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

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prodigyduck
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Re: Prodigy Duck 3e Bestiary Builds (Assassin Vine)

Post by prodigyduck » Sat Aug 21, 2010 10:11 am

Image

BABOON (PL 2)

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

POWERS
Baboon Climbing:
Enhanced Athletics 8 (Limited to Climbing) – 2 points
Baboon Senses: Senses 2 (Low-Light Vision, Scent) – 2 points

ADVANTAGES
Skill Mastery (Athletics)

SKILLS
Athletics 0 (+2, +10 Climbing), Close Combat (Unarmed) 2 (+2), Perception 4 (+5)

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

DEFENSE
Dodge
4, Fortitude 3, Parry 2, Toughness 1, Will 1

POINTS
Abilities -2 + Advantages 1 + Defenses 6 + Powers 4 + Skills 3 = 12 Total

COMPLICATIONS
Aggressive:
Baboons are highly territorial and dangerous.
Disability: Baboons cannot speak.
Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight.

Baboons are omnivores, but mostly vegetarian. However they eat insects and occasionally prey on fish, rabbits, birds, monkeys, and small antelopes. They are foragers and are active throughout the day and night. They can raid human dwellings and have been known to prey on sheep and goats from farms.

All baboons have long dog-like muzzles, close-set eyes, heavy, powerful jaws, thick fur except on their muzzle, a short tail, and rough spots on their protruding buttocks. These calluses are nerveless, hairless pads of skin that provide for the sitting comfort of the baboon. A typical baboon is the size of a big dog. Males can be 2 to 4 feet long and weigh as much as 90 pounds.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

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Re: Prodigy Duck 3e Bestiary Builds (Baboon)

Post by prodigyduck » Sat Aug 21, 2010 10:47 am

Image
... mushroom.... mushroom...

BADGER (PL 2)

Strength -1 (1*), Stamina 2 (4*), Agility 3, Dexterity -2,
Fighting 0, Intellect -4, Awareness 1, Presence -2
* While raging

POWERS
Badger Senses:
Senses 3 (Low-Light Vision, Scent, Tracking [olfactory]) – 3 points
Burrow: Burrowing 4 – 4 points
Rage: Enhanced Constitution 2, Enhanced Strength 2 – 8 points
Slick Fur: Enhanced Sleight of Hand 4 (Limited to escaping) – 1 point
Small Body: Shrinking 4 (Innate, Permanent; +2 active defenses included) – 5 points

ADVANTAGES
Close Attack 2

SKILLS
Perception 2 (+3), Sleight of Hand 0 (-2, +2 Escaping)

OFFENSE
Initiative
+3
Rage +2 (Close, Damage 1)
Unarmed +2 (Close, Damage -1)

DEFENSE
Dodge
7 (5*), Fortitude 4 (6*), Parry 4 (2*), Toughness 2 (4*), Will 1
* While raging

POINTS
Abilities -4 + Advantages 2 + Defenses 6 + Powers 21 + Skills 1 = 26 Total

COMPLICATIONS
Disability:
Badgers cannot speak and have no hands.
Rage: When a badger is injured, it enters a rage, gaining its Rage power. While raging, the badger suffers -2 on active defenses. A rage lasts until the badger or its opponent is dead.
Badgers are short-legged, heavy-set animals related to weasels. They are fierce creatures that are highly protective of their burrows, but especially of their young. Their ferocity allows badgers to fight off creatures much larger than themselves.

The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds. The jaw of a badger is very strong. Once they have bitten into something, they can hold on for a long time.
DIRE BADGER (PL 5)

Strength 2 (4*), Stamina 4 (6*), Agility 3, Dexterity 0,
Fighting 2, Intellect -4, Awareness 1, Presence 0
* While raging

POWERS
Badger Senses:
Senses 3 (Low-Light Vision, Scent, Tracking [olfactory]) – 3 points
Burrow: Burrowing 4 – 4 points
Rage: Enhanced Constitution 2, Enhanced Close Attack 2, Enhanced Strength 2 – 10 points

ADVANTAGES
Close Attack 2

SKILLS
Perception 4 (+5)

OFFENSE
Initiative +3
Rage +6 (Close, Damage 4)
Unarmed +4 (Close, Damage 2)

DEFENSE
Dodge 6 (4*), Fortitude 7 (9*), Parry 5 (3*), Toughness 4 (6*), Will 2
* While raging

POINTS
Abilities 16 + Advantages 2 + Defenses 10 + Powers 17 + Skills 2 = 37 Total

COMPLICATIONS
Disability:
Dire badgers cannot speak and have no hands.
Rage: When a dire badger is injured, it enters a rage, gaining its Rage power. While raging, the dire badger suffers -2 on active defenses. A rage lasts until the dire badger or its opponent is dead.
These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.

