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 (Axe Beak, Animate Dream)

Post by prodigyduck » Tue Feb 14, 2012 1:36 am

Image

ANIMATE DREAM (PL 10)

Strength
--, Stamina 2, Agility 4, Dexterity 2
Fighting 9, Intellect 0, Awareness 2, Presence 5

POWERS
Dimension Door:
Teleport 9 – 18 points
Fearsome Protection: Protection 3 – 3 points
Incorporeal: Immunity 2 (Critical Hits), Insubstantial 4 (Innate, Permanent) – 23 points
Nightmare Attacks: Array (48 points)
Deep Slumber: Perception Range Affliction 8 (Fatigued / Exhausted / Asleep; Resisted by Will; Cumulative, Progressive) – 48 points
Incorporeal Touch: Damage 11 (Affects Corporeal) – 1 point
Nightmare Curse: Weaken Wisdom 11 (Resisted by Fortitude; Affects Corporeal); Linked to Affliction 11 (Fatigued; Resisted by Fortitude; Affects Corporeal, Limited to One Degree, Linked to Weaken) – 1 point
Nightmare Form: Morph 4 (Any Form) – 20 points
Outsider Senses: Senses 2 (Darkvision) – 2 points
Outsider Traits: Immunity 3 (Aging, Sleep, Starvation and Thirst) – 3 points
Telepathy: Mental Communication 1 (Subtle); Linked to Comprehend 2 (Languages) – 9 points

ADVANTAGES
Daze (Intimidation), Move-By Action

SKILLS
Deception 8 (+13), Expertise (Planar Lore) 8 (+8), Insight 8 (+10), Intimidation 8 (+13), Perception 8 (+10), Stealth 8 (+12)

OFFENSE
Initiative
+4
Deep Slumber Perception (Ranged, Affliction 8]
Incorporeal Touch +9 (Close, Damage 9)
Nightmare Curse +9 (Close, Weaken 11 plus Affliction 11)

DEFENSE
Dodge
8, Parry 13, Toughness 5
Fortitude 10, Will 10

POWER POINTS
Abilities 38 + Advantages 2 + Defenses 24 + Powers 128 + Skills 24 = 216 Total

COMPLICATIONS
Obsession:
Animate dreams seek out mortals upon whose emotions they can feed. They especially enjoy fear.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

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Re: Prodigy Duck 3e Bestiary Builds (Kirin)

Post by prodigyduck » Sun Feb 19, 2012 11:00 am

Image

KIRIN (PL 10)

Strength
5, Stamina 4, Agility 6, Dexterity 3
Fighting 6, Intellect 4, Awareness 5, Presence 6

POWERS
Air Running:
Flight 2 (8 mph) – 4 points
Energy Resistance: Immunity 5 (Electricity Damage), Immunity 10 (Cold Damage, Fire Damage; Limited to Half-Effect) – 10 points
Fast: Speed 1 (4 mph) – 1 point
Kirin Magic: Array (33 points)
Break Enchantment: Nullify 11 (Broad [all curses and magical afflictions], Simultaneous) – 33 points
Creation: Create 11 – 1 point
Fire Breath: Cone Area Damage 8 – 1 point
Goring Horns: Strength-Based Damage 4 (Limited to While Charging) – 1 point
Gust of Wind: Cone Area Move Object 8 (Limited to Pushing Objects/Targets Away) – 1 point
Telepathy: Communication 1 (Subtle); Linked to Comprehend 2 (Languages) – 1 point
Mist Form: Immunity 2 (Critical Hits; Sustained), Insubstantial 2 – 1 point
Large Size: Growth 4 (Innate, Permanent; -2 active defenses included) – 9 points
Magical Beast Senses: Senses 9 (Darkvision, Detect Evil Presences [acute, radius, ranged mental sense], Low-Light Vision, Scent, Tracking [olfactory]) – 9 points
Tough Hide: Protection 1 – 1 point
Water Walk: Movement 2 (Water Walking 2) – 4 points

ADVANTAGES
Close Attack 2, Languages 3 (Abyssal, Auran, Common, Draconic [Celestial is native]), Move-By Action, Ritualist

SKILLS
Close Combat (Horns) 2 (+8), Expertise (History) 6 (+10), Expertise (Magic) 6 (+10), Expertise (Singing) 6 (+10), Insight 6 (+11), Perception 6 (+11), Persuasion 6 (+12)

OFFENSE
Initiative
+6
Fire Breath Area (Close, Damage 8]
Goring Horns +10 (Close, Damage 9)
Unarmed +8 (Close, Damage 5)

DEFENSE
Dodge
10, Parry 7, Toughness 5
Fortitude 10, Will 8

POWER POINTS
Abilities 62 + Advantages 7 + Defenses 18 + Powers 77 + Skills 19 = 183 Total

COMPLICATIONS
Disability:
A kirin has no hands.
Power Loss: A kirin must wait at least one round before being able to use its breath weapon while it collects its energy.
Reputation: Kirin are known to be powerful creatures serving the cause of goodness and nobility.

