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

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Re: Woodclaw's 2E - Ready-to-Play: Thunderstrike, Aquaman

Postby Woodclaw » Thu Jul 26, 2012 12:59 pm

Porcupine wrote:I wonder something... are Probability and Luck user are a difficulty to a GM ?? Someone I know told me that cancelling GM fiat should never be allowed and something to bane in a game...

So I was wondering if a Probability user was gonna be on your list... like maybe Black Cat or Domino?

And as for speedster... I wonder which one you were planning. Flash is a given... but honestly, I would like a build a Tempo, a time control user who use time to speed himself LOL :P


Probablity and Luck are really tough to handle because one can use them to do pretty much everything. Why? Simply put the character is manipulating reality on a level normal people don't even consider, a creative player can do preey much anything with that.
I'm not planning a probability controller right now and in case I'll probably build Scarlet Witch. Black Cat is more of a street level character and I'm not too fond of Domino.

As for the speedster. yes I'm building Flash, which one I left to your imagination.
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Re: Woodclaw's 2E - Ready-to-Play: Thunderstrike, Aquaman

Postby Porcupine » Fri Jul 27, 2012 3:10 pm

Woodclaw wrote: Probablity and Luck are really tough to handle because one can use them to do pretty much everything. Why? Simply put the character is manipulating reality on a level normal people don't even consider, a creative player can do preey much anything with that.
I'm not planning a probability controller right now and in case I'll probably build Scarlet Witch. Black Cat is more of a street level character and I'm not too fond of Domino.


... Scarlet Witch ?! That is SO not a character to put in players hands LOL She can alter reality way more then Domino or Black Cat :p

The only other one probability user I know is Longshot. I liked him.

I found a other build of Longshop ready-to-play character but he didnt have any psychometry powers. That was such a shame :(

As for Flash, I will let you give me the surprise. I only know Kid-Flash (Teen Titans) and Flash Gordon from Justice League :)

Thanks for your ready-to-build characters again. They are enjoyable and it makes me understand the world of M&Ms a bit better too LOL
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Re: Woodclaw's 2E - Ready-to-Play: Thunderstrike, Aquaman

Postby kenseido » Fri Jul 27, 2012 3:21 pm

Psychometry is really only a 2pp power (Super-senses 4 [Postcognition; F: Requires Object])
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Re: Woodclaw's 2E - Ready-to-Play: Thunderstrike, Aquaman

Postby Porcupine » Sat Jul 28, 2012 3:33 am

kenseido wrote:Psychometry is really only a 2pp power (Super-senses 4 [Postcognition; F: Requires Object])


My bad... I should have mention also that Longshot have touch-range Telepathy also, which was NOT included in the ready-to-play build I saw. He also have advanded healing abilities , if Marvel Wiki is correct LOL
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Re: Woodclaw's 2E - Ready-to-Play: Thunderstrike, Aquaman

Postby kenseido » Sat Jul 28, 2012 5:45 am

Touch range Telepathy is also pretty cheap. Really only need Mental Communication at 1 rank, dropped to No Range, a -2 Flaw, makes the cost 3ranks/1pp. Mind Reading costs the same.

Regeneration, well, that would cost some more.
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Re: Woodclaw's 2E - Ready-to-Play: Thunderstrike, Aquaman

Postby Porcupine » Sat Jul 28, 2012 7:35 am

kenseido wrote:Touch range Telepathy is also pretty cheap. Really only need Mental Communication at 1 rank, dropped to No Range, a -2 Flaw, makes the cost 3ranks/1pp. Mind Reading costs the same.

Regeneration, well, that would cost some more.


Longshot can actually search throught someone memory. Its more Mind REading or Telepahy power. But yeah, Mind reading is cheap but useless if not at high power, as the target can resist with a will save.