A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

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prodigyduck
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Re: Prodigy Duck 3e Bestiary Builds (Baboon, Badger)

Post by prodigyduck » Mon Aug 23, 2010 12:38 pm

Image
OM-NOM-NOM-NOM-NOM-NOM!

BARGHEST (PL 8]

Strength 4, Stamina 2, Agility 2, Dexterity 0,
Fighting 4, Intellect 2, Awareness 2, Presence 2

POWERS
Barghest Hide:
Impervious Toughness 5, Protection 4 – 9 points
Barghest Senses: Senses 4 (Darkvision, Scent, Tracking [olfactory]) – 4 points
Change Shape: Morph 2 (Goblin or Wolf Form) – 10 points
Feed: Variable 9 (Enhanced Abilities, Defenses, Skills; Limited to 1 rank per feeding) – 54 points
Magical Powers: Array (24 points)
Blink: Concealment 2 (Normal Vision; Unreliable), Linked to Insubstantial 4 (Unreliable) – 24 points
Charm: Perception Range Affliction 6 (Entranced / Compelled / Controlled; Resisted by Will; Cumulative) – 1 point
Crushing Despair: Cone Area Affliction 6 (Impaired; Resisted by Will; Limited to One Degree) – 1 point
Dimension Door: Teleport 6 – 1 point
Levitate: Flight 1 (Levitation) – 1 point
Misdirection: Concealment 2 (Magical Senses) – 1 point
Pass Without Trace: Movement 2 (Trackless 2 [Olfactory, Visual]) – 4 points

ADVANTAGES
Close Attack 4, Improved Initiative

SKILLS
Athletics 5 (+9), Deception 5 (+7), Insight 5 (+7), Intimidation 5 (+7), Perception 5 (+7), Persuasion 2 (+4), Stealth 5 (+7)

OFFENSE
Initiative
+6
Charm Perception (Ranged, Affliction 6)
Crushing Despair Area (Close, Affliction 6)
Unarmed +8 (Close, Damage 4)

DEFENSE
Dodge 7, Fortitude 4, Parry 9, Toughness 6, Will 7

POINTS
Abilities 36 + Advantages 5 + Defenses 17 + Powers 100 + Skills 16 = 174 Total

COMPLICATIONS
Obsession:
Barghests desire to feed upon the corpses of powerful enemies.
Power Loss: A barghest loses its Impervious Toughness against magic.
Barghests are terrible outsiders who come to the mortal world to feed upon its heroes. These wolf-like creatures have an affinity with goblins, and can assume the form of a goblin or wolf at will. Many goblins worship barghests as gods.

While they have a variety of magical powers, barghests are feared for their ability to consume those they slay and absorb their powers. Young barghests cannot attain standing in their society until they have slain and consumed a number of great mortal heroes. Eventually, these monsters shed their skin and transform into a greater barghest.

In its natural form, it resembles a goblin-wolf hybrid with terrible jaws and sharp claws. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluish-red and eventually becomes blue altogether. A full-grown barghest is about 6 feet long and weighs 180 pounds. A barghest’s eyes glow orange when the creature becomes excited.

A barghest’s Feed ability is used to enhance its Strength, Stamina, Fighting, Skills, and Defenses. The Feed power can only be used when a barghest consumes the corpse of a being that is at least one PL higher than itself. Each time the Barghest uses Feed, it gains 1 rank of Variable to enhance its traits; this enhancements will invariably alter its PL.

