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

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#415 Terminator

Postby Woodclaw » Tue Feb 21, 2012 3:07 pm

Well, I'm back, at least for the moment and I'm still 2E. Honestly I've tested 3E and really it doesn't work for me - it doesn't help that the new Mastermind Manual looks vastly inferior to his predecessor in terms of options. Anyway I don't think I could find a better quote to get back here.

Image
I'll be back.

The Terminator
Cyberdyne System Model 101 - T-800

Power Level: 8 (116pp)

Abilities: STR: 26 (+8), DEX: 14 (+2), CON: - (-), INT: 14 (+2), WIS: 14 (+2), CHA: 8 (-1)

Skills: Bluff 4 (+3), Climb 4 (+6), Computers 3 (+5), Craft (electronic) 2 (+4), Craft (mechanical) 2 (+4), Drive 5 (+7), Intimidate 9 (+8), Knowledge (history) 3 (+5), Knowledge (tactics) 4 (+6), Language 2 (3 pre-programmed languages at GM choice), Notice 5 (+7), Search 5 (+7), Sense Motive - (+2/+6 [Dedication])

Feats:All-Out Attack, Attack Focus (ranged) 2, Dedication (pre-programmed mission), Diehard, Dodge Focus 2, Eidetic Memory, Power Attack

Powers:

Robot (Immunity 30 [Fortitude Saves]; 30pp)
Hyperalloy Chassis (Density 6 [weight x5]; Extra: Durantion [continuous]; Flaw: Permanent; 18pp)
-- Immovable 2
-- Super-Strength 2 (heavy load: 4000 lbs)

Hyperalloy Armor Plates (Protection 6; Extra: Impervious [2 ranks only]; 8pp)
Mimic (Feature 1 [can reproduce any sound previously heard; 1pp)
Sensors (Super-Senses 6 [Infravision, Analytical (visual), Direction Sense, Distance Sense, Ultra-Hearing; 6pp)

Combat: Attack +8 (+10 ranged); Damage +8 (unarmed), or by weapon of choice; Defense +7 (+3 Flat-footed); Initiative +2

Saves: Toughness +9 (Impervious 5), Fortitude [immune], Reflex +4, Will +6/+10 [Dedication]

Drawbacks: Disability (no olfactory senses [uncommon, major]; -3pp), Disability (unnatural smell [common, minor]; -2pp), Disability (Pseudo Flesh [see notes])

Abilities 4 + Skills 12 (48 ranks) + Feats 9 + Powers 63 + Combat 26 + Saves 6 - Drawbacks 5 = 115

:arrow: ok, to be honest I've watched Terminator 2 a milion times and I had the unfortunate idea of renting T-3, but I never saw the original movie. As a result this build might lack some details, in that case let me know

:arrow: I decided to build the T-800 at PL8 to match my Robocop build. I know that neither the comic book, nor the videogame are canon, but in my mind these two are built from the same mold

:arrow: even at PL8 the T-800 is a mean fighter, with Impervious 5 he can literally walk through gunfire without even a scratch, it took a high caliber slug or a dedicated anti-tank weapon to stop him

:arrow: In terms of skills and feats this Terminator is bare-bones, just the basic Skynet combat/infiltration template, but it has ample room for adapting to mission parameters. For the same reasoning I didn't include any weapon, based on the time period the T-800 will "requisition" some appropriate weapons and transportation

:arrow: as far as the Attack bonus goes, I worked on the assumption that man-portable weapons will usually tops their damage at +6 (a slug or a minigun), if the T-800 uses a more powerful weapon (like a rocket launcher) simply gave him an attack bonus penality or wave the effect as a conditional bonus

:arrow: opposite to Robocop I don't recall the T-800 being especially vulnerable to magnetic effects (I guess his chassis isn't magnetized), so no drawback here

:arrow: the Pseudo Flesh drawback is from JD's old thread and I think it works pretty well