However, I wonder if Longshot hit his caps... I cant see him doing a lot of damage, unless he do critical hits.
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Re: Woodclaw's 2E - Ready-to-Play: Thunderstrike, Aquaman

Postby Woodclaw » Sat Jul 28, 2012 8:11 am

kenseido wrote:Psychometry is really only a 2pp power (Super-senses 4 [Postcognition; F: Requires Object])


Unfortunaly it is. Psychometry is one of those effect that I usually label as too cheap.
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#439 Ready-to-Play: The Flash

Postby Woodclaw » Sat Jul 28, 2012 8:39 am

M&M2E Ready-to-Play Archetype

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I was never a saint. I was just a guy chasing justice.

Flash
Bartholomew "Barry" Henry Allen

Archetype: Speedster (Classic)
Power Level: 10 (150pp)
Trade-Offs: Att +2/Dam -2; Def +2/Tou -2
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Moving Feint, Quickness, Teamwork Feats


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

Skills: Computers 2 (+5), Concentration 4 (+6), Diplomacy 4 (+7), Disable Device 2 (+5), Investigate 2 (+5), Knowledge (civics) 2 (+5), Knowledge (life sciences) 5 (+8), Knowledge (physical sciences) 5 (+8), Knowledge (streetwise) 3 (+6), Language - (native: English), Medicine 2 (+4), Notice 5 (+7), Profession (Forensic Technician) 6 (+8), Search 4 (+7), Sense Motive 5 (+7), Sleight of Hand 4 (+6), Stealth 3 (+5), Swim 2 (+4)

Feats: Attack Specialization 2 (unarmed), Beginner's Luck, Connected, Contacts, Defensive Roll 3, Dodge Focus 9, Elusive Target, Equipment 1, Evasion 1, Fast Overrun, Improved Disarm 1, Set-Up, Teamwork 2, Uncanny Dodge 1 (Visual), Untapped Potential

[Improved Initiative 8]

Powers:

Faster Than the Eye (Concealment 4 [all visual senses]; PF: Close Range; Flaw: Limited [only while running]; Drawback: Power Loss 1 [not against infrared] 4pp)
Super-Speed 8 (PF: Improved Initiative 8, Moving Feint, Rapid Attack, Rapid Fire, Special Alternate Power 4, Wall Run, Water Run; 48pp)
  • Speed 8 (2500 mph)
  • Quickness 8 (task speed 500x)
    • SAP: Air Control (Move Object 8 [heavy load: 3 tons]; Extra: Area [Cone, General], Flaw: Limited Material (Air Masses), Range 1 [touch])
    • SAP: Machinegun Punches (Strike 8; Extra: Autofire 1)
    • SAP: Vibrating Through Things (Insubstantial 4 [Incorporeal]; Flaw: Distracting)
    • SAP: Typhoon (Suffocate 8; Extra: Area [Cylinder, General]; Flaw: Distracting)
Vibration Field (Immunity 3 [Suffocation 1 (high speed), Uncommon Descriptor (friction)]; Extra: Affect Others; 6pp)

Equipment: Costume (Protection 3 [subtle 1]; 4ep), Emergency Snacks (1ep)

Combat: Attack +8 (+12 unarmed); Damage +2 (unarmed), or by power of choice; Defense +12 (+2 Flat-footed); Initiative +2/+34

Saves: Toughness +5/+8 with costume (+2/+6 Flat-footed), Fortitude +5, Reflex +6, Will +6

Drawbacks:
  • Weakness (Speed Force Abuse, if unable to spend HP on Increase Power [Common, -1 to all physical traits per round, potentially lethal]; -8pp)
  • Weakness (hypermetabolic, must eat 2-3 times the amount of a normal person [Common, -1 to attack, defense, checks every 20 minutes]; -3pp)

Abilities 28 + Skills 15 (60 ranks) + Feats 27 + Powers 58 + Combat 22 + Saves 11 - Drawbacks 11 = 150

Suggested Complications:
  • Love (Iris West): the only thing capable of making Barry go ballistic is when someone mess with Iris.
  • Responsibility (legacy of the Flash): more than any other superheroic legacy, being the Flash is a generational mission. Barry strives hard to live up to Jay Garrick's example.