When a barghest has used Feed enough to activate all of its ranks of Variable, it sheds its skin and transforms into a greater barghest.
GREATER BARGHEST (PL 10)

Strength 6, Stamina 4, Agility 2, Dexterity 0,
Fighting 6, Intellect 4, Awareness 4, Presence 4

POWERS
Barghest Senses:
Senses 4 (Darkvision, Scent, Tracking [olfactory]) – 4 points
Change Shape: Morph 2 (Goblin or Wolf Form) – 10 points
Feed: Variable 9 (Enhanced Abilities, Defenses, Skills; Limited to 1 rank per feeding) – 54 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Impervious Toughness 9, Protection 5 – 23 points
Magical Powers: Array (36 points)
Charm: Perception Range Affliction 9 (Entranced / Compelled / Controlled; Resisted by Will; Cumulative) – 36 points
Blink: Concealment 2 (Normal Vision; Unreliable), Linked to Insubstantial 4 (Unreliable) – 1 point
Crushing Despair: Cone Area Affliction 9 (Impaired; Resisted by Will; Limited to One Degree) – 1 point
Dimension Door: Teleport 9 – 1 point
Invisibility Sphere: Visual Concealment 4 (Burst Area, Passive, Selective) – 1 point
Levitate: Flight 1 (Levitation) – 1 point
Mass Bull’s Strength: Enhance Strength 2 (Affects Others, Burst Area, Selective) – 1 point
Mass Enlarge: Growth 4 (Affects Others, Burst Area, Selective) – 1 point
Misdirection: Concealment 2 (Magical Senses) – 1 point
Pass Without Trace: Movement 2 (Trackless 2 [Olfactory, Visual]) – 4 points

ADVANTAGES
Close Combat 6, Improved Initiative

SKILLS
Athletics 9 (+15), Deception 9 (+12), Insight 9 (+12), Intimidation 9 (+14), Perception 9 (+12), Persuasion 4 (+8), Stealth 9 (+7)

OFFENSE
Initiative
+6
Charm Perception (Ranged, Affliction 9)
Crushing Despair Area (Close, Affliction 9)
Unarmed +12 (Close, Damage 6)

DEFENSE
Dodge
6, Fortitude 7, Parry 10, Toughness 9, Will 10

POINTS
Abilities 44 + Advantages 7 + Defenses 21 + Powers 139 + Skills 29 = 240 Total

COMPLICATIONS
Obsession:
Barghests desire to feed upon the corpses of powerful enemies.
Power Loss: A barghest loses its Impervious Toughness against magic.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Basilisk)

Post by prodigyduck » Tue Aug 24, 2010 9:58 am

Image
Dude, do you feel stoned....

BASILISK (PL 7)

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

POWERS
Basilisk Scales:
Protection 5 – 5 points
Basilisk Senses: Senses 3 (Darkvision, Low-Light Vision) – 3 points
Eight Legs: Enhanced Athletics 8 (Limited to resisting Trips) – 2 points
Petrifying Gaze: Burst Area Affliction 5 (Hindered and Impaired / Defenseless and Immobile / Transformed and Unaware; Resisted by Fortitude; Continuous, Extra Condition, Progressive, Reaction, Visual Sense-Dependent) – 50 points

SKILLS
Perception 6 (+7), Stealth 10 (+9)

OFFENSE
Initiative
-1
Petrifying Gaze Area (Close, Affliction 5)
Unarmed +4 (Close, Damage 3)

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

POINTS
Abilities 8 + Advantages 0 + Defenses 14 + Powers 60 + Skills 8 = 90 Total

COMPLICATIONS
Disability:
Basilisks are mute and have no hands.
A basilisk is a multi-legged magical beast that appears to be some type of lizard with strange eyes and a large body. These creatures are greatly feared for their ability to transform any living creature into stone with their gaze.

Basilisks can be found in almost any environment. Their scale colors and patterns vary based on where they are found in the world. Forest-dwelling basilisks will often be green, while desert basilisks will be brown or tan.

Some beings attempt to capture and use basilisks as special guard beasts. As these creatures tend to be slow-moving and sluggish, they make excellent guard-beasts, as once they have given a comfortable home, they are loath to leave it.

The lair of a basilisk will not always be apparent. Many would expect to find a number of statues having been petrified creatures lying about. However this is rarely the case. Basilisk will consume those that have bee turned to stone by their gaze. These creatures have stomachs specially adapted to consuming petrified flesh.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Basilisk, Bats)

Post by prodigyduck » Tue Aug 24, 2010 10:52 am

Image
Ever see the movie "Bats?" We didn't!

