LoL 3e: More Champs! Udyr, Maokai, and Nunu!

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WanderingMystic
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Twisted Fate

Postby WanderingMystic » Mon Jul 25, 2011 11:58 pm

    Image
    Although born to poor gypsy parents, the champion known as Twisted Fate was able to gamble his way to prosperity as a card shark in the seedy underground gambling circuits of Demacia and Noxus. No matter how close the authorities came to catching him, the rogue always found a way to slip through their fingers. Despite his good fortune, he was never able to win that which he truly desired - the ability to control magic. When Twisted Fate learned of an experiment being conducted in Zaun that might help him with his wish, he did the only thing a gambler of his worth could do - he went all in and volunteered for the experiment.

    Conducted by the infamous Dr. Xavier Rath, Twisted Fate was told that the wager for such participation might be steep. He might change forever, or nothing might happen, or he might die horribly. Pain, however, was likely a part of the deal no matter the outcome. These were hardly the worst odds the gambler had faced; his hopes raised, Twisted Fate underwent the experiment, enduring what he must for a chance at his dream. Then, it ended - with seemingly no effect whatsoever. The gypsy rogue flew into a murderous rage, but, before he could strike down the team, he suddenly teleported himself miles away. With a sly grin, he realized his luck had won out yet again. He now brings his luck and rakish charm to the Institute of War, where he is the Champion of choice for many - especially the gambling kind. To this day, Twisted Fate has avoided his inevitable reunion with Dr. Rath. The Card Master knows, however, that a confrontation is coming.

    While the future may be mysterious and unknown to most, Twisted Fate is certain that his future lies within the cards.

    Twisted Fate - PL 10

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

    Advantages
    Connected, Defensive Roll 6, Improved Critical: Stacked Deck x2*, Improved Initiative, Luck 3*, Power Attack, Quick Draw

    Skills
    Deception 8 (+10), Insight 6 (+10), Perception 4 (+8), Ranged Combat: Throwing 10 (+15), Sleight of Hand 6 (+11),

    Powers
    Destiny (5)
    . . All Knowing: Senses 5 (Counters Concealment, Direction Sense, Distance Sense, Extended 2, Penetrates Concealment, Radius; Sustained; Tiring)

    Gate (15)
    . . Here one Minute, Gone the Next: Teleport 5 (Range 900 ft; Extended Teleport)

    Loaded Dice (6)
    . . Master of Chance: Enhanced Advantages 3 (Luck 3)

    Magic Cards (30)
    . . Pick A Card (28)
    . . . . Card Damage: Blast 5 (Linked; Range: 50/125/250; DC 20; Penetrating 5; Diminished Range 1)
    . . . . Changing Cards: Variable 2 (Linked; 10 points to spend; Action: move; Unreliable: 11 or better to draw the card you want, 10 or less draw a different card) examples below Blue, Gold and Red cards
    . . . . . . Blue Card: Blast 4 (DC 24; stacks with Card Damage; Penetrating 4; Inaccurate 2 (-4))
    . . . . . . Gold Card: Affliction 8 (Linked; 1st: Dazed, 2nd: Stunned; DC 18; Increased Range: range, Limited Degree 1) Blast 1(Linked; DC 21; stacks with Card Damage)
    . . . . . . Red Card: Affliction 5 (Linked; 1st: Hindered; DC 15; Area Burst 1 (30ft radius) Increased Range: range, Limited Degree 2) Burst Area Blast 0 (Linked; DC 20; stacks with Card Damage; Area Burst 1 (30ft radius))
    . . Stacked Deck (1)
    . . . . More Cards than you can Count: Blast 7 (Range: 70/175/350; DC 22; Multiattack, Selective; Diminished Range 1, Inaccurate 1 (-2); Improved Critical x2)
    . . Wild Card (1)
    . . . . Three Card Chuck: Cone Area Damage 7 (DC 22; Cone Area 2 (120 ft cone), Selective)

    Offense
    Initiative +7
    Grab: +2 / DC 10
    Pick a Card (Blue Card): +11 / DC 24
    Pick a Card (Card Damage): +15 / DC 20
    Pick a Card (Gold Card Aff): +12 / DC 18 Will
    Pick a Card (Gold Card Dam): +12 / DC 21
    Pick a Card (Red Card): Dodge 15 / DC 20
    Stacked Deck: +13 / DC 22
    Throw: +15 / DC 15
    Unarmed: +2 / DC 15
    Wild Card: DC Dodge 17 / DC 22

    Complications
    ???
    ???
    ???
    Defense
    Dodge 12, Parry 5, Fortitude 8, Toughness 8/2, Will 12

    Power Points
    Abilities 44 + Powers 53 + Advantages 11 + Skills 18 (34 ranks) + Defenses 26 = 150


After playign several bot games with fate I just loved him so I quickly knocked out this version of him.
Pick a Crd is represented by A set blast linked with variable so Gold would put 2 points raising the blast from a 6 to a 7 while then adding 7 points to add a ranged affliction PL7 Limited Degree with 1 point left to spend on Improved crit or something else Red card would be similar but adding Burst to the PL7 blast. i made it a variable to add some spice to him, giving him a bit of something special but it feels limited enough to not be abuse-able.

Over all he is a lot lower power than the other champions I have made but makes up for it in accuracy and versitiliy.

By the way I have slightly modified all of the champions I have worked on after playing the game a bit more, mainly dropping down the range of some ablilites and increasing the aoe areas. They have all been changed to refelct this
Last edited by WanderingMystic on Mon Aug 01, 2011 3:53 pm, edited 4 times in total.

WanderingMystic
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Trundle

Postby WanderingMystic » Tue Jul 26, 2011 11:37 pm

    Image
    Trolls have never been well-regarded beings on Valoran. Generally speaking, they are barbaric, cannibalistic, and sneaky. They are creatures relegated to the murky recesses of the world, hidden away from most intelligent beings. Despite their maleficent natures, however, the Ruhgosk never deserved the grisly fate that was visited upon them. Generations ago, a twisted necromancer known as Hakolin the Bonecrafter attempted to enslave the Ruhgosk tribe. These trolls are considerably more gentle than their ill-mannered brethren, although still uncouth by human standards. The Ruhgosk fought tooth and claw against the necromancer, ultimately driving him from their land. As a parting gift, Hakolin afflicted the trolls with a leprous disease, forever cursing the members of the tribe. The leprosy would have rotted their flesh away to nothing were it not for the trolls' natural ability to regenerate. Caught forever in a hideous rotting state, the Ruhgosk endured their curse while desperately in search of a cure. They never found one.
    A wise Ruhgosk shaman learned that he could magically bind the disease to a single troll, provided that the troll could bear the weight of the entire tribe's curse upon himself. However, there was no such troll...until the birth of Trundle. His ability to regenerate is so profound that it appeared as if he did not carry the disease. As Trundle grew, he came to understand his gift and what it could do for his people. When he came of age, he took the curse from his tribe in a baptism of searing agony. Through the shaman's ritual, Trundle became a horrifying creature whose flesh constantly sloughs off his body, only to be re-grown in an unremitting cycle. He has joined the League of Legends in hopes of eventually finding someone who could dispel the heinous curse completely.
    "I've learned a thing or two about pain! Let me show you!" – Trundle

    Trundle – PL 10

    Abilities
    Strength 9*/6, Stamina 16*/10, Agility 3, Dexterity -2, Fighting 8, Intellect 0, Awareness 3, Presence -1

    Advantages
    All-Out Attack, Close Combat 2, Evasion 2*, Fearless, Improved Critical: Rabid Bite x2*

    Skills
    Athletics 4 (+10), Insight 3 (+6), Intimidation 10 (+9), Perception 3 (+6)

