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

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prodigyduck
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Re: Prodigy Duck 3e Bestiary Builds (Spectre, Sphinx)

Post by prodigyduck » Mon Sep 12, 2011 9:41 pm

Half-orcs are their own race in my games. I don't want to have to explain an entire race of rape-babies.
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Re: Prodigy Duck 3e Bestiary Builds (Spiders)

Post by prodigyduck » Tue Sep 13, 2011 3:41 pm

Image

SPIDER
Spiders are found all over the world. They are arachnids that come in a variety of shapes, sizes, and colorations. Spiders are characterized by their eight-legged bodies and ability to spin webs of silk in which they capture their prey and feed upon their still-living bodies.

In a fantasy world, spiders can reach impossibly massive sizes, being larger than human and sometimes even bigger than whales. These monstrous spiders retain the characteristics and mannerisms of their smaller cousins, but are far more dangerous in that they can feed upon much larger prey.

Some spiders build giant webs to capture their prey. These creatures lie in wait for food to come to them. Other spiders are active hunters, stalking their territory for any living creature within the area. There are even breeds of spiders that live within small burrows and grab prey as it walk near the trapdoor entrances of the spider’s lair.
GIANT SPIDER (PL 2)

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

POWERS
Eight Legs:
Extra Limb 5 (Innate) – 6 points
Poison Bite: Weaken Strength 2 (Resisted by Fortitude; Linked to bite, Progressive) – 6 points
Spider-Climbing: Enhanced Athletics 8 (Limited to climbing), Movement 2 (Wall-Crawling 2) – 6 points
Spider Senses: Senses 8 (Darkvision, Tremorsense [Accurate, Penetrates Concealment, Radius, Ranged Touch]) – 8 points

ADVANTAGES
Benefit (uses Agility for Climb checks), Grabbing Finesse

SKILLS
Athletics 0 (+0, +11 climbing), Perception 4 (+4), Stealth 4 (+7)

OFFENSE
Initiative
+3
Bite +1 (Close, Damage 0 plus Weaken 2)
Unarmed +1 (Close, Damage 0)

DEFENSE
Dodge
3, Parry 1, Toughness 1
Fortitude 4, Will 0

POINTS
Abilities -6 + Advantages 2 + Defenses 3 + Powers 26 + Skills 4 = 29 Total

COMPLICATIONS
Disability:
Spiders are mute and have no hands.
This is the basic giant spider, which is a web-spinner. Some spiders capture prey by spinning giant webs. Others actively hunt their prey. To simulate these different creatures, use the following traits:

Hunting Spider
Hunting spiders have the following traits:

Leaping: Enhanced Athletics 8 (Limited to jumping) – 2 points
Perceptive: Enhanced Perception 4 – 2 points

Web-Spinning Spider
Web-spinning spiders have the following traits:

Web Ambush: Enhanced Stealth 4 (Limited to while in webs) – 1 point
Web-Spinning: Array (6 points)
Web Building: Create 2 (Continuous) – 6 points
Web Net: Ranged Affliction 2 (Hindered and Vulnerable / Defenseless and Immobilized; Resisted by Dodge; Cumulative, Extra Condition, Limited to Two Degrees) – 1 point
SPIDER SWARM (PL 2)

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

POWERS
Distraction:
Burst Area Affliction 1 (Hindered and Impaired; Resisted by Will; Extra Condition, Instant Recovery, Limited to One Degree, Reaction); Linked to Burst Area Damage 1 (Reaction) – 9 points
Poison Bite: Weaken Strength 1 (Resisted by Fortitude; Linked to distraction, Progressive) – 3 points
Spider-Climbing: Enhanced Athletics 8 (Limited to climbing), Movement 2 (Wall-Crawling 2) – 6 points
Spider Senses: Senses 8 (Darkvision, Tremorsense [Accurate, Penetrates Concealment, Radius, Ranged Touch]) – 8 points
Swarm: Immunity 60 (Bludgeoning, Piercing, Slashing); Insubstantial 1 – 65 points

ADVANTAGES
Benefit (uses Agility for Climb checks), Grabbing Finesse

SKILLS
Athletics 0 (-5, +11 climbing), Perception 4 (+4), Stealth 4 (+8)

OFFENSE
Initiative
+3
Swarm Area (Close, Affliction 1 plus Damage 1 plus Weaken 1)

DEFENSE
Dodge
3, Parry 1, Toughness 0
Fortitude 3, Will 0

POINTS
Abilities -18 + Advantages 2 + Defenses 3 + Powers 91 + Skills 4 = 82 Total