BAT (PL 3)

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

POWERS
Bat Senses:
Enhanced Perception 4; Linked to Senses 4 (Low-Light Vision, Sonar [Accurate, Extended Auditory]) – 6 points
Bat Wings: Flight 1 (4 mph; Wings) – 1 point
Diminutive Body: Shrinking 12 (Innate, Permanent; +6 active defenses included) – 13 points

ADVANTAGES
Grabbing Finesse

SKILLS
Perception 0 (+6), Stealth 0 (+14)

OFFENSE
Initiative
+2
Unarmed +0 (Close, Damage -5)

DEFENSE
Dodge
8, Fortitude 0, Parry 6, Toughness -2, Will 2

POINTS
Abilities -14 + Advantages 1 + Defenses 2 + Powers 20 + Skills 0 = 9 Total

COMPLICATIONS
Disability:
Bats are mute and have no hands.
Bats are tiny flying mammals. There are many different types of bats with varying appearances and dietary habits. Most bats are insectivores, while others feed on the nectar of night-blooming flowers. The bat many think of when they imaging these creature is the vampire bat who feeds upon the blood of living creatures.

Bats are nocturnal by nature. They do not light bright light and tend to rely on their extraordinary sense of hearing to perceive the world. Bats have a type of sonar, using echolocation to interact with their environment and hunt food. When at rest, bats make their homes on the roofs of caves. Bat caves are easily recognized as their floors are covered in piles of guano.

While most bats prefer to fly away from creatures larger than themselves, these animals are known to occasionally be infected with rabies. As such, anyone bitten by a bat is often treated for this infection out of habit.
BAT SWARM (PL 3)

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

POWERS
Bat Senses:
Enhanced Perception 4; Linked to Senses 4 (Low-Light Vision, Sonar [Accurate, Extended Auditory]) – 6 points
Bat Wings: Flight 1 (4 mph; Wings) – 1 point
Distraction: Burst Area Affliction 1 (Hindered and Impaired; Resisted by Will; Extra Condition, Instant Recovery, Limited to One Degree, Reaction); Linked to Burst Area Damage 1 (Reaction) – 8 points
Swarm: Immunity 40 (Piercing, Slashing; Limited to half-effect); Insubstantial 1 – 25 points

ADVANTAGES
Grabbing Finesse

SKILLS
Perception 0 (+6)

OFFENSE
Initiative
+2
Swarm Area (Close, Affliction 1 plus Damage 1)

DEFENSE
Dodge
5, Fortitude 3, Parry 5, Toughness 0, Will 3

POINTS
Abilities -10 + Advantages 1 + Defenses 10 + Powers 40 + Skills 0 = 41 Total

COMPLICATIONS
Disability:
Bats are mute and have no hands.
Bat swarms gather when a bat cave is infiltrated and the inhabitants are surprised and frightened. These bats gather together in a mass of bodies and assault whatever has intruded upon their home.
DIRE BAT (PL 6)

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

POWERS
Bat Senses:
Enhanced Perception 4; Linked to Senses 4 (Low-Light Vision, Sonar [Accurate, Extended Auditory]) – 6 points
Bat Wings: Flight 1 (4 mph; Wings) – 1 point
Large Body: Growth 4 (Innate, Permanent; -2 active defense included); Protection 2 – 11 points

ADVANTAGES
Close Attack 3

SKILLS
Perception 4 (+10), Stealth 4 (+2)

OFFENSE
Initiative
+6
Unarmed +6 (Close, Damage 3)

DEFENSE
Dodge
6, Fortitude 7, Parry 5, Toughness 5, Will 3

POINTS
Abilities -2 + Advantages 3 + Defenses 13 + Powers 18 + Skills 4 = 36 Total

COMPLICATIONS
Disability:
Dire bats are mute and have no hands.
Dire bats are massive nocturnal hunters that swoop down upon their prey from the sky. They have a massive 15-foot wingspan and weigh about 200 pounds.
Last edited by prodigyduck on Fri Mar 23, 2012 9:58 am, edited 1 time in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Basilisk, Bats)

Post by prodigyduck » Wed Aug 25, 2010 12:31 am

Image
There's a reason I'm always on Stephen Colbert's Threatdown!

