Prodigy Duck 3e Builds (Red Ghost, Red Guardian, Red Skull)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Locked
prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Allip, Astral Deva)

Post by prodigyduck » Fri Jul 30, 2010 10:23 am

Image
(cough) "SMITE EVIL!" (cough)

PLANETAR (PL 14)

Strength 7, Stamina 5, Agility 4, Dexterity 2,
Fighting 10, Intellect 6, Awareness 7, Presence 7

POWERS
Angelic Body: Feature 1 (natural attacks count as “holy”), Immunity 12 (Acid Damage, Aging, Cold Damage, Petrification, Sleep, Starvation and Thirst), Impervious Toughness 10, Regeneration 6 (every round), Senses 18 (Darkvision, Detect Evil Presences [acute, ranged], Detect Lies [radius, ranged], Low-Light Vision, True Sight [Vision; Counters All Concealment, Counters Illusion]) – 47 points
Angelic Powers: Array (84 points)
Mass Charm: Ranged Area Burst Affliction 14 (Dazed / Compelled / Controlled; Cumulative, Progressive, Resisted by Will) – 84 points
Blade Barrier: Ranged Cloud Area Damage 12 – 1 point
Continual Flame: Environment 1 (Light; Continuous) – 1 point
Dispel Magic: Nullify Magic 14 (Broad) – 1 point
Flame Strike: Ranged Cylinder Area Damage 11 – 1 point
Holy Smite: Ranged Burst Area Damage 10 (Limited to undead/unholy creatures), Linked Ranged Burst Area Affliction 10 (Impaired / Disabled / Unaware; Cumulative, Limited to Visual Senses, Resisted by Fortitude) – 1 point
Invisibility: Visual Concealment 4 – 1 point
Plane Shift: Movement 2 (Dimensional Travel 2 [mystical dimensions]) – 1 point
Raise Dead: Healing 14 (Resurrection) – 1 point
Remove Curse: Nullify Affliction 8 – 1 point
Restoration: Healing 13 (Restorative) – 1 point
Speak With Dead: Senses 4 (Postcognition; Limited to whatever was known by the dead body with whom the angel is conversing) – 1 point
Stunning Word: Perception Range Affliction 14 (Dazed / Stunned / Incapacitated; Cumulative; Resisted by Will) – 1 point
Waves of Fatigue: Area Cone Affliction 14 (Fatigued / Exhausted / Alseep; Cumulative, Resisted by Fortitude) – 1 point
Change Shape: Morph 4 (Any Form) – 20 points
Holy Sword: Strength-Based Damage 7 (Penetrating 6, Limited to Penetrating only against undead or unholy creatures), Easily Removable (-4 points) – 6 points
Large Size: Growth 4 (Innate; -2 active defenses included), Protection 11 – 20 points
Tongues: Comprehend 3 (Languages) – 6 points
Wings: Flight 2 (Wings) – 2 points

ADVANTAGES
Improved Initiative, Improved Smash, Power Attack, Takedown

SKILLS
Acrobatics 14 (+18), Close Combat (Sword) 3 (+14), Expertise (History) 14 (+20), Expertise (Dimensions) 7 (+13), Expertise (Religion) 14 (+20), Insight 14 (+20), Intimidation 14 (+20), Perception 14 (+21), Persuasion 14 (+21), Stealth 14 (+18), Treatment 14 (+20)

OFFENSE
Initiative +8
Blade Barrier Area (Ranged, Damage 12)
Flame Strike Area (Ranged, Damage 11)
Holy Smite Area (Ranged, Damage 10 plus Affliction 10)
Holy Sword +14 (Close, Damage 14)
Unarmed +10 (Close, Damage 7)

DEFENSE
Dodge 11, Fortitude 9, Parry 12, Toughness 16, Will 16

POINTS
Abilities 80 + Advantages 4 + Defenses 26 + Powers 198 + Skills 68 = 376 Total

COMPLICATIONS
Enemy:
Planetars battle demons, devils, and the agents of evil wherever they are found.
Honor: Planetars always uphold the good and are never underhanded.
Power Loss: Planetars do not have Impervious Toughness against unholy weapons or attacks.
Responsibility: Planetars are required to provide aid to good-hearted folks and uphold the cause of their patron deity.
Planetars are soldiers, first and foremost. They serve as the generals of divine armies and seek to slay every evil creature set in their path. While they do understand the need for diplomacy, they prefer a straight battle to any other form of accomplishing a divine mission.