COMPLICATIONS
Disability:
Spiders are mute and have no hands.
A spider swarm is a mass of thousands of diminutive spiders. These creatures crawl over anything in their path, biting and webbing anything they encounter.
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Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Spiders)

Post by Jabroniville » Wed Sep 14, 2011 3:45 am

Nothing says "Awesome" to me quite like taking a real-world animal and either A) Merging it with other stuff (Centaur, Minotaur, Owlbear) or B) making it SUPER FREAKING HUGE. Giant Spiders exhibit nearly everything that scares the crap out of people, and can be amped to nearly any level and still be scary. A one-foot spider would make me pee my pants, and then think of one the size of a VW Beetle.

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Re: Prodigy Duck 3e Bestiary Builds (Spiders)

Post by death tribble » Wed Sep 14, 2011 5:34 am

If anyone notices a lot of drool or venom on the last Prodigy Duck post, that is Lolth's fault. And then Jabroniville had to mention a spider the size of a VW. SIGH.

Insane goddesses, what can you do ?

To confirm to Prodigy Duck, yes she was pleased.
Dangerous when cute

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Re: Prodigy Duck 3e Bestiary Builds (Spiders)

Post by Darzoni » Wed Sep 14, 2011 8:55 am

I sometimes wonder if giant spiders have internal skeletons to support their weight...

... then I realize we're talking about a world with magic and elves. Who cares? That said- giant monstrous spiders. *shudder* Though it'd be kind of cool to ride a giant wolf spider into battle. Nice work, Prodigy Duck.
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Re: Prodigy Duck 3e Bestiary Builds (Spiders)

Post by prodigyduck » Thu Sep 15, 2011 11:30 pm

Image
Gonna go eat me some Nautilus crewmen...


SQUID
Squid are a breed of marine cephalopods with eight arms and two longer whips arranged in pairs. They are voracious predators that feed on anything smaller than themselves.

SQUID (PL 5)

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

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation – Aquatic) – 5 points
Ink Cloud: Burst Area Visual Concealment 4 (Attack, Limited to while underwater) – 12 points
Jet: Enhanced Swimming 2 (Fades) – 1 points
Tentacles: Extra Limbs 5 (Innate) – 6 points
Thick-Skin: Protection 3 – 3 points
Squid Senses: Senses 1 (Low-Light Vision) – 1 point
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 3 (4 mph) – 5 points

ADVANTAGES
Close Attack 1, Great Endurance, Fast Grab, Favored Environment (underwater), Improved Grab, Improved Hold

SKILLS
Athletics 0 (+2, +10 swimming), Perception 4 (+5)

OFFENSE
Initiative
+3
Unarmed +3 (Close, Damage 2)

DEFENSE
Dodge
6, Parry 5, Toughness 3
Fortitude 3, Will 2

POINTS
Abilities 0 + Advantages 6 + Defenses 10 + Powers 33 + Skills 2 = 51 Total

COMPLICATIONS
Aquatic:
A squid cannot survive long when removed from water.
Disability: Squid are mute. Their tentacles offer limited manipulation.
Squid are known to be aggressive predators and are more feared than sharks in some areas of the world.
GIANT SQUID (PL 9)

Strength
8, Stamina 4, Agility 3, Dexterity 1
Fighting 9, Intellect -5, Awareness 1, Presence -4

POWERS
Aquatic:
Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation – Aquatic) – 5 points
Huge Body: Growth 8 (Innate, Permanent; -4 active defenses included), Protection 2 – 19 points
Ink Cloud: Burst Area Visual Concealment 4 (Attack, Limited to while underwater) – 12 points
Jet: Enhanced Swimming 2 (Fades) – 1 points
Tentacles: Extra Limbs 5 (Innate) – 6 points
Squid Senses: Senses 1 (Low-Light Vision) – 1 point
Strong Swimmer: Enhanced Athletics 8 (Limited to swimming), Swimming 3 (4 mph) – 5 points

ADVANTAGES
Diehard, Great Endurance, Fast Grab, Favored Environment (underwater), Improved Grab, Improved Hold

SKILLS
Athletics 0 (+8, +16 swimming), Perception 8 (+9)

OFFENSE
Initiative
+3
Unarmed +9 (Close, Damage 8]

DEFENSE
Dodge
7, Parry 9, Toughness 6
Fortitude 12, Will 5

POINTS
Abilities 2 + Advantages 6 + Defenses 24 + Powers 49 + Skills 4 = 85 Total