    Powers
    Contaminate (9)
    . . The Curse Quickness Me: Speed 2 (120ft per round; Improved Initiative 2)
    . . The Curse Sets Me Free: Immunity 10 (Entrapment, Fatigue; Limited: Half-Effect)

    Decompose (12)
    . . Trollish Regeneration: Regeneration 6 (2 every 3 rounds; Persistent)

    Powers of the Plague (35)
    . . Agony (33)
    . . . . Drain Resistance: Weaken 6 (Linked; Affects Toughness; Resisted by Fortitude; DC 16; Increased Range: perception)
    . . . . Life Drain: Blast 6 (Linked; DC 21; Increased Range: perception; Distracting)
    . . . . Replenished Health: Regeneration 6+6 (Linked; Stacks with Decompose; Persistent; Fades 2 ranks per round)
    . . Pillar of Filth (1)
    . . . . Aura of Filth: Cloud Area Affliction Affliction 8 (Linked; Range: 80/200/400; 1st degree: Fatigued, 2nd degree: Exhausted; Resisted by Fortitude, DC 18; Area Cloud 2 (30ft radius), Increased Range: ranged; Diminished Range 1, Limited Degree 1)
    . . . . Stone Pillar: Create 11 (Linked; Range: 80/200/400; 15'x15'x30' pillar; Diminished Range 1, Limited: only creates a pillar)
    . . Rabid Bite (1)
    . . . . Plagued Bite: Weaken 12 (Linked; Affects Strength; Resisted by Fortitude; DC 20; Inaccurate 1 (-2))
    . . . . Powerful Jaws: Strength-based Damage 6 (Linked; DC 27; Penetrating 12; Inaccurate 1 (-2); Improved Critical x2)
    . . . . Rabid Strength: Enhanced Strength 3 (Linked; +3 Strength; Limited: only activates if Rabid Bite is successful)

    Stone Club (Easily Removable)
    (8)
    . . Clubs Damage: Strength-based Damage 2 (DC 23; Accurate 1 (+2), Multiattack 11)

    Trollish Fortitude (8)
    . . Undying Agony: Protection 6 (+6 Toughness; Impervious 16; Fades 2 ranks per round; Evasion 2)

    Offense
    Initiative +11
    Agony (Drain Resistance): – / DC 16 Fort
    Agony (Life Drain): – / DC 21
    Grab: +8 / DC 16 (or +8 / DC 19 when rabid)
    Pillar of Filth: Dodge 18 / DC 18 Fort
    Rabid Bite (Plagued Bite): +8 / DC 22 Fort (or +5 / DC 22 Fort when rabid)
    Rabid Bite (Powerful Jaws): +8 / DC 27 (or +5 / DC 30 when rabid)
    Stone Club: +12 / DC 23 (or +9 / DC 26 when rabid)
    Throw: -2 / DC 21
    Unarmed: +8 / DC 21 (or +8 / DC 24 when rabid)

    Complications

    ???
    ???
    ???

    Defense
    Dodge 6, Parry 6, Fortitude 12, Toughness 16*/8, Will 8

    Power Points
    Abilities 54 + Powers 72 + Advantages 4 + Skills 10 (20 ranks) + Defenses 10 = 150
Version 2.0 remodeled his regeneration to add Persistent
Fixed error in Rabid bite
removed the limit on his regen and toughness bonus from agony due to the low pl of them
Last edited by WanderingMystic on Mon Aug 01, 2011 3:52 pm, edited 6 times in total.

WanderingMystic
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Dr Mundo

Postby WanderingMystic » Thu Jul 28, 2011 9:13 pm

    Image
    It is said that the man now known as Dr. Mundo was born in the city of Zaun without any sort of conscience. Instead, he had an unquenchable desire to inflict pain through experimentation. By the time he was five, most of the pets in the Zaun neighborhood where Mundo grew up had gone missing. By his teenage years, his parents were nowhere to be found. By the time he had legally acquired his license to practice medicine, he had been acquitted of thirty-eight separate charges of murder by the Zaun authorities; the lack of evidence made prosecution impossible.
    Dr. Mundo has become equal parts serial killer and mad scientist, though no one is entirely sure how his butchery qualifies as science. However, he has made tremendous strides in mapping the pain response in the human brain and body, going so far as being able to suppress it, even in the most excruciating of circumstances. He has also tapped into the primal parts of the brain through chemistry, learning how to enhance aggression and adrenaline, as well as dulling conscience and the survival instinct. In short, Dr. Mundo's life's work has been how to create the perfect science-enhanced killer. Unfortunately, the city-state of Noxus regards such behavior as a sign of initiative and ambition, rather than inhumanity. Originally fighting for Zaun, Dr. Mundo was recruited to also fight for Noxus in the League of Legends; the Madman dual faction status represents the fruits of a blossoming relationship between Zaun and Noxus. He continues his experiments to this day, even using himself as an experimental subject, as evidenced by his disfigured appearance and his... unique manner of speaking. There are rumors that the High Command in Noxus has given him free reign to pursue his life's work in his spare time.
    "Beware the Madman of Zaun. In his eyes, you are already dead."

    Dr. Mundo – PL 10

    Abilities
    Strength 7*/3, Stamina 8, Agility 1, Dexterity 2, Fighting 6, Intellect 3, Awareness 2, Presence 1

    Advantages
    All-out Attack, Benefit: Doctor (Wealth 1), Daze: Intimidate, Fearless, Improved Critical: Serrated Edge x3* Improved Initiative 2, Precise Attacks 2 (All Melee)*, Takedown 2

    Skills
    Expertise: Medicine 8 (+11) Ranged Combat: Thrown 6 (+8), Intimidate 10 (+11), Perception 8 (+10)

    Powers
    Adrenalin Rush (4)
    . . Unstoppable: Regeneration 4 (Regenerate 1 ever 2.5 round)

    Burning Agony (23)
    . . Flames of Rage: Cloud Area Damage 6 (Linked; DC 21; Area Cloud 1 (15ft radius), Selective)
    . . Rage Fuels Me: Invulnerability 10 (Linked; Entrapment and Fortitude effects; Limited: Half-Effect)

    Chemical Rage (9)
    . . Masochism (8)
    . . . . Hulking Strength: Enhanced Strength 4
    . .Sadism (1)
    . . . . Fleet of Foot: Speed 2 (Linked; 120 ft)
    . . . . Inhuman Regeneration: Regeneration 6+4 (Linked; Regenerate 1 per round; Stacks with Adrenalin Rush)

    Hunk o' Metal (Easily Removable (Indestructible)) (16)
    . . Infected Cleaver (27)
    . . . . Cleaver Hurl: Blast 12 (Linked; Range: 120/300/600; DC 27; Incurable; Diminished Range 1)
    . . . . Toxic Serum: Affliction 12 (Linked; Range 120/300/600; 1st degree: Hindered, Resisted by: Fortitude, DC 22; Increased Range: ranged; Diminished Range 1, Limited Degree 2)
    . . Serrated Edge (1)
    . . . . Hacking: Strength-based Damage 5 (DC 27; Accurate 1 (+2), Incurable, Penetration 12, Reach 1 (5ft); Improved Critical x3, Precise Attack 2 (all melee), Takedown 2)

    Medical Experiment (4)
    . . Deadened Nerves: Protection 4 (Toughness +4)

    Offense
    Initiative +9
    Burning Agony: Dodge DC 16 / DC 21
    Grab: +6 / DC 17
    Infected Cleaver (Cleaver Hurl): +8 / DC 27
    Infected Cleaver (Toxic Serum): +8 / DC 22 Fort
    Serrated Edge: +8 / DC 27
    Throw: +10 / DC 21
    Unarmed: +6 / DC 22

    Complications

    ???
    ???
    ???