:arrow: well, Speedster time, I had to struggle a lot on this one simply because I don't like speedsters. Nothing wrong with the concept per-se, but I always found the execution somehow lacking. DC's speedsters tend to be incredibly well adjusted character, based on the idea that they have time to understand people (pretty much the entire Flash family). Marvel's speedsters tend to be douchebags because they feel trapped in a slow world (Quicksilver and Northstar). In the middle, almost nothing.

:arrow: rulewise my biggest gripe is Quickness, even a modicum amount allows people to almost ignore their skill selection, which pissed me off to no end. Barry allowed me to partially circumvent this problem, thanks to his job. Barry is a forensic technician, which is one of those jobs where superspeed doesn't allow to cheat. even if Barry is superfast he can't accelerate a fluid analisys without seriously screwing the results

:arrow: I followed BGIII idea and lowered the speed rank a lot. This gave me a little more room to manuver, Barry is still faster than any other RtP to date, but he's not impossibly so impossibly fast to make any other character unable to reach him (also being able to hit mach 13 at ground level isn't exactly low speed). Also I remodeled his Insubstantial trick to match the point cost and make it slightly less convenient.

:arrow: for the GM speedsters can be a pain simply because of how mobile they are (and Quickness of course), the best idea is to throw them some curveballs. Take a page from the Rogues' book and use the environment against them.
Last edited by Woodclaw on Sun Jul 29, 2012 4:08 am, edited 1 time in total.
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Re: Woodclaw's 2E - Ready-to-Play: Thunderstrike, Aquaman, Flash

Postby Porcupine » Sat Jul 28, 2012 9:31 am

O...M...G...

I LOVE IT !!!!

I love how you build it !!! And the forensic expert touch, the fact he is very smart... brillant !!! :D

Its true that Marvel Speedster arent that great in their personnalities :roll:
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#440 Ready-to-Play: Nightcrawler

Postby Woodclaw » Thu Aug 02, 2012 10:55 am

M&M2E Ready-to-Play Archetype

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We are what we are Scott, wishing won't change a blessed thing, nor will feeling sorry for ourselves.

Nightcrawler
Kurt Wagner

Archetype: Swashbuckler + Speedster (Teleporter)
Power Level: 10 (150pp)
Trade-Offs: Att +3/Dam -3; Def +3/Tou -3
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Feint, Sneak Attack, Teleport


Abilities: STR: 16 (+3), DEX: 22 (+6), CON: 14 (+2), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Acrobatics 6 (+12), Bluff 2 (+5), Climb 3 (+6), Craft (mechanical) 4 (+6), Diplomacy 5 (+8), Escape Artist 2 (+8), Intimidate 4 (+7), Knowledge (arcane Lore) 3 (+5), Knowledge (art) 3 (+5), Knowledge (popular culture) 5 (+7), Knowledge (theology & philosophy) 4 (+6), Language 2 (English, Latin; native: German), Medicine 2 (+5), Notice 3 (+6), Perform (acting) 2 (+5), Perform (Circus Acrobat) 4 (+7), Pilot 1 (+7), Search 3 (+5), Sense Motive 5 (+8), Sleight of Hand 2 (+8), Stealth 3 (+9), Survival 1 (+4), Swim 3 (+6)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus 2 (melee), Attack Specialization 1 (Rapier), Defensive Attack, Defensive Roll 2, Dodge Focus 4, Elusive Target, Equipment 3, Favored Conditions 2 (darkness), Fearsome Presence 3, Improved Block 1, Improved Disarm 1, Improved Feint, Instant Up, Power Attack, Set-Up, Sneak Attack 1, Teamwork 1, Uncanny Dodge 1 (Visual), Weapon Bind

Challenges: Accelerated Acrobatics

Powers:

