertain to this category. These shield are usually issued to troops that either requires more mobility than protection, or to those that lack the proper training to use a larger shield without slowing themselves down.
    Small shield (3ep)
    - Shield 2 (PF: Dedicated dodge)

  • Medium shields offer a substantial larger cover going from the shoulder down to the crotch, sometimes even lower,halfway to the thighs. Many examples of medieval shield are large enough to fit into this category. The heraldry escutcheon, its relative the knight shield and the Roman clipeus pertain to this category. This is usually the maximum size for cavalry shield, albeit certain units in the Roman legions used even larger exagonal shields.
    Medium shield (4ep)
    - Shield 3 (PF: Dedicated dodge)

  • Large (or heavy) shields cover almost 4/5 of the user granting a superior degree of protection, unfortunatly they are also heavy and very clumsy to manuver and usually slow down the user considerably. The most famous example was the Roman scutum which was used in tight formation where each soldier protected himself as well as the soldier to his own left.
    Large shield (4ep)
    - Shield 4 (PF: Dedicated dodge; Drawbacks: Bulky [the user can't move all-out; -1])

At GM discretion certain shields might be larger or smaller and provide a proportional amount of cover. Smaller shields (Shield 1) are usually more akin to bracers and part of a suit of armor (like the Protect Gear left arm bracer). Larger shields (Shield 5) are usually closer to Pavises.

Material and bullets

High penetration attacks - like crossbow bolts and, later, firearms bullets - were for many centuries the bane of every shield user. Until the recent introduction of lightwight composite armor and polycarbonate, shields were essentialy useless against firearms. In real life even a composite shield is useless against high power bullet, like those of an assault rifle, but in fiction they usually works quite well.
If a campaign includes both high and low speed projectiles then any shield unable to withstand one or the other will get an appropriate Power loss drawback or a Limited flaw, depending on the diffusion and precision of the weapon.

In settings with a lower technological level the only appreciable difference between wood and metal shield is in terms of weight and toughness.
_____________________________________________________________________________________________

Pavises

Image

The last type of shields are the pavises, which are more similar to a piece of movable cover than to a proper shield. The idea of using movable shields to cover archers during reloading is extremly old, a first example was in the Iliad book VIII. The pavise was never strapped on the user arm or held in hand given its size and weight, it was simply lodged into the ground and used as a cover.

Representing the use of a pavise in M&M is both very simple - use standard cover rules - and a little complex - how to price it - my personal solution is to calculate the cost based on a Flawed Create Object effect with the addition of some ranks of Protection to simulate the increased toughness of the material.

Pavise (5ep)
Provides a standard cover (core rules pp. 160-161), the shield is considered to have Toughness +7 for the purpose of breaking. It requires a Standard action to be set in position or removed from the ground, but no action to maintain.

- Create object 3 (Extra: Duration 1 [continuous]; Flaw: Limited [cover only])
- Protection 4 (Flaw: [shield only])


_____________________________________________________________________________________________

Shield feats

Aside from their most obvious use, shields can be pretty useful in close combat, but clearly using them on offesive has some drawbacks. First of all, it's very likely that you'll lose your main defense if you attack with them, second the damage output isn't likely to be very high, no more than an improvised weapon (+1/+2 at best). Still the large surface of impact is likely to provide a good amount of leverage, making a shield bash a convenient manuver to make way through a crowded battlefield.

New Feat: Shield Bash (Combat)

When armed with a shield you can execute a shield bashing attack, if you do so you lose the shield's Dodge bonus for the current round. The shield's damage is +1, modified by the user Strength, Small shields had one rank of the Knockback feat added to this, Medium and Large shields two ranks.

Mechanicly this feats add the following AP to any shield used:

- AP: Shield bash [light shield] (Strike 1; PF: Knockback 1, Mighty)

or

- AP: Shield bash [medium/large shield] (Strike 1; PF: Knockback 2, Mighty)


Another use of shields in melee is to cover one's weapon to make more difficult for the opponent to guess the direction of the attack. Clearly this can only be done with certain weapon and requires some training to execute properly. Also this limits the shield movements since it must be focused against a single opponent.