    Defense
    Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

    Power Points
    Abilities 52 + Powers 57 + Advantages 6 + Skills 16 (32 ranks) + Defenses 19 = 150
Last edited by WanderingMystic on Fri Aug 12, 2011 10:06 pm, edited 4 times in total.

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Kayle: slight retooling

Postby WanderingMystic » Fri Jul 29, 2011 8:31 am

    Image
    In a world far away where an ancient war still rages, Kayle was a great hero - the strongest of an immortal race committed to destroying evil wherever it could be found. For ten thousand years, Kayle fought tirelessly for her people, wielding her flaming sword forged before time itself. She shielded her delicate features beneath her enchanted armor, the sole remaining masterpiece of an extinct race of craftsmen. Though a beautiful, striking creature, Kayle, now as then, avoids showing her face; war has taken a terrible toll upon her spirit. In her quest for victory, she sometimes would try to lift the wicked up from their morass of evil, but more than often she instead purged those she herself deemed beyond redemption. To Kayle, justice can so often be an ugly thing.

    Ten years ago, Kayle's war against evil was nearly won... until her rebellious sister Morgana, a pariah amongst their people, suddenly gained powerful new allies: magicians of a hitherto unknown world called Runeterra. Morgana traded servitude to a number of the summoners in Runeterra's League of Legends for powerful new abilities that, if mastered, threatened to bring Kayle and her people to their knees. To save her world, Kayle had no choice but to make a pact with the League herself. She approached the leader of the League, High Counselor Reginald Ashram, with a deal of her own. In exchange for a thousand years of Kayle's service, Ashram halted all League interference on Kayle's world. With Ashram's disappearance five years ago, Kayle has new causes on Valoran: find out who or what caused Ashram to disappear, defeat her sister Morgana upon the Fields of Justice, and bring her own brand of justice to the League of Legends.

    ''In the League of Legends, Justice comes on swift wings.''

    Kayle - PL 10

    Abilities
    Strength 2, Stamina 4, Agility 4, Dexterity 2, Fighting 8, Intellect 1, Awareness 3, Presence 3

    Advantages
    Assessment, Attractive, Diehard, Fearless, Improved Critical (Attacks on Reckoned Targets) x2, Improved Critical: Blade of Justice x2*, Inspire, Power Attack, Teamwork,

    Skills
    Close Combat (Swords) 6 (+14), Expertise (History) 4 (+5), Insight 4 (+7), Perception 8 (+11), Persuasion 6 (+9), Ranged Combat (Spells) 6 (+8)

    Powers
    Angelic (2)
    . . Eternal: Immunity 1 (Aging)
    . . Wings: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Wings)

    Armor of Righteousness (Removable (indestructible)) (11)
    . . Plating: Protection 6 (+6 Toughness; Impervious)

    Blade of Justice (Easily Removable (indestructible)) (11)
    . . Bladed Edge: Strength-based Damage 3 (Linked; DC 20, Advantages: Improved Critical 2, Penetrating 3)
    . . Holy Fervor: Weaken 5 (Linked; Weakens: Defenses; Resisted by: Will, DC 15; Broad: Defenses)

    Spells of Justice (29)
    . . Divine Blessing (26)
    . . . . Blessed Healing: Healing 6 (Linked; Range: 150/300/600; Increased Range: range)
    . . . . Light of Heart: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round; Range: 150/300/600; Affects Others, Extra Range 2, Increased Range: ranged)
    . . Intervention: (1)
    . . . . Protective Light: Force Field 13 (+13 Toughness; Range: 130/325/650; Affects Others Only, Impervious, Increased Range (ranged); Diminished Range 1, Distracting)
    . . Reckoning: (1)
    . . . . Angelic Force Blast: Blast 12 (Linked; Range 60/120/300; DC 27; Diminished Range 2)
    . . . . Encumbering Guilt: Affliction 12 (Linked; Range 60/120/300; 1st degree: Hindered, Resisted by: Will, DC 22; Increased Range (ranged); Diminished Range 2, Limited Degree 2)
    . . Righteous Fury: (1) 20
    . . . . Flaming Retribution: Strength-based Burst Area Damage 5 (DC 20; Range: 50/ 100/ 250; Stacks with (Mystical Blade: Strength-based Damage 3); Accurate 1 (+2), Increased Range (ranged) [6 extra ranks], Area Burst 1 (30 feet radius sphere), Penetrating 7; Diminished Range 2)

    Offense
    Initiative +4
    Blade of Justice (Bladed Edge): +14 / DC 20
    Blade of Justice (Holy Fervor): +14 /DC 15 Will
    Grab: +8 / DC 12
    Reckoning (Angelic Force Blast): +8 / DC 27
    Reckoning (Encumbering Guilt): +8 / DC 22 Will
    Righteous Fury (Bladed Edge): +10 / DC 25
    Righteous Fury (Flaming Retribution): Dodge DC 15 / DC 20
    Throw: +2 / DC 17
    Unarmed: +8 / DC 17

    Complications
    Motivation: Justice: Committed to destroying evil wherever it can be found
    Responsibility: She is fighting for the League to protect her people.
    Rivalry: Her rebellious sister, Morganna

    Defense
    Dodge 10, Parry 10, Fortitude 8, Toughness 10, Will 8

    Power Points
    Abilities 54 + Powers 53 + Advantages 9 + Skills 17 (34 ranks) + Defenses 17 = 150

Since Riot changed Kayle I figures I would update her
Added her new passive Holy Fervor,
Removed the easily removable from her spells
dropped range attack 4 in favor of just making her range combat skill for her spells in general.
Lowered the power of her basic melee attack from 10 to 6 and lower the power of flames from 12 to 10
biggest change I feel was switching tiring to distracting since it only has about a minute cool down

WanderingMystic
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Uydr

Postby WanderingMystic » Tue Aug 09, 2011 10:51 pm

    Image
    The mystics of Ionia delve into the deepest mysteries of Valoran, pioneering the most inner depths of spirituality. Their adepts are some of the most devout proponents of enlightenment and harmony...but as is always the case, there are those who follow a very different path. Born in a grassy clearing under a red moon, Udyr has always been compelled by the primal drive within him. His will was not untempered, simply undomesticated. As a boy, he toiled on his father's farm, but he felt a much deeper connection with the mustangs that would graze in the distant fields than with the townsfolk who would visit. Oftentimes he was dragged into the house at night with a swat and a scolding when his parents would find him sleeping beneath the stars.

    On the day of his sixteenth birthday, Udyr bade his family farewell and struck a path to the east, determined to shed the trappings of ''civilized'' society. Freed of the shackles of cultural expectations, Udyr tapped into a well of inner ferocity he hadn't known before. His feral senses roiled to the surface and he let them overcome him. It was at this point in his life that Udyr truly lost his humanity. Poachers and travelers who entered his territory did so at terrible risk, and rarely managed to leave it.

    A monk on a long journey passed through his woods one day, and Udyr decided to scare him, leaping from a nearby brush. The monk casually turned and redirected Udyr to one side. Udyr, enraged, tried time and time again to best him, but the monk was unassailable. When Udyr was exhausted, the monk wordlessly beckoned him to follow, and together they walked in silence to the Hirana Monastery. The monks there took him in, and taught him to harness and control his animalistic fury...most of the time.