BLACK BEAR (PL 4)

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

POWERS
Bear Senses:
Senses 3 (Low-Light Vision, Scent, Tracking [olfactory]) – 3 points

ADVANTAGES
Close Attack 2, Great Endurance

SKILLS
Athletics 3 (+7), Perception 3 (+4)

OFFENSE
Initiative
+1
Unarmed +4 (Close, Damage 4)

DEFENSE
Dodge
4, Fortitude 5, Parry 5, Toughness 2, Will 2

POINTS
Abilities 8 + Advantages 3 + Defenses 10 + Powers 3 + Skills 3 = 27 Total

COMPLICATIONS
Disability:
Bears are mute and have no hands.
The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.

Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.
The statistics for the brown bear can also be used to represent a giant panda bear.
BROWN BEAR (PL 8]

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

POWERS
Bear Senses:
Senses 3 (Low-Light Vision, Scent, Tracking [olfactory]) – 3 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 1 – 10 points

ADVANTAGES
Close Attack 4, Fast Grab, Great Endurance, Improved Grab

SKILLS
Athletics 6 (+14), Perception 6 (+7)

OFFENSE
Initiative
+1
Unarmed +8 (Close, Damage 8]

DEFENSE
Dodge
4, Fortitude 9, Parry 7, Toughness 5, Will 3

POINTS
Abilities 8 + Advantages 7 + Defenses 17 + Powers 13 + Skills 6 = 51 Total

COMPLICATIONS
Disability:
Bears are mute and have no hands.
These massive bears weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.

Polar Bear
To create a polar bear, use the brown bear statistics with these additional Powers:
Swimmer: Enhanced Athletics 8 (Limited to swimming); Swimming 2 (2 mph) – 4 points
White Fur: Enhanced Stealth 8 (Limited to snowy and icy environments) – 2 points
DIRE BEAR (PL 10)

Strength
10, Stamina 5, Agility 1, Dexterity 0,
Fighting 9, Intellect -4, Awareness 1, Presence 0

POWERS
Bear Senses:
Senses 3 (Low-Light Vision, Scent, Tracking [olfactory]) – 3 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 3 – 12 points

ADVANTAGES
Fast Grab, Great Endurance, Improved Grab, Improved Initiative

SKILLS
Athletics 8 (+14), Perception 8 (+7)

OFFENSE
Initiative
+5
Unarmed +9 (Close, Damage 10)

DEFENSE
Dodge
7, Fortitude 13, Parry 11, Toughness 8, Will 5

POINTS
Abilities 28 + Advantages 4 + Defenses 24 + Powers 15 + Skills 8 = 79 Total

COMPLICATIONS
Disability:
Bears are mute and have no hands.
The omnivorous dire bear – also known as a “cave bear” – usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.

A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Basilisk, Bats, Bears)

Post by Arthur Eld » Wed Aug 25, 2010 12:37 am

I really liked the way you handled the Barghest's Feed ability. I've liked them ever since Sojurn, and it kinda gives me some ideas for how to do a 3E Sylar.

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Re: Prodigy Duck 3e Bestiary Builds (Basilisk, Bats, Bears)

Post by Jabroniville » Wed Aug 25, 2010 4:59 am

Always great to see builds for standard Animals in M&M. Much love for those.

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Re: Prodigy Duck 3e Bestiary Builds (Basilisk, Bats, Bears)

Post by prodigyduck » Wed Aug 25, 2010 9:37 am

Arthur Eld wrote:I really liked the way you handled the Barghest's Feed ability. I've liked them ever since Sojurn, and it kinda gives me some ideas for how to do a 3E Sylar.
Thank you. I had a difficult time deciding how to handle the feed ability, or whether it should have even been included. I had though about Enhanced Trait that would slowly build over time, but that seemed too complicated. In the end, Variable is a good overall power set for strange and unusual abilities.
Jabroniville wrote:Always great to see builds for standard Animals in M&M. Much love for those.
Thank you. I am quite happy with how they are turning out.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Basilisk, Bats, Bears)

Post by prodigyduck » Wed Aug 25, 2010 9:41 am

Image
I'm here to avenge Mommy-Shelob...