New Feat: Shield Feint (Combat)

When armed with a shield you can use it to cover your weapon and make you attack harder to counter. At GM discretion certain weapon/shields combination (axe and buckler for example) won't be able to benefit from this manuver.

Special: at GM discretion this feat can also be used with a buckler or cape provided the blade is small or light enough (rapier, short sword or dagger) to benefit from such reduced cover. In this case the user must declare who is the target of the Shield Feint at the beginning of the round and it can't be changed before the start of a new round.

Mechanicly this feats works as Defensive Strike and Improved Feint, but only as long as the user increased his defense using the Shield Dedicated Dodge feat against that particular opponent


_____________________________________________________________________________________________

Improvised shields

Quite obviously some handheld object can be used as improvised shields, rather than weapons. Usually these improvised protections are rougly equivalent to a buckler or a small shield at best.

When a character use a object as an improvised shield this will grant him a Dodge bonus depending on his size and weight:

  • Metal pot cover: grants a +1 to block rolls
  • One handed implements (Garbage can cover, Stool): Shield 1
  • Two handed implements (Chairs): Shield 2
  • Larger items (Tables): works as an improvised pavise

An improvised shield will break after a number of attacks equal to its Toughness, or a single blow with a damage equal double its Toughness.
Last edited by Woodclaw on Sat Apr 28, 2012 3:36 am, edited 4 times in total.
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Re: Woodclaw's [Build #200: Darkseid; something very different]

Postby Jabroniville » Wed Jun 09, 2010 10:19 pm

Haha, nice, in-depth stuff there, man. I like little differences between types of weapons & equipment- M&M kind of leans towards simplification of things like that, so this is nice to see. I'm glad you dumped the pointless "tiny ranks of Deflect" that made Shields a bit weird in-game. That Create Object trick there with the Pavises was great as well- never thought about it that way.
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Re: Woodclaw's [Build #200: Darkseid; something very different]

Postby Woodclaw » Thu Jun 10, 2010 1:26 am

Jabroniville wrote:Haha, nice, in-depth stuff there, man. I like little differences between types of weapons & equipment- M&M kind of leans towards simplification of things like that, so this is nice to see. I'm glad you dumped the pointless "tiny ranks of Deflect" that made Shields a bit weird in-game. That Create Object trick there with the Pavises was great as well- never thought about it that way.


Thanks Jab, I admi I was inspired to do this article by your Medieval weapon entries. Aside from that I'm a big fan of Cyberpunk 2020 and a little weapon otaku myself, so looking for ways to differentiate the equipment without making it overly complicated is a kind of hobby.

The tiny Deflect effect never make much sense to me, if one want to represent a total shield defense I think that Full Defense is the best way.

About the Create object, well it struck me out of the blue, I was struggling about how to represent the effect when I realized that pavise work exactly as the Create Object/Move-by Action combo I used on Killer Frost, so the rest was quite easy.

I hope my future installments will be at the same level, currently I'm working on grenades and explosives (another part of the system that I really don't like that much).
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Re: Woodclaw's [Build #200: Darkseid; something very different]

Postby Trystero_Yoyodyne » Thu Jun 10, 2010 7:19 am

That Create Object effect on the pavis is cool -- am envisioning a phalanx of shield-wielders implacably moving forward, shield to shield.
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Re: Woodclaw's [Build #200: Darkseid; something very different]

Postby Woodclaw » Thu Jun 10, 2010 8:37 am

Trystero_Yoyodyne wrote:That Create Object effect on the pavis is cool -- am envisioning a phalanx of shield-wielders implacably moving forward, shield to shield.


Well, there was actual tactic that worked almost like that using Mantlets which were just the bigger cousins of the pavises.
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#201 DC Animated Universe: Doctor Fate

Postby Woodclaw » Fri Jun 11, 2010 12:31 am

First of a little group of Egyptian themed builds.

Image
Superman: What made you change your mind?
Fate: You.
Superman: Something I said?
Fate: Something you did. You went back. You didn't stand a chance, but you went back. Till then, I thought it was the forces of evil that never give up.