:arrow: Kirin can become pretty powerful with their magical abilities. If you want to expand upon their powers, they usually attain magical abilities dealing with air, fire, and healing-based effects.
"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 (Kirin)

Post by prodigyduck » Sun Feb 19, 2012 12:17 pm

I'm getting pretty short on monster builds. So...

In the meantime, I have a lot of Marvel builds due to a potential Marvel game I will someday run. These are set for my own Marvel Universe and converted from the old TSR (FASERIP) system.

I know there are already a lot of Marvel build threads out there, but I hope you can enjoy these as well.
"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 (Kirin, Marvels)

Post by prodigyduck » Sun Feb 19, 2012 12:23 pm

Image

ABOMINATION (PL 10)
Real Name:
Emil Blonsky (BC: formerly Tim Roth)
Occupation: Former special forces
Base of Operations: Mobile (The Cube)
Affiliation: Independent
Height: 6’8”; Weight: 980 lbs.
Eyes: Green; Hair: None

Strength 12, Stamina 11, Agility 2, Dexterity 1
Fighting 6, Intellect 3, Awareness 4, Presence 2

POWERS
Body Armor:
Immunity 8 (Cold, Fire Damage, Heat, Disease), Impervious Toughness 10 – 18 points
Healing Factor: Immortality 6, Regeneration 6 – 12 points
Leaping: Enhanced Athletics 8 (Limited to jumping), Leaping 11 (2 miles) – 13 points

ADVANTAGES
Daze (Intimidation), Diehard, Great Endurance, Improvised Weapon, Languages 1 (Russian [English is native]), Startle

SKILLS
Athletics 2 (+14, +22 jumping), Close Combat (Unarmed) 2 (+6), Expertise (Soldier) 6 (+9), Intimidation 6 (+8), Perception 2 (+6), Ranged Combat (Firearms) 6 (+7), Stealth 2 (+4), Technology 2 (+5), Treatment 2 (+5), Vehicles 2 (+3)

OFFENSE
Initiative
+2
Unarmed +8 (Close, Damage 12)

DEFENSE
Dodge
8, Parry 8, Toughness 11 (Impervious 10)
Fortitude 13, Will 6

POWER POINTS
Abilities 82 + Advantages 6 + Defenses 12 + Powers 43 + Skills 16 = 159 Total

COMPLICATIONS
Accident:
Extreme cold temperatures and lack of oxygen force Blonsky into a coma-like state until more hospitable conditions return.
Enemy: Hulk-Busters.
Obsession: Blonsky seeks to destroy Bruce Banner and the Hulk.
Prejudice: The Abomination has green and scaly skin, two toes on each foot, webbed ears, and a ridged brow. He also possesses a massively muscled body with proportions considerably beyond those of an ordinary human.

:idea: The Abomination of my Marvel Universe is based off the character played by Tim Roth in the Incredible Hulk movie. He is currently penned up in The Cube (the super-prison created to house radiation-based villains).
"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 (Kirin, Marvels)

Post by prodigyduck » Mon Feb 20, 2012 11:10 pm

Image

ABSORBING MAN (PL 6+)
Real Name:
Carl “Crusher” Creel (BC: Bill Goldberg)
Occupation: Criminal, former boxer
Base of Operations: Mobile
Affiliation: Independent, Masters of Evil
Height: 6’4”; Weight: 270 lbs.
Eyes: Blue; Hair: Bald

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

POWERS
Ball and Chain:
Strength-Based Damage 3 (Reach, Broad Variable Descriptor [mimicked material]); Easily Removable (-1 point) – 5 points
Life Support: Immortality 12, Regeneration 12 – 24 points
Material and Energy Duplication: Variable 12 (traits of objects touched; 60 points); Reaction – 120 points
Power Absorption: Enhanced Strength 9 (Fades, Reaction), Linked to Enhanced Stamina 8 (Fades, Reaction; Limited to Ranks of touched target – 68 points

