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

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Re: Woodclaw's - Build #300: Sam Vimes; DCAU: Lobo

Postby Woodclaw » Tue Oct 26, 2010 12:59 am

kenseido wrote:My favorite Moobo moment in DCAU is when he fought Kalibak. Did we win with strength, skill, or willpower? No. He piled cars on top of Kalibak until he cried "Uncle."


I agree that was pretty good, although Hereafter is such a crazy episode that this particular scene doesn't shine all that much.

peteyrock wrote::shock: Dude, you built Lobo... Mad prop! 8)


Thanks, it was actually easier than it looks.
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#302 DC Animated Universe: Captain Marvel

Postby Woodclaw » Tue Oct 26, 2010 6:48 am

After doing Lobo I decided to build someone from the the polar opposite of the "heroic spectrum".

Image
SHAZAM!

Captain Marvel
William "Billy" Joseph Batson

Power Level: 12 (181pp)

Abilities: STR: 14/39 (+2/+14), DEX: 16 (+3), CON: 14/38 (+2/+14), INT: 12 (+1), WIS: 18 (+4), CHA: 16 (+3)

Skills: Bluff 2 (+5), Concentration 4 (+8), Diplomacy 4 (+7), Gather Information 4 (+7), Knowledge (arcane Lore) 4 (+5), Knowledge (popular culture) 4 (+5), Knowledge (theology & philsophy) 4 (+5), Language - (Native: English), Notice 2 (+6), Search 4 (+5), Sense Motive 4 (+8)

Feats: All-Out Attack, Attack Focus 4 (melee), Dodge Focus 5, Improved Initiative 1, Interpose, Luck 2

(Beginner's luck, Benefit 1 [Direct Inspiration], Eidetic Memory, Lionheart 2, Well-Informed, Ultimate Fortitude, Ultimate Will)

Powers:

Strength of Hercules (Enhaced Strength 25; 25pp)
Courage of Achilles (Enhanced Feats 3 [Lionheart 2, Ultimate Will]; 3pp)
Stamina of Atlas (Container 9 [passive]; 45pp)
  • Enhanced Constitution 24
  • Enhanced Feats 1 (Ultimate Fortitude)
  • Immunity 10 (Life Support, Starvation & Thirst)
  • Impervious Toughness 10 (Container 2 [passive]; 10pp)

Wisdom of Solomon (Container 3 [passive]; 15pp)
  • Comprehend 3 (Read, Speak, Understand all languages)
  • Enhanced Feats 4 (Beginner's luck, Benefit 1 [Direct Inspiration], Eidetic Memory, Well-Informed)
  • Recall Lore (Variable 1 [multiple skills]; Extra: Action 2 [Free Action]; Flaw: Duration 1 [Concentration], Limited [Knowledges only]; Drawbacks: Distracting)
  • Super-senses 1 (Mystical Awareness)

Speed of Mercury (Flight 8 [2500 mph]; Alternate Power 1, Dynamic, Dynamic Alternate Power 1, Subtle 1; 21pp)
  • DAP: Strength of Hercules (Super-Strength 6 [heavy load: 180 tons]; PF: Bracing, Power of Zeus)
  • AP: Super-movement 1 (Dimensional 1 [to and from the Rock of Eternity])


Combat: Attack +6 (+10 melee); Damage +14 (Unarmed), or by power of choice; Defense +10 (+3 Flat-footed); Initiative +7

Saves: Toughness +14 (Impervious 10), Fortitude +14, Reflex +6, Will +8/+16 [Lionheart]

Drawbacks:
  • Involuntary Transformation (when hit by an electrical effect of rank 12 or higher [Uncommon, Irresistible]; -4pp)
  • Normal Identity (Billy Batson, when unable to speak [free action]; -3pp)
  • Weakness (when another being taps in the power of Shazam [see notes]; -3pp)

Abilities 30 + Skills 9 (36 ranks) + Feats 14 + Powers 109 + Combat 22 + Saves 7 - Drawbacks 10 = 181

Complications:
  • Hero Workship/Rivalry (Superman): Billy is a great fan of Superman, he wanted to be a hero like him
  • Naïve: In spite of the wisdom granted by his powers Billy is still a 10-ish years old kid, he's easily subject of entusiasm and some people - Luthor - are quick to prey on this. On the other hand his naïvety gives him a clarity of purpose that older, more jaded heroes seem to lack sometimes
  • Reputation (big red cheese/sunny): Possibly the only being in the universe whose reputation as a boy-scout is bigger than Superman's
  • Responsibility (champion of the wizard Shazam): While the wizard rarely call him directly Billy his bound to serve him as his champion when the need arise


:arrow: ok, guys I think I'm going crazy, it seem that I was able to squeeze the Big Red Cheese in a playable cost/PL ratio (ok he is 1pp over, give me a break). To be honest the DCAU version of Cap helped a lot, since it looked manifestly less skilled and more naïve than his comic book counterpart

:arrow: the skills are only those from his Billy persona, the Wisdom of Solomon provides him the possibility to recall others on a momentary base

:arrow: since the DCAU version of Cap never dispalyed any leadership attitude I decided not to give him any Inspire of Leadership feat

:arrow: I tried to make Cap as different from Supperman as possible, in this case Cap is slightly weaker and less tough, but hsi attack and defense are higher

:arrow: the Power of Zeus PF is based on Taliesin's version of the character, with some twisting by myself

New Power Feat: Power of Zeus

You can summon a lighting bolt from the skies that automaticly search your position hitting everything in his path. The lighting operates as a Line Area Damage with a rank equal to your Strength bonus originating from any point above you. If the target closer to you beat his reflex save of 5 points or higher, or if you can't move the lighting will also score an hit on you. You can't summon the lighting if you're unable to speak.