Bamfing (Teleport 5 [500'/5 miles]; PF: Alternate Power 2, Change Direction, Easy, Progression 1 [mass], Evasion 1; 16pp)
  • AP: Multi-Bamf (Stun 7)
  • AP: Rapid Attack (as the Super-Speed effect, using Teleport Rank)
Blending in the Shadows (Concealment 4 [all visual senses]; PF: Close Range; Flaw: Blending, Limited [into shadows]; 3pp)
Mutant Physiology (Container 2 [Passive]; 10pp)
  • Flexible Bones (Immunity 5 [Entrapment]; flaw: Half-Effect)
  • Leaping 1 (jumping distance x2)
  • Insulating Fur (Features 1)
  • Speed 1 (10 mph)
  • Super-Movement 1 (Wall-Crawling 1 [half speed])
  • Tail (Additional Limbs 1)

Equipment: Costume (Protection 3 [subtle] + Immunity [heat & cold; Half-Effect]; 5ep), Image Inducer (Morph 2 [humanoids of similar size]; Flaw: Hologram; 2ep), Military Commlink (standard commlink [subtle]; 2ep)

Rapier (+2 piercing damage; crit 18; Mighty; 5ep)

1ep in mission specific equipment

Combat: Attack +7 (+9 melee, +11 with Rapier); Damage +3 (unarmed), or by power/weapon of choice; Defense +11 (+4 Flat-footed); Initiative +6

Saves: Toughness +4/+7 with costume (+2/+5 Flat-Footed), Fortitude +5, Reflex +8, Will +6

Drawbacks:
  • Disability (non-human hands [very common, minor]; -3pp)

Abilities 38 + Skills 18 (72 ranks) + Feats 32 + Powers 29 + Combat 28 + Saves 8 - Drawbacks 3 = 150

Suggested Complications:
  • Family Issues: everything given and considered Kurt's family couldn't be stranger
  • Prejudice (inhuman appearence): being a blue and fuzzy devil isn't easy sometimes

:arrow: another RtP I was aching to post, mostly to round up my second genesis X-Men builds, but also because I think that Kurt is one of those characters that simply makes a team better.

:arrow: the final build have some deep similarities to Nigthwing, unsurprisigly since they both are witty acrobats that fight better in the dark. Still, I never realized how close the backgrounds of these two are.

:arrow: player-wise Kurt is a slightly difficult character, being very dependent from situational bonuses and sneak to be combat effective. Also the biggest challenge is to portray him right, it's easy being blue and fuzzy

:arrow: for the GM, Kurt can be a problem, teleport is quite the gamebreaker - even at low level- in the hand of a clever player. As a genral rule this is outweighted by the limitations on kurt damage, but I think one should be extra careful.
Last edited by Woodclaw on Tue Jun 25, 2013 2:26 am, edited 2 times in total.
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#441 Ready-to-Play: Vampirella

Postby Woodclaw » Sun Aug 05, 2012 9:05 am

Well this is the end for now. I got a new inspiration so I'm going to put my M&M2E Ready-to-Play Archetype on a brief hiatus, while I work on some new builds, expect them during the next week.

Image
Vampires don't shine.

Vampirella

Archetype: Demon (Vampire, sort of)
Power Level: 10 (150pp)
Trade-Offs: Att +2/Dam -2; Def +2/Tou -2
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Mind Control, Regeneration, Weakness


Abilities: STR: 22 (+6), DEX: 16 (+3), CON: 20 (+5), INT: 14 (+2), WIS: 16 (+3), CHA: 18 (+4)

Skills: Acrobatics 3 (+7), Bluff 3 (+7/+11 [Attractive]), Climb 1 (+7), Diplomacy 1 (+5/+9 [Attractive]), Drive 3 (+7), Gather Information 3 (+7), Intimidate 5 (+9), Knowledge (arcane Lore) 3 (+5), Knowledge (history) 4 (+6), Language 3 (Hungarian, Russian, 1 free slot; native: English), Notice 5 (+8), Search 4 (+6), Sense Motive 4 (+7), Stealth 4 (+8), Swim 1 (+7)

Feats: Attack Focus 4 (melee), Attack Specialization 1 (grapple), Attractive 1, Beginner's Luck, Defensive Roll 3, Dodge Focus 7, Fascinate 1 (Bluff), Improved Grab, Improved Initiative 1, Improved Pin

Powers:

Child of the Night (Array 5; PF: Alternate Power 4; 15pp)
  • Base Power: Vampiric Bite (Drain 4 [Constitution]; PF: Slow Fade 6 [1 day]; Flaw: Require Grapple)
  • AP: Claws & Wings (Multiple Powers: Strike + Flight)
    • MP: Claws (Strike 2; PF: Improved Critical 1, Mighty; Extra: Pentrating)
    • MP: Wings (Flight 3 [50 mph]; Drawbacks: Power Loss 1 [winged])
  • AP: Bat Form (Morph 2 [bat]; PF: Metamorph)
  • AP: Mist Form (Insubstantial 2 [gaseous])
  • AP: Animal Control 8 (PF: Mental Link; Flaw: Limited 2 [bats only])
  • AP: Hypnosis (Mind Control 10; Flaw: Sense-Dependent [Gaze])
Regeneration 24 (Bruised [no rest], Staggered/Injured [1 minute], Disabled/Ability Damage [20 minuted], Unconscious [1 round], Resurrection [1 round, not if beheaded]; PF: Diehard, Regrowth; Flaw: Source [blood]; 14pp)
Vampiric Metabolism (Immunity 6 [Aging, Disease, Poison, Sleep, Suffocation 2 [All]; Flaw: Half-Effect [Suffocation only]; Drawbacks: Power Loss 1 [must save once against poison for Immunity to activate]; 4pp)
Vampiric Senses (Super-Senses 3 [Darkvision, Scent]; 3pp)

Combat: Attack +8 (+12 melee); Damage +6 (unarmed), or by power of choice; Defense +12 (+3 Flat-footed); Initiative +7

Saves: Toughness +8 (+5 Flat-footed), Fortitude +7, Reflex +6, Will +8

Drawbacks:
  • Weakness (Blood Hunger [Very Common, -1 to Strength per day]; -1pp)

Abilities 46 + Skills 12 (48 ranks) + Feats 21 + Powers 36 + Combat 26 + Saves 10 - Drawbacks 1 = 150

Suggested Complications:
  • Prejudice (Vampire): while Vampi isn't a classic/proper vampire, she's close enough for people to fear and distrust her.
  • Responsibility (will of Lilith): after discovering her legacy Vampi swore to her mother Lilith to exterminate all the existing vampires.

:arrow: Vampi wasn't part of my original RtP list, simply because I generally don't like the whole "vampire-turned-hero" (or demon, or whatever). See, this kind of character were oh-so-common during the '90s, since they allowed publishers to exploit the whole bad-girl antihero kind of character with little or no background justification.

:arrow: overall Vampi is quite simple, being immune to 99% of the classic vampire weaknesses, she is mostly a totem/claw-girl character with the extra complication of her blood hunger.

:arrow: the key difficulty for a player is to remember that you live in a world that hates you and doesn't like to have bloodsucker running around. Also your monster level of regeneration require blood to work and your (in)famous red suit doesn't have refrigerated pockets to keep a couple of plasma bags.

:arrow: GM-wise, Vampi is quite easy to handle and open some interestiong extra options, allowing some supernatural plots without involving the usual magicians.
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#442 Conan of Cimmeria

Postby Woodclaw » Sat Aug 11, 2012 8:18 am

First fo all I'm sorry for the delay, but between my limited internet access and some cable that went M.I.A. I had major computer troubles this week.

For some reason I recently got into a W&W mood, so I started to build some Heroic Fantasy characters, I hope to be able to keep this up for a while (although I admit my partial ignorance of the genre, my taste tend to swing toward heroic/epic fantasy). So, let's begin: By the Sword and Spell, build #1.

Image
...I was born in the Cimmerian hills where the people are all barbarians. I have been a mercenary soldier, a corsair, a kozak, and a hundred other things. What king has roamed the countries, fought the battles, loved the women, and won the plunder that I have?