    Udyr – PL 10

    Abilities
    Strength 4, Stamina 6, Agility 8*/5, Dexterity 2, Fighting 12, Intellect 0, Awareness 4, Presence 1

    Advantages
    Agile Feint, All-out Attack, Assessment, Evasion 1*, Improved Critical: Flaming Fist x2*, Improved Critical: Tiger Claws x4*, Improved Initiative x3*, Instant Up, Move-by Attack, Power Attack, Trance, Uncanny Dodge

    Skills
    Acrobatics 0 (+8*/5), Athletics 8 (+12), Close Combat (Unarmed) 2 (+14), Expertise (Survival) 8 (+8), Insight 4 (+8), Perception 4 (+8), Stealth 0 (+8)

    Powers
    Crushing Blow (8)
    . . Powerful Strike: Strength-based Damage 2 (DC 21; Multiattack; Stacks with Flaming Fist and Tigers Claw)

    Monkey's Agility (3)
    . . Dodge Like a Monkey: Enhanced Agility 3 (+3 Agility; Custom 1: Start at 0 ranks and gain +1 rank per stance switch, max 3)

    Totem Stances (36)
    . . Bear Stance (33)
    . . . . Maul: Affliction 8 (Linked; 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Stunned, Resisted by: Fortitude, DC 18; Linked: with Crushing Blow, Multiattack; Inaccurate 1 (-2); Improved Critical x1)
    . . . . Unbound Movement: (10)
    . . . . . . Jumping: Leaping 2 (30ft jump)
    . . . . . . Running: Speed 2 (120ft per round)
    . . . . . . Trackless Step: Movement 1 (Trackless)
    . . . . . . Unimpeded: Movement 2 (Sure-footed 2)
    . . Phoenix Stance (1)
    . . . . Cleansing Aura: Cloud Area Damage 10 (DC 25, Area Cloud 1 (15ft radius)
    . . . . Flaming Fist: Strength-based Damage 2+2 (DC 23; Multiattack, Secondary Effect; Inaccurate 1 (-2); Improved Critical x2)
    . . Tiger Stance (1)
    . . . . Preternatural Quickness: Enhanced Advantage 3
    . . . . Tigers Claw: Strength-based Damage 4+2 (DC 25; Multiattack, Penetrating 10, Selective; Inaccurate 2 (-4); Improved Critical x4)
    . . Turtle Stance (1)
    . . . . Healing Strike: Regeneration 10 (Linked; Heal 1 per round; Linked: with Crushing Blow, Persistent; Limited: must deal damage to heal))
    . . . . Shield: (23)
    . . . . . . Hard to Crack: Defense Effect 12 (Impervious Fortitude)
    . . . . . . Rolls of my Back: Enhanced Trait 2 (Evasion 1)
    . . . . . . Tortoise Shell: Protection 2 (+2 Toughness; Impervious 8)

    Offense
    Initiative +20*/+8*/+4
    Crushing Blow: +14 / DC 21
    Flaming Fist: +12 / DC 23
    Maul (Stun): +12 / DC 18 Fort
    Maul (Crushing Blow): +12 / DC 23
    Phoenix Aura: Dodge 20 / DC 25
    Tiger Claw: +10 / DC 25

    Complications

    ???
    ???
    ???

    Defense
    Dodge 12*/8, Parry 12, Fortitude 12, Toughness 8, Will 8

    Power Points
    Abilities 68 + Powers 47 + Advantages 8 + Skills 13 (26 ranks) + Defenses 14 = 150
Last edited by WanderingMystic on Fri Aug 12, 2011 10:05 pm, edited 2 times in total.

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Maokai

Postby WanderingMystic » Tue Aug 09, 2011 11:31 pm

    Image
    The twisting magical energies unleashed by mages during the Rune Wars caused an incredible amount of devastation to the natural world. The League was established to control the use of this magic by confining it to the Fields of Justice. By limiting its use to there, they thought that they could prevent it from doing further harm to the environment. It seemed that they were successful until Maokai came into being. During a League match on The Twisted Treeline, Maokai, an ancient oak that stood above the upper jungle, spontaneously roared to life. Ripped from the natural balance by arcane forces, his sentience was forged in chaos. Before the Adjudicators of the League could step in and suppress him, he slew all six champions participating in the match. The scholars of the Arcanum Majoris took a keen interest in him, as they were eager to discover the secrets of his animation.

    Maokai was furious, however. He abhorred the existence was that thrust upon him; he felt it was a corruption of nature. He learned to communicate with people in hopes of finding a way to be returned to his former, true state. Seizing the opportunity, the League offered a trade. They would research a way to revert him so long as he agreed to fight in the League of Legends. Maokai was indifferent to verdicts rendered by the League, but he was eager to punish summoners for their wanton use of magic. He agreed to the terms under one condition: once they learned how to turn him back, they would never animate another tree again. He wears a lantern on the Fields of Justice to set him apart from the other trees, and as a warning to the animals that would do him harm.

    ''I will use this power until I am free of it.''
    - Maokai

    Maokai – PL 10

    Abilities
    Strength 7, Stamina – , Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 2, Presence 1

    Advantages
    All-Out Attack: Twisted Advance*, , Daze: Intimidate, Favored Environment: Forest, Improved Critical: Twisted Advance x3*

    Skills
    Close Combat (Unarmed) 2 (+8), Intimidate 6 (+6), Ranged Combat (Thrown) 10 (+10)

    Powers
    Bark (13)
    . . Tough Hide: Protection 13

    Limb Smash (11)
    . . Twisted Tree: Strength-based Damage 1 (DC 23; Accurate 2 (+4), Multiattack)

    Living Tree (31)
    . . Unnatural Life: Immunity 31 (Aging, Fortitude Effects)

    Sap Magic (6)
    . . Healing Sap: Regeneration 6 (1 every 2 rounds; Persistent; Limited: Must deal damage with Limb Bash)

    Tree Magic (38)
    . . Arcane smash (35)
    . . . . Shockwave: Affliction 10 (Linked; 1st Hindered, Resisted by Fortitude, DC 20; Area: Line 1 (5ft by 60ft), Selective; Limited Effect 2)
    . . . . Forceful Smash: Strength-based Damage 5 (Linked; DC 25; Area: Line 1 (5ft by 60ft), Selective)
    . . Sapling Toss (1)
    . . . . Sapling Explosion: Cloud Area Blast 8 (Linked; DC 23; Area: Cloud 2 (30ft radius); Stacks with Sapling Impact)
    . . . . Sapling Impact: Blast 2+8 (Linked; Range: 100/250/500; DC 25; Diminished Range 1)
    . . Twisted Advance (1)
    . . . . Arcane Slam: Strength-based Damage 5 (Linked; DC 27; All-Out Attack, Improved Critical x3)
    . . . . Cloud of Energy: Teleport 1 (Linked; Range:60ft)
    . . . . Entangling Vines:Snare 12 (Linked: 1st Hindered, Vulnerable, 2nd Disabled, Immobilized, Resisted by Damage, DC 22; Alternate Resistance: Damage, Cumulative, Extra Condition; Limited Degree 1, Reduced Range: Close)
    . . Vengeful Maelstrom (1)
    . . . . Damage Vortex: Regeneration 4 (1 every 2.5 rounds; Range: 40/80/200; Affects others, Area: Burst 2 (60ft radius), Increased Range, Selective; Diminished Range 1, Distracting)
    . . . . Vengeful Explosion: Blast 9 (DC 24; Range: 40/80/200; Area: Burst 2 (60ft radius), Selective; Custom 2: gains 3 ranks per round Damage Vortex is active, Diminished Range 2, Distracting)

    Offense
    Initiative +2
    Arcane Smash (Forceful Smash): Dodge 20 / DC 25
    Arcane Smash (Shockwave): Dodge 20 / DC 25 Fortitude
    Limb Smash: +12 / DC 23
    Sapling Toss (Explosion): Dodge 18 / DC 23
    Sapling Toss (Impact): +10 / DC 25
    Twisted Advance (Arcane Slam): +8 / DC 27
    Twisted Advance (Entangling Vines): +8 / DC 27 Special
    Vengeful Maelstrom: Dodge 19 / DC 24

    Complications
    ???
    ???
    ???

    Defense
    Dodge 7, Parry 7, Fortitude Immune, Toughness 13, Will 10

    Power Points
    Abilities 26 + Powers 99 + Advantages 2 + Skills 9 (18 ranks) + Defenses 14 = 150
Last edited by WanderingMystic on Fri Aug 12, 2011 10:05 pm, edited 2 times in total.

