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

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Re: Woodclaw's - Marvel: Sue, Ben, Johnny, Reed; ED-209

Postby Sidious » Wed Jan 12, 2011 2:42 pm

LOL, I was watching Robocop at work last night (cause why would I be working?) and had the same thought to stat ED up.

Nice to see I'm not the only one.
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Re: #324 Marvel Essentials: Mr. Fantastic

Postby Woodclaw » Wed Jan 12, 2011 3:12 pm

JoshuaDunlow wrote:
Woodclaw wrote:[i]- Malleable physiology (Immunity 2 [critical hits]; Flaw: Half-Effect)

I always wondered how this would work. I wanted to use something like this for my wolverine build (for his unbreakable bones). So what IS the saving throw for a critical hit? Toughness vs. a DC of 15 + damage bonus? Or would it be Fortitude vs a DC of 10 + Damage bonus.


Working on the RAW a half effect immunity either work only 50% of the time or halves the effect rank for the purpose of the save DC. Given that I reasoned that it should either gave the character a 50% chance to avoid the +5 bonus of a Critical Hit or reduce said bonus to +2.5 (I usually round down to +2)

JoshuaDunlow wrote:Also wouldn't Reed deserve an actual Intelligence of 30 (+10) ? I thought he's the smartest man in the Marvel Universe?


Well Marvel was never too clear about the whole intelligence thing, Reed is reputed to be the smartest man alive, but there is no actual proof of it. If Reed is first, than doom should reasonably be second, still Victor was abel to outsmart Reed more than once and to make thing that Reed considered impossible (like techno-magic).
As a general rule I tend to downplay mental traits a little since it's quite difficult to get a proper estimation when dealing with comic book science (I pretty much balanced the INT scale of my builds on Doom).

Currently I'm thinking about reworking the scale a step up, but it's still just a idea.

Sidious wrote:LOL, I was watching Robocop at work last night (cause why would I be working?) and had the same thought to stat ED up.

Nice to see I'm not the only one.


Thanks, as I said this is a pretty old build (at least a year), but it get lost in the depths of my HD.
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#326 Street Fighter: Chun-Li

Postby Woodclaw » Sat Jan 15, 2011 12:07 pm

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I’m the strongest woman in the world! No man can compare!

Chun-Li

Power Level: 7 (120pp)

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

Skills: Acrobatics 4 (+9), Climb 2 (+4), Concentration 5 (+8), Diplomacy 3 (+6/+10 [Attractive]), Gather Information 5 (+8), Investigate 4 (+6), Knowledge (civics) 3 (+5), Knowledge (current events) 3 (+5), Knowledge (martial arts) 4 (+6), Knowledge (streetwise) 4 (+6), Language 4 (Chinese [Cantonese], English, Japanese, Thai; Native: Chinese [Mandarin]), Notice 3 (+6), Profession (Interpol Officier) 4 (+7), Search 4 (+6), Sense Motive 4 (+7), Stealth 2 (+7), Swim 2 (+4)

Feats: Attack Focus 3 (melee), Attack Specialization 1 (pistol), Attractive 1, Benefit 1 (Law Enforcement), Benefit 1 (Security Clearance), Defensive Roll 2, Dodge Focus 3, Equipment 2, Monkey Climber/ Up The Wall, Move-by Action, Well-Informed

Tai-Chi / Chinese Kempo combo (fighting style): Acrobatic Bluff, Attack Specialization 1 (kicks), Defensive Attack, Elusive Target, Improved Block 1, Improved Initiative 1, Improved Trip, Instant Up, Power Attack, Uncanny Dodge 1 (visual)

Powers:

Signature Attacks (Array 5; PF: Alternate Power 3; 13pp)
- Base Power: Hyakuretsukyaku (Strike 2; PF: Mighty; Extra: Autofire 1)
- AP: Hyaretsukyaku (defensive) (Deflect 10 [slow projectiles])
- AP: Kikou Ken (Blast 5; PF: Accurate)
- AP: Spinning Bird Kick (Strike 2; Extra: Aura, Duration 1 [Concetration]; Flaw: Distracting)


Combat: Camera (1ep), Cell Phone (1ep)

Custom Light Pistol (+3 ballistic damage; crit 20; 30'; Conceable, Laser Sight; 8ep)

Combat: Attack +5 (+8 Melee, +10 kicks, + 7 pistols or Kikouken); Damage +2 (unarmed), or by power/weapon of choice; Defense +10 (+4 Flat-footed); Initiative +9

