Xarathos' Builds: Mass Effect Templates: Infiltrator (PL 8)

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Xarathos' Builds: Updates: Spider-Man 3E revision 1

Postby Xarathos » Tue Aug 03, 2010 6:57 pm

The Amazing Spider-Man
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"I dont suppose I could convince you to come up here and fight like a spider?"

PL 11, pp
+2Atk/-2DC, +2Def/-2Tgh

Abilities: 42 pp

Strength 2/8
Stamina 1/6
Agility 1/9
Dexterity 3/7
Fighting 5
Intellect 3
Awareness 4
Presence 2

Skills: 36 pp
Acrobatics 8, Athletics 8, Deception 10, Technology 8, Expertise [Chemistry] 8, Expertise [Physical Sciences] 6, Perception 8, Expertise [Photography] 4, Insight 8, Stealth 8, Intimidate 4, Close Combat: Unarmed 4, Ranged Combat: Web Shooters 4

Advantages: 47 pp
Inventor, Equipment 1, Benefit 1 (Deception based on Intelligence), Close Combat 5, Agile Feint, Chokehold, Accurate Attack, Hide in Plain Sight, Evasion 2, Elusive Target, Power Attack, All Out Attack, Defensive Attack, Improved Defense, Ricochet 1, Teamwork, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Instant Up, Prone Fighting, Redirect, Ultimate Effort: Dodge, Daze (Bluff), Connected, Taunt, Benefit: Ambidexterity, Great Endurance, Stunning Attack, Fearless, Defensive Roll 2, Fast Grab, Skill Mastery: Acrobatics, Skill Mastery: Athletics, Ranged Combat 4, Favored Environment: Urban

Offense:
Unarmed +14 to hit, DC +8
Web shooters +13 to hit, DC +9

Defense: 21 pp
Dodge: 9 + 1 + 4 = 14
Parry: 5 + 8 = 13
Toughness: 6 + 2 = 8
Fortitude: 6 + 5 = 11
Will: 4 + 7 = 11

Powers: 96 pp

Doin' Whatever a Spider Can:
- Is He Strong? Listen, Bud - He's got Radioactive Blood: Enhanced Strength 6; Enhanced Strength 1 (Limited: Lifting only); Leaping 3; Super-Movement 2 (Wall Crawling 2); Enhanced Agility 8, Enhanced Dexterity 4, Enhanced Trait: Dodge 4, Enhanced Skill: Acrobatics 8, Athletics 8; Enhanced Stamina 5; Speed 1; Spider Sense: Super Senses 1 (Danger Sense - Mental), Enhanced Feat: Uncanny Dodge: 69 pp

Web Shooters: 33 pp traits, Removable -6: 27 pp
- Web Parachute: Flight 1 (Gliding); 1 pp
- Catches thieves, Just like flies: Snare 9 (PF: Split Attack); 28 pp
    AE: - Here's web in your eyes: Dazzle 9 (visual, opaque web); 1 pp
    AE: - Web is stronger than steel: Move Object 10 (web line); 1 pp
- Can he swing from a thread?: Super-Movement 1 (swinging, web line); 2 pp

Equipment:
Mini Tracer, Camera, GPS Receiver, Flashlight, Cell Phone

Complications: Guilt (Deaths of loved ones; Uncle Ben, Aunt May, Gwen Stacy), Significant Other (MJ), Low Finances, Nemesis (J. Jonah Jameson), Enemy (Norman Osborn, Eddie Brock, sizable rogues gallery), Responsibility (MJ, Daily Bugle), Reputation, Secret Identity, Radioactive Blood

Abilities 42 + Skills 36 + Advantages 47 + Defense 21 + Powers 96 = 242 pp

Notes: Spider-Man is the first to get some maintenance: I cut out a few of the holdovers, trimmed his stats here and there to match a new set of benchmarks that were pointed out to me in places (except where I disagreed with them), and moved his Move Object effect into an array. The end result is that he's probably both more effective AND cheaper in points.

I trimmed out a few dead advantages and some things that didn't feel all that useful, and added Favored Environment: Urban. Spider-Man has always been most at home in the city, and I felt the build should reflect that.

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4E D&D Conversion part 1: Racial Templates

Postby Xarathos » Wed Aug 04, 2010 3:52 pm

M&M 3E Racial Templates:

Obviously, templates in the new system work the same way they did in the old one, but still require a little thought to get exactly right. Let's give this a try. . . I'll be operating under a PL 6/90 Points assumption for these templates. I'll also be making their racial abilities encounter powers for the moment, but one of the great things about M&M is it's trivial to remove that limit.

Okay, so they're not DIRECT conversions, but they're as close as I could come in my head.

Dragonborn : 12 pp
    Enhanced Strength +1, Enhanced Presence +1: 4 pp
    Enhanced Skills: +2 Expertise (History), +2 Intimidate: 2 pp
    Advantages: Languages (Draconic, Common), Great Endurance: 2 pp
    Protection 2 (Scales): 2 pp
    Dragon Breath: Close Area (Cone) Damage 2, Limited: 1/Encounter : 2 pp

One of my favorite ideas about 4e was the instant access to something draconic. This isn't as amazing in M&M, but it's still cool. Dragonborn are dragon like humanoids who generally stand between 6'2" and weigh in between 220 and 320 pounds. I tweaked it slightly to give the scales some benefit.

Dwarf
: 16 pp
    Enhanced Stamina 1, Enhanced Awareness 1: 4 pp
    Low Light Vision: 1 pp
    Advantages: Language (Dwarven, Common), Great Endurance: 2 pp
    Enhanced Skills: Expertise (Dungeoneering) 2, Close Attack (Warhammer) 1, Ranged Attack (Throwing Hammer) 1: 2 pp
    Shrinking 2 (Normal Strength, Permanent, Innate): 5 pp
    Immovable: Feature 1 (+5 circumstance bonus to resist movement attempts)
    Iron Stomach: Feature 1 (+2 Versus Poisons)

It's slightly troubling to me that the Dwarf is more expensive than the Dragonborn, but eh.

Eladrin : 13 pp
    Enhanced Agility +1, Enhanced Intellect +1: 4 pp
    Enhanced Skills: +2 Expertise (History), +2 Expertise (Magic): 2 pp
    Advantages: Languages (Elven, Common), Low Light Vision, Trance, Ranged Attack 1: 4 pp
    Eladrin Will: +1 Will, Feature 1 (+2 Will Defense versus Mind Control): 2 pp
    Fey Step: Teleport 1, Limited: 1/Encounter : 1 pp

I've never quite liked the name "Eladrin", but I'm in favor of making a distinction between the classic "Magical Elves" and the "Wilderness Elves." Teleport 1 is a bit better than Fey Step, but it gets the concept across. Alternatively, you could use Limited: Half Range for the same point cost. Or remove the limitation for a more fantastic feel, if teleporting is a big enough part of the character. Start piling extras on, and whoooooo. . . the right extras will make even Teleport 1 dangerous.

Elf : 15 pp
    Enhanced Agility +1, Enhanced Awareness +1: 4 pp
    Enhanced Skills: +2 Expertise (Nature), +2 Perception: 2 pp
    Advantages: Languages (Elven, Common), Ranged Attack 1, Luck 2, Improved Aim: 5 pp
    Speed 1, Innate: 2 pp
    Movement (Sure Footed) : 2 pp

Luck was the closest thing I could think of to represent Elven Accuracy, and it's both better and worse; usable only until the luck points run out (and hero points), but gives a much better chance of ensuring a better second roll. Improved Aim just felt right.

Half-Elf : 11 pp
    Enhanced Stamina +1, Enhanced Presence +1: 4 pp
    Enhanced Skills: +2 Persuasion, +2 Insight: 2 pp
    Advantages: Languages 2 (Elven, Common, others), Low Light Vision: 3 pp

Half-Elves are . . . odd. And flexible. There's little point in stating their other abilities, because multi-classing doesn't exist in M&M, per-say (and thank GOD for point-buy systems!) And the group Persuasion bonus doesn't make any sense, any more than the group perception bonus granted by elves makes sense. What next? Eladrin grant a group bonus to Expertise: Magic?

Halfling : 18 pp
    Enhanced Agility 1, Enhanced Presence +1: 4 pp
    Enhanced Skills: +2 Acrobatics, +2 Sleight of Hand: 2 pp
    Advantages: Languages (Common, other), Luck, Lionheart: 3 pp
    Second Chance:Luck Control 1 (Force Negative Re-roll, Limited: Only when attacked): 2 pp
    Small Size: Shrinking 4, Speed 2 (Normal Speed), Innate: 7 pp

Halflings are BUILT for being roguish, quick, and nimble. And lucky. That force a re-roll effect is, like the Luck feat given to the Elf, better and worse than its 4e equivalent; he can use it as often as he likes, but only if he has luck points or hero points to spend.

Human : 0 pp

In spite of everything done by Wizards, humans are STILL generic enough to not need a template. Just put your points where you want them for this one; it's the default assumption of M&M anyway.

Tiefling : 11 pp
    Enhanced Intellect 1, Enhanced Presence +1: 4 pp
    Enhanced Skills: +2 Deception, +2 Stealth: 2 pp
    Advantages: Languages (Common, other), Low-Light Vision: 2 pp
    Fire Resistance: Immunity 5 (Fire Damage); Flaw: Half Effect : 3 pp

I'm honestly not certain how to model Infernal Wrath, but on the other hand it always seemed like kind of a lame ability, and didn't really make sense for most Tieflings. . . plus, where Tieflings are concerned I'm against the "one size fits all" mentality that Wizards has embraced, giving all of them a common origin and appearance - and my least favorite appearance to boot! Instead, I'd just suggest that any player of a Tiefling allocate a minimum of around 5 points to some kind of infernal traits or powers; anything from Obscure, concealment, a damage effect, wings, Morph, Luck ("The Dark One's Own Luck"), or the like. Maybe more, depending. And they probably inherit a prejudice, reputation, and appearance complication as well.

And this being M&M, no one's stuck with these traits.

Anyhow, that's my take on things. Maybe later I'll try doing a class or two.

EDIT: Replaced a few odd and clumsy constructs with the Feature power at the suggestion of JoshuaDunlow.
Last edited by Xarathos on Tue Aug 10, 2010