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LoL 3e: Nunu & Willump, together again like never before

Postby JDRook » Wed Aug 10, 2011 6:12 pm

Nunu, The Yeti Rider (& Willump the Yeti)
Image
Freljord is an unforgiving land covered in snow and ice. Travel, especially in the winter, can be very dangerous. The elements often claim even those who have spent their entire lives there. The boy known as Nunu is defined by such tragedy. One day when he was a young child, Nunu rode on his father's back as they returned from a trapping expedition in the mountains. An unexpected blizzard came upon them, forcing them to seek refuge in a cave. The tempest was the worst in countless years, and it lasted for days. Nunu's father left to find food, but he never returned.

The blizzard eventually cleared, and the young child lay dying on the mountainside. Fortunately for Nunu, this was the land of the yetis, who are powerful beasts with whom Nunu's father had secured and arrangement for safe passage. A young yeti boy named Willump found Nunu and brought him home. From then on Nunu was raised by the yetis, whose culture remains a mystery to most Runeterrans. The boy quickly discovered that the seemingly savage creatures were in fact deeply spiritual beings living in harmony with their environment. They are very territorial and unafraid of defending themselves if called upon to do so. The yetis have watched the rest of Valoran, and they can smell the change on the wind. When the League of Legends was formed, the yetis knew they needed a champion. Riding his brother Willump, Nunu became that champion. Those who follow the League know that the boy is mature beyond his years, but, while he appears human, his mind is that of his adoptive kin.

If this is him now, imagine what Nunu will be like when he grows up!

Nunu & Willump - PL 10

Strength 12, Stamina 8, Agility 1, Dexterity 3, Fighting 6, Intellect 1, Awareness 4, Presence 2

Advantages
Accurate Attack, Animal Empathy, Great Endurance, Power Attack, Second Chance: Perception Checks to spot danger

Skills
Close Combat: Unarmed 2 (+8), Expertise: Magic 8 (+9), Insight 5 (+9), Intimidation 4 (+6), Perception 4 (+8), Ranged Combat: Ice Blast 5 (+8)

Powers
Magic Powers
. . Absolute Zero
. . . . Brittle with the Cold: Burst Area Concentration Weaken 5 (Affects: Toughness, Resisted by: Fortitude, DC 15; Burst Area 2: 60 feet radius sphere, Concentration, Linked: Sap the Heat: Concentration Cumulative Burst Area Affliction 10; Custom: Instant Recovery)
. . . . Damage: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere; Limited: Must follow at least one full round of sapping the heat)
. . . . Sap the Heat: Concentration Cumulative Burst Area Affliction 10 (1st degree: Impaired, Hindered, 2nd degree: Disabled, Immobile, Resisted by: Fortitude, DC 20; Burst Area 2: 60 feet radius sphere, Concentration, Cumulative, Extra Condition; Instant Recovery, Limited Degree, Side Effect 2: always - Fully Immobile and Defenseless while active, Tiring)
. . Boil & Consume
. . . . Blood Boil: Enhanced Trait 10 (Traits: Athletics +18 (+30), Advantages: Favored Environment: Blood Boil; Affects Others, Increased Range: ranged; Fades)
. . . . Consume
. . . . . . Bite (Linked; Alternate Resistance: Fortitude)
. . . . . . Healing: Healing 12 (Linked; Limited: Self Only)
. . Ice Blast
. . . . Freezing: Affliction 11 (Linked; 1st degree: Impaired, Hindered, 2nd degree: Disabled, Immobile, Resisted by: Fortitude, DC 21; Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Ice Ball Impact: Damage 11 (Linked; DC 26; Increased Range: ranged)
Yeti Ruggedness
. . Immunity: Immunity 1 (Environmental Condition: Cold)
. . Protection: Protection 6 (+6 Toughness)

Offense
Initiative +1
Brittle with the Cold: Burst Area Concentration Weaken 5 (DC Fort 15)
Damage: Burst Area Damage 10 (DC 25)
Freezing: Affliction 11, +8 (DC Fort 21)
Grab, +6 (DC Spec 22)
Ice Ball Impact: Damage 11, +8 (DC 26)
Sap the Heat: Concentration Cumulative Burst Area Affliction 10 (DC Fort 20)
Throw, +3 (DC 27)
Unarmed, +8 (DC 27)

Languages
Native Language

Defense
Dodge 2, Parry 6, Fortitude 8, Toughness 14, Will 6

Power Points
Abilities 74 + Powers 54 + Advantages 5 + Skills 14 (28 ranks) + Defenses 3 = 150


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:arrow: Finally back in action! WanderingMystic has been putting me to shame cranking out Champions like there's no tomorrow and still maintaining a high standard of quality. We've each done over 10 Champs apiece, but since a few of them are restats, this will officially be the 20th Champ posted. To celebrate this momentous occasion, I finally get out my favourite tanky support character(s), Nunu & Willump!
:arrow: First of all, I think it's an absolute crime how Willump, the Yeti behind--or rather beneath--the Yeti Rider gets so little credit for all he does. Nunu just sits up there and soaks up all the glory, even though you can barely make him out flopping around on Willump's shoulders half the time. It is my fervent hope that this post will encourage others to appreciate this humble yeti.
:arrow: Seriously, though, these two are the best duo in the League, tighter than Batman & Robin, which made for the first big decision about statting them up: do I make them two characters, which is the logical way they'd work as PCs, or do I make them one big gestalt character, which is essentially how they work in-game. I chose to go with the latter for simplicity, but may try doing a hero+sidekick build in future.
:arrow: I used both the Powerhouse and Mystic as a base, blending their basics together and shaving away quite a bit to make them fit PL and point limits. In the end I dropped Nunu's Intellect quite a bit to keep his Awareness up, for a more shamanistic feel to his magic discipline. Willump's a little low in the Fortitude department as well, but the cold Immunity feels like it helps that somewhat.
:arrow: Skills and Advantages are mostly based around survival and wilderness skills, with a little bit of magic tossed in. The Second Chance: Perception was the only real concession I made to the fact they're two people with separate sets of senses.
:arrow: Blood Boil & Consume were two inexpensive powers I put into one slot in that way that I do. Blood Boil is a movement and attack speed buff that lasts a relatively long time, and works on yourself and your target at the same time, making it great for teamwork. I simulated the buff with a fading Athletics Boost and a Favored Environment bonus based on having Blood Boil in effect. (I'd seen some characters on ATT with FE: Stealthed, which gave me the idea.) Consume is a close range bite that also give a big heal, essentially eating your target, only in chunks instead of all at once like Cho'gath. It also does "true" damage, which in-game means it is unaffected by armor or magic resistance. I attempted to simulate this with Alternate Resistance: Fortitude, which is how they do the new Crimson Avenger's cursed pistols in DCA H&V.
:arrow: Ice Blast is relatively straightforward and incredibly effective in-game, doing damage and slowing targets down in the equal-yet-opposite way that Blood Boil speeds them up. I'm tempted to make the Freezing and Damage effect different ranks with different attack bonuses to keep them matching PLs, but I'm not sure if it would work properly. I'll probably come back to that.
:arrow: Absolute Zero is arguably the most iconic ultimate in the League, so I wanted to make sure I did it justice. The overall effect is Nunu (& Willump) standing completely still and generating a huge area of cold around them, slowing everyone inside it, and then inflicting a big chunk of damage depending on how long the cold is maintained. (Incidentally, if there's a way to fire it early in-game, I don't know what it is. :P ) Originally I just had an extra big area on Damage and a Freezing Affliction, with the Damage flawed to go off after the freezing went at least a round. The trick is that since they're both AoE, they're PL limited at 10, which seemed a little lame for the power. So I fiddled for a bit, realized that the affliction really had an Instant Recovery, and with the extra points built the Weaken Toughness aspect (also with Instant Recovery) to give AbZero the potential to do much more damage . . . provided Nunu is prepared to be a sitting duck for several rounds. Feels good.
Last edited by JDRook on Wed Aug 10, 2011 9:31 pm, edited 1 time in total.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: LoL 3e: Nunu & Willump, together again like never before

Postby Murkglow » Wed Aug 10, 2011 6:19 pm

JDRook wrote:. . . . Blood Boil: Enhanced Trait 11 (Traits: Athletics +20 (+32), Advantages: Favored Environment: Blood Boil; Affects Others, Increased Range: ranged; Fades)


Your total skill modifier (which includes not only the skill ranks but also your stat modifier and so on) is capped at PL+10. This is quite a bit above that (+32 would be a PL22 total :wink:). I think it would probably be simpler (and cheaper) to just use Speed/Leaping anyway. Just a thought.