Saves: Toughness +4 (+2 Flat-footed), Fortitude +5, Reflex +6, Will +6

Abilities 34 + Skills 15 (60 ranks) + Feats 27 + Powers 13 + Combat 24 + Saves 7 + Drawbacks 0 = 120

Complications:
  • Enemy (Vega & Shadowloo): Chun-Li has been a thorn in the side of Shadowloo and its leader Vega (Bison in the U.S.A.) for quite some time
  • Enemy (Balrog): after being tasked to kill her by Vega, the Spanish assassin known as Balrog (Veag in the U.S.A.) has taken a personal interest in killing - and possibly raping - Chun-Li
  • Relationship (various): depending on the continuity (videogame, movie, animation, manga, manwa, U.S. comic etc.) Chun-Li has unresolved feeling for Ryu, Ken, Fei-Long or Guille
  • Responsibility (family honor): Chun-Li decided to join Interpol since her father was a policeman too
  • Responsibility (to the Interpol): Chun-Li is ranking agent of Interpol


:arrow: another build that I digged out of the depths of my Hd. I've seen a quite a number of Chun-Li builds on this forum, many leaning toward a PL10-ish martial artist, whihc might be fine, but I preferred to consider the Street Fighters at a more realistic PL. As such Chun-Li result in a skilled agent/martial artist combo quite capable and well suited for a Agents of Freedom game or a street level campaign

:arrow: the Security Clearance feat simulate the fact that, in her role as chief agent on the Shadowloo case, Chun-Li has access to a greater level of security than that allowed by her rank

:arrow: I made the Spinning Bird Kick distracting both make it more economic and to simulate the quite awkward position. I made it into an aura effect since as long as Chun-Li continues to spin she will pretty much hit anything near her

:arrow: the defensive use of the Hyaretsukyaku never appeared in the videogames, but several times in the other version she was able to deflect bullets in mid-air by executing her trademark lighting kick attack, to keep thing a bit more plausible I decided to limit this ability to slow missiles

:idea: I decided to follow Catsi suggestion and removed the Leaping effect to replace it with the Monkey Climber / Up The Wall feat, whihc suits better the character concept I originally envisioned
Last edited by Woodclaw on Sun Jan 16, 2011 2:46 pm, edited 3 times in total.
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Re: Woodclaw's - Marvel: Sue, Ben, Johnny, Reed; ED-209, Chun-Li

Postby catsi563 » Sat Jan 15, 2011 1:01 pm

actually given her high acrobatics skill thats probably better done with the up the wall/monkey climber feats which allow you to use acrobatics in place of climb as long as a surface to bounce off of is present.
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Re: Woodclaw's - Marvel: Sue, Ben, Johnny, Reed; ED-209, Chun-Li

Postby Woodclaw » Sat Jan 15, 2011 6:15 pm

catsi563 wrote:actually given her high acrobatics skill thats probably better done with the up the wall/monkey climber feats which allow you to use acrobatics in place of climb as long as a surface to bounce off of is present.


The build is from before the MeMa, so I guess a couple of details have to be hammered in place, I'll recheck the feat and see if it works, but the whole point of triangle jump was to allow to jump longer as well as higher.
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#327 Firefly/Serenity: Mal

Postby Woodclaw » Wed Jan 19, 2011 7:11 am

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You think following the rules will buy you a nice life, even if the rules make you a slave.

Malcolm "Mal" Reynolds

Power Level: 5 (78pp)

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

Skills: Bluff 3 (+6), Climb 2 (+4), Craft (mechanical) 2 (+4), Diplomacy 3 (+6), Gather Information 2 (+5), Intimidate 3 (+6), Knowledge (current events) 2 (+4), Knowledge (popular culture) 2 (+4), Knowledge (streetwise) 3 (+5), Knowledge (tactics) 3 (+5), Language 1 (Chinese [Mandarin]; Native: English), Notice 2 (+5), Pilot 3 (+5), Sense Motive 2 (+5), Stealth 3 (+5), Survival 2 (+5), Swim 2 (+4)

Feats: All-Out Attack, Attack Focus 1 (ranged), Beginner's Luck, Defensive Roll 1, Dodge Focus 1, Equipment 3, Improved Initiative 1, Luck 1, Precise Shot 1, Rallying Cry, Quick Draw 1, Power Attack