JoshuaDunlow wrote:Psuedo Flesh (0-1 pt Drawback)
Everytime the character suffers a lethal/injured wound, the Terminator in question looses a cumulative -1 to all Bluff & Diplomacy Checks, but gains a +1 bonus to Intimidation Checks till the Penalty and Bonus reaches -4 bluff & diplomacy /+4 intimidation. Its up to you, if this is actually worth a pp or not. Since the benefits cancel each other out really. Each Lethal/injured wound is technically damage to the outer skin covering, 1 or 2 pts of damage is hideable if given time to do so. But by the time the damage has reached the 4th Lethal/injured wound, there's hardly any skin left.
Last edited by Woodclaw on Thu Mar 01, 2012 7:40 am, edited 3 times in total.
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Re: Woodclaw's 2E (I'm Back) - Terminator T-800

Postby JoshuaDunlow » Tue Feb 21, 2012 3:21 pm

Wow, I forgot all about that build. lol
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Re: #218 Marvel Essential: Storm

Postby Woodclaw » Tue Feb 28, 2012 5:24 am

Revising some old build, I was able to shave about 12pp from my original Storm build by removing the original Wide Array construction. I also reduced her weather immunity and double checked her skill/feats selection. Overall I think it works much better now.

Woodclaw wrote:The second class of X NEVER, EVER MARKS THE SPOT is almost finished. I'm not really satisfied with this build, but I hope you'll enjoy it nonetheless.

Image
I've been a thief, a goddess, and X-Man, and a queen. And yet, somehow, I always end up in a sewer under New York City.

Storm
Ororo Idaqi Munroe

Power Level: 10 (164pp)

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

Skills: Acrobatics 4 (+7), Climb 5 (+6), Concentration 6 (+9), Diplomacy 3 (+6/+10 [attractive]), Disable Device 8 (+10), Escape Artist 6 (+9), Handle Animal 5 (+8), Knowledge (streetwise) 5 (+7), Knowledge (tactics) 6 (+8), Knowledge (theology & philsophy) 4 (+6), Language 3 (Arabic, Japanese, Swahili; Native: English), Notice 4 (+7), Pilot 3 (+6), Search 3 (+5), Sense Motive 4 (+7), Sleight of Hand 6 (+9), Stealth 5 (+8), Survival 3 (+6), Swim 5 (+6)

Feats: Accurate Attack, Attack Specialization 1 (Unarmed), Attack Specialization 2 (Weather mastery), Attractive 1, Benefit 1 (bloodline of the High Priestess), Bishoujo, Defensive Roll 2, Dodge Focus 4, Equipment 2, Favored Environment 4 (Airborne), Inspire 3, Leadership, Power Attack, Teamwork 1

Powers:

Mistress of the Elements (Immunity 10 [any effect with the Weather descriptor]; Flaw: Half-Effect; 5pp)
One with Earth's Soul (Super-senses 5 [Earth Awareness, Precognition]; Flaw: Limited [Precongition to weather patterns]; 3pp)
Weather mastery (Array 15; PF: Dynamic, Dynamic Alternate power 5, Indirect 3, Precise; Drawbacks: Side-Effect [causes major alterations in weather patterns; -5], Psyche break [calm and in control, DC15; -3]; 35pp)
-- Dynamic base power: Enviromental control 10 (Mix-and-match 3 [5000' radius]; Extra: Independent)
-- DAP: Air control (Move object 10 [12.5 tons]; Extra: Area [cone, general]; Flaw: Limited material [masses of air])
-- DAP: Fog (Obscure visual 10 [5000' radius]; Extra: Independent)
-- DAP: Lighting (Blast 10)
-- DAP: Tornado (Trip 10; Extra: Area [cylinder, general], Knockback)

Windrider (Flight 5 [250 mph]; PF: Alternate Power 1; 11pp)
-- AP: Flight 3 (50 mph; Extra: Affect Others, Area [burst, general]; Flaw: Distracting; Drawbacks: Wide Turns)

Equipment: Masterwork lockpicks (1ep), Military commlink (as Commlink plus Subtle 1 [scrambler]; 2ep), X-men uniform (Protection 3 [subtle 1] + Hidden pouches; 5ep)