Doctor Fate
Kent Nelson

Power Level: 12 (185pp)

Abilities: STR: 12 (+1), DEX: 12 (+1), CON: 14 (+2), INT: 18 (+4), WIS: 20/24 (+5/+7), CHA: 16 (+3)

Skills: Concentration 7 (+14/+12 [without helmet]), Diplomacy 6 (+9), Gather Information 5 (+8), Knowledge (arcane Lore) 10 (+14), Knowledge (history) 6 (+10), Knowledge (theology & philsophy) 7 (+11), Language 6 (Egyptian, 5 at GM choice; Native: English), Medicine 3 (+10/+8 [without helmet]), Notice 3 (+10/+8 [without helmet]), Search 4 (+8), Sense Motive 3 (+10/+8 [without helmet])

Feats: Artificer, Assessment, Attack Specialization 2 (Magic), Benefit 1 (Agent of Order), Dodge Focus 3, Equipment 4, Ritualist, Speed of Thought, Trance, Ultimate arcanist

Powers:

Mystical senses (Super-senses 8 [Acute (all mental senses), Communication link (to Inza, mental), Magical awareness (mental), Detect magic 2 (mental), Accurate (Detect)]; 8pp)
Magical mastery (Enhanced feats 2 [Luck 2]; Flaw: Limited [Magic power stunts]; 1pp)
Magic (Array 6; PF: Affect insubstantial 2, Alternate power 3, Precise, Subtle 1 [mystic senses to detect], Variable descriptor 2 [any magical]; 21pp)
- Base power: Telepathy 6 (20 miles)
- AP: Flight 6 (500 mph)
- AP: Force field 6
- AP: Telekinesis 6


Amulet of Anubis (Device 4 [hard to lose]; PF: Restricted 2 [Fate only]; 18pp)
Helmet of Nabu (Device 11 [hard to lose]; PF: Restricted 2 [Fate only]; 46pp)

Devices:

Amulet of Anubis (20pp of effects)
- Super-senses 17 (Analytical [all mental senses], Aura reading, True sight; PF: Dimensional 3)

Helmet of Nabu (53pp of effects)
- Spirit of Nabu (Enhanced Wisdom 4; PF: Benefit 1 [Direct Inspiration])
- Super-senses 4 (Postcognition; PF: Beginner's luck; Flaw: Limited [past incarnations of Fate])
- Enhanced magic (Boost the basic Magic array to the following)
Magic (Array 14; PF: Affect insubstantial 2, Accurate 1, Dynamic alternate power 8, Dynamic base power, Subtle 1 [mystic sense to detect], Variable descriptor 2 [any magical]; Extra: Wide; 66pp)
- Dynamic base power: Telepathy 9 (20000 miles; Extra: Area [Omnidirectional])
- DAP: Animate object 9 (PF: Progression 1 [2 Objects])
- DAP: Counterspell (Nullify 14 [all powers with Magic descriptor])
- DAP: Flight 6 (Extra: Affect others)
- DAP: Mystic blast (Blast 14)
- DAP: Mystic ward (linked: Force field + Shield)

-- Linked: Force field 12
-- Linked: Shield 4
- DAP: Permeating (Super-movement 3 [Permeate])
- DAP: Telekinesis 14 (Heavy load: 200 tons)
- DAP: Teleport 10 (1000'/200000 miles; PF: Change direction, Change velocity, Easy, Progression 5 [mass: 5000 lbs])



Equipment:

Image
HQ: the Tower of Fate (Colossal; TOU: +15; Features: Communications [magical mirrors], Defense system, Dimensional portal, Dual size 3 [Large size from outside], Laboratory, Library, Living space, Power system, Sealed, Self-repairing 2, Temporal limbo (10 times slower); 23ep)


2ep in mission equipment

Combat: Attack +4 (+10 magic, +8 magic without helmet); Damage +1 (Unarmed), or by power of choice; Defense +10/+6 without helmet (+2 Flat-footed); Initiative +4