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Re: LoL 3e: More Champs! Trundle, Dr. Mundo, new Kayle, etc

Postby JDRook » Wed Aug 10, 2011 9:47 pm

Yeah, I didn't really notice that until I was finishing up, and I thought I'd attempt to ignore it. :P As I mentioned in my design notes, LoL is relatively low speed to keep it strategic, and using Athletic boosts instead of plain ol' Speed felt right for concept. Also, Fading Athletics makes for an excellent timer for the effect. This particular build makes it funny since a) the boost lasts a really long time (15 seconds ingame, which I figure equates to at least a full minute of DCA combat) and b) Willump is really strong, so his base Ath is already pretty high. It's like wanting good Deflect for a PC who already has a high Stamina so his Toughness nerfs it.

I suppose I could just lower the Ath Boost on Boiling Blood to 8 and let that handle it. Or like you suggest, use Speed and . . . make it Unreliable so it last 5 rounds or some custom modifier similar to that. I'll come back to this.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: LoL 3e: More Champs! Trundle, Dr. Mundo, new Kayle, etc

Postby WanderingMystic » Wed Aug 10, 2011 11:57 pm

Real love Nunu, in our game there is the Grungy version living in the town dump

The only Change I will be making for our game is retooling all of Boil and Consume

My version:
. . Boil & Consume
. . . . Blood Boil: 22
. . . . . . Blood Rage: Enhanced Trait 6 (Traits: Athletics +8 (+20), Advantages: Improved Initiative x2; Affects Others, Increased Range: ranged)
. . . . . . Hot Blooded: Speed 2 (120 ft per round; Affects Others)
. . . . Consume: 22
. . . . . . Bite: Strength Based Damage 0+12 (Linked; Alternate Resistance: Fortitude)
. . . . . . Om Nom, Nom: Regeneration 10 (Linked; Persistent; Source: Must deal damage with Bite)

I changed healing to Regeneration because I personally prefer how it works.
Changed the Blood Boil slightly to met power caps, the speed 2 buff lets him move quicker but not at ridiculous speeds, and I felt that Improved Initiative fit better than Favored Environment (and I would not allow that to work as you wrote it, far to easy of a way to break PL imho)

on another note I am afraid that I have limited Trundles and Maokai's Skills and advantages but i was stumped at what else seemed apropriate

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Warwick

Postby WanderingMystic » Fri Aug 12, 2011 6:50 pm

    Image
    Warwick counted himself amongst the most powerful and revered men in his home city-state of Zaun. Over the course of his infamous career as an alchemist, Warwick won many honors for his craft, not the least of which was a lucrative offer for service in the Noxian military during their campaigns against Ionia. Sequestered in his labs far from the front lines, Warwick and his apprentice Singed toiled relentlessly to manufacture all manner of appalling concoctions for the Noxian army. So potent was his art that even the greatest of Ionia's healers - under the leadership of the Starchild Soraka - struggled to combat the poisons and chemical weapons generated by his despicable mind. Warwick's reign of terror grew so horrific that his very name became a curse in the eyes of his Ionian foes, and they began referring to him only as ''the Deathmaker.''

    But even one under the protection of the Noxian High Command is not wholly beyond the reach of retribution. For as Soraka strode across the myriad of death and destruction left in the wake of one of Warwick's chemical attacks, her heart finally gave way. She called down the wrath of the cosmos on Warwick, wishing that his form should mirror the cruelty in his heart - a curse that would come at the price of her aspiring divinity. Within his laboratory, a terrible thirst took hold over Warwick. As his apprentice looked on in horror, Warwick threw open the doors to his bastion and sprinted off towards parts unknown, a bloodcurdling howling marking his passage. He had become a werewolf; a wild, murderous beast. Today, the Blood Hunter fights for Noxus within the League of Legends... thankful of the curse that his now-mortal enemy bestowed upon him.

    ''The rage of the beast now compliments his predatory spirit.'' -- Singed, the Mad Chemist, upon witnessing his master's transformation

    Warwick - PL 10

    Abilities
    Strength 6, Stamina 6, Agility 4, Dexterity 0, Fighting 10, Intellect 0, Awareness 2, Presence 1

    Advantages
    Agile Feint, Evasion, Great Endurance, Improved Critical: Wolf's Maw x1*, Inspire 3*, Power Attack


    Skills
    Acrobatics 6 (+10), Athletics 6 (+12), Close Combat: Unarmed 4 (+14), Expertise: Alchemy 4 (+4), Intimidation 12 (+13), Perception 8 (+10)

    Powers

    Blood Hunter
    (18)
    . . Hunters Call (16)
    . . . . Blood Rush: Enhanced Trait 5 (Advantage: Inspire 3, Improved Initiative 2)
    . . . . Chilling Fear: Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 20; Perception Area; Limited Degree)
    . . . . Inspiring Howl: Enhanced Trait 1 (Advantage: Improved Initiative 1; Affects others only)
    . . Infinite Duress (1)
    . . . . Pounce: Leaping 3 (Leap 60 feet at 16 miles/hour)
    . . . . Savage Rending: Strength-based Damage 2+0 (DC 23; Multiattack; Inaccurate 1 (-2))
    . . . . Suppress Target: Affliction 10 (1st degree: Hindered, Dazed, 2nd degree: Immobile, Stunned, Resisted by: Fortitude, DC 20; Extra Condition, Increased Duration 2: sustained; Instant Recovery, Limited Degree, Tiring)
    . . Wolf's Maw (1)
    . . . . Hungering Strike: Strength-based Damage 4 (DC 25; Reach (melee) 8: 40 ft; Improved Critical x1)
    . . . . Consume: Regeneration 4+6 (1 every round; Source: Must deal damage)

    Blood Scent: Speed 2 (120ft per round; Custom: Must smell blood of injured enemy)

    Eternal Thirst: Regeneration 4 (1 every 2.5 rounds; Source: must attack to heal)

    Werewolf (27)
    . . Sharp Claws: Strength Based Damage 0 (DC 21; Accurate Attack 1 (+2), Multiattack, Stacks with Savage Rending, Penetration 6)
    . . Thick Skin
    . . . . Impervious Defense: Impervious Toughness 10 (Limited: Not versus magical or silver weapons)
    . . . . Protection: Protection 4 (+4 Toughness)
    . . Wolf Senses: Senses 7 (Acute: Scent, Danger Sense: Scent, Extended 1: Scent, Low-light Vision, Tracking 2: Scent, Ultra-hearing)

    Offense
    Initiative +12*/+4
    Grab: +10 / DC Spec 16
    Hungering Strike: +10 / DC 25
    Hunter's Call (Chilling Fear): Perception / DC Will 20
    Infinite Duress (Savage Rending): +12 / DC 23
    Infinite Duress (Suppress Target): +10 / DC Fort 20
    Sharp Claws: +14 / DC 21
    Throw: +0 / DC 21
    Unarmed: +14 / DC 21

    Defense
    Dodge 10, Parry 10, Fortitude 12, Toughness 10, Will 8

    Power Points
    Abilities 58 + Powers 48 + Advantages 4 + Skills 20 (40 ranks) + Defenses 18 = 150

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Cho'Gath

Postby WanderingMystic » Fri Aug 12, 2011 9:56 pm

    Image
    There is a place between dimensions, between worlds. To some it is known as the Outside, to others it is the Unknown. To those that truly know, however, it is called the Void. Despite its name, the Void is not an empty place, but rather the home of unspeakable things - horrors not meant for minds of men. Cho'Gath is a creature born of the Void, a thing whose true nature is so awful most will not speak its name. Its fellows have been poking at the walls that divide dimensions for a crack, a way into Runeterra, where they can visit their own personal paradise of horror upon the world. They are called the Voidborn, creatures so ancient and terrible that they have been removed from history altogether. It is rumored that the Voidborn command vast armies of unspeakable creatures on other worlds, that they were once driven from Runeterra by powerful magic lost to antiquity.