2ep in mission equipment

Combat: Attack +6 (+8 unarmed, +10 Weather mastery); Damage +2 (Unarmed), or by power of choice; Defense +9/+13 airborne (+3 Flat-footed); Initiative +3

Saves: Toughness +7/+4 without costume (+5/+2 Flat-footed), Fortitude +5, Reflex +6, Will +8

Abilities 30 + Skills 22 (88 ranks) + Feats 25 + Powers 54 + Combat 22 + Saves 11 + Drawbacks 0 = 164

Complications:
  • Accident (weather mirrors her mood): due to the nature of her powers, the weather tend to mirror Ororo's mood, sometimes to very dangerous results
  • Claustrophobia: after being burried alive as a kid, Ororo developed a strong case of claustrophobia
  • Rivalry (Callisto): Ororo defeated Callisto and became the leader of the Morlock, since then they haven't got along that well
  • Responsibility (leader of the Morlocks): as their leader, Ororo is responsible for the safety of the Morlocks, something she often neglects
  • Unrequited love life: Ororo had tons of relationships over the years, but was rarely able to pursue them as she wanted


:arrow: in many ways Storm has all the trait and the trappings of a Mary-Sue character: incredible power, check; wide range of skills, check; occasional unlikely insertion of new BG elements, check; exotic look, double cheeck (white hair and blue eyes); tragic past, check. Which is overall unsurprising, since she was the leading female character of the X-Men for almost 4 decades

:arrow: given that she is still a decent character provided that one can distil the character under the tons of extra given to her

:arrow: the power selection is almost a copy of the standard Environmental controller. There are two elements worth of noticing: first the Environmental control is Independent, meaning that Ororo must use it again to stop an ongoing effect she has caused; second the side-effect is a drawback - Ororo don't magicalliy create new weather patterns like Thor does, she simply manipulates the existing one - as such if she causes a flod in a region it's likely that all the nearby regions will suffer from drought, usually she is careful enough to avoid this, but the possibility still exist

:arrow: Ororo descend from a bloodline of African magicians, as such she has the potential to use magic, but she never developed it. I included this potential as a benefit, which effects are up to the GM to determine on occasional basis
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Re: Woodclaw's 2E (I'm Back) - Terminator T-800

Postby The Ilethryl Knight » Thu Mar 01, 2012 8:04 am

Cool Storm build. Also, gotta love the Terminator! 8)
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Re: Woodclaw's 2E (I'm Back) - Terminator T-800

Postby Woodclaw » Thu Mar 01, 2012 9:54 am

The Ilethryl Knight wrote:Cool Storm build. Also, gotta love the Terminator! 8)


Thanks, IK. to be honest, I'm still unsure about the Side-Effect drawback, sometimes I think it might work better as a Flaw, but its consequences for the character are minor at best.

About Terminator, it was a awfully simple build but works great.
I was thinking, since I pitted my Robocop build against Snake Plissken a while ago, maybe I should do the same with the T-800 and completly ruining Snake's day. :twisted:
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#416 Indiana Jones

Postby Woodclaw » Sat Mar 03, 2012 8:28 am

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"X" never, ever marks the spot.

Indiana Jones
Professor Henry Walton Jones Junior

Power Level: 5 (100pp)

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

Skills: Acrobatics 2 (+5), Bluff 2 (+5), Climb 3 (+6), Diplomacy 3 (+6), Disable Device 3 (+7), Drive 2 (+5), Gather Information 4 (+7), Knowledge (art) 4 (+8), Knowledge (current events) 3 (+7), Knowledge (history) 6 (+10), Knowledge (theology & philosophy) 2 (+6), Language 10 (Ancient Greek, Arabic, French, Hebrew, Latin, Russian, Spanish, 3 at GM choice; native: English), Notice 3 (+6), Profession (teacher) 4 (+7), Search 4 (+8), Stealth 2 (+5), Survival 4 (+7), Swim 3 (+6)