A planetar appears to be a handsome humanoid creature with blue or green skin. Their have four white-feathered wings, stand about 9 feet tall and weigh about 500 pounds.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Planetar)

Post by prodigyduck » Sun Aug 01, 2010 9:22 am

Image
"Brains..."

ZOMBIE (PL 2)

Strength 2, Stamina --, Agility -1, Dexterity -1,
Fighting 1, Intellect --, Awareness 0, Presence --

POWERS
Undead Body: Protection 2 (Impervious 2) – 4 points
Undead Traits: Immunity 30 (Fortitude Effects), Senses 2 (Darkvision) – 32 points

OFFENSE
Initiative -1
Unarmed +1 (Close, Damage 2)

DEFENSE
Dodge -1, Fortitude Immune, Parry 1, Toughness 2, Will Immune

POINTS
Abilities -28 + Advantages 0 + Defenses 3 + Powers 36 + Skills 0 = 11 Total

COMPLICATIONS
Disability: Zombies always have the dazed condition, limiting them to a single standard action each round.
Power Loss: A zombie’s Impervious Toughness does not work against slashing weapons.
A zombie is a mindless animated corpse that continues to move through necromantic energy. Most zombies are animated constructs created by a necromancer to serve as basic guards or soldiers.

Zombies are often quite tough, but tend to be slow-moving and clumsy. While a single zombie poses little threat, it is rare when only one is encountered. More often than not, zombies are found in large, shambling groups which can easily overwhelm a single person or a small force.

PLAGUE ZOMBIE (PL 5)

Strength 3, Stamina --, Agility 0, Dexterity -1,
Fighting 3, Intellect --, Awareness 0, Presence --

POWERS
Necromantic Infection:
Affliction 5 (Fatigued / Exhausted / Transformed [into plague zombie]; Resisted by Fortitude; Grab-Based, Incurable, Progressive) – 11 points
Undead Body: Protection 6 (Impervious 5) – 11 points
Undead Traits: Immunity 30 (Fortitude Effects), Senses 2 (Darkvision) – 32 points

ADVANTAGE
Improved Grab

OFFENSE
Initiative +0
Unarmed +3 (Close, Damage 3)

DEFENSE
Dodge 1, Fortitude Immune, Parry 4, Toughness 6, Will Immune

POINTS
Abilities -20 + Advantages 1 + Defenses 2 + Powers 54 + Skills 0 = 37 Total

COMPLICATIONS
Disability: Zombies always have the dazed condition, limiting them to a single standard action each round.
Power Loss: A zombie’s Impervious Toughness does not work against slashing weapons.
One of the most feared undead creatures in existence is the plague zombie. These creatures, like normal zombies, travel in large packs and seek to eat the flesh of living creatures. Worse yet, their bite transfers a deadly necromantic infection that transforms anyone affected into a plague zombie when they die.

Campaigns featuring a zombie apocalypse scenario should use these zombies as antagonists.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer)

Post by prodigyduck » Sun Aug 01, 2010 8:05 pm

Image
"Please... Tell me my ride is my compensating for something... PLEASE!"

WYVERN (PL 8]

Strength 4, Stamina 4, Agility 1, Dexterity -2,
Fighting 5, Intellect -2, Awareness 1, Presence -1

POWERS
Dragon Blood:
Immunity 6 (Paralysis Effects, Sleep) – 6 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 4 – 13 points
Poison Tail Stinger: Damage 4, Linked to Weaken Stamina 7 (Resisted by Fortitude; Progressive) – 25 points
Wyvern Senses: Senses 6 (Acute Olfactory, Darkvision, Extended Vision, Low-Light Vision, Tracking Olfactory) – 6 points
Wyvern Wings: Flight 1 (4 mph; Wings) – 1 point

ADVANTAGES
Close Attack 4, Fast Grab, Improved Initiative, Move-By Action

SKILLS
Insight 4 (+5), Perception 7 (+8), Stealth 7 (+8)