Conan of Cimmeria

Power Level: 7* (120pp)

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

Skills: Bluff - (+3/+7 [Attractive]), Climb 5 (+10), Craft (weapon & armorsmithing) 3 (+5), Diplomacy (+3/+7 [Attractive]), Gather Information 3 (+6), Handle Animal 2 (+5), Intimidate 6 (+9), Knowledge (current events) 3 (+5), Knowledge (streetwise) 4 (+6), Knowledge (tactics) 4 (+6), Language 5 (Hyborian, Hyrkanian, Nordheimer, Turanian, Zamoran; native: Cimmerian), Notice 4 (+7), Profession (Mercenary) 4 (+7), Ride 5 (+8), Search 3 (+5), Sense Motive 3 (+6), Stealth 3 (+6), Survival 4 (+7), Swim 3 (+8)

Feats: All-Out Attack, Attack Focus 2 (melee), Attack Specilization 1 (grapple), Attractive 1, Beginner's Luck, Benefit 1 (literate), Crushing Pin, Diehard, Distract 1 (Intimidate), Dodge Focus 3, Endurance 1, Improved Initiative 1, Improvised Weapons 1, Inspire 3, Light Sleeper, Lionheart 1, Luck 1, Power Attack, Rage 1 (5 rounds), Startle, Stunning Attack, Takedown Attack 1, Track, Ultimate Strength, Veteran Fighter, Withstand Damage

Challenges: Accelerated Climb 1, Secured Climb

Powers:

Cimmerian Might (Super-Strength 1 [heavy load: 800 lbs/1400 lbs when raging]; Flaw: Tiring; 1pp)

Combat: Attack +6 (+8 melee); Damage +5 (unarmed), or by weapon of choice; Defense +8 (+3 Flat-footed); Initiative +7

Saves: Toughness +5, Fortitude +7/+11 [Endurance], Reflex +5, Will +6/+10 [Lionheart]

Drawbacks: Low Wealth 1

Abilities 42 + Skills 16 (64 ranks) + Feats 33 + Powers 1 + Combat 22 + Saves 7 - Drawbacks 1 = 120

Complications:
  • Hatred (sorcerers): as a rule of thumb Conan consideration of sorcerers range from distrust to downright hate
  • Honor (barbarian code): Conan live by a simple, yet inflexible, code of honor. He never lies, never hurt a woman, never left a blood debt unpaid
  • Reputation (scoundrel): those who know Conan generally consider him a dangerous man, or a downright menace
  • Temper: Conan has quite the explosive and bloodlust temper

:arrow: a long time ago I swore not to build Conan, simply because I thought that he was too difficult to put into anything even remotly resembling a decent character format, due to his notorious ability of "doing-almost-anything-by-himself" (aka Marty Stu syndrome), but looking at the work of other builders proved me wrong. So I decided to gave the notorious Cimmerian a shot.

:arrow: this is my representation of Conan halfway through his life, he had his fair share of adventure in civilized lands, but he's not ready to become king yet.

:arrow: as a rule of thumb Conan doesn't really have any fixed property at this point of his life, he usually start each adventure with a weapon, some clothes and whatever his current employer provided him with (generally nothing or an armor at best). So I decided not to include any level of Equipment

:arrow: Conan is still PL 6.5 with his bare fists. With a simple Sword/Chainmail combo he can reach to PL8, with a Plate Armor/Greatsword he's PL9, which is probably as high he might be at this point. Also, he can use almost anything as a lethal weapon, thanks to his Improvised Weapons feat
Last edited by Woodclaw on Fri Aug 17, 2012 8:09 am, edited 1 time in total.
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#442 Elric of Melniboné

Postby Woodclaw » Sun Aug 12, 2012 5:41 pm

By the Sword and Spell continues.

Image
And now, Elric had told three lies. The first concerned his cousin Yyrkoon. The second concerned the Black Sword. The third concerned Cymoril. And upon those three lies was Elric's destiny to be built, for it is only about things which concern us most profoundly that we lie clearly and with profound conviction.