:arrow: while in the DCAU there was never a mention of Mary, Freddie or Adam (unsurprisingly given the amount of trouble that using Billy costed to the production team) I decided to keep the reduction in power caused by the presence of other users. When this happens all the users suffers a immediate -1 penality to checks, Attack and Defense paired with a immediate Drain 2 effect on all their powers - except for the containers, the included powers are affected instead - the mechanics of this are base once again on Taliesin's idea
Last edited by Woodclaw on Wed Nov 07, 2012 4:36 am, edited 3 times in total.
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Re: Woodclaw's - Build #300: Sam Vimes; DCAU: Lobo

Postby Aboleth11 » Tue Oct 26, 2010 9:43 am

kenseido wrote:My favorite Moobo moment in DCAU is when he fought Kalibak. Did we win with strength, skill, or willpower? No. He piled cars on top of Kalibak until he cried "Uncle."

Yeah, that was an awesome moment.
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#303 DC Animated Universe: Solomon Grundy

Postby Woodclaw » Wed Nov 03, 2010 1:40 am

Hi guys, sorry for not posting anything earlier, but last week I was at the Lucca Comics & Games (which is the biggest convention here in Italy) so my internet access was pretty much zero. Anyway doing Captain Marvel inspired me to make a lot of other mystically based characters, which aren't actual magicians. So here we have everybody favourite zombie powerhouse (just for the sake of season).

Image
Where is Grundy's soul, Snakeface? Tell Grundy! Tell Grundy or Grundy CRUSH!

Solomon Grundy
Cyrus Gold (or what is left of him)

Power Level: 12 (156pp)

Abilities: STR: 42 (+16), DEX: 10 (+0), CON: - (-), INT: 8 (-1), WIS: 10 (+0), CHA: 6 (-2)

Skills: Intimidate 12 (+12), Language - (Native: English), Notice 4 (+4), Stealth 4 (+0)

Feats: All-Out Attack, Attack Focus 4 (melee), Chokehold, Crushing Pin, Diehard, Dodge Focus 5, Fearsome Presence 5, Improved Grab, Improved Grapple, Startle, Takedown Attack 1

Powers:

Growth 4 (Large size; Extra: Duration 1 [continuous]; Flaw: Permanent; 12pp)
Magical Mess (Immunity 10 [Magic]; Flaw: Half-effect; 5pp)
Protection 16 (Extra: Imppervious [12 ranks]; 28pp)
Regeneration 6 (Recovery Bonus +5, Resurrection [one week or more]; Extra: True Resurrection; Flaw: Uncontrolled Reincarnation; 6pp)
Super-Strength 5 (Heavy Load: 280 tons; PF: Bracing, Groundstrike, Shockwave, Dynamic, Dynamic Alternate Power 1; 16pp)
- DAP: Leaping 8 (jumping distance x500)
Undead (Immunity 30 [Fortitude Saves]; 30pp)

Combat: Attack +4 (+8 melee); Damage +16 (Unarmed); Defense +8 (+2 Flat-footed); Initiative +0

Saves: Toughness +16 (Impervious 12), Fortitude [immune], Reflex +4, Will +6

Abilities 4 + Skills 5 (20 ranks) + Feats 22 + Powers 97 + Combat 18 + Saves 10 + Drawbacks 0 = 156

Complications:
  • Actually a nice guy: Grundy isn't really evil, under the facade of the horribly desctructive zombie powerhouse there is something of a decent person, and some people took big advantage of it
  • Berserker: Grundy tend to go berserker quite easily and trashing everything around him, both allies and enemies
  • Obsession (Gold): all his life Grundy has been obsessed with gold, this was both a trace of his old self and a compulsion to seek the soul of Cyrus Gold
  • Reputation (brainless monster): while Grundy is quite stupid a lot of people treat him even worst that he deserve for this


:arrow: Grundy was fairly simple to put together, I simply pictured an undead version of the Hulk and balanced him to be able to gave Superman a hard fight. Grundy is the strongest and toughest DCAU character I've done so far, but he obviously pay it in terms of precision

:arrow: making Grundy a full undead is a bit of a problem since in "Injustice For All" the Joker was able to knock him out with a gas gun, personally I prefer to credit it to having the Joker developing some sort of special gas (or simply power stunting)

:arrow: due both to the physical similarities and the Defenders nods, the DCAU Grundy was much closer to the Hulk than to his comic book counterparts, I decided to leave the Uncontrolled resurrection effect both as a reference to his final appearence in "Wake the Dead" and for those who want to put together a lower level Grundy (in the style of "The Long Halloween")
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Re: Woodclaw's - #300: Vimes; DCAU: Lobo, Captain Marvel, Grundy