OFFENSE
Initiative +5
Tail Stinger +9 (Close, Damage 4 and Weaken 7)
Unarmed +9 (Close, Damage 4)

DEFENSE
Dodge 4, Fortitude 9, Parry 8, Toughness 8, Will 6

POINTS
Abilities 4 + Advantages 7 + Defenses 20 + Powers 51 + Skills 9 = 91 Total

COMPLICATIONS
Disability:
Wyverns have no hands with which to manipulate objects.
Reputation: Wyverns are stupid and aggressive.
A wyvern is a giant, winged creature similar to a dragon. They fly through the skies, seeking their next potential meal, which they assault from the air. A wyvern’s pray is snatched in its talons and flown into the air, where the target is repeatedly struck by its poisonous tail stinger.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by prodigyduck » Sun Aug 01, 2010 10:53 pm

Okay, I have a delemma.

I am working on building wraiths. They have the ability to create spawn from those slain by their life-draining attack. My boggle is how to build the power. Is is a linked Affliction? Is it a Transform? Would it be Immortality that affects others?

The way the new rules work, I am having trouble figuring out how to do this.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by Woodclaw » Sun Aug 01, 2010 11:04 pm

prodigyduck wrote:Okay, I have a delemma.

I am working on building wraiths. They have the ability to create spawn from those slain by their life-draining attack. My boggle is how to build the power. Is is a linked Affliction? Is it a Transform? Would it be Immortality that affects others?

The way the new rules work, I am having trouble figuring out how to do this.
I've always consdered that just a special effect (a.k.a. a GM call ability) or a Chained Summon, in 2E terms.

PS: nice zombies, I'm partial to the wyvern because I'm working on my own version right now.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

Xarathos
Comrade
Comrade
Posts: 429
Joined: Sun May 09, 2010 6:42 pm

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by Xarathos » Sun Aug 01, 2010 11:45 pm

Loving the bestiary builds as always, prodigyduck. You win twenty internets. :D

Arthur Eld
Cosmic Entity
Cosmic Entity
Posts: 15591
Joined: Mon Sep 17, 2007 11:45 am
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by Arthur Eld » Mon Aug 02, 2010 7:31 am

prodigyduck wrote:Okay, I have a delemma.

I am working on building wraiths. They have the ability to create spawn from those slain by their life-draining attack. My boggle is how to build the power. Is is a linked Affliction? Is it a Transform? Would it be Immortality that affects others?

The way the new rules work, I am having trouble figuring out how to do this.
I would say its a Resurrection effect, linked to a Transform. Or maybe, occurring just after the Transform so that the Wratih turns the corpse into a spawn-like form after its been killed by the life-drain, and then brings it back to life. Unless the spawn has no Stamina, cause then its a construct and I think you can just have Transform work as an Affliction against it.

JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by JoshuaDunlow » Mon Aug 02, 2010 7:58 am

Woodclaw wrote: I've always consdered that just a special effect (a.k.a. a GM call ability) or a Chained Summon, in 2E terms.

PS: nice zombies, I'm partial to the wyvern because I'm working on my own version right now.
I have to agree with Woodclaw here. Once the player is technically dead, it's no longer in his hands. And there's no need to waste points on building a mechanic for it, just like with the a typical vampire build in 2E. They never covered it, cause it is simply just plot.
Arthur Eld wrote: I would say its a Resurrection effect, linked to a Transform. Or maybe, occurring just after the Transform so that the Wratih turns the corpse into a spawn-like form after its been killed by the life-drain, and then brings it back to life. Unless the spawn has no Stamina, cause then its a construct and I think you can just have Transform work as an Affliction against it.
Arthur has the right of it here, if you really do want the mechanics for it.

Xarathos
Comrade
Comrade
Posts: 429
Joined: Sun May 09, 2010 6:42 pm

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by Xarathos » Mon Aug 02, 2010 8:46 am

Summon effect with Quirk: Requires Corpse? Seems like the easiest solution if it's more than a plot device. Or maybe a Feature of some kind, just as a notation of the ability.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by prodigyduck » Mon Aug 02, 2010 2:15 pm

Thanks for the input, everyone.