Elric of Melniboné
His Imperial Majesty Lord Elric, 8th of his name, 428th emperor of the Bright Empire, ruler of the Dreaming city, keeper of the Ruby Throne

Power Level: 10 (150pp)

Abilities: STR: 8/12/20 (-1/+1/+5*), DEX: 12 (+1), CON: 8/12/20* (-1/+1/+5*), INT: 18 (+4), WIS: 18 (+4), CHA: 14 (+2)
*Elric's Strength and Constitution - and derived stats - are listed as natural/with Stormbringer/maximum boost

Skills: Bluff 4 (+6), Concentration 6 (+10), Craft (Alchemy) 6 (+10), Diplomacy 6 (+8/+12 [Ring of the Emperor]), Intimidate 4 (+6/+10 [Ring of the Emperor]), Knowledge (arcane Lore) 8 (+12), Knowledge (art) 3 (+7), Knowledge (civics) 3 (+7), Knowledge (history) 5 (+9), Knowledge (tactics) 4 (+8), Knowledge (theology & philosophy) 6 (+10), Language 5 (Young Kingdoms Common, Daemonic, 3 at GM choice; native: Melnibonean), Medicine 4 (+8), Notice 3 (+7), Ride 6 (+7), Search 4 (+8), Sense Motive 3 (+7)

Feats: Attack Specialization 1 (swords), Benefit 1 (Dragonlord), Benefit 1 (Patronage of Arioch), Defensive Attack, Dodge Focus 2/8, Eidetic Memory, Equipment 1, Fate's Hand (as Luck 1), Power Attack, Ritualist

[Attack Specialization 3 (Stormbringer), Diehard, Dodge Focus 6, Follow-Up Strike, Improved Initiative 1, Quick Draw 1]

Powers:

Sorcerer (Array 16; PF: Alternate Power 1; 33pp)
  • Base Power: Summon Demon Horde (Summon 10; PF: Progression 5 [50 creatures]; Extra: Broad Type [bound creatures of the Million Spheres], Horde; Flaw: Action 1, Check Required [Diplomacy or Intimidate]; Drawbacks: Action 1 [1 minute], Power Loss [must be able to speak and gesture])
  • AP: Summon Greater Demon (Summon 12; Extra: Broad Type [bound creatures of the Million Spheres], Heroic; Flaw: Action 1, Check Required [Diplomacy or Intimidate]; Drawbacks: Action 1 [1 minute], Power Loss [must be able to speak and gesture])
Sorcerous Senses (Super-Senses 1 [Magical Awareness]; 1pp)
Ring of the Emperor (Device 1 [hard to lose]; PF: Restricted 2 [Emperor of Melniboné]; 6pp)
Stormbringer (Device 16 [easy to lose]; PF: Eternal, Restricted 1 [to whoever the blade choose]; Extra: Returning [see notes]; Flaw: Willfull Personality; 50pp)

Devices:

Ring of the Emperor (5pp of effects)
  • Symbol of the Pact (Enhanced Skill 2 [Diplomacy +4, Intimidate +4]; Flaw: Limited [to summoned creatures])
  • Sorcerous Focus (removes the Action and Power Loss Drawbacks from summoning powers)

Stormbringer (78pp of effects)
  • Blade of Destruction (Linked: Strike + Transfer; PF: Affect Insubstantial 1)
    • Strike 4 (PF: Improved Critical 2, Mighty; Extra: Penetrating, Vampiric)
    • Transfer 8 (Strength & Constitution; PF: Slow Fade 4; Flaw: Chained [Strike], Personal)
  • Demonic Inspiration (Features 1 [the blade occasionally push elric toward certain actions])
  • Runes of Terror (Emotion Control 6; Extra: Action 3 [Reaction], Area [Perception, Sight]; Flaw: One Emotion [Fear], Range 2 [Touch])
  • Unnatural Health (Enhanced Constitution 4; PF: Diehard)
  • Unnatural Speed (Enhanced Feats 12 [Attack Specilization 3 (Stormbringer), Dodge Focus 6, Follow-Up Strike, Improved Initiative 1, Quick Draw 1])
  • Unnatural Strength (Enhanced Strength 4)
  • Unnatural Vitality (Removes Elric's Disability and Weakness Drawbacks)

Equipment: Plate Armor (Protection 4; 4ep)

Combat: Attack +3 (+5 sword, +11 Stormbringer); Damage -1/+1/+5 (unarmed), or by power/weapon of choice; Defense +5/+11 with Stormbringer (+2 Flat-footed); Initiative +1/+5

Saves: Toughness +3/+5/+9 (-1/+1/+5 without armor), Fortitude +3/+5/+8, Reflex +3, Will +9

Drawbacks:
  • Disability (Albino [common, moderate]; -3pp)
  • Vulnerable (Light Sensitivity [Common, +1 DC]; -2pp)
  • Weakness (Extreme environments [Common, -1 to all Physical Traits per minute, potentially lethal]; -7)

Abilities 18 + Skills 20 (80 ranks) + Feats 11 + Powers 90 + Combat 12 + Saves 11 - Drawbacks 12 = 150

Complications:
  • Doomed: Elric is one of the biggest focus of bad luck of the entire multiverse, everyone who is close him will die horribly
  • Fate (Eternal Champion): Elric fate has been preordered a long time ago, he will not be able to escape it
  • Enemy (the Adversary): as Eternal Champion Elric has always one nemesis that makes his life miserable, at first it was his own cousin Yyrkoon, later the sorcerer Theleb K'aarna that plagued his life for decades, later on it was Jagreen Lern, the Theocrat of Pan-Tang
  • Prejudice (Melnibonean): until a couple of centuries ago Melniboné was the dominating power across the Young Kingdoms and it's people have a reputation for decadence and dealing with demons

:arrow: Elric was pretty terrible to work, but I'm very satisfied with the final result, PL10 is quite high in a semi-relistic setting, but it's appropriate. As a general rul Elric is just PL4.5 armed and in his natural state, with Stormbringer he reached PL8, getting to PL10 only after the blade boost him up.

:arrow: as a highborn Melniboneian, Elric is a dragonlord, one of the few humanoids trained to ride dragons. Given the rarity of dragons and their need for prolonged sleep between each battle, it's unlikely that this benefit will ever come into play more that once or twice

:arrow: magic in the Young Kingdoms seem to be limited to conjuration, Elric is arguably the best sorcerer of his generation. The Ring is one of the most forgotten relics used by Elric. As emperor of Melniboné, Elric has inherited various pacts that his predecessors stipulated with various demons and elementals. The ring was the focus of these pacts, allowing Elric to summon and control these creature with much more ease.

:arrow: Stormbringer is considered a easy to lose device with a special ad-hoc extra. The blade can be knocked out of Elric's hand, but it can return to him on their next round as a Free Action, making it a little more and a little less that a standard hard to lose object. The Willfull personality Drawback simulate the blade malign intelligence, Elric has to make a CHA check at the beginning of each scene to control it, otherwise Stormbringer will malfunction or act on its own, usually making Elric's life miserable... ok, more miserable!

:arrow: the albino drawback doesn't have any clean cut mechanic, at GM discretion, Elric might be more vulnerable to certain diseases, environmental conditions or toxins, the extent of this penalties are highly situational
Last edited by Woodclaw on Fri Aug 17, 2012 8:12 am, edited 2 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Gilliam
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Re: Woodclaw's 2E - Conan of Cimmeria, Elric of Melniboné

Postby Gilliam » Mon Aug 13, 2012 2:10 am

Excellent Elric probably after Hawkmoon my favourite of the Eternal Champions.

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Woodclaw
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Re: Woodclaw's 2E - Conan of Cimmeria, Elric of Melniboné

Postby Woodclaw » Mon Aug 13, 2012 2:24 am

Gilliam wrote:Excellent Elric probably after Hawkmoon my favourite of the Eternal Champions.


Thanks, I was starting to think that none will comment on my build ever again :P

I admit my ignorance about many of the Eteral Champions, I read all about Elric, but almost nothing on the others. I'm especially sorry of never reading anything about Hawkmoon and Corrum.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
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