Postby HarperRedMage » Wed Nov 03, 2010 8:51 am

only problem here is that with Regen 6 Grundy only gets that +1 to recovery checks and the resurection because he has no Con. so if you want him to have that plus five to recover he needs to have a 11 in regen to get the bonus and resurrect.
Originally Posted by Daniel2112
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Re: Woodclaw's - #300: Vimes; DCAU: Lobo, Captain Marvel, Grundy

Postby Woodclaw » Wed Nov 03, 2010 10:51 am

HarperRedMage wrote:only problem here is that with Regen 6 Grundy only gets that +1 to recovery checks and the resurection because he has no Con. so if you want him to have that plus five to recover he needs to have a 11 in regen to get the bonus and resurrect.


No, the +1 was intentional.
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Re: Woodclaw's - #300: Vimes; DCAU: Lobo, Captain Marvel, Grundy

Postby HarperRedMage » Wed Nov 03, 2010 4:58 pm

alrighty. my sleep addled state(well technically I guess my allergy addled state as I'd been awake for a couple of hours at least by then even if I ain't hitten on all 6 cylindars today) was reading that +5 recovery bonus as that insteada just mentally subtracting 4 for haveing no Con.
Originally Posted by Daniel2112
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#304-305 DC Animated Universe: Etrigan & Jason Blood

Postby Woodclaw » Thu Nov 04, 2010 2:32 am

Image
Gone, Gone the form of man, rise the demon...

Etrigan

Power Level: 11 (187pp)

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

Skills: Bluff 4 (+7), Concentration 5 (+8), Intimidate 11 (+14), Knowledge (arcane Lore) 8 (+10), Knowledge (theology & philsophy) 8 (+10), Languages - (Native: Infernal), Notice 4 (+7), Perform (poetry) 7 (+10), Sense Motive 5 (+8)

Feats: All-Out Attack, Attack Focus 3 (melee), Beginner's Luck, Diehard, Dodge Focus 3, Fearless, Fearsome Presence 6, Improved Critical 1 (Claws), Improved Initiative 1, Power Attack, Ritualist, Startle

Powers:

Demon Physiology (Container 12 [passive]; PF: Innate; 61pp)
- Claws (Strike 2; PF: Mighty; Extra: Penetrating [2 ranks])
- Demonspeech (Comprehend 3 [Languages: Understand all, Always Understood])
- Immortal (Immunity 15 [Aging, Disease, Environmental Condition (all), Fire Damage, Poison, Sleep, Starvation & Thirst])
- Regeneration 12 (Bruised [no action], Staggered/Injured [1 minute], Disabled [20 minutes]; PF: Regrowth)
- Super-senses 3 (Darkvision, Mystical Awareness [mental])
- Super-Strength 6 (heavy load: 25 tons; PF: Fiery Breath [as Shockwave with the Hellfire descriptor] Dynamic, Dynamic Alternate Power 1)
-- DAP: Leaping 4 (jumping distance x5)
- Thick Hide (Protection 2; Extra: Impervious [6 ranks]; Flaw: Limited [Impervious only vs physical]; Drawbacks: Power loss 1 [against holy weapons])


Summoning Poem (Morph 4; PF: Metamorph 1 [into Jason Blood]; Extra: Duration 1 [continuous]; Flaw: Action 2 [full round]; Drawbacks: Power Loss 2 [if unable to speak]; 1pp)

Combat: Attack +7 (+10 melee); Damage +12 (Claws), or by power of choice; Defense +10 (+3 Flat-footed); Initiative +6

Saves: Toughness +12 (Impervious 6 vs physical), Fortitude +10, Reflex +6, Will +8

Drawbacks: Vulnerable (Holy weapons [uncommon, +50%]; -3pp), Weakness (Holy places and Relics [Uncommon, -1 to checks, attack and defense per minute]; -4pp)

Abilities 60 + Skills 13 (52 ranks) + Feats 21 + Powers 62 + Combat 28 + Saves 9 - Drawbacks 6 = 187

Complications:
  • Berserker: while Etrigan is extremly easy to provoke he usually remains in control, but there are few times when he went all out killing everything in sight
  • Bound (to Merlin's curse): Etrigan is bound to the curse placed by Merlin on Jason Blood
  • Enemy (Morgaine le Faye): Jason and Etrigan have foiled Morgaine's plan over and over again during the centuries
  • Responsibility (to the Lord of Hell): Etrigan is a powerful demon among the inferal hieranchy, as such he has some responsibilities towards the Lord of Hell


:arrow: for Etrigan I decided a slightly different approach than usual, rather than making him a normal powerhouse I tried to keep him as balanced as possible, creating something similar to my Beast build a sort of high precision heavy hitter

:arrow: the PL was based on the idea that Etrigan should be able to bring down Morgaine one-on-one

:arrow: in theory Etrigan should be able to project hellfire as bolts, lines or explosions but, given his preference for hand to hand combat, I prefered to relegate those effects to power stunts

_____________________________________________________________________________________________

Image

Jason Blood

Power Level: 9 (161pp)