Yeah, I think I will go for the ability being a plot device rather than having the wraith spend points. With that being said...
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by prodigyduck » Mon Aug 02, 2010 2:21 pm

Image

WRAITH (PL 5)

Strength --, Stamina --, Agility 3, Dexterity 1,
Fighting 3, Intellect 2, Awareness 2, Presence 5

POWERS
Incorporeal:
Flight 1 (Subtle), Immunity 2 (Critical Hits), Insubstantial 4 (Affected by Magic; Innate, Permanent), Protection 5 – 31 points
Life-Draining: Weaken Stamina 4 (Affects Corporeal) – 8 points
Life-Sensing: Senses 3 (Detect Living Creatures [ranged, radius]) – 3 points
Undead Traits: Immunity 30 (Fortitude Effects), Resurrection 1, Senses 2 (Darkvision) – 33 points
Unnatural Aura: Area Burst Affliction 5 (Vulnerable / Compelled [to flee]; Resisted by Will; Limited to Two Degrees, Reaction) – 20 points

ADVANTAGES
Improved Initiative

SKILLS
Close Combat (Life-Drain) 3 (+6), Insight 5 (+7), Intimidation 5 (+10), Perception 5 (+7), Persuasion 5 (+10), Stealth 5 (+8)

OFFENSE
Initiative
+7
Life Drain +6 (Close, Weaken 4)

DEFENSE
Dodge 4, Fortitude Immune, Parry 4, Toughness 5, Will 6

POINTS
Abilities 12 + Advantages 1 + Defenses 6 + Powers 95 + Skills 14 = 128 Total

COMPLICATIONS
Disabled:
A wraith in the sunlight cannot attack and is staggered.
Hatred: Wraiths hate all living creatures and seek to slay them whenever they sense their presence.
A wraith is a fearsome undead spirit that is hateful of all living things. This monstrosity feeds on the life force of living creatures, draining their very souls and transforming those slain by its touch into other hate-filled wraiths.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Zombie two-fer, Wyvern)

Post by prodigyduck » Mon Aug 02, 2010 4:21 pm

Image
"Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?" -- The Prophecy

SOLAR (PL 16)

Strength 9, Stamina 10, Agility 5, Dexterity 2,
Fighting 16, Intellect 6, Awareness 8, Presence 6

POWERS
Angelic Body:
Feature 1 (natural attacks count as “holy”), Immunity 12 (Acid Damage, Aging, Cold Damage, Petrification, Sleep, Starvation and Thirst), Impervious Toughness 10, Regeneration 6 (every round) – 29 points
Angelic Powers: Array (123 points)
Animate Object: Summon Animated Object 20 (Broad [any inanimate object], Controlled, Dimensional 3, Heroic, Limited to Current Available Objects) – 123 points
Blade Barrier: Ranged Cloud Area Damage 13 – 1 point
Commune: Communication 5 (Dimensional 1; Limited to Patron Deity) – 1 point
Continual Flame: Environment 1 (Light; Continuous) – 1 point
Earthquake: Environment 15 (Impede Movement [2 ranks]; Limited to creatures on ground) – 1 point
Holy Smite: Ranged Burst Area Damage 11 (Limited to undead/unholy creatures), Linked Ranged Burst Area Affliction 11 (Impaired / Disabled / Unaware; Cumulative, Limited to Visual Senses, Resisted by Fortitude) – 1 point
Imprisonment: Affliction 16 (Hindered and Impaired / Disabled and Immobilized / Alseep and Unaware; Resisted by Will; Extra Condition), Linked Immunity 10 (Life Support; Affects Others Only, Limited to Afflicted Target) – 1 point
Invisibility: Visual Concealment 4 – 1 point
Mass Charm: Ranged Area Burst Affliction 15 (Dazed / Compelled / Controlled; Cumulative, Progressive, Resisted by Will) – 1 point
Resurrection: Healing 16 (Resurrection) – 1 point
Restoration: Healing 16 (Restorative) – 1 point
Remove Curse: Nullify Affliction 16 – 1 point
Speak With Dead: Senses 4 (Postcognition; Limited to whatever was known by the dead body with whom the angel is conversing) – 1 point
Stunning Word: Perception Range Affliction 16 (Dazed / Stunned / Incapacitated; Resisted by Will; Cumulative, Hearing Sense-Dependent) – 1 point
Summon Monster: Summon Celestial Creature 16 (Broad [any celestial creature], Continuous, Heroic) – 1 point
Waves of Fatigue: Area Cone Affliction 16 (Fatigued / Exhausted / Alseep; Cumulative, Resisted by Fortitude) – 1 point
Angelic Senses: Senses 18 (Darkvision, Detect Evil Presences [acute, ranged], Detect Lies [radius, ranged], Low-Light Vision, True Sight [Vision; Counters All Concealment, Counters Illusion]) – 18 points
Change Shape: Morph 4 (Any Form) – 20 points
Dancing Sword: Array (12 points); Easily Removable (-4 points)
Sword Dance: Summon Dancing Sword 3 (Active, Controlled, Heroic) – 12 points
Sword Slash: Strength-Based Damage 4 (Improved Critical) – 1 point
Large Body: Growth 4 (Innate, Permanent, -2 active defenses included), Protection 9 – 18 points
Longbow: Ranged Damage 5 (Improved Critical) – 11 points
Tongues: Comprehend 3 (Languages) – 6 points
Wings: Flight 3 (Wings) – 3 points