Saves: Toughness +14/+2 without force field (+8/+2 without helmet), Fortitude +7, Reflex +5, Will +9

Abilities 32 + Skills 15 (60 ranks) + Feats 17 + Powers 94 + Combat 14 + Saves 13 + Drawbacks 0 = 185

Complications: Reputation (reclusive jerk), Responsibility (agent of the Order)


:arrow: magicians... I hate magicians... actually I didn't but they are so difficult to put together in a satisfying manner, you always have the impression of leaving something behind. Anyway without his trademark arsenal of trinkets Kent Nelson is still a PL7 magician with some tricks of his own, so he doesn't classify for the Normal Identity drawback

:arrow: Fate is one of the few character that I think should be able to go face to face with the JLU Big Seven with a fair chance to win

:arrow: Fate's magic array is completly dynamic and wide making him one of my most powerful magicians so far, still I think it's fair given that he has the spirit other magician helping him multitasking. Given his mastery of various mystical abilities Fate must be bound and gaged to block his magic, and even so he will still have access to Kent Nelson's abilities

:arrow: Fate's age is undefined at best, I assumed that rather than being immortal himself his apparent longevity is an effect of the Tower

:arrow: Inza is a PL7 magician as well, with a different array of tricks, in case she will ever don the helmet her array will be similarly enhanced

Image

Inza Cramer-Nelson

Power Level: 7 (110pp)

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

Skills: Concentration 6 (+10), Craft (herbalism) 5 (+8), Diplomacy 6 (+10), Knowledge (arcane Lore) 6 (+9), Knowledge (theology & philsophy) 5 (+8), Language 4 (4 at GM choice; Native: English), Medicine 4 (+8), Notice 3 (+7), Search 3 (+6), Sense Motive 6 (+10)

Feats: Artificer, Attack Specialization 2 (Magic), Dodge Focus 3, Improved Initiative 1, Ritualist, Skill Mastery 1 (Craft [Herbalism], Diplomacy, Medicine, Sense motive), Trance

Powers:

Mystical senses (Super-senses 8 [Acute (all mental senses), Communication link (to Kent, mental), Magical awareness (mental), Detect magic 2 (mental), Accurate (Detect)]; 8pp)
Magical mastery (Enhanced feats 4 [Luck 2]; Flaw: Limited [Magic power stunts]; 1pp)
Magic (Array 6; PF: Affect insubstantial 2, Alternate power 2, Precise, Subtle 1 [mystic senses to detect], Variable descriptor 2 [any magical]; 21pp)
- Base power: Telepathy 6 (20 miles)
- AP: ESP 6 (20 miles [Visual, Auditory and Mental]; Flaw: Action 2 [full-round])
- AP: Healing 6
- AP: Force field 6


Combat: Attack +4 (+8 magic); Damage +1 (Unarmed), or by power of choice; Defense +6 (+2 Flat-footed); Initiative +5

Saves: Toughness +8/+2 without mystic ward, Fortitude +6, Reflex +6, Will +9

Abilities 30 + Skills 12 (48 ranks) + Feats 10 + Powers 30 + Combat 14 + Saves 14 + Drawbacks 0 = 110

Complications: Responsibility (Kent Nelson's link to the world)



:idea: UPDATE: I followed JD suggestion and added the Direct Inspiration feat to the Helmet, I also rechecked the math and corrected the Doctor final cost
Last edited by Woodclaw on Sun Jun 13, 2010 9:54 am, edited 4 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#202 DC Animated Universe: Hawkman (Carter Hall)

Postby Woodclaw » Sat Jun 12, 2010 12:54 am

Second Egyptian styled build.

Image
I've waited thousands of years for us to find each other, I can wait a little longer.