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

Skills: Bluff 5 (+8), Climb 5 (+8), Concentration 6 (+9), Craft (alchemy) 5 (+9), Diplomacy 5 (+8), Gather Information 7 (+10), Handle Animal 3 (+6), Investigate 4 (+8), Knowledge (arcane Lore) 6 (+10), Knowledge (history) 8 (+12), Knowledge (theology & philsophy) 6 (+10), Language 10 (English, French, Latin, 7 at GM choice; Native: Brythonic), Medicine 6 (+9), Notice 5 (+8), Ride 5 (+8), Search 6 (+10), Sense Motive 5 (+8), Stealth 4 (+7), Survival 5 (+8), Swim 6 (+9)

Feats: Accurate Attack, Assessment, Beginner's Luck, Benefit 3 (wealth), Cunning Fighter, Defensive Attack, Diehard, Dodge Focus 4, Improved Block 1, Improved Critical 2 (Sword), Improved Disarm 1, Improved Initiative 1, Lionheart 1, Power Attack, Ritualist, Skill Mastery 1 (Concetration, Knowledge [history], Ride, Sense Motive), Veteran Fighter, Weapon Bind

Powers:

Sorcery (Array 8; PF: Alternate Power 3; Drawbacks: Power Loss 3 [if unable to speak or gesture]; 16pp)
- Base Power: Telepathy 7 (200 miles; Mind Reading 9)
- AP: Counterspell (Nullify 8 [all magical powers] Extra: Range 1 [perception]; Flaw: Action 1 [full round])
- AP: Healing 5 (PF: Stabilize)
- AP: Illusion 8 (All senses; Flaw: Phantasm, Distracting)

Unnatural life force (Immunity 3 [Aging, Disease, Poison]; Flaw: Half-effect [Disease and Poison]; Drawbacks: Power Loss 1 [if the link with Etrigan is broken]; 1pp)
Wizard Senses (Super-senses 9 [Acute (mental senses), Detect Magic 2 (mental), Mystical Awareness (mental), Precognition]; Flaw: Uncontrolled [Precognition only]; 7pp)

Summoning Poem (Morph 4; PF: Metamorph 1 [into Etrigan]; Extra: Duration 1 [continuous]; Flaw: Action 2 [full round]; Drawbacks: Power Loss 2 [if unable to speak]; 1pp)

Equipment: Undercover Vest (Protection 3 [Subtle 1])

Ancient Sword (+3 slashing damage; crit 19; Mighty, Adaptable, Masterwork)

HQ: Arcane Mansion (Large; TOU: +10; Features: Arsenal, Concealed 1, Laboratory, Library, Living space, Security System 2 [mystic wardings], Workshop)


Combat: Attack +10; Damage +3 (unarmed), or by weapon/power of choice; Defense +11 (+4 Flat-footed); Initiative +7

Saves: Toughness +7/+4 without armor, Fortitude +7, Reflex +5, Will +8/+12 [Lionheart]

Abilities 40 + Skills 28 (112 ranks) + Feats 24 + Powers 25 + Combat 34 + Saves 10 + Drawbacks 0 = 161

Complications:
  • Bound (to Merlin's curse): Jason's body and soul are bound to Etrigan's due to the curse placed on him by Merlin after the fall of Camelot
  • Guilty (the fall of Camelot): Jason was instrumental for Morgaine to provoke the fall of Camelot, something that still haunts him to the present days
  • Hatred (Morgaine le Faye): once they were lovers, now they are enemies, Jason really hates Morgaine
  • Responsibility (keeper of Etrigan): Jason is responsible to decide when and where to allow Etrigan to walk the Earth

:arrow: the comic book version of Etrigan and Blood is quite an unbalanced match in my opinion, given that Etrigan is as intelligent as Blood and overall a lot more powerful, this makes Jason useless except as PR. The DCAU version was a lot more lenient to Jason, making him a lot more valuable member of the equation

:arrow: Jason was really great to build, being a magician that doesn't have combat as the main focus, Blood can pull out some great tricks (even if he is still far behind the powerhouses like Fate or Zee)

:arrow: for the combat stats I matched Jason with his former brother-in-arms sir Justin
Last edited by Woodclaw on Wed Dec 29, 2010 4:17 pm, edited 2 times in total.
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#306 DC Animated Universe: The Android

Postby Woodclaw » Fri Nov 05, 2010 9:05 am

After some mystical brawlers I decided to try something different. If anybody has request please let me know.

Image
A.M.A.Z.O.: You have everything humans desire. Wealth. Power. Yet you crave more. And you'll do anything to get it. Why? What is your ultimate purpose?
Luthor: What you're really asking is...what is yours?


The Android
A.M.A.Z.O.