ADVANTAGES
Improved Initiative, Improved Smash, Power Attack, Takedown Attack 2, Tracking

SKILLS
Expertise (Dimensional Planes) 7 (+13), Expertise (History) 13 (+19), Expertise (Nature) 7 (+13), Expertise (Religion) 13 (+19), Insight 13 (+21), Perception 7 (+15), Persuasion 13 (+19), Stealth 7 (+12)

OFFENSE
Initiative +9
Blade Barrier Area (Ranged, Damage 13)
Dancing Sword +16 (Close, Damage 13/19-20)
Holy Smite Area (Ranged, Damage 11 plus Affliction 11)
Longbow +16 (Ranged, Damage 5/19-20)
Unarmed +16 (Close, Damage 9)

DEFENSE
Dodge
10, Fortitude 17, Parry 14, Toughness 19, Will 15

POINTS
Abilities 108 + Advantages 6 + Defenses 21 + Powers 252 + Skills 40 = 427 Total

COMPLICATIONS
Enemy:
Solars battle demons, devils, and the agents of evil wherever they are found.
Honor: Solars always uphold the good and are never underhanded.
Power Loss: Solars have no Impervious Toughness against artifact / godly weapons
Responsibility: Solars are required to provide aid to good-hearted folks and uphold the cause of their patron deity.
The solars are the most powerful members of the angelic choirs. They often serve as the direct hand of the divine being to whom they owe their allegiance and seek to spread the influence of their patron god throughout the universe.

A solar appears to be a powerfully-built humanoid with flawless skin and beautiful features. Their body sometimes appears to be made of gold, silver, or some other precious metal. They typically have many pairs of wings (usually three).

Solars are often sent into battle alone, as their powers are so great that only one is needed to slay even the greatest evil of beings in the world. Few, if any, can match the power of these angels. Their senses can track a quarry across any distance and bring divine retribution once it has been found. Fiends fear the power of these angels, as only the greatest of the arch-devils and demon-lords can stand against a solar’s might.

Solars are often given multiple names. These names – sometimes called “words” – have power with the creatures; often describing great deeds they have performed or a function for which they exist. A solar with the name of “Peace-Bringer” will be a created devoted to keeping peace and stability in the world. Should peace be broken, the solar would work towards a swift recovery towards peace, organizing heroes and other beings who could either negotiate peace or fight whatever menace was disrupting the peace. Just the same, a solar with the name of “Fire-Bearer” would be an angel devoted to the powers of fire; not only its destructive nature but also its good attributes: warmth, light, and the purifying power fire possesses. Solars that have such names are given even greater magical and divine powers by their patron gods beyond those normally possessed by these angels.
DANCING SWORD

Strength 0, Stamina --, Agility 0, Dexterity 0,
Fighting 5, Intellect --, Awareness 0, Presence --