Equipment: Browncoat (Protection 1 [Subtle 1]; 2ep), Commlink (to Serenity; 1ep), Firefly Class mid-bulk trasport 03-K64 "Serenity" (shared vehicle; 4ep)

Taurus 85 Revolver (+4 ballistic damage; Crit 19; 40'; Full Power, Lethal Only, Slow Reaload 2 [full round]; 5ep)

3ep in mission equipment

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

Saves: Toughness +4/+3 without coat (+3/+2 flat-footed), Fortitude +4, Reflex +4, Will +5

Drawbacks: Reduced Wealth (-1pp)

Abilities 28 + Skills 10 (40 ranks) + Feats 14 + Powers 0 + Combat 20 + Saves 6 - Drawbacks 1 = 77

Complications:
  • Honor: as strange as it might sound, Mal has a quite strict morality; he just cares a lot about people, but little about the rules
  • Prejudice (browncoat): Mal is a veteran of the indipendence war against the Alliance and quite proud of it, something not so smart since the Alliance win the war
  • Relationship (Inara): while they are both too proud, stubborn, or stupid to admit Mal and Inara are quite in love with each other
  • Responsibility (crew): Mal consider the crew of Serenity as his family, he might not like them, but he will help them no matter what
  • Wanted: Mal and his crew are notorious lowlives wanted on various systems


:arrow: after many years of fruitless searching about a month ago I was able to get my claws on a decent copy of Firefly only season. Which instantly became both a classic for my shelf and proof #4782 that profit usually tramps every good idea he met. Even with theose few episodes the show had enormous potential and great character. So I decided to gave them a shot hoping to come out from my current creativity crisis

:arrow: there' nothing fancy about, he's a solid fighter and packs a decent range of skills, but probably come second or third to most of his crew in any department. he's pretty much a Jack-Of-All-Trades

:arrow: overall Serenity will cost about 36ep, meaning that every member of the crew (including River) contribuits to her for 4ep

:idea: UPDATE after finishing Kaylee I decided to remove Mal's Leadership Feat and replace it with Rallying Cry
Last edited by Woodclaw on Wed Mar 30, 2011 6:08 am, edited 4 times in total.
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Re: Woodclaw's - ED-209, Chun-Li; Firefly: Mal

Postby JoshuaDunlow » Wed Jan 19, 2011 8:38 am

Good job on Mal, I see I'm not the only one who likes Firefly and did converions :)
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Re: Woodclaw's - ED-209, Chun-Li; Firefly: Mal

Postby Woodclaw » Wed Jan 19, 2011 9:02 am

JoshuaDunlow wrote:Good job on Mal, I see I'm not the only one who likes Firefly and did converions :)


Actually I used yours and Bubble's as a base to calculate PL and stats.
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#328 Firefly/Serenity: Zoë

Postby Woodclaw » Wed Jan 19, 2011 2:51 pm

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Mal: Well, look at this! Appears we got here just in the nick of time. What does that make us?
Zoë: Big damn heroes, sir.


Zoë Washburne (née Alleyne)

Power Level: 5 (77pp)

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

Skills: Bluff 2 (+4), Climb 2 (+4), Diplomacy 2 (+4), Drive 3 (+6), Gather Information 3 (+5), Intimidate 5 (+7), Knowledge (streetwise) 1 (+3), Knowledge (tactics) 3 (+5), Language 1 (Chinese [Mandarin]; Native: English), Medicine 1 (+4), Notice 3 (+6), Search 2 (+4), Sense Motive 3 (+6), Stealth 2 (+5), Survival 1 (+4), Swim 2 (+4)

Feats: Assessment, Defensive Attack, Distract 1 (Intimidate), Dodge Focus 1, Equipment 3, Improved Critical 1 (unarmed), Improved Critical 2 (Mare's Leg), Improved Initiative 1, Move-by Action, Power Attack, Startle, Stunning Attack, Teamwork 1

Equipment: Mesh Vest (Protection 2 [Subtle 1]; 3ep), Commlink (to Serenity; 1ep), Firefly Class mid-bulk trasport 03-K64 "Serenity" (shared vehicle; 4ep)

Weapons (array; 6ep)
- Mare's Leg (+5 ballistic damage; Crit 20; 50' [5 increments]; Full Power, Lethal Only, Reduced Range 1, Slow Reaload 2 [full round])
- Taurus 85 Revolver (+4 ballistic damage; Crit 19; 40'; Full Power, Lethal Only, Slow Reaload 2 [full round])