    If such tales are true, then the rumors that follow must be equally true - that one day, the Voidborn will return. Even now, something dark stirs in Icathia, perverting the summoning rituals of the League to allow the presence of Cho'Gath. It is an alien creature of malice and violence, a thing that causes all but the most stalwart to cringe in fear. Cho'Gath even appears to feed on its predations, growing and swelling as it gorges itself. Worse yet, the creature is intelligent, perhaps greatly so, making most wonder how such a monster could be contained. Fortunately, the power of the League's summoning has confined Cho'Gath's presence exclusively to the League of Legends. It is here that summoners use Cho'Gath's Voidborn abilities to help decide the fate of Runeterra. The Terror of the Void knows what fate it would choose for Runeterra, given half the chance.

    Woe betide the day when Cho'Gath grows weary of the League.

    Cho'Gath - PL 10

    Abilities
    Strength 5/11, Stamina 6/12, Agility 6, Dexterity 1, Fighting 6, Intellect 0, Awareness 4, Presence 5

    Advantages
    Close Attack 4, Daze (Intimidation), Fearless, Great Endurance, Improved Critical: Engulf x4*, Improved Grab*, Startle

    Skills
    Intimidation 12 (+17/+20), Perception 3 (+7), Stealth 5 (+11/+5)

    Powers
    Spells (32)
    . . Feast (6)
    . . . . Engulf: Strength Based Damage 5 (DC 25; Alternate Resistance Fort; Improved Critical x4)
    . . . . Swallow: Growth 6 (+6 STR, +6 STA, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size category; Custom (Grow 2 rank per eaten target))
    . . Feral Scream (30)
    . . . . Silencing: Cone Area Nullify: Magic 10 (Linked; Resisted by: Fortitude, DC 20; Area: Cone 1 (30 feet cone), Broad, Simultaneous; Limited: Half Area, Reduced Range: Close)
    . . . . Terrible Scream: Cone Area Damage 10 (Linked; DC 25; Cone Area (30 feet cone); Limited: Half Area)
    . . Rupture (1)
    . . . . Spikes: Burst Area Blast 10 (Linked; 100/250/500ft; DC 25; Area: Burst 1 (30 feet radius sphere), Triggered 1: Goes off next round; Diminished Range 1)
    . . . . Slow: Burst Area Affliction 10 (Linked; 100/250/500ft; 1st degree: Hindered, Dazed, Resisted by: Fortitude, DC 20; Area: Burst 1 (30 feet radius sphere), Extra Condition, Increased Range: ranged, Triggered 1: Goes off next round; Diminished Range 1, Limited Degree 2)

    Voidborn Physiology (24)
    . . Carnivore: Healing 1 (Persistent, Reaction 3 (reaction); Custom 2 (Self only; Must kill unit))
    . . Chitinous Exoskeleton: Protection 3 (+3 Toughness)
    . . Claws & Teeth: Strength-based Damage 3 (DC 23; Accurate 1 (+2))
    . . Extra Arms and Tail: Extra Limbs 3 (3 extra limbs, Advantages: Improved Grab)
    . . Senses: Senses 2 (Darkvision)
    . . Vorpal Spikes: Line Area Damage 8 (DC 23; Line Area (5 feet wide by 30 feet long), Limited: Half Area)

    Offense
    Initiative +6
    Claws & Teeth: +10(6*) / DC 23(29*)
    Engulf: Strength-based Damage 5, +10(4*) / DC 25(31*)
    Feral Scream (Terrible Scream): Dodge 20 / DC 25
    Grab, +10 / DC Spec 15/(22*)
    Rupture (Spikes): Dodge 20 / DC 25
    Rupture (Slow): Dodge 20 / DC 20 Fortitude
    Throw: +1 / DC 20/(26*)
    Vorpal Spikes: Dodge 18 / DC 23

    Complications
    Hatred: Disgusted with the creatures of this dimension
    Weakness: The sunlight! IT BURNS!

    Defense
    Dodge 9/6, Parry 9/6, Fortitude 6/12, Toughness 8/14, Will 8

    Power Points
    Abilities 64 + Powers 56 + Advantages 8 + Skills 10 (20 ranks) + Defenses 12 = 150

note this build uses our house rule that line effects are 60ft long so I was able to slap on limited 1/2 area if I didnt then i would use line area strength based damage +2 [line area +5 ranks] and steal the point from intimidate

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Re: LoL 3e: More Champs! Trundle, Dr. Mundo, new Kayle, etc

Postby JDRook » Sat Aug 13, 2011 11:21 am

WanderingMystic wrote:Real love Nunu, in our game there is the Grungy version living in the town dump

The only Change I will be making for our game is retooling all of Boil and Consume

My version:
. . Boil & Consume
. . . . Blood Boil: 22
. . . . . . Blood Rage: Enhanced Trait 6 (Traits: Athletics +8 (+20), Advantages: Improved Initiative x2; Affects Others, Increased Range: ranged)
. . . . . . Hot Blooded: Speed 2 (120 ft per round; Affects Others)
. . . . Consume: 22
. . . . . . Bite: Strength Based Damage 0+12 (Linked; Alternate Resistance: Fortitude)
. . . . . . Om Nom, Nom: Regeneration 10 (Linked; Persistent; Source: Must deal damage with Bite)

I changed healing to Regeneration because I personally prefer how it works.
Changed the Blood Boil slightly to met power caps, the speed 2 buff lets him move quicker but not at ridiculous speeds, and I felt that Improved Initiative fit better than Favored Environment (and I would not allow that to work as you wrote it, far to easy of a way to break PL imho)

on another note I am afraid that I have limited Trundles and Maokai's Skills and advantages but i was stumped at what else seemed apropriate


I do like Nunu's Sesame Street look. :)

Healing and Regen are just two different ways to recover damage, but how the power works is still the decision maker. Warwick and Nasus both have small heals from combat based events that are relatively continuous, so making them Regen with a Source makes their healing cheaper to build and simpler to play. By contrast Nunu's Consume is a huge heal tied to a less common action, and Healing can potentially remove several -1 Toughness penalties at once with a good roll, so I thought it would work better.

The rest works really well, though. I realize Blood Boil lasts so long between refreshes that it's probably easier to put no time limit on it. As written, it's also Sustained, so stunning Nunu or his boil-buddy would temporarily deactivate it.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: LoL 3e: More Champs! Trundle, Dr. Mundo, new Kayle, etc

Postby WanderingMystic » Sat Aug 13, 2011 5:19 pm

JDRook wrote:I do like Nunu's Sesame Street look. :)

Healing and Regen are just two different ways to recover damage, but how the power works is still the decision maker. Warwick and Nasus both have small heals from combat based events that are relatively continuous, so making them Regen with a Source makes their healing cheaper to build and simpler to play. By contrast Nunu's Consume is a huge heal tied to a less common action, and Healing can potentially remove several -1 Toughness penalties at once with a good roll, so I thought it would work better.