Power Level: 7* (244pp)

Abilities: STR: 22/30 (+6/+10), DEX: 10 (+0), CON: - (-), INT: 10 (+0), WIS: 10 (+0), CHA: 8 (-1)

Skills: Computers 5 (+5), Disable Device 4 (+4), Knowledge (technology) 5 (+5), Languge - (Native: Binary Code), Notice 6 (+6), Search 4 (+4)

Feats: Assessment, Dodge Focus 5, Eidetic Memory

Powers:

Nanotech Robotic Body (Container 16 [passive]; PF: Innate; 81pp)
- Growth 4 (Large size; Extra: Duration 1 [continuous]; Flaw: Permanent)
- Immunity 32 (Critical Hits, Fortitude Saves)
- Protection 10 (Extra: Impervious [6 ranks])
- Regeneration 19 (Recovery Bonus +10, Injured [1 round], Disabled [1 minute]; PF: Regrowth)


Nanotech Duplication (Mimic 20 [all traits]; Extra: Duration 1 [continuous], Extra subject 2 [5 subjects], Range 2 [Perception]; Flaw: Action 1 [full round], Split Personality [mannerisms], Tainted; Drawbacks: Distracting; 138pp)

Combat: Attack +4; Damage +10 (Unarmed), or by power of choice; Defense +4 (-1 Flat-footed); Initiative +0

Saves: Toughness +10 (Impervious 6), Fortitude [immune], Reflex +3, Will +3

Abilities -4 + Skills 6 (24 ranks) + Feats 7 + Powers 219 + Combat 10 + Saves 6 + Drawbacks 0 = 244

Complications:
  • Looking for a father/mentor: the Android has incredible powers, but no idea of what to do with them, so he's quite quickly to attach himself to any credible father figure he see
  • Obsession (purpose): the Android was create with the ability to simply evolve, but no higher purpose, as such he craves for something to complete its program
  • Naïve: in spite of having enormous power and knowledge the Android is still quite naïve and uncertain
  • Reputation (too powerful for its own good): go to the dictionary, look for overpower, find the Android picture


:arrow: oh man, the Android surely was tough client, figuring out his powers was quite easy (thanks Variable structure), but everything else is guesswork, as far as we know before meeting Luthor he could have been mute

:arrow: I'm not sure the Android can duplicate anything behind powers, given the fact that he didn't duplicate Batman's skills and arsenal. My guess is that prof. Ivo programmed some sort of priority list for his creature, giving powers a higher priority in combat situations, so the Android decided not to "free memory" by deleting powers to get anything from Batman

:arrow: the above stats and PL are obviously for the Android in its Blank Form a later version will include a mix of powers and bonuses from Superman, Wonder Woman, Green Lantern, Flash and Hawkgirl

:arrow: a later version of the Android - after the events of The Return - is pointless to stat since he became something in the area of a PLX. Actually a friend of mine noticed a funny detail, given that the residents of Fate's tower were a reference to the Defenders, with Fate for Strange, Aquaman for Namor, Grundy for Hulk and Hawkgirl for Valkirie and/or Nigthhawk, the later Android could be the placeholder for Silver Surfer
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#307 Dresden Files: Harry Dresden

Postby Woodclaw » Wed Nov 10, 2010 11:02 am

Image
Image
Conjure by it at your own risk. When things get strange, when what goes bump in the night flicks on the lights, when no one else can help you, give me a call.
I'm in the book.


Harry Dresden
Harry Blackstone Copperfield Dresden

Power Level: 8 (157pp/137pp minionless)

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

Skills: Bluff 6 (+8), Climb 3 (+5), Concentration 4 (+8), Craft (alchemy) 5 (+7), Diplomacy 4 (+6), Gather Information 4 (+6), Intimidate 5 (+7), Investigate 3 (+5), Knowledge (arcane lore) 6 (+8/+11 [tracking spells]), Knowledge (history) 3 (+5), Knowledge (streetwise) 4 (+6), Knowledge (theology & philsophy) 4 (+6), Language 1 (Latin; Native: English), Notice 4 (+8/+10 [hearing]), Perform (stringed instruments) 1 (+3), Profession (P.I.) 3 (+7), Search 6 (+8), Sense Motive 3 (+7/+11 [dedication]), Sleight of Hand 4 (+6), Stealth 4 (+6), Swim 3 (+5)

Feats: Artificer, Attack Specialization 1 (Rote Spells), Attack Specialization 1 (unarmed), Benefit 1 (member of the White Council), Contacts, Dedication (helping friends), Diehard, Dodge Focus 1, Equipment 4, Luck 1, Minions, Ritualist, Sidekick, Task Focus 1 (Notice, Hearing), Task Focus 1 (Knowledge [arcane lore], tracking spells), Taunt

Powers:

Rote Spells (Array 8; PF: Alternate Power 3; Flaw: Check Required [Concentration]; Drawbacks: Full Power, Power loss 2 [reduced effect if cross a threshold]; 8pp)
- Base Power: Fuego (Damage 8; Extra: Area [line targeted])
- AP: Rifflitum (Force Field 7; PF: Selective [can be shaped], Subtle 1; Extra: Independent [Ablative]; Drawbacks: Partial [emisphere; -1])
- AP: Ventas Servitas (Trip 7; PF: Subtle 1; Extra: Knockback)
- AP: Ventas Servitas (Move Object 4 [heavy load: 400 lbs]; PF: Subtle 1; Extra: Range 1 [perception])