1ep in mission equipment

Combat: Attack +5; Damage +2 (unarmed), or by weapon of choice; Defense +6 (+3 Flat-footed); Initiative +7

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

Drawbacks: Reduced Wealth (-1pp)

Abilities 28 + Skills 9 (36 ranks) + Feats 16 + Powers 0 + Combat 20 + Saves 5 - Drawbacks 1 = 77

Complications:
  • Love (Wash): Zoë and Wash are very much in love with each other
  • Prejudice (browncoat): like Mal, Zoe is a veteran of the indipendence war against the Alliance
  • Hatred (Alliance): of all the members of the Serenity's crew Zoë is the most vocal in her dislike of the Alliance
  • Wanted: the whole Serenity's crew is on the Alliance blacklist


:arrow: Serenity's first mate and resident tough girl, Zoë is pretty close to Mal in term of stats, which is unsurprising given that they share a lot of past. The big difference is in term of fighting style, Mal is usually portrayed as more reckless than Zoë, who is usually more of a tactical fighter

:arrow: the Drive skill represent the fact that Zoë is usually the designated driver of the Mule

:arrow: given her knack for fist-fighting I decided to gave her a bit of a edge when unarmed
Last edited by Woodclaw on Wed Mar 30, 2011 6:08 am, edited 3 times in total.
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#329 Firefly/Serenity: Wash

Postby Woodclaw » Thu Jan 20, 2011 7:16 am

Image
Oh, my God. What can it be? We're all doomed! Who's flying this thing? Oh, right, that would be me.

Hoban "Wash" Washburne

Power Level: 3 (46pp)

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

Skills: Computers 2 (+4), Craft (electronic) 1 (+3/+7 [starships]), Diplomacy 3 (+3), Drive 4 (+6), Knowledge (physical sciences) 3 (+5), Knowledge (technology) 2 (+4), Language 1 (Chinese [Mandarin]; Native: English), Notice 3 (+4), Pilot 8 (+10), Search 2 (+4), Sense Motive 3 (+4)

Feats: Attack Focus 1 (ranged), Combat Pilot 4, Dodge Focus 2, Dogfighter 1, Equipment 1, Improved Outmaneuver, Mechanical Genius 1 (starships), Need for Speed, Second Chance 1 (Crash checks), Skill Mastery 1 (Craft [electronic], Knowledge [technology], Notice, Pilot), Top Gun 1 (Avoid Collision, High Speed Turns), Ultimate Pilot

Equipment: Collection of Plastic Dinosaurs (0ep), Commlink (to Serenity; 1ep), Firefly Class mid-bulk trasport 03-K64 "Serenity" (shared vehicle; 4ep)

Combat: Attack +2 (+3 Ranged); Damage +0 (unarmed), or by weapon of choice; Defense +3 (+1 Flat-footed); Initiative +2

Saves: Toughness +0, Fortitude +3, Reflex +3, Will +4

Drawbacks: Reduced Wealth (-1pp)

Abilities 10 + Skills 8 (32 ranks) + Feats 16 + Powers 0 + Combat 6 + Saves 7 - Drawbacks 1 = 46

Complications:
  • Love (Zoë): Zoë and Wash are very much in love with each other
  • Prejudice (nerd looking & motormouth): nobody in the 'Verse seem to take Wash seriously, not a surprise given his taste in clothes and his motormouth attitude
  • Rivalry (Mal): Wash is very jealous of Mal's best friend relationship with Zoë
  • Wanted: the whole Serenity's crew is on the Alliance blacklist


:arrow: in terms of skills and feats Wash is a pretty much walking & talking Pilot check, his mastery of flight border the superhuman in many occasions (he was able to pull a Crazy Ivan while flying "Serenity" inside a atmosphere), put him behind a control stick and nothing in the 'Verse will be able to stop him

:arrow: since "Serenity" doesn't pack any weapon the 4 ranks of Combat Pilot usually works to improve the ship defense, while the bonus for a possible outmanuver are usually shifted to whoever is trying to fire a gun out of the airlock (usually Jayne)

:arrow: not much more to say, Wash has some minimal combat training, but he's far from the big guns of the crew and some tech skills which obviously comes second to Kaylee's
Last edited by Woodclaw on Wed Mar 30, 2011 6:08 am, edited 1 time in total.
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#330 Firelfy/Serenity: Jayne