Feats: Attack Focus 1 (melee), Attack Specialization 1 (Whip), Beginner's Luck, Connected, Defensive Attack, Defensive Roll 1, Dodge Focus 1, Endurance 1, Equipment 2, Improved Initiative 1, Jack-of-All-Trades, Luck 2, Power Attack, Quick Draw 1, Skill Mastery 1 (Acrobatics, Knowledge [art, history], Search), Stunning Attack

Equipment:

Arsenal (Array; 7ep)
- Revolver .45 (+4 ballistic damage; crit 20; 40'; Full Power, Lethal Only, Slow Reload 2 [full-round])
- Whip (+0 blundgeon damage; crit 19; Mighty, Extended Reach 2, Improve Disarm, Improved Trip)


Combat: Attack +6 (+7 melee, +9 whip); Damage +3 (unarmed), or by weapon of choice; Defense +6 (+3 Flat-footed); Initiative +7

Saves: Toughness +4 (+3 Flat-footed), Fortitude +5, Reflex +5, Will +5

Abilities 38 + Skills 16 (64 ranks) + Feats 18 + Powers 0 + Combat 22 + Saves 6 + Drawbacks 0 = 100

Complications:
  • Addiction (thrill-seeker): do you really think he does all those crazy stunts only for the sake of archeology?
  • Honor (It belongs in a museum): Indy is very devoted to recover artifacts and restore history
  • Never say "I love you": while Indy had many relationships over the years, he was always very afraid of commiting himself
  • Phobia (snakes): understandable considering he met a king cobra close-up and personal when he was just a teenager
  • Rivalry (mentors): possibly a consequence of his difficult relationship with his father, Indy seem to develop a strong rivalry with all his mentors

:arrow: it seem that I'm keeping to movie builds for the moment, but I planned to build Indy a long time ago, but never got the chance

:arrow: this is as much of a "realistic" Indy I could conceive, he's skilled enough to face a professional soldier one-on-one, but not much more, as a consequence he's very likely to resort to tricks and conditional modifiers to save his skin

:arrow: I'm not satisfied with the skill selection, he's good, but seem to lacking in a couple of areas, perhaps I should give him a couple of extra pp worth of skill points
Last edited by Woodclaw on Sun Jul 15, 2012 5:07 am, edited 2 times in total.
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Re: Woodclaw's 2E (I'm Back) - Terminator T-800, Indiana Jones

Postby Gilliam » Sat Mar 03, 2012 3:20 pm

Excellent Indiana build, I like how you have kept to a lower level which is something I struggle to do.

Another feat that could be useful for him is "Beginners Luck".
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Re: Woodclaw's 2E (I'm Back) - Terminator T-800, Indiana Jones

Postby Woodclaw » Sun Mar 04, 2012 2:41 am

Gilliam wrote:Excellent Indiana build, I like how you have kept to a lower level which is something I struggle to do.

Another feat that could be useful for him is "Beginners Luck".


First, thanks a lot. Over the years I've seen tons of highly powerful Indy builds (especially on other forums), but to me he should be comparativly low-level. I mean he's just human after all.

Good catch on Beginner's Luck, I'll fix the build to include it.
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Re: Woodclaw's 2E (I'm Back) - Terminator T-800, Indiana Jones

Postby The Ilethryl Knight » Sun Mar 04, 2012 8:18 am

Woodclaw wrote:
Gilliam wrote:Excellent Indiana build, I like how you have kept to a lower level which is something I struggle to do.

Another feat that could be useful for him is "Beginners Luck".


First, thanks a lot. Over the years I've seen tons of highly powerful Indy builds (especially on other forums), but to me he should be comparativly low-level. I mean he's just human after all.

Good catch on Beginner's Luck, I'll fix the build to include it.


I'll probably make Indiana PL 6 whenever I get around to building him, but I like your build all the same. Good Job.
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Re: Woodclaw's 2E (I'm Back) - Terminator T-800, Indiana Jones

Postby Arkrite » Sun Mar 04, 2012 8:36 am

Indy is hard.
One one hand he's just a rough and tumble two fisted action hero.
On the other hand he's Indiana freakin' Jones ;~)

It's not hard to see how some people could want to upgrade him a few PLs.