Wizard's Constitution (Container 3 [passive]; PF: Innate; 16pp)
- Hexing (Nullify 4 [Technology]; PF: Alternate Power 1; Extra: Nullifying Field; Flaw: Uncontrolled [2 ranks])
-- AP: Focused Hexing (Nullify 6 [Technology]; Flaw: Distracting)
- Longevity (Features 1)
- Regeneration 0 (PF: Persistent)
- Wizard's Senses (Super-Senses 5 [Acute (all mental), Danger Sense (mystical), Detect Magic 1 (mental), Magical Awareness]; PF: Alternate Power 1)
-- AP: The Sight (Super-senses 10 [True Sight]; Flaw: Distracting)


Wizard's Arsenal (Array 2; PF: Alternate Power 2; )
- Base Power: Staff (Device 1 [easy to lose])
- AP: Blasting Rod (Device 1 [easy to lose])
- AP: Force Ring (Device 1 [hard to lose])


Shield Bracelet (Device 1 [hard to lose])

Devices:

Staff (5pp of Effects)
- Strike 2 (PF: Alternate Power 1, Extended reach 1, Mighty)
-- AP: Enhanced Force Control (remove the Full Power Drawback from Wind and Force effects, Adds Precise to those effects, allows to use Defensive Attack while using magic)

Blasting Rod (5pp of Effects)
- Enhanced Fire Control (remove the Full Power Drawback from Fire effects, adds Precise to those effects, adds the Fuego [Blast 8] AP to the magic array, allows to use Accurate Attack and Improved Aim while using magic)

Force Ring (5pp of Effects)
- Strike 6 (PF: Knockback 1, Mighty; Flaw: Unreliable [5 uses])

Shield Bracelet (2pp of Effects)
- Enhanced Defense (adds Dedicated Dodge and Slow Fade 1 to the Force Field)


Equipment: Chalk (0ep), Enchanted Duster (Protection 2 [subtle 1]; 3ep)

.38 Revolver (+3 ballistic damage; crit 20; 30'; Full Power, Lethal Only, Slow Reload 2 [full round]; 2ep)

Image

Vehicle: The Blue Beetle (Large; STR: 25; TOU: +7; Speed 4 [100mph]; 6ep)


HQ: Basement Apartment (Diminutive; TOU: +10; Features: Defense System, Laborartory, Library [Bob], Living Space, Security System 2 , Workshop; 6ep)


2ep in mission equipment, usually potions

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

Saves: Toughness +10/+5 without Force Field (+10/+3 without duster), Fortitude +7, Reflex +5, Will +7/+11 [dedication]

Abilities 30 + Skills 21 (84 ranks) + Feats 36 + Powers 38 + Combat 22 + Saves 10 + Drawbacks 0 = 157

Complications:
  • Accident (hexing): wizards and technology don't mix well
  • Doom of Damocles: Harry has been under the Doom of Damocles for a long time and after leaving it behind he reaccepted it to save Molly Carpenter
  • Enemies (tons): take a list of Dresden Files character and throw a dart 50% of the time it will hit a enemy of Harry
  • Epic wiseass: a lot of time Harry tend to overestimate his possibilities and/or underestimate his friends, as a consequence he usually went all-out trying to protect them
  • Honor (chivalry isn't dead, damnit): as chauvinist as it might seem, Harry still tries to be a gentleman and is a sucker for the damsel in distress act
  • Reputation (Broke the First Law/Rulebender): Harry is one of the few wizards that brokw the Law and was allowed to survive. Ha also then to bend the rule, a lot
  • Reputation (only wizard in the book): writing wizard on your door is pretty much an invitation for delusionals and poor jokes
  • Responsibility (Murphy, Susan, Waldo, the Alphas, the Carpenters [especially Molly], Thomas, the White Council): Harry is deeply attached to his friends and usually went to big lengths of trouble to help them
  • Rivalry (John Marcone, Donald Morgan): Harry has a strange twisted "respect-out-hate" kind of relationship with hsi personal tormentor among the Wardens Donal Morgan and with Chicago's number one boss John Marcone
  • Secret (Thomas, Lasciel, favors to Mab, possibly others): pretty much a consequence of being a wiseass, Harry has accumulated tons of secrets

:arrow: surely not your usual wizard, Harry was pretty difficult to put together since many of the basic concepts about the Dresdenverse's magic don't translate well in M&M

:arrow: usually I saw Harry built at PL10, given the nature of the character (and the amount of punishment he usually suffer) I prefered to downgrade him a couple of PLs, making him more of a street level magician. To do so I left out pretty much all his upgrades (shadow of Lashiel, Hellfire, Soulfire etc.) this can be considered a baseline version of Harry open for upgrades

:arrow: I only gave Harry a single rank of Luck, considered the amount of complications he packs he should be able to collect more HP on the run

:arrow: for a while I was tempted to stat Bob as part of Harry's home, but given the portable nature of the skull I decided against it

Image
What you know about women, I could juggle

Bob the skull

Power Level: 5 (89pp)

Abilities: STR: - (-), DEX: 10 (+0), CON: - (-), INT: 30 (+10), WIS: 14 (+2), CHA: 12 (+1)

Skills: Bluff 5 (+6), Craft (alchemy) 4 (+14), Gather Information 7 (+8), Knowledge (arcane Lore) 6 (+16), Knowledge (history) 6 (+16), Notice 4 (+6), Search 2 (+12), Sense Motive 6 (+8)