Postby Woodclaw » Thu Jan 20, 2011 4:27 pm

Image
I call her Vera. [Jayne talking about his favourite gun]

Jayne Cobb

Power Level: 6* (75pp)

Abilities: STR: 16 (+3), DEX: 14 (+2), CON: 16 (+3), INT: 12 (+1), WIS: 10 (+0), CHA: 12 (+1)

Skills: Bluff 5 (+6), Climb 2 (+5), Craft (mechanical) 3 (+4), Gather Information 5 (+6), Intimidate 5 (+6), Knowledge (streetwise) 4 (+5), Knowledge (tactics) 3 (+4), Language 1 (Chinese [Mandarin]; Native: English), Notice 5 (+5), Perform (stringed instruments) 3 (+4), Profession (mercenary) 3 (+3), Sense Motive 3 (+3), Sleight of Hand 2 (+4), Stealth 2 (+4), Swim 2 (+5)

Feats: Accurate Attack, Combat Awareness, Contacts, Diehard, Equipment 5, Fascinate (Intimidate), Improved Aim, Improved Critical 2 (Vera), Improved Initiative 1, Lionheart 1, Power Attack, Quick Draw, Second Chance 1 (firearms' wounds)

Equipment: Mom's Knit Cap (0ep), Mesh Vest (Protection 2 [Subtle 1]; 3ep), Commlink (to Serenity; 1ep), Firefly Class mid-bulk trasport 03-K64 "Serenity" (shared vehicle; 4ep)

Wall of Guns (array; 19ep)
- "Vera" Customized Callahan Full-bore Auto-lock (+5 ballistic damage; crit 20; 50'; Laser Sight, Autofire 1, Full Power, Lethal Only)
- Sniper Rifle (+5 ballistic damage; crit 19; 250'; Targeting Scope, Full Power, Lethal Only)
- LeMat Percussion Revolver [standard rounds] (+4 ballistic damage; Crit 20; 40'; Full Power, Lethal Only, Slow Realod 2 [full-round])
- LeMat Percussion Revolver [buckshot] (+5 ballistic damage; Crit 20; 50' [2 increments]; Buckshot, Full Power, Lethal Only, Slow Realod 2 [full-round])
- Grenades (+5 explosive damage; crit 20; 20' [thrown]; Area [explosion, targeted], Ricochet 1, Full Power, Lethal Only)
- Combat Knife (+1 piercing damage; crit 19; 10' [thrown]; Mighty)


3ep in mission equipment

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

Saves: Toughness +5/+3 without vest, Fortitude +4, Reflex +4, Will +3/+7 [Lionheart]

Drawbacks: Reduced Wealth (-1pp)

Abilities 20 + Skills 12 (48 ranks) + Feats 18 + Powers 0 + Combat 20 + Saves 6 - Drawbacks 1 = 75

Complications:
  • Fear (reavers, dying, River): as a general rule Jayne is - or seem to be - a tough guy, not afraid of anything. Actually there are 3 things he's utterly terrorized of: the Reavers, the idea of dying in a unmanly manner and River Tam
  • Greedy: saying that Jayne is motivated by greed is like saying that cars run on something similar to gasoline
  • Rivalry (Mal): of all the members of the crew Jayne is the one who clashes with Mal more often
  • Responsibility (mom & Mattie): we know little about Jayne's mom, except that she's still alive, love to knit and that her son speak of her with a great respect. Jayne send a large share of his money to her to provide for a girl called Mattie (likely another relative)
  • Wanted: the whole Serenity's crew is on the Alliance blacklist, Jayne possibly more than others


:arrow: in his own way Jayne is just as limited as Wash, he's a great fighter, possibly the best of all the crew, but he's not that good at anything else

:arrow: Jayne PL is actually a sort of overestimation he usually operate at PL5 (on par with Mal and Zoe), reaching PL 5.5 only while using Vera. As I stated in some other builds I house-ruled that a character with Impreoved Aim and scoped weapon can Aim as a Standard Action

:arrow: I gave him a decent Bluff score since you can never be sure that he's on your side. Still, Mal and the others know this and they rarely turn their back on him (gaining a conditional bonus to Sense Motive check to assess Jayne' loyalty)

:arrow: usually I'm quite against using the "Power as Feats" option, but with Jayne I decided to break the rule and gave him Combat Awareness