BEBILITH (PL 13)

Strength 9, Stamina 8, Agility 1, Dexterity 0,
Fighting 9, Intellect 0, Awareness 1, Presence 1

POWERS
Abyssal Senses:
Senses 4 (Darkvision, Scent, Tracking [olfactory]) – 4 points
Huge Body: Growth 8 (Innate, Permanent; -4 active defenses included); Impervious Toughness 10; Protection 5 – 32 points
Natural Weapons: Array (39 points)
Bite: Strength-Based Damage 3; Linked to Weaken Constitution 12 (Resisted by Fortitude; Progressive) – 39 points
Claws: Enhanced Advantages 2 (Improved Smash, Weapon Break); Strength-Based Damage 2 – 1 point
Outsider Traits: Feature 1 (natural weapons count as Unholy); Immunity 3 (Aging, Sleep, Starvation and Thirst) – 4 points
Plane Shift: Movement 3 (Dimensional Movement 3) – 6 points
Spider Legs: Enhanced Athletics 8 (Limited to climbing); Movement 1 (Wall-Crawling 1) – 4 points
Telepathy: Communication 1 (Subtle); Linked to Comprehend 2 (Languages) – 9 points
Webs: Array (39 points)
Web Throw: Ranged Affliction 13 (Hindered and Vulnerable / Defenseless and Immobile; Resisted by Dodge; Cumulative, Extra Condition, Limited to Two Degrees) – 39 points
Web Structure: Close Create 13 (Innate, Continuous); Linked to Environment 3 (Impede Movement [-1 rank]; Continuous) – 1 point

ADVANTAGES
Close Attack 4, Improved Critical (claws), Improved Grab, Improved Initiative, Power Attack, Takedown

SKILLS
Athletics 4 (+13, +21 Climbing), Insight 8 (+9), Perception 8 (+9), Stealth 16 (+9)

OFFENSE
Initiative
+5
Bite +13 (Close, Damage 12 plus Weaken 12)
Claws +13 (Close, Damage 11/19-20)
Unarmed +13 (Close, Damage 9)

DEFENSE
Dodge
9, Fortitude 16, Parry 13, Toughness 13, Will 5

POINTS
Abilities 26 + Advantages 5 + Defenses 24 + Powers 139 + Skills 18 = 212 Total

COMPLICATIONS
Cruel:
Bebiliths delight in torturing other creatures, especially demons.
Disability: Bebiliths are mute and have no hands.
Power Loss: A bebilith has no Impervious Toughness against holy/good effects.
A bebilith is a massive demonic spider the size of an elephant. They delight in causing suffering and pain in others, but especially so in demons whom they hunt for food. The bebilith seem to be some form of supernatural demon predators.

Bebiliths have spider-shaped bodies, with long fore-legs ending in razor-sharp claws. These claws are used to penetrate and rip armor plating from the bebiliths’ foes. Just as with spiders, bebiliths have a lethal bite, but rather than a venom (to which demons are immune), they inject a vile fluid that causes an accelerated rotting of the flesh.

Bebiliths are incredibly aggressive and will attack anything they see.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (She-Hulk)

Post by prodigyduck » Thu Aug 26, 2010 12:42 am

Image
Finally! Fan art that doesn't have me naked or in a bikini... Hey, stop thinking about me like that!

SHE-HULK (PL 10)
Real Name:
Jennifer Sue Walters (BC: Rachel Leigh Cook [as Jennifer], Gina “Crush” Carano [as She-Hulk])
Occupation: Adventurer, Criminal Defense Lawyer
Base: New York City
Affiliation: Avengers
Height: 5’10” (as Jennifer), 6’7” (as She-Hulk), Weight: 140 lbs. (as Jennifer), 650 lbs. (as She-Hulk)
Eyes: Green, Hair: Brown (as Jennifer), Green (as She-Hulk)

Strength 11, Stamina 10, Agility 4, Dexterity 4,
Fighting 6, Intellect 2, Awareness 3, Presence 4

POWERS
Body Armor:
Immunity 3 (Cold, Disease, Heat), Impervious Toughness 9 – 12 points
Break Fourth Wall: Feature 1 (She-Hulk knows her game statistics and can pander to the GM and other players) – 1 point
Super-Strong Legs: Leaping 8 (1,000 feet) – 8 points