Nice build Woodclaw.
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Re: Woodclaw's 2E (I'm Back) - Terminator T-800, Indiana Jones

Postby Woodclaw » Sun Mar 04, 2012 11:36 am

First of all thanks for the compliments.

The Ilethryl Knight wrote:
Woodclaw wrote:
Gilliam wrote:Excellent Indiana build, I like how you have kept to a lower level which is something I struggle to do.

Another feat that could be useful for him is "Beginners Luck".


First, thanks a lot. Over the years I've seen tons of highly powerful Indy builds (especially on other forums), but to me he should be comparativly low-level. I mean he's just human after all.

Good catch on Beginner's Luck, I'll fix the build to include it.


I'll probably make Indiana PL 6 whenever I get around to building him, but I like your build all the same. Good Job.


Originally I built Indy at PL6, but then I remebered how many times he got his ass kicked even by simple minions. Indy is more about thinking outside the box than straight down confrontation (I think that he is a prime user of the Stunt rules from W&W).

Arkrite wrote:Indy is hard.
One one hand he's just a rough and tumble two fisted action hero.
On the other hand he's Indiana freakin' Jones ;~)

It's not hard to see how some people could want to upgrade him a few PLs.

Nice build Woodclaw.


I considered Indy to be a bad case of memetic badass. He's an incredibly cool character but, as I said, he's just human in the end. He can survive some incredibly dangerous situations, but the movie are often aboout how easy is for him to make mistakes (cue enormous rolling rock, please).
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#417 Gojira

Postby Woodclaw » Mon Mar 05, 2012 8:04 am

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>trademark roar<

Gojira
Godzilla

Power Level: 15 (262pp)

Abilities: STR: 50 (+20), DEX: 14 (+2), CON: 40 (+15), INT: 4 (-3), WIS: 14 (+2), CHA: 10 (+0)

Skills: Intimidate 8 (+18), Notice 4 (+5), Survival 4 (+5), Swim 8 (+8)

Feats: All-out Attack, Attack Specialization 2 (unarmed), Crushing Pin, Dodge Focus 5, Environmental Adaptation 1 (underwater), Fast Overrun, Fearsome Presence 8, Improved Grab, Improved Overrun, Lionheart 1

Powers:

Growth 20 (Awesome size; Extra: Duration 1 [Continuous]; Flaw: Permanent; 60pp)
Immunity 8 (Environmental Condition [all], Radiation Effects, Suffocation 1 [drowning]; 8pp)
Regeneration 16 (Bruised [1 round/no rest], Injured/Staggered [20 minutes/1 minute], Disabled/Ability Damage [5 hours/20 minutes], Resurrection [1 week; prevented by plot device]; PF: Diehard, Persistent, Regrowth; Flaw: Source [radiation, see notes]; 14pp)
Scales (Protection 5; Extra: Impervious [16 ranks]; 21pp)
Super-Senses 3 (Radiation Awareness, Scent, Ultravision; 3pp)
Super-Strength 8 (heavy load: 100,000 tons; PF: Dynamic, Dynamic ALternate Power, Groundstrike; 20pp)
-- DAP: Swimming 7 (250 mph)
Signature Attacks (Array 9; PF: Alternate Power 3; 21pp)
-- Base Power: Atomic Breath (Damage 15; PF: Incurable, Progression 2 [area]; Extra: Area [line, general]; Flaw: Action 1 [full round])
-- AP: Loud Roar (Dazzle 15 [auditory]; PF: Progression 1 [area]; Extra: Area [explosion]; Flaw: Action 1 [full round], Range 1 [touch])
-- AP: Nuclear Pulse (Damage 15; PF: Progression 1 [area]; Extra: Area [explosion]; Flaw: Distracting)
-- AP: Trample (add Area [line] to 15 ranks of base Strength)


Combat: Attack +6 (+10 unarmed); Damage +20 (unarmed), or by power of choice; Defense +10 (+3 Flat-footed); Initiative +5

Saves: Toughness +20 (Impervious 16), Fortitude +15, Reflex +5, Will +8/+12 [Lionheart]

Drawbacks: Disability (mute [Very Common, Moderate]; -4pp)