:arrow: given the amount of firefights he tend to get into I decided to make Jayne extra tough giving him the Second Chance feat against firearms
Last edited by Woodclaw on Wed Mar 30, 2011 6:09 am, edited 5 times in total.
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Re: Woodclaw's - Firefly: Mal, Zoë, Wash, Jayne

Postby JoshuaDunlow » Thu Jan 20, 2011 10:19 pm

That's a good jayne rendition. But i see you decided to leave his gut instinct , strictly off the sheet.
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Re: Woodclaw's - Firefly: Mal, Zoë, Wash, Jayne

Postby Woodclaw » Fri Jan 21, 2011 1:21 am

JoshuaDunlow wrote:That's a good jayne rendition. But i see you decided to leave his gut instinct , strictly off the sheet.


I wanted to make this builds as close to the RAW as possible, the Gut Instinct feat you put together was quite good, but inthe end it was just a bonus to Notice combined with Danger Sense. So I just gave him Danger Sense (using the Combat Awareness Feat) and kept his notice rank at a decent level.

And thanks for the compliments.
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#331 Firefly/Serenity: Inara

Postby Woodclaw » Fri Jan 21, 2011 2:55 am

Image
Inara: It sounds like something this crew can handle. I can't guarantee they'll handle it particularly well, but...
Nandi: If they got guns and brains at all.
Inara: They've got guns...


Inara Serra

Power Level: 3* (67pp)

Abilities: STR: 10 (+0), DEX: 14 (+2), CON: 10 (+0), INT: 16 (+3), WIS: 16 (+3), CHA: 18 (+4)

Skills: Bluff 4 (+8/+12 [Attractive]), Concentration 4 (+7), Craft (artistic) 2 (+5), Craft (chemical) 2 (+5), Diplomacy 4 (+8/+12 [Attractive]), Gather Information 2 (+6), Knowledge (art) 3 (+6), Knowledge (behavioural science) 3 (+6), Knowledge (civics) 2 (+5), Knowledge (current events) 1 (+4), Knowledge (history) 2 (+5), Knowledge (popular culture) 1 (+4), Knowledge (theology & philosophy) 2 (+5), Language 1 (Chinese [Mandarin]; Native:English), Medicine 1 (+4), Notice 3 (+6), Perform (dance) 2 (+6), Profession (companion) 4 (+7), Sense Motive 5 (+8)

Feats: Attack Specialization 1 (Daggers), Attractive 1, Benefit 1 (Status: Registred Companion), Bishoujo 1, Connected, Distract 1 (Bluff), Distracting Looks 1, Dodge Focus 2, Endurance 1, Equipment 2, Fascinate (Diplomacy), Second Chance 1 (Sense Motive), Set-Up, Skill Mastery 1 (Bluff, Diplomacy, Profession [companion], Sense Motive), Ultimate Seduction

Powers:

Companion Inoculation (Immunity 2 [Disease, Poison]; Flaw: Half-Effect; 1pp)

Equipment: Commlink (to Serenity; 1ep), Firefly Class mid-bulk trasport 03-K64 "Serenity" (shared vehicle; 4ep)

Concealed Dagger (+1 piercing damage; crit 19; 10' [thrown]; Mighty, Disguised; 5ep)

Combat: Attack +2 (+4 Daggers); Damage +0 (unarmed), or by weapon of choice; Defense +3 (+1 Flat-footed); Initiative +2

Saves: Toughness +0, Fortitude +3, Reflex +4, Will +5

Abilities 24 + Skills 12 (48 ranks) + Feats 17 + Powers 1 + Combat 6 + Saves 7 + Drawbacks 0 = 67

Complications:
  • Fame (wandering companion): Inara is quite notorious to be one of the best companion in the 'Verse, but also for being one of the few that isn't planet-based
  • Relationship (Mal): while they are both too proud, stubborn, or stupid to admit Mal and Inara are quite in love with each other
  • Reputation (flying with lowlives): the prolonged association with the Serenity's crew has somewhat tarnished Inara's fame, someting that doesn't seem to bother her all that much
  • Responsibility (to the Guild): as a member of the Companions' Guild, Inara has some duties and responsibilities, including the need to undergo a full medical inspection once per year
  • Responsibility (Kaylee and River): Inara seem to consider Kaylee and River as her little sisters


:arrow: Inara is another niche character, in the specific case she's a social monster, given the medium PL in the 'Verse seh can play pretty much anybody like a violin