EQUIPMENT
Avengers ID Card:
Features 3 (Commlink, Computer, Video Camera) – 3 points

ADVANTAGES
Accurate Attack, Attractive, Connected, Defensive Attack, Equipment 1, Fascinate 2 (Deception, Persuasion), Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Improvised Weapon, Languages (Latin [English is native]), Set-Up, Teamwork

SKILLS
Close Combat (Unarmed) 3 (+9), Deception 7 (+11), Expertise (Lawyer) 7 (+9), Persuasion 7 (+11)

OFFENSE
Initiative
+4
Unarmed +9 (Close, Damage 11)

DEFENSE
Dodge 7, Fortitude 13, Parry 9, Toughness 10, Will 6

POINTS
Abilities 88 + Advantages 16 + Defenses 12 + Powers 21 + Skills 12 = 150 Total

COMPLICATIONS
Alter Ego:
Jennifer Walters. In her normal form, Jennifer has STR 1, STA 3, AGL 2, DEX 2, FGT 2, INT 3, and PRE 2 with corresponding adjustments to her skill ranks and defenses.
Motivation: Thrill-seeker. While Jennifer Walters is shy and introverted, She-Hulk is uninhibited and free-spirited.
Prankster: She-Hulk is irritated by people who take themselves too seriously and will play harmless pranks on them to relieve tension.
Relationship: She-Hulk is often in a romantic relationship with someone in the superhero community.

:arrow: I have been working on some build for a future Marvel campaign. When I finished Shulkie and saw her total up to PL 10/150 points, I was just amazed!

:arrow: If folks are interested in my method, I am using the original OHOTMU and the old TSR Marvel Superhero RPG to develop my Marvel builds. In my opinion, Marvel's greatest era was when the OHOTMU Deluxe Editions were released. Even though I didn't start reading Marvel comics until afterwards, I prefer the stories before and during that era to those that came afterwards.

:!: Thanks to my buddy Input Jack for the art.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
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Re: Prodigy Duck 3e Bestiary Builds (She-Hulk)

Post by prodigyduck » Fri Aug 27, 2010 12:47 am

Image
Remember "Creepy Crawlers"...? Just me...? *sigh*

BOMBARDIER BEETLE, GIANT (PL 4)

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

POWERS
Acid Spray:
Cone Area Damage 3 – 6 points
Beetle Senses: Senses 2 (Darkvision) – 2 points
Carapace: Protection 4 – 4 points

ADVANTAGES
Close Attack 1

OFFENSE
Initiative
+0
Acid Spray Area (Close, Damage 3)
Unarmed +2 (Close, Damage 1)

DEFENSE
Dodge
0, Fortitude 5, Parry 1, Toughness 6, Will 0

POINTS
Abilities -4 + Advantages 1 + Defenses 3 + Powers 12 + Skills 0 = 12 Total

COMPLICATIONS
Disability:
Beetles are mute and have no hands.
Bombardier beetles are a type of ground beetle (wingless) that are known for their defense mechanism that gives them their name: a noxious acidic spray produced from several glands in their abdomen.

These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
FIRE BEETLE (PL 2)

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

POWERS
Beetle Senses:
Senses 2 (Darkvision) – 2 points
Carapace: Protection 2 – 2 points
Luminescence: Environment 1 (Light) – 1 point
Small Body: Shrinking 4 (Innate, Permanent; +2 active defenses included) – 5 points

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

DEFENSE
Dodge
2, Fortitude 2, Parry 2, Toughness 2, Will 0

POINTS
Abilities -12 + Advantages 0 + Defenses 2 + Powers 10 + Skills 0 = 0 Total

COMPLICATIONS
Disability:
Beetles are mute and have no hands.
These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for one week after removal from the beetle.

Fire beetles are about 2 feet long.
STAG BEETLE, GIANT (PL 6)

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

POWERS
Beetle Senses:
Senses 2 (Darkvision) – 2 points
Carapace: Protection 4 – 4 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points
Trample: Shapeable Area Damage 6 (Limited to targets in movement path) – 6 points

OFFENSE
Initiative
+0
Trample Area (Close, Damage 6)
Unarmed +5 (Close, Damage 6)

DEFENSE
Dodge
0, Fortitude 9, Parry 5, Toughness 8, Will 2

POINTS
Abilities 2 + Advantages 0 + Defenses 11 + Powers 21 + Skills 0 = 34 Total

COMPLICATIONS
Disability:
Beetles are mute and have no hands.
These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order.