ADVANTAGES
Fascinate (Intimidation), Startle

SKILLS
Athletics 2 (+5), Close Combat (Ball and Chain) 2 (+6), Expertise (Streetwise) 6 (+7), Intimidation 6 (+8), Perception 2 (+3), Ranged Combat (Thrown) 2 (+3)

OFFENSE
Initiative
+2
Ball and Chain +6 (Close, Damage 6)
Unarmed +4 (Close, Damage 3)

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

POWER POINTS
Abilities 36 + Advantages 2 + Defenses 8 + Powers 217 + Skills 10 = 273 Total

COMPLICATIONS
Hunted:
Creel is wanted by various law enforcement agencies.
Infamy: Creel is a known criminal and murderer.
Motivation: Creel seeks money and power.
Quirk: Creel is an unsubtle, predictable fighter. He attacks the strongest opponent in sight, attempting to absorb their strength.
Relationship: Creel is in love with Rita MacPherson (aka Titania) and takes pains to protect her.
"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 (Kirin, Marvels)

Post by prodigyduck » Mon Feb 20, 2012 11:27 pm

Image

A.I.M. DRONE (PL 5)
Strength
2, Stamina 3, Agility 1, Dexterity 2
Fighting 3, Intellect 5, Awareness 3, Presence 1

EQUIPMENT
Air Filter Helmet:
Immunity 2 (Disease, Poison; Limited to airborne agents) – 1 point
Blaster Pistol: Ranged Damage 5 – 10 points
Drone Armor: Protection 3 – 3 points

ADVANTAGES
Equipment 3

SKILLS
Expertise (Engineer) 6 (+11), Ranged Combat (Pistols) 2 (+4), Technology 6 (+11), Treatment 2 (+7), Vehicles 2 (+4)

OFFENSE
Initiative
+1
Blaster Pistol +4 (Ranged, Damage 5)
Unarmed +3 (Close, Damage 2)

DEFENSE
Dodge
2, Parry 4, Toughness 6
Fortitude 4, Will 6

POWER POINTS
Abilities 40 + Advantages 3 + Defenses 6 + Powers 0 + Skills 9 = 58 Total
The organization known as AIM is a conglomeration of corporations and private technologies groups that seek to create advanced weapons and armor technology that they can sell to illicit criminal groups. They do this to achieve their ultimate goal of controlling the world through the use of advanced technology.

To the public’s perception, AIM is a simple corporate conglomeration that is attempting to pool their resources to compete with more successful companies such as Stark Industries and Hammer Industries. They operate under the catchphrase of “Technology for our future.”

Noteworthy AIM companies include Shaw Industries, Roxxon OIl, the Brand Corporation, and Fenris International.
"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 (Kirin, Marvels)

Post by prodigyduck » Tue Feb 21, 2012 3:40 pm

Image

AIR WALKER (PL 14)
Real Name:
Gabriel Lan
Occupation: Herald of Galactus, former starship captain
Base of Operations: Mobile
Affiliation: Heralds of Galactus
Height: 6’2”; Weight: 240 lbs.
Eyes: Black; Hair: Black

Strength 11, Stamina 12, Agility 5, Dexterity 11
Fighting 10, Intellect 6, Awareness 6 (11), Presence 5

POWERS
Body Armor:
Impervious Toughness 10 – 10 points
Cosmic Absorption: Immunity 10 (Life Support) – 10 points
Cosmic Awareness: Comprehend 4 (Languages), Enhanced Awareness 5, Senses 5 (Cosmic Energy Awareness [Includes Directed Inspiration], Communication Link [with Galactus], Direction Sense, Distance Sense) – 15 points
Cosmic Flight: Flight 11 (4,000 mph), Movement 4 (Environmental Adaptation [Zero-G], Space Travel 3) – 30 points
Horn of Galactus: Communication 5 (Area, Limited to calling Galactus and Heralds to location horn is used) – 20 points
Power Cosmic: Array (66 points)
Matter Manipulation: Ranged Transform Anything into Anything Else 11 – 66 points
Cosmic Blast: Ranged Damage 11 (Variable Descriptor [electricity, heat, magnetism]) – 1 point
Magnetic Field: Move Object 11 – 1 point