:arrow: like Wash Inara has some minimal combat training, but nothing that will allow her to survive past the first big firefight, still she's quite useful in a fight by setting up people for the rest of the crew to deliver the killing blow

:arrow: all her skills are part of the companion training, aside from social she has some experience with pharmacology and general chemistry (enough to put together a magnesium flash bomb) and a wide range of knowledges, focusing on art, history and philosophy

:arrow: even with just a single rank of Distracting Looks Inara impose a DC15 save meaning a 50% chance, or worse, to blow it for the mayority of people

:arrow: the Status as Registred Companion gave Inara a measure of respectability and access to places and peoples beyond the reach of the rest of the crew
Last edited by Woodclaw on Mon Aug 01, 2011 2:37 am, edited 3 times in total.
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#332 Firefly/Serenity: Kaylee

Postby Woodclaw » Fri Jan 21, 2011 7:07 am

Image
No power in the 'verse... can stop me!

Kaywinnit Lee "Kaylee" Frye

Power Level: 2 (54pp)

Abilities: STR: 10 (+0), DEX: 12 (+1), CON: 10 (+0), INT: 16 (+3), WIS: 14 (+2), CHA: 14 (+2)

Skills: Climb 2 (+2), Computers 3 (+6), Concentration 3 (+5), Craft (electronic) 5 (+8/+12 [engines]), Craft (mechanical) 5 (+8/+12 [engines]), Diplomacy 3 (+5), Disable Device 5 (+8/+12 [engines]), Knowledge (popular culture) 3 (+6), Knowledge (technology) 5 (+8/+12 [engines]), Language 1 (Chinese [Mandarin]; Native: English), Notice 3 (+5), Search 2 (+5), Sense Motive 4 (+6), Sleight of Hand 2 (+3), Stealth 2 (+3)

Feats: Attack Specialization 1 (mechanic tools), Dodge Focus 3, Equipment 2, Kawaii 2 (Diplomacy, 2 people), Leadership, Luck 1, Mechanical Genius 1 (engines), Salvage, Second Chance 1 (fixing Serenity), Skill Mastery 1 (Craft [electronic], Craft [mechanical], Knowledge [technology]), Ultimate Mechanic

Challenges: Calculated Risk 1 (Craft [mechanical]), Fast Work 2 (Craft [electronic & mechanical]),

Equipment: Commlink (to Serenity; 1ep), Flash Googles (1ep), Toolbox (0ep), Padded Suit (Protection 1; 1ep), Firefly Class mid-bulk trasport 03-K64 "Serenity" (shared vehicle; 4ep)

Wrench or other heavy tools (+1 blundgeon damage; crit 20; Mighty; 2ep)

1ep in mission equipment

Combat: Attack +1 (+3 with mechanic tools); Damage +0 (unarmed), or by weapon of choice; Defense +3 (+0 Flat-footed); Initiative +1

Saves: Toughness +1/+0 without suit, Fortitude +3, Reflex +4, Will +5

Drawbacks: Reduced Wealth (-1pp)

Abilities 16 + Skills 12 (48 ranks) + Feats 18 + Powers 0 + Combat 2 + Saves 7 - Drawbacks 1 = 54

Complications:
  • Love (Simon): Kaylee has a very deep and somewhat embarassing crush for Simon Tam
  • Responsibility (Serenity's moral compass): being the most positive and idealist member of the crew, Kaylee usually acts as the team moral compass
  • Wanted: the whole Serenity's crew is on the Alliance blacklist, given her position as mechanic - not to mention her innocent look - Kaylee is usually a little more able to splip away than the others


:arrow: Kaylee is another specialist build, maybe engines doesn't really speak to her, but she is impossibly good to fix them nonetheless. Plus she is probably the cutest thing that ever graced a spaceship ever

:arrow: Given her charisma and easygoing attitude Kaylee isn't a bad diplomat, still she's a lot less jaded then Inara or Mal (not to mention Jayne) so she isn't that useful for bluffing or intimidating, just for straight and simple Diplomacy

:arrow: Kaylee is overall the worst fighter of Serenity, she can try to do something if motivated, but she isn't all that effective. Given her familiarity with tools I think it's reasonable to think that she can use them a bit better in combat

:arrow: the Leadership feat simulate Kaylee's optimism and cheerfulness, not a particular gift for command
Last edited by Woodclaw on Wed Mar 30, 2011 6:10 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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