Abilities 12 + Skills 6 (24 ranks) + Feats 22 + Powers 147 + Combat 70 + Saves 9 - Drawbacks 4 = 262

Complications:
  • Enemy (King Ghidorah): of all his classic adversaries, none could come close to Ghidorah on Gojira's personal hate scale
  • Hate (other Kaijus): Gojira doesn't get along well even with other monsters
  • Leave Me Alone: Gojira is rarely the one who starts the battles, but he never backs down and is usually the last monster standing
  • Reputation (King of Monsters): even in a full monster brawl none is more dangerous than Gojira, and people knows it
  • Responsbility (offspring): occasionally Gojira is portrayed having a son, of which he's very protective

:arrow: another build I've ached to make for a long time: the King of Monsters himself. In terms of raw power Gojira is among the top tiers of my thread, it took things like an unleashed Superman, a fully enraged Hulk or Darkseid to match him (by the way that Fortitude +15 and Imperivous Toughness 16 means that the Big G can withstand the Omega Beams without much difficulty)

:arrow: in terms of size this can be any of the various incarnations of Gojira. How? Awesome size covers creatures from 130 feet upwards and the smallest version of Gojira was around 160 feet

:arrow: Gojira's regeneration works in a little weird way, except for Resurrection each category has 3 ranks, the first is always active, the other two have the Source flaw. As a result Gojira can always use the regeneration times before the slashes, but can only the other when it by radiations

:arrow: throughout the franchise Gojira had various weak spots, each one usually wrote out by the end of the movie. As a result the characters usually have to guess what might kill the Big G each time

:arrow: all of Gojira's signature attacks have some kind of flaw that makes them awkward to use, I did this to stress his preference for hand-to-hand combat, especially Grapple (+66 bonus)
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Re: Woodclaw's 2E (I'm Back) - T-800, Indiana Jones, Gojira

Postby prodigyduck » Mon Mar 05, 2012 1:34 pm

That Gojira build is truely Awesome!

But, why.. WHY did you mention his son? That was one of the worst things about the franchise, in my opinion.

Still... great build.
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Re: Woodclaw's 2E (I'm Back) - T-800, Indiana Jones, Gojira

Postby catsi563 » Mon Mar 05, 2012 1:40 pm

Fun fact about that trademark roar.

appareantly the crew were stumped on how to do a roar for him that was unique. they tried various animals (lions, tigers bears oh myyyy *george takei voice*) and came up short.

then one day on a lunch break a sound editor heard an old gate on the studios grounds opening and closing. the gate hadnt been oiled for a while. he rushed to get his recording equipment and with his boss they recorded the gate opening and closing in various ways. then they experimented with the sounds amplifying and altering them until they had that famous roar.
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Re: Woodclaw's 2E (I'm Back) - T-800, Indiana Jones, Gojira

Postby Woodclaw » Mon Mar 05, 2012 3:56 pm

Number one, thanks for the compliments.

prodigyduck wrote:That Gojira build is truely Awesome!

But, why.. WHY did you mention his son? That was one of the worst things about the franchise, in my opinion.

Still... great build.


Depends which version you consider. Minilla was horrid, but Junior from the Heisei movies (the movie between 1985 and 1995) was pretty good. It was more or less a mini version of his father - well mini for a kaiju - until the Big G died at the end of Godzilla VS Destroyah and dosed him with nuclear energy causing Junior to grow to full Godzilla size.

catsi563 wrote:Fun fact about that trademark roar.

appareantly the crew were stumped on how to do a roar for him that was unique. they tried various animals (lions, tigers bears oh myyyy *george takei voice*) and came up short.

then one day on a lunch break a sound editor heard an old gate on the studios grounds opening and closing. the gate hadnt been oiled for a while. he rushed to get his recording equipment and with his boss they recorded the gate opening and closing in various ways. then they experimented with the sounds amplifying and altering them until they had that famous roar.


Actually this story is a half-myth, the idea came from the rusty gate, but the sound of the roar was studio produced using by rubbing a resin glove over the strings of a cello.
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