ADVANTAGES
Inspire 2, Languages 0 (Xandaran is native), Leadership

SKILLS
Expertise (Starship Captain) 6 (+12), Insight 6 (+17), Intimidation 2 (+7), Perception 6 (+17), Persuasion 6 (+11), Technology 6 (+12), Treatment 2 (+8), Vehicles 6 (+17)

OFFENSE
Initiative
+5
Cosmic Blast +11 (Ranged, Damage 11)
Unarmed +10 (Close, Damage 11)

DEFENSE
Dodge
7, Parry 12, Toughness 12 (Impervious 10)
Fortitude 14, Will 13

POWER POINTS
Abilities 132 + Advantages 3 + Defenses 8 + Powers 153 + Skills 20 = 316 Total

COMPLICATIONS
Motivation:
Thrill-seeker. Gabriel loves to explore and discover new things in the vastness of space.
Prejudice: Gabriel is an alien from the planet Xandar.
Responsibility: Air Walker must seek out planets for Galactus to consume.
"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 (Kirin, Marvels)

Post by prodigyduck » Wed Feb 22, 2012 1:25 am

Image
And now... no sleep for a week.

ROKUROKUBI (PL 14)

Strength
4, Stamina 6, Agility 6, Dexterity 3
Fighting 12, Intellect 2, Awareness 1, Presence 5

POWERS
Cursed Bite:
Affliction 13 (Auditory Impaired / Auditory Disabled / Auditory Unaware; Resisted by Fortitude; Cumulative, Limited to Active Auditory Sense [target cannot speak], Linked to bite, Progressive) – 39 points
Damage Reduction: Impervious Toughness 5 – 5 points
Elongate Neck: Elongation 2 (Limited to neck) – 1 point
Monstrous Senses: Senses 2 (Darkvision) – 2 points
Nightfall Aura: Burst Area Visual and Auditory Concealment 6 (Attack) – 24 points
Restless: Immunity 2 (Personal Powers, Sleep) – 2 points
Thick Hide: Protection 6 – 6 points

ADVANTAGES
Close Attack 2, Daze (Intimidation), Defensive Attack, Grabbing Finesse, Improved Critical (Bite), Improved Initiative, Languages 1 (English [Japanese is native]), Ritualist, Skill Mastery (Deception)

SKILLS
Athletics 4 (+8), Close Combat (Bite) 2 (+14), Deception 8 (+13), Expertise (Magic) 8 (+10), Intimidation 8 (+13), Perception 8 (+9), Stealth 8 (+14)

OFFENSE
Initiative
+10
Bite +14 (Close, Damage 4/19-20 plus Affliction 13)
Unarmed +12 (Close, Damage 4)

DEFENSE
Dodge
14, Parry 16, Toughness 12
Fortitude 10, Will 9

POWER POINTS
Abilities 78 + Advantages 10 + Defenses 24 + Powers 79 + Skills 23 = 214 Total

COMPLICATIONS
Infamy:
Rokurokubi are monstrous hags that delight in killing and eating humans.
Power Loss: Impervious Toughness; not vs. cold iron weapons.
Prejudice: Rokurokubi have pallid green skin and long, jagged teeth. They conceal their monstrous nature by wearing heavy amounts of makeup and wearing false teeth.
"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 (Kirin, Marvels, Rokurokubi)

Post by Woodclaw » Wed Feb 22, 2012 2:29 am

Nice, some oriental monsters love here.

Prodigy I have one big question. I know that you constanlty try to keep your monster builds as faithful to their original format as possible, but sometimes if felt a little... well... far-fetched. I lost count of the number of monsters having some form of the Protection power. Given that D&D/Pathfinder doesn't seem to differentiate much between Armor and Dodge (usually listing only a generic innate AC bonus) perhaps using more defense instead of more protection will be appropriate for certain creatures (like the Rokurokubi).
"Yes, it's a bloody flying alligator setting fire to my city!"

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From another dark corner of my mind (my Deviantart page)

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Re: Prodigy Duck 3e Bestiary Builds (Kirin, Marvels, Rokurokubi)

Post by prodigyduck » Wed Feb 22, 2012 10:56 am

Woodclaw wrote:Nice, some oriental monsters love here.

Prodigy I have one big question. I know that you constanlty try to keep your monster builds as faithful to their original format as possible, but sometimes if felt a little... well... far-fetched. I lost count of the number of monsters having some form of the Protection power. Given that D&D/Pathfinder doesn't seem to differentiate much between Armor and Dodge (usually listing only a generic innate AC bonus) perhaps using more defense instead of more protection will be appropriate for certain creatures (like the Rokurokubi).
Understandable.