Hawkman
Joseph Gardner, legally changed to Carter Hall

Power Level: 10 (135pp)

Abilities: STR: 14/22 (+2/+6), DEX: 16 (+3), CON: 14/20 (+2/+5), INT: 16 (+3), WIS: 14 (+2), CHA: 14 (+2)

Skills: Acrobatics 4 (+7), Bluff 5 (+7), Climb 4 (+10/+6 without harness), Diplomacy 5 (+7), Disable Device 3 (+6), Handle Animal 3 (+5), Intimidate 5 (+7), Knowledge (history) 7 (+10), Knowledge (tactics) 3 (+6), Knowledge (theology & philsophy) 3 (+6), Language 3 (Egyptian, 2 at GM choice; Native: English), Medicine 2 (+4), Notice 6 (+8), Ride 2 (+5), Search 5 (+8), Sense Motive 5 (+7), Stealth 4 (+7), Survival 3 (+5), Swim 4 (+10/+6 without harness)

Feats: Accurate Attack, Attack Focus 2 (melee), Beginner's Luck, Defensive Roll 2, Dodge Focus 4, Favored Environment 4 (Airborne), Improved Critical 2 (Axe), Improved Disarm 1, Move-by Action, Power Attack, Weapon Bind

(Elusive target, Evasion)

Powers:

Nth metal harness (Device 6 [hard to lose]; 24pp)

Nth metal arsenal (Array 6; PF: Alternate power 1; 13pp)
- Axe (Device 4 [easy to lose])
- Net (Device 3 [easy to lose])


Devices:

Nth metal harness (30pp of effects)
- Flight 5 (250 mph; PF: Moving feint; Drawbacks: Power loss [winged])
- Enhanced constitution 6
- Enhanced strength 8
- Enhanced feats 2 (Elusive target, Evasion)
- Super-strength 2 (Heavy load: 2100 lbs)

Axe (18pp of effects)
- Axe throw (Blast 2; PF: Alternate power 1, Affect insubstantial 2, Mighty 6; Flaw: Side-effect [disarmed on a failed attack roll]; Drawbacks: Reduced range 1 [thrown])
-- AP: Axe strike (Strike 2; PF: Affect insubstantial 2, Mighty; Extra: Penetrating [2 ranks])
- Magic bane (Nullify 8 [any power with the magic descriptor]; Flaw: Range 1 [touch])

Net (14pp of effects)
- Snare 8 (PF: Affect insubstantial 2, Tether; Flaw: Side-effect 2 [Can't use a new snare as long as the current is in place]; Drawbacks: Reduced range 1 [thrown])
- Magic bane (Nullify 8 [any power with the magic descriptor]; Flaw: Range 1 [touch])

Combat: Attack +6 (+8 melee); Damage +2/+6 (Unarmed), or by weapon of choice; Defense +9 (+3 Flat-footed); Initiative +3

Saves: Toughness +7/+4 without harness (+5/+2 Flat-footed), Fortitude +9/+6, Reflex +7, Will +7

Drawbacks: Normal identity (if disarmed [full round action to don]; -4pp)

Abilities 28 + Skills 19 (76 ranks) + Feats 20 + Powers 37 + Combat 22 + Saves 13 - Drawbacks 4 = 135

Complications: Guilt (created the Shadow Thief), Love (Shayera Hol), Obsession (reincarnation), Rivalry (John Stewart)


:arrow: the second DCAU Hawkman (I'll build Hro Talak someday) is somewhat of a newcomer in the hero business, this and his confusion, thanks to the Absorbacron, place him at the bottom of the scale regarding pure hitting power

:arrow: Hawkman is built around the same premises of Aquaman and Hawkgirl, he is an environment specific fighter, on the ground he operates at PL8, while airborne he is PL9 on both offensive and defense or PL10 in one of them

:arrow: the ability of Nth metal weapons to affect insubstantials is somewhat incostinent, Shadow Thief was able to phase through the blows of Shayera's mace, but Gentleman Ghost was blocked by Hawkman's net. My guess is that given the origin of the DCAU Shadow Thief he is possibly immune to Nth metal weapons
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: #9 Generationverse (Iron/Modern age): Hood

Postby Woodclaw » Sat Jun 12, 2010 5:16 am

Woodclaw wrote:Image
Why the bow? Ask again when you had a arrow right throught your kevlar jacket.