Feats: Benefit 1 (Arcane Recollection [can use Knowledge (arcane lore) to get info about arcane matters]), Contacts, Eidetic Memory, Ritualist, Ultimate Arcanist, Well-Informed

Powers:

Concealment 4 (All Visual Senses; Extra: Duration 1 [continuous]; Flaw: Permanent; 8pp)
Comprehend 3 (languages [read, speak, understand all]; fLaw: Broad Group [human languages]; 3pp)
Immunity 30 (Fortitude Saves; 30pp)
Insubstantial 4 (Incorporeal; Extra: Duration 1 [continuous]; Flaw: Permanent; 20pp)
Spirit Powers (Array 5; PF: ALternate Power 4, Subtle 1; 15pp)
- Base Power: Flight 3 (50 mph; PF: Subtle 1)
- AP: Move Object 3 (heavy load: 200 lbs; PF: PreciseExtra: Range 1 [perception])
- AP: Possession 5 (Flaw: Distracting)
- AP: Quickness 6 (task speed x100; Flaw: Mental Only)
- AP: Super-Movement 1 (Dimensional 1 [to the Nevernever])[/i]

Combat: Attack +0; Damage by power; Defense +0 (+0 Flat-footed); Initiative +0

Saves: Toughness +0, Fortitude [immune], Reflex +0, Will +8

Drawbacks: Disability (no hands [very common, moderate]; -4pp), Involuntary Transformation (into evil Bob, when commanded to recall any info about Kemmler [uncommon, DC20]; -3pp), Vulnerable (wards & thresholds [common, +50% DC]; -3pp), Weakness (outside the skull without permission [-1 to all mental scores per minute, lethal]; -6pp)

Abilities 6 + Skills 10 (40 ranks) + Feats 6 + Powers 77 + Combat 0 + Saves 6 - Drawbacks 16 = 89


:arrow: quite obviously Mouse has to be a sidekick, given the amout of damage he was able to dish out in the books

Image

Mouse
West Highland Dogosaurus Rex

Power Level: 6 (64pp)

Abilities: STR: 18 (+4), DEX: 14 (+2), CON: 18 (+4), INT: 8 (-1), WIS: 16 (+3), CHA: 6 (-2)

Skills: Intimidate 7 (+5), Notice 3 (+6), Sense Motive 3 (+6), Stealth 4 (+6), Survival 2 (+3), Swim 1 (+5)

Feats: Attack Focus 7 (melee), Defensive Attack, Dodge Focus 3, Endurance 1, Improved Trip, Power Attack, Sweeping Strike, Teamwork 1

Powers:

Speed 1 (10 mph; 1pp)
Super-senses 4 (Detect Dark Magic 2 [Olfactory], Scent, Ultra-hearing; 4pp)
Temple Dog Powers (Array 3; PF Alternate Power 1, Dimensional 1 [into the Nevernever];)
- Base Power: Bite (Strike 1; PF: Affect Insubstantial 2, Improved Critical 1)
- AP: The Bark (Emotion Control 6; Extra: Area [perception, auditory]; Flaw: Range 2 [touch])


Combat: Attack +0 (+7 melee); Damage +5 (bite), or by power; Defense +7 (+3 Flat-footed); Initiative +2

Saves: Toughness +4, Fortitude +6, Reflex +5, Will +6

Abilities 20 + Skills 5 (25 ranks) + Feats 16 + Powers 13 + Combat 10 + Saves 8 - Drawbacks 8 = 64
Last edited by Woodclaw on Tue Feb 28, 2012 3:10 am, edited 4 times in total.
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#308 Dresden Files: Karrin Murphy

Postby Woodclaw » Thu Nov 11, 2010 3:36 pm

Image
You better not be lying to me, Dresden, or so help me I'll shoot you myself.

Karrin Murphy

Power Level: 6 (111pp)

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

Skills: Acrobatics 3 (+6), Climb 3 (+5), Concentration 2 (+6), Craft (mechanical) 3 (+5), Diplomacy 3 (+6), Drive 4 (+7), Gather Information 5 (+8), Intimidate 5 (+8), Investigate 6 (+8), Knowledge (arcane Lore) 2 (+4), Knowledge (civics) 3 (+5), Knowledge (current events) 4 (+6), Knowledge (streetwise) 5 (+7), Knowledge (tactics) 3 (+5), Language - (native: English), Notice 3 (+7), Profession (police officier) 4 (+8), Search 4 (+6), Sense Motive 4 (+8/+12 [Dedication]), Stealth 3 (+6), Swim 3 (+5)

Feats: Attack Focus 2 (melee), Attack Specialization 1 (pistols), Benefit 2 (rank: Chicago P.D. Lieutenant), Contacts, Dedication (serve & protect), Distract (Intimidate), Dodge Focus 2, Equipment 5, Improved Aim, Improved Initiative 1, Luck 1, Power Attack, Startle

Aikido (Fighting Style): Accurate Attack, Dedicated Dodge, Defensive Attack, Defensive Strike, Grappling Block, Grappling Finesse, Improved Block 1, Improved Disarm 1, Improved Pin, Improved Trip, Unbalancing Strike, Uncanny Dodge 1 (visual), Weapon Bind