My usual goal is to give the monster a total Toughness equal to its "natural" AC bonus. In the Pathfinder book recently printed, the Rokurokubi has a +12 natural AC bonus, which is why it's TGH is so high.

In truth, I feel the problem is just the opposite. I think the creature's active defenses are too high in the conversion. Were I doing my own version of the creature - and not a conversion - I would have made its FGT score an 8 and generally lowered the amount of points in its Defenses. This would have ended up with the creature being PL 10-11 rather than 14 (the rokurokubi in the book is CR 13, so the conversion is almost spot-on for level of difficulty).

My own version would look something more like this:
prodigyduck wrote:Image
And now... no sleep for a week.

ROKUROKUBI (PL 10)

Strength
4, Stamina 6, Agility 6, Dexterity 3
Fighting 8 :!: , Intellect 2, Awareness 1, Presence 5

POWERS
Cursed Bite:
Affliction 8 (Auditory Impaired / Auditory Disabled / Auditory Unaware; Resisted by Fortitude; Cumulative, Limited to Active Auditory Sense [target cannot speak], Linked to bite, Progressive) – 24 points :!:
Damage Reduction: Impervious Toughness 5 – 5 points
Elongate Neck: Elongation 2 (Limited to neck), Enhanced Indirect 4 with bite – 5 points :!:
Monstrous Senses: Senses 2 (Darkvision) – 2 points
Nightfall Aura: Burst Area Visual and Auditory Concealment 6 (Attack) – 24 points
Restless: Immunity 2 (Personal Powers, Sleep) – 2 points
Thick Hide: Protection 3 – 3 points :!:

ADVANTAGES
Close Attack 2, Daze (Intimidation), Defensive Attack, Grabbing Finesse, Improved Critical (Bite), Improved Initiative, Languages 1 (English [Japanese is native]), Ritualist, Skill Mastery (Deception)

SKILLS :!:
Athletics 2 (+6), Close Combat (Bite) 2 (+12), Deception 6 (+11), Expertise (Magic) 6 (+8), Intimidation 6 (+11), Perception 6 (+7), Stealth 6 (+12)

OFFENSE
Initiative
+10
Bite +12 (Close, Damage 4/19-20 plus Affliction 8]
Unarmed +10 (Close, Damage 4)

DEFENSE :!:
Dodge
8, Parry 10, Toughness 9
Fortitude 8, Will 7

POWER POINTS
Abilities 70 + Advantages 10 + Defenses 12 + Powers 67 + Skills 17 = 176 Total

COMPLICATIONS
Infamy:
Rokurokubi are monstrous hags that delight in killing and eating humans.
Power Loss: Impervious Toughness; not vs. cold iron weapons.
Prejudice: Rokurokubi have pallid green skin and long, jagged teeth. They conceal their monstrous nature by wearing heavy amounts of makeup and wearing false teeth.
"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 (Marvels)

Post by prodigyduck » Sat Feb 25, 2012 9:53 pm

Image

ALPHA PRIMITIVE (PL 5)
Occupation:
Laborer
Base of Operations: Attilan
Affiliation: Inhumans of Attilan
Height: 5’7”; Weight: 220 lbs.
Eyes: Green; Hair: None

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

ADVANTAGES
Great Endurance

SKILLS
Athletics 2 (+7), Expertise (Laborer) 2 (+3), Technology 6 (+7)

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

DEFENSE
Dodge
4, Parry 4, Toughness 5
Fortitude 7, Will 2

POWER POINTS
Abilities 32 + Advantages 1 + Defenses 8 + Powers 0 + Skills 5 = 46 Total

COMPLICATIONS
Disability:
Alpha primitives are simple-minded and obedient. They can only deal with one command at a time.
"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 (Marvels)

Post by prodigyduck » Sat Feb 25, 2012 10:05 pm

Image

ANACONDA (PL 9)
Real Name:
Blanche Sitznski (BC: Robin “Helga” Coleman)
Occupation: Terrorist, former oil drill worker
Base of Operations: Serpent Citadel
Affiliation: Serpent Society
Height: 6’2”; Weight: 220 lbs.
Eyes: Green; Hair: Blonde

Strength 6, Stamina 5, Agility 3, Dexterity 1
Fighting 3, Intellect 2, Awareness 3, Presence 3