An adult giant stag beetle is about 10 feet long.
:!: And coming in at a net cost of 0 points... the FIRE BEETLE!
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

prodigyduck
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Re: Prodigy Duck 3e Bestiary Builds (Beetles)

Post by prodigyduck » Fri Aug 27, 2010 1:10 pm

Image

BEHIR (PL 10)

Strength 8, Stamina 5, Agility 1, Dexterity 0,
Fighting 6, Intellect -2, Awareness 2, Presence 1

POWERS
Behir Scales:
Immunity 5 (Electrical Damage), Protection 6 – 11 points
Behir Senses: Senses 5 (Darkvision, Low-Light Vision, Scent, Tracking [olfactory]) – 5 points
Grab Attacks: Array (56 points)
Swallow Whole: Affliction 8 (Hindered and Vulnerable / Defenseless and Immobilized / Paralyzed and Unaware; Resisted by Dodge; Cumulative, Extra Condition, Grab-Based, Instant Recovery, Limited to Medium-sized or smaller creatures, Progressive, Sustained); Linked to Damage 8 (Reaction) – 56 points
Rake: Multiattack Strength Damage – 1 point
Huge Body: Growth 8 (Innate, Permanent; -4 active defenses included) – 17 points
Lightning Breath: Line Area Damage 9 – 18 points
Multi-Legged: Enhanced Athletics 8 (limited to climbing); Movement 2 (Slithering, Wall-Crawling 1) – 6 points

ADVANTAGES
Chokehold, Close Attack 4, Fast Grab, Improved Hold, Power Attack, Takedown

SKILLS
Athletics 0 (+8, +16 Climbing), Perception 9 (+11), Stealth 9 (+2)

OFFENSE
Initiative
+1
Lightning Breath Area (Close, Damage 9)
Rake +10 (Close, Multiattack Damage 8]
Swallow Whole +10 (Close, Affliction 9 plus Damage 8]
Unarmed +10 (Close, Damage 8]

DEFENSE
Dodge
3, Fortitude 11, Parry 8, Toughness 11, Will 5

POINTS
Abilities 10 + Advantages 9 + Defenses 21 + Powers 114 + Skills 9 = 163 Total

COMPLICATIONS
Disability:
Behirs do not have hands.
Hatred: Dragons. Behirs cannot stand to have any dragons within their territory. They will not enter any territories controlled by dragons.
Territorial: Behirs are highly aggressive and will attack any living creatures that enter their territory.
A behir is a multi-legged, serpentine magical beast known for breathing lightning bolts and swallowing its prey whole. These temperamental creatures dwell in hills, mountains, and deserts, slithering through the terrain and preying upon all living creatures that enter their territory.

These intelligent carnivores seem to be related to dragons, as they have a serpentine nature and the ability to project a breath weapon. However, behirs hate all dragons and will often fight to the death against any dragon that enters their territory.

A behir appears to be a blue- or brown-scaled serpentine creature with a horned head and a fang-filled mouth. It has a dozen legs along the length of its body that it can hold against its torso to slither across the ground like a snake for additional speed. An adult behir is 40 feet long and weighs about 4,000 pounds.
:idea: My own illustration for the behir.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

Jabroniville
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Re: Prodigy Duck 3e Bestiary Builds (Beetles, Behir)

Post by Jabroniville » Sun Aug 29, 2010 3:06 am

Always liked Behirs, alongside Purple Worms and Bugbears for random D&D monsters. No idea why- something about them just seemed cool and unique. Most Fantasy stuff whips out the Dragons and Chimerae like nuts (not that I mind those things), but a multi-legged armoured serpent-thingie? That's definitely out there.

scc
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Re: Prodigy Duck 3e Bestiary Builds (Beetles, Behir)

Post by scc » Sun Aug 29, 2010 8:08 am

I like the Behir too. I liked what you did with swallow whole. Cool use of powers to represent that.

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