The rest works really well, though. I realize Blood Boil lasts so long between refreshes that it's probably easier to put no time limit on it. As written, it's also Sustained, so stunning Nunu or his boil-buddy would temporarily deactivate it.


That makes sense I had never thought about it like that. In general I have felt that Healing especially at higher ranks is a bit powerful because you can heal multiple wounds. I can see using it really powerful effect however.

I have received good news from my GM, I get to put any champions I want into our world.
Right now we have Corporate Mundo as the CEO of the company funding our Hero Team
Grungy Nunu living in the dump
Tango Twisted Fates as a Casino Black Jack dealer
Invader Heimerdinger as an Alien kept secret by the government after he crash landed in Roswell
Vandal Vladimir as the head of a Biker Gang
Several Work in the club "Burns Like Hell" an interdenominational bar
Vizier Malzahar works as the second in command
Gentleman Chogath can be found often drinking there

For all my alternate skins I have changed the names of all the powers so they are thematically appropriate. I have also changed a few small skills and advantages like Gentleman Chogath replacing his Intimidation for Deception, Mundo getting Business knowledge instead of Biology.

In addition to all of this our Gm has decided to add a Noxian Summoner as a villain for our group, so I have to get lots of the more Evil champions for him.

The lst additioon to our game is Free Week: every game i randomly role to determine 1-2 addition champions our summoner has avalibal to summon

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Joined: Mon Mar 21, 2011 8:36 pm

Heimerdinger

Postby WanderingMystic » Sat Aug 20, 2011 10:28 pm

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    It is unusual to see yordles outside of Bandle City, but the lure of science was something Heimerdinger could not resist. By the time he'd completed his third doctorate, he had already become the greatest of all yordle scientists and there was little his home could still offer him. The great academies of Piltover far to the north called to him, daring him to make his mark in the City of Progress. Knowing he would never thrive away from his own kind, Heimerdinger gathered like-minded yordles to join him in his quest, thus forming the backbone of the now famous Yordle Academy of Science & Progress. Since then, he has become one of the most respected minds of the modern age and his academy is one of the leading institutions in all of Valoran.

    Heimerdinger has pioneered many new scientific achievements, delving deeper and deeper into the field of techmaturgy, including the development of the now ubiquitous star-rods that light many of the streets of the city-states. However, there is something strange about the Revered Inventor. In his quest to expand knowledge, he underwent an experiment of his own design to allow him to use a greater portion of his brain simultaneously. It most certainly worked, but at an unusual cost - Heimerdinger's brain increased in size. His head changed along with it and now the great scientist looks like a yordle with a giant brain-shaped head. Heimerdinger has turned his attentions to the current state of war on Valoran, however, and works to rectify what he considers is an unacceptable situation. Heimerdinger believes that science is the key to saving the world. Much more, he has rolled up his sleeves and is out to prove this as a member of the League of Legends - most definitely as the League's smartest champion!

    Science is on the march. Look out!

    Heimerdinger – PL 10

    Abilities
    Strength -2, Stamina 2, Agility 0, Dexterity 3, Fighting 0, Intellect 7, Awareness 6, Presence 0


    Advantages
    Benefits: Status, Eidetic Memory, Improved Critical: H-28G Evolution Turret x2*, Improved Critical: Hextech Micro-Rockets x3*, Inventor, Range Combat 8, Skill Master: Expertise: SCIENCE!!!, Skill Mastery: Technology

    Skills
    Expertise: SCIENCE!!! 8 (+15), Insight 2 (+8), Investigation 4 (+11), Perception 2 (+8), Ranged Combat: Turret 4* (+15), Technology 8 (+15), Vehicles 4 (+7)

    Powers
    Gizmos (21)
    . . CH-1 Concussion Grenade (Easily Removable): (19)
    . . . . Explosion: Burst Area Blast 10 (Range: 100/250/500; DC: 25; Area: Burst 1 (30ft radius); Diminished Range 1, Inaccurate 1 (-2))
    . . . . Stunning Hit: Affliction 10 (Range: 100/250/500; DC: 20; Diminished Range 1; Inaccurate 1 (-2), Instant Recovery)
    . . Hextech Micro-Rockets(Easily Removable): (1)
    . . . . Explosive Rocket: Blast 10 (Range: 100/250/500; DC 25; Penetrating 10, Diminished Range 1, Inaccurate 1 (-2); Improved Critical: Hextech Micro-Rockets x3)
    . . Wrench (Easily Removable): (1)
    . . . . This will Fix it: Damage 6 (DC: 21; Accurate 7 (+14), Multiattack, Penetrating 6, Selective)

    H-28G Evolution Turret (Easily Removable) (34)
    . . Armor Disintegration: Weaken 5 (Range: 50/125/250; DC 15 vs Fort; Increased Duration 2: Sustained, Indirect, Multiattack; Diminished Range 1)
    . . Blaster: Blast 1+4 (Range: 50/125/250; DC 20; Increased Duration 2: Sustained, Indirect, Multiattack; Diminished Range 1)
    . . Splash: Burst Area Blast 4 (Range: 50/125/250; DC 19; Area: Burst 1 (30ft radius), Increased Duration 2: Sustained, Indirect; Diminished Range 1)
    . . Tracking System: Enhanced Trait 2 (Ranged Attack: Turret 4(+15); Improved Critical: H-28G Evolution Turret x2)

    Personal Force Field (Removable): (6)
    . . Impenetrable Field: Enhance Fortitude 4
    . . Protective Aura: Protection 4

    Techmaturgical Repair Bots (Removable): (8)
    . . Fix anything: Regenerate 2 (1 every 5 rounds; Affects Objects, Area: Burst 2 (60ft radius), Selective)

    UPGRADE!!! (8)
    . . CH-1 Concussion Grenade (Easily Removable): (6)
    . . . . Blinding Blast: Burst Area Affliction ((Range: 100/250/500; Area: Burst 1 (30ft radius); Diminished Distracting, Range 1, Sense Dependent: Visual)
    . . H-28G Evolution Turret (Easily Removable) (1)
    . . . . Blue Turret: Affliction 5 (Range: 50/125/250; DC 15 vs Fort; Increased Duration 2: Sustained, Increased Range: Ranged, Indirect, Multiattack; Diminished Range 1, Limited Degree x2, Tiring)
    . . Hextech Micro-Rockets (Easily Removable): (1)
    . . . . Five Rockets: Damage Effect 10 (Multiattack, Selective, Distracting)

    Defense
    Dodge 3, Parry 3, Fortitude 6, Toughness 6, Will 14

    Power Points
    Abilities 32 + Powers 77 + Advantages 13 + Skills 14 (28 ranks) + Defenses 14 = 150

This is my attempt at Heimerdinger I dont know if I feel all that comfortable with this build, it mostly stick true to the LoL version except with his grenade.

1: I made just about everything of his a device, this feels a little cheep how ever I think it fit Heimerdinger's character

2: Turret: I put this out of the array so you could leave it up. It is only a PL 5 so the fact that it is a free action dosnt feel that OP but I will have to wait until I can see it in game.
Now I believe that i did this right, the sustained duration should allow the turrets to stay in place once activated and attack every round. This might be better served by the triggered extra so it fires at enemy in range every round for x number of rounds.

3: UPGRADE looks good but I did have to put eh blinding effect from the grenades into this power so they can be afforded and so the grenades has some perk if you used this power for them.

4: Defenses: Ouch, this is my main concern talk about a glass cannon, not only can he not take a hit, but he cant avoid one as well


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