COMPLICATIONS
Aquatic:
A giant squid cannot survive long when removed from water.
Disability: Giant squid are mute. Their tentacles offer limited manipulation.
Infamy: Giant squid are feared as voracious monsters that eat anything and everything they encounter. Only when they have exhausted the local food supply do they move on to new hunting grounds.
Giant squid are terrifying monstrosities that are known to attack fully-growth whales and feed upon their carcasses. These beasts will often attack ships, plucking unfortunate sailors from the deck and dragging them into their snapping beak-like mouths.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Squid)

Post by prodigyduck » Thu Sep 15, 2011 11:35 pm

Image

STIRGE (PL 4)

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

POWERS
Blood Drain:
Weaken Stamina 1 (Resisted by Fortitude; Concentration, Grab-Based, Subtle) – 2 points
Stirge Senses: Senses 5 (Darkvision, Low-Light Vision, Scent, Tracking [olfactory]) – 5 points
Tiny Body: Shrinking 8 (Innate, Permanent; +4 active defenses included) – 9 points
Wings: Flight 3 (16 mph; Wings) – 3 points

ADVANTAGES
Grabbing Finesse

SKILLS
Perception 2 (+3), Stealth 2 (+14)

OFFENSE
Initiative
+4
Blood Drain +1 (Close, Weaken 1)
Unarmed +1 (Close, Damage -4)

DEFENSE
Dodge
8, Parry 5, Toughness 0
Fortitude 2, Will 1

POINTS
Abilities -6 + Advantages 1 + Defenses 2 + Powers 19 + Skills 2 = 18 Total

COMPLICATIONS
Accident:
When a stirge has fed upon 4 Stamina ranks worth of blood, its Flight becomes Impaired for the next 8 hours.
Disability: A stirge is mute and has no hands.
A stirge is a vicious blood-drinking creature that resembles a monstrous cross between a large hummingbird and a mosquito. This creature lurks in forests, caves, and swamps until a living creature passes near. It then flies down and attempt to subtly attach itself to the creature and feats off its warm blood.

While one stirge may not seem to be a threat, these creatures often cluster in large swarms, which can quickly slay a creature from all the stirges feeding at once on the same body.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Squid, Stirge)

Post by Jabroniville » Fri Sep 16, 2011 3:22 pm

More good stuff- the Underseas are full of so many awesome things to throw at party members it's not even funny.

I was wondering why both the Spider & Squid have "Extra Limbs 5", but I think you included the Pedipalps with the Spiders (they're sorta like a set of hands). Squid actually have ten limbs (eight regular sized ones, and two giant ones), which I think would be Extra Limbs 6. Also, as a Permanent Effect, I don't think you need to buy Innate for it. I could be wrong, though.

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Re: Prodigy Duck 3e Bestiary Builds (Squid, Stirge)

Post by Arthur Eld » Fri Sep 16, 2011 3:54 pm

Permanent effects can still be Nullified, which Innate prevents. Permanent means the user can't turn it off, Innate means no one can turn it off.

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Re: Prodigy Duck 3e Bestiary Builds (Squid, Stirge)

Post by Jabroniville » Fri Sep 16, 2011 4:34 pm

That's true- kinda forgot about that bit. It's just that I always wonder why only certain things on an animal are "Innate", while other things (Speed, Leaping Ability, Flight, etc.) are left in. Technically Wings should always be Innate, but I've never seen it statted up that way (Dawnstar in the DCA book doesn't have Innate wings, for example). Same with Durability, etc.

Asked about it on the General forum and got some SUPER-quick replies. Looks like it's entirely a design philosophy, and I totally support Prodigy in his decision, then. I'd still use it on Growth, just because that's a BIG broken points-saver at times :).

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Re: Prodigy Duck 3e Bestiary Builds (Squid, Stirge)

Post by prodigyduck » Sat Sep 17, 2011 1:17 am

Yes, placing Innate on a power can be a feel thing; but it is also something one must consider in regard to wether or not it can be nullified. These are things that Innate make it impossible to do to a power.

Wings can be Nullified by "clipping" or sudden wind gusts to disrupt the ability to fly... whatever a certain special effect happens to be. However, that does not mean the wings go away; it just hampers the ability for the creature to fly.

Extra Limbs are Innate because one would have to do damage to the creature to remove them. Again... special effects.

Sense are not Innate, as they can be blinded or otherwise hampered with Obscures and Afflictions.

Movement powers are not Innate, as they can be hindered by terrain or power effects that slow a target down.