POWERS
Body Armor:
Protection 4 – 4 points
Cybernetic Gills: Immunity 1 (Drowning, High Pressure) – 2 points
Cybernetic Limbs: Elongation 2 (Limited to arms and legs), Enhanced Advantage 4 (Chokehold, Fast Grab, Improved Grab, Improved Hold), Enhanced Strength 3 (Limited to Grabbing) – 8 points
Healing Factor: Regeneration 5 – 5 points

ADVANTAGES
Great Endurance, Improved Critical (Grab), Languages 1 (Lemurian [English is native])

SKILLS
Athletics 6 (+12), Close Combat (Grab) 2 (+5), Expertise (Lemurian History) 2 (+4), Expertise (Steel Worker) 6 (+8), Intimidation 6 (+9), Perception 2 (+5), Stealth 2 (+5)

OFFENSE
Initiative
+3
Grab +5 (Close, Damage 9/19-20)
Unarmed +3 (Close, Damage 6)

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

POWER POINTS
Abilities 52 + Advantages 3 + Defenses 12 + Powers 19 + Skills 13 = 99 Total

COMPLICATIONS
Motivation:
Anaconda seeks to eliminate humanity from the world and return Earth to the glory of Lemuria.
Prejudice: Anaconda is not a pretty woman. She has artificial gills implanted under her cheeks and has genetically-engineered scales running along her body.
Relationship: Anaconda is romantically involved with Death Adder and Puff Adder. She is actually in love with Death Adder.
In my Marvel Universe, the Serpent Society are... different.

The founding members (Anaconda, Bushmaster, Cottonmouth, Death Adder, Sidewinder, and a couple others) are actually human possessed by the spirits of Serpent Men from the ancient kingdom of Lemuria. In the days of Atlantis, the Lemurians fought the Atlanteans in an attempt to eliminate humanity from the world. Both kingdoms destroyed each other, their nations sining into the sea.

In the modern day, the Roxxon Oil company was drilling in the Gulf of Mexico when their survey team happened upon an ancient Lemurian city. The team - inlcuding the above members - were possessed by the ghosts of the Serpent Men. Not caring about their "weak human bodies" the Lemurians had themselves augmented with horrific cybernetics on the island of Madripoor and formed a villainous collective that now seeks to eliminate humanity from the world. They are attempting to seek out a powerful relic - the Serpent Crown - that will allow them to summon Set.

In the meantime, they have recruited several "lesser" humans (including Asp, Black Mamba, Diamondback) and are pressing the downtrodden into militia groups called the "Sons of the Serpent" to act in their mysterious interests.
"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 (Marvels)

Post by Jabroniville » Sun Feb 26, 2012 2:09 pm

Nice! Gotta love the Serpent Society, my favourite brand of Marvel-class Jobbers. Anaconda's about the only one of the lot to move on to other things, being the most notable of all Marvel's "Ugly Chick" Powerhouses. Though that itself tends to depend on the artist.

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Re: Prodigy Duck 3e Bestiary Builds (Marvels)

Post by prodigyduck » Mon Feb 27, 2012 12:45 am

Jabroniville wrote:Nice! Gotta love the Serpent Society, my favourite brand of Marvel-class Jobbers. Anaconda's about the only one of the lot to move on to other things, being the most notable of all Marvel's "Ugly Chick" Powerhouses. Though that itself tends to depend on the artist.
I'm a fan of the group as well. Despite the fact that the Serpent Society are rather low-powered when it comes to the heroes they tend to face (Cap, the Avengers, the FF), there are so many of them that they can put up a great fight and bring a lot of different effects to bear.
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Re: Prodigy Duck 3e Bestiary Builds (Marvels)

Post by Woodclaw » Mon Feb 27, 2012 1:18 am

prodigyduck wrote:
Jabroniville wrote:Nice! Gotta love the Serpent Society, my favourite brand of Marvel-class Jobbers. Anaconda's about the only one of the lot to move on to other things, being the most notable of all Marvel's "Ugly Chick" Powerhouses. Though that itself tends to depend on the artist.
I'm a fan of the group as well. Despite the fact that the Serpent Society are rather low-powered when it comes to the heroes they tend to face (Cap, the Avengers, the FF), there are so many of them that they can put up a great fight and bring a lot of different effects to bear.
The best point about the Serpent Society: they are only super-villain team that actually cares about their members. Seriously, hwen one is captured the society pays his/herds legal counselor. Which is really great in my opinion.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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