Equipment: Cell Phone (1ep), Flashlight (1ep), Handcuffs (1ep), Undercover Shirt (Protection 2 [subtle 1]; 3ep)

Custom Modified Heavy Pistol (+4 ballistic damage; crit 20; 40'; Full Power, Lethal Only, Masterwork; 7ep)

Personal Vehicles (Array; 9ep)
  • Vehicle: Mid-Sized Car (Huge; STR: 30; TOU: +9; Speed 5 [250mph]; Features: Alarm)
  • Vehicle: Motorcycle (Medium; STR: 15; TOU: +8; Speed 4 [100mph])


3ep in mission specific equipment

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

Saves: Toughness +5/+3 without armor, Fortitude +5, Reflex +4, Will +7/+11 [Dedication]

Abilities 34 + Skills 18 (72 ranks) + Feats 33 + Powers 0 + Combat 20 + Saves 6 + Drawbacks 0 = 111

Complications:
  • Family Issues: Karrin upbring was very strict and tough and left lots of unfinished issues between her and her mother, plus her sister - Lisa - usually drive her crazy (especially after marrying Karrin's ex-husband)
  • Friendship (Harry Dresden): being friend with a wiseass like Dresden will probably challenge the patience of a saint
  • Prejudice (short and cute): Murph size and look cause a lot of people not to consider her seriously on her work and caused a lot of unpleasant rumors
  • Reputation (black cat cop): due to her position within the S.I. , her father mingling with the supernatural and her friendship with Harry Dresden, Murph has a reputation for being the "agent Mulder" of Chicago P.D.
  • Responsibility (to the Chicago P.D.): as cop Murph has responsibilities toward her dept
  • Temper: do yourselves a favour, don't piss off Murph. Period


:arrow: continuing my Dresden Files builds, Murphy is a bit of a disappointment to me. While I love the character and all the stuff, having a PL6 cop isn't something I like - especially since I was trying to downgrade the Dresden Files characters to street level - but Murph is just that good (admittedly some of her stunts might be considered exagiration due to Harry's lack of proper combat training)

:arrow: not much aside from that, Muprh is lean, mean and can use any normal human short of a special forces soldier and many supernaturals to mop the floor

:arrow: since Murph is a pistol markswoman I think it's safe to assume that she had modified her service gun to better fit her need (making it masterwork in the process)
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Re: Woodclaw's - DCAU: AMAZO; Harry Dresden, Karrin Murphy

Postby Thorpacolypse » Thu Nov 11, 2010 8:27 pm

Nice Dresdenverse stuff, Woodclaw. I really see Harry and the main characters at the levels you're building them at, I just put them higher to have them fit in my combined setting. I think Harry is about PL9 by the 5-6-7th books, but starting Harry in Storm Front is pretty much where you have him.

I think the Dresdenverse fits perfectly in the Warriors and Warlocks PL recommendations for fantasy MnM with that PL5-8 range for the heroes and monsters involved fit where the sample monsters in the book are. It's a great fantasy setting. I really need to pick up the Dresden RPG.
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Re: Woodclaw's - DCAU: AMAZO; Harry Dresden, Karrin Murphy

Postby Woodclaw » Fri Nov 12, 2010 2:10 am

Thorpacolypse wrote:Nice Dresdenverse stuff, Woodclaw. I really see Harry and the main characters at the levels you're building them at, I just put them higher to have them fit in my combined setting. I think Harry is about PL9 by the 5-6-7th books, but starting Harry in Storm Front is pretty much where you have him.


Thanks, in this case I feel at least partially justified since I only read the first three novels and "Restoration of Faith" so far (I'm intermingling them with Honor Harrington novels and the Gaunt Ghost omnibus).

Thorpacolypse wrote:I think the Dresdenverse fits perfectly in the Warriors and Warlocks PL recommendations for fantasy MnM with that PL5-8 range for the heroes and monsters involved fit where the sample monsters in the book are. It's a great fantasy setting. I really need to pick up the Dresden RPG.


I have the Dresden Files RPG and it's quite good, granted that the Fate System used by Evil Hat is a bit strange, but it works and more or less all the characters are well represent (except Kincaid, but the author admitted that informations about him are scarce at best). The best thing about the two handbooks is that there are a lot of notes along the border of pages written as if the book was written by Billy and edited by Harry and Bob.

By the way I found a couple of good articles about the Dresden-verse here.
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Re: Woodclaw's - DCAU: AMAZO; Harry Dresden, Karrin Murphy

Postby peteyrock » Sat Nov 13, 2010 10:31 pm

You know what? I just now looked at your Nightcrawler build. Using the Rapid Attack power feat for his teleport is a brilliant idea! I never saw that before, so, bravo!
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Re: Woodclaw's - DCAU: AMAZO; Harry Dresden, Karrin Murphy

Postby Woodclaw » Sun Nov 14, 2010 2:10 am

peteyrock wrote:You know what? I just now looked at your Nightcrawler build. Using the Rapid Attack power feat for his teleport is a brilliant idea! I never saw that before, so, bravo!


Actually I'm pretty sure someone lese did that before me, I think it was BatGirlIII, but I'm not sure.
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