One must consider many thing before making a trait Innate. But again, it can be very much a "feel" thing.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Squid, Stirge)

Post by prodigyduck » Sat Sep 17, 2011 1:18 am

Jabroniville wrote:More good stuff- the Underseas are full of so many awesome things to throw at party members it's not even funny.

I was wondering why both the Spider & Squid have "Extra Limbs 5", but I think you included the Pedipalps with the Spiders (they're sorta like a set of hands). Squid actually have ten limbs (eight regular sized ones, and two giant ones), which I think would be Extra Limbs 6. Also, as a Permanent Effect, I don't think you need to buy Innate for it. I could be wrong, though.
I only gave the creatures Extra Limb 5 to save points. Only the first 5 ranks do anything. Otherwise, the points are wasted with no true game mechanical effect.

I was being cheap...
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

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Re: Prodigy Duck 3e Bestiary Builds (Squid, Stirge)

Post by prodigyduck » Sun Sep 18, 2011 10:27 am

Image

TARRASQUE (PL 22)

Strength
17, Stamina 12, Agility 3, Dexterity 1
Fighting 22, Intellect -4, Awareness 2, Presence 2

POWERS
Carapace:
Impervious Toughness 15, Protection 18 – 33 points
Colossal Body: Growth 16 (Innate, Permanent; -8 active defenses included) – 33 points
Fearsome Presence: Burst Area Affliction 17 (Impaired; Resisted by Will; Area 5 [500 feet], Reaction) – 153 points
Monstrous Healing: Immortality 1, Regeneration 20 (Persistent) – 41 points
Monstrous Resilience: Immunity 12 (Disease, Fire Damage, Poison, Weakness Effects) – 12 points
Rush: Enhanced Speed 2 (Fades) – 1 point
Swallow Whole: Affliction 17 (Hindered and Vulnerable / Defenseless and Immobilized / Paralyzed and Unaware; Resisted by Dodge; Cumulative, Extra Condition, Grab-Based, Instant Recovery, Limited to Medium-sized or smaller creatures, Progressive, Sustained); Linked to Damage 17 (Reaction) – 136 points
Tarrasque Senses: Senses 7 (Extended Olfactory 2, Extended Vision 2, Low-Light Vision, Scent, Tracking [olfactory]) – 7 points

ADVANTAGES
Fast Grab, Improved Grab, Improved Critical (bite) 2, Improved Initiative, Power Attack, Takedown 2

SKILLS
Perception 18 (+20)

OFFENSE
Initiative
+7
Bite +22 (Close, Damage 17/18-20)
Unarmed +22 (Close, Damage 17)

DEFENSE
Dodge
5, Parry 14, Toughness 30
Fortitude 29, Will 12

POINTS
Abilities 46 + Advantages 5 + Defenses 37 + Powers 416 + Skills 9 = 513 Total

COMPLICATIONS
Disability:
The Tarrasque is mute.
Infamy: The anger of the Tarrasque is legendary!
Power Loss: The tarrasque’s Impervious Toughness does not protect him from legendary weapons. The beast cannot use its rush power more often than once per minute.
The Tarrasque is a living engine of pure destruction. It was created by the gods eons ago for some unknown reason. The beast hibernates within the world for centuries at a time; yet when it stirs to wakefulness, entire nations disappear in its fury.

Being a creation of the gods, the Tarrasque is impossible to kill completely. Its life force is inexorably tied to that of the world itself. As such, it can only be defeated to such an extent that it returns to the depths of the world to hibernate for another several centuries before returning.

The Tarrasque appears to be a massive cross between a predatory dinosaur and a giant tortoise. Its carapace is lined with rows of spines and spikes.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Tarrasque)

Post by Arthur Eld » Sun Sep 18, 2011 10:37 am

Wow, now that's a monster! Great stuff PDuck. If you ever need to challenge a really high PL team of heroes, it looks the Tarrasque is the one to do it.

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Re: Prodigy Duck 3e Bestiary Builds (Tarrasque)

Post by Thorpacolypse » Sun Sep 18, 2011 2:00 pm

Arthur Eld wrote:Wow, now that's a monster! Great stuff PDuck. If you ever need to challenge a really high PL team of heroes, it looks the Tarrasque is the one to do it.
As long as that group of heroes doesn't include Squirrel Girl you are dead on! :mrgreen:

I love that Tarrasque, Prodigy Duck! Definitely something to throw at some big guns. I'm just surprised it's still in the OGL. I figured if the Beholder was out, so was this.
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