POWERS
Construct Traits:
Immunity 30 (Fortitude Effects), Senses 2 (Darkvision) – 32 points
Dancing Sword: Flying 1 – 2 points
Metallic Form: Protection 8 – 8 points
Sword Slash: Damage 4 (Improved Critical) – 4 points

ADVANTAGES
Accurate Attack, All-Out Attack, Defensive Attack, Improved Initiative, Improved Smash, Move-By Action, Power Attack, Takedown Attack

OFFENSE
Initiative +0
Sword Slash +5 (Close/Ranged, Damage 4)

DEFENSE
Dodge 0, Fortitude Immune, Parry 5, Toughness 8, Will Immune

POINTS
Abilities -20 + Advantages 8 + Defenses 0 + Powers 44 + Skills 0 = 32 Total
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Wraith, Solar)

Post by prodigyduck » Wed Aug 11, 2010 8:19 am

Image
"Hey, is this where they're casting Men In Black 3?"

ANKHEG (PL 7)

Strength 5, Stamina 4, Agility 0, Dexterity -1,
Fighting 3, Intellect -4, Awareness 1, Presence -2

POWERS
Acid Spit:
Line Area Damage 4 – 8 points
Ankheg Senses: Senses 7 (Accurate Radius Ranged Touch [tremorsense], Darkvision, Low-Light Vision) – 7 points
Large Body: Growth 4 (Innate, Permanent), Protection 3 – 22 points
Tunneling: Burrowing 5 – 5 points

ADVANTAGES
Fast Grab

SKILLS
Athletics 3 (+8), Close Combat (Unarmed) 5 (+8), Perception 6 (+7)

OFFENSE
Initiative +0
Acid Spit Area (Close, Damage 4)
Unarmed +8 (Close, Damage 5)

DEFENSE
Dodge
3, Fortitude 7, Parry 6, Toughness 7, Will 2

POINTS
Abilities -4 + Advantages 1 + Defenses 10 + Powers 42 + Skills 7 = 56 Total

COMPLICATIONS
Disability:
Ankhegs cannot speak and have no hands.
Power Loss: Using acid spit depletes an ankheg’s acid for 6 hours.

Ankhegs are insect-like magical beasts that plague rural areas. They burrow under the ground and await potential food to pass overhead. When this occurs, the ankheg erupts from the ground and attempts to grasp its potential meal with its massive mandibles and drag it underneath the ground for feeding. Ankhegs do not discern between animals and humanoids, preferring to feed on any living creature they can grab. This often leads ankhegs to come into conflict with farmers and other rural settlers.

An ankheg appears to be a giant insect crossing traits of an ant, a cockroach, and a worm. It has a long, segmented body supported by six legs. Its head ends in a pair of powerful mandibles that drip acidic ichor. Like normal insects, the ankheg has a pair of antennae that it uses to sense vibrations in the air and ground. An adult ankheg is about 10 feet long and weighs 800 pounds.

Ankhegs produce acid for defense. If they are seriously threatened, ankhegs use this acid as a ranged weapon. They collect acid in their mouths and spit it at their opponent before fleeing into the ground where they can (hopefully) not be followed.
:arrow: Back from Gen Con with a new DC Adventures book and a fan favorite monster.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
Mastermind
Mastermind
Posts: 2351
Joined: Sun Mar 19, 2006 8:15 pm
Location: A comfortable computer chair
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Ankheg)

Post by prodigyduck » Wed Aug 11, 2010 7:10 pm

I have a question to pose to those who own copies of the TSR Marvel Superheroes RPG.

I am trying to find any books, modules, or resource that give statistics for Jane Foster (the nurse interested in Thor). Does anyone know of a MSHRPG source for her?
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: Prodigy Duck 3e Bestiary Builds (Ankheg)

Post by JoshuaDunlow » Wed Aug 11, 2010 7:43 pm

prodigyduck wrote:I have a question to pose to those who own copies of the TSR Marvel Superheroes RPG.

I am trying to find any books, modules, or resource that give statistics for Jane Foster (the nurse interested in Thor). Does anyone know of a MSHRPG source for her?
I checked my extensive PDF collection, and only found small references to Jane Foster in the Marvel Phile Information that Dragon Magazine had come out with. But no statistics.

Locked