Hood
Robert Loxford

Power Level: 10 (181pp)

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

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Climb 7 (+10), Computers 4 (+6), Concentration 5 (+8),Craft [Mechanical] 6 (+8), Disable device 6 (+8), Drive 5 (+8), Escape artist 5 (+8), Gather information 6 (+8), Intimidate 10 (+12), Investigate 4 (+6), Knowledge [streetwise] 6 (+8), Knowledge [tactics] 10 (+12), Languages 8 (Burmenese [fair], Chinese [Mandarin; fair], Russian [fair], Thai [fair]; base: English [good]), Medicine 3 (+6), Notice 5 (+8), Search 6 (+8), Sense motive 7 (+10), Sleight of hand 3 (+6), Stealth 7 (+10), Survival 3 (+6), Swim 5 (8)

Feats: Ambidexterity, Assessment, Benefit 1 (MI-6 contacts), Blind-Fight, Contacts, Defensive Attack, Dodge Focus 5, Equipment 14, Improved Aim, Improved Initiative 1, Master Plan, Move-by Action, Precise Shot, Quick Draw 2, Set-Up, Skill Mastery 1 (Climb, Gather information, Stealth, Swim), Sneak Attack 2, Twin Weapon Strike, Two-Handed Attack

Challenges: Combat Clarity 2, Fighting Climb, Lip Reading, One Hand on the Wheel (Drive), Perfect Balance, Read Situation 2

Boar form Bando + Muay boran mix (Fighting style): Accurate attack, All-out attack, Defensive Strike, Improved block 1, Improved critical 1 (unarmed/knuckle taser), Power attack, Stunning attack, Sweeping strike, Takedown attack 1, Weapon bind

Equipment: Euroforce communicator (6ep), Compact gas mask (1ep), Grappling gun (Super-movement: swinging; 2ep), Modified MOLLE harness (+5 STR only for carrying purpose; 1ep), Multitool (1ep) Night vision binocular (NVG + Binoculars; 2ep)

Costume (Protection 3; Subtle, Camo [Urban]; 5ep)

Arsenal (Equipment array; 34pp)
- Knuckle taser (+1 blungeon damage + electrical stun 7; crit 20; Mighty)
- Hand-and-half sword (+3 slashing damage; crit 19; Adaptable, Mighty)
- Paired steel rattan sticks (+1 blungeon damage; crit 20; Improved block, Mighty)
- Flash bang grenade (Dazzle 4 [Visual and Auditory]; 20' [thrown]; Area [Burst], Ricochet 1)
- H&K MP-5k (+4 ballistic damage; crit 20; 40'; Autofire 1, Laser sight)
- 60 lbs compound bow (Weapon array; Laser sight, Subtle 1)

-- Titanium broadhead arrow (+3 piercing damage; crit 20; 75'; Penetrating, Mighty 3, Stun ammo)
-- Impact grenade arrow (+5 explosive blast; crit 20; 40'; Area [Explosion])
-- Smoke grenade arrow (Obscure 4 [Visual, 50' radius]; 40'; Indipendent)
-- Tear gas grenade (Dazzle 4 [Visual] + Nauseate 4 [sicken only]; 40'; Area [burst])

Vehicle: Combat motorcycle (Size: Medium; Strength: 15; Toughness: 10; Speed 4 [100 mph]; Features: Alarm 1, Communications, Hidden compartments 1, Navigation system 1, Off-road capability; 15ep)


3 ep in mission specific equipment

Combat: Attack +13 (+14 with Compound bow and H&K MP-5k); Damage +3 (Unarmed), or by weapon; Defense +14 (+5 flat-footed); Initiative +7

Saves: Toughness +3 (+6 with costume), Fortitude +8, Reflex +8, Will +8

Abilities 32 + Skills 34 (136 ranks) + Feats 56 + Powers 0 + Combat 44 + Saves 15 + Drawbacks 0 = 181

Complications: Reputation (anti-hero), Responsibility (Ann Loxford [sister]), Secret (identity), Secret (worked for MI-6)


Onew of my oldest Original Character get a revision/upgrade, while I was already satisfied with his first version I decided to rework him to bring him in line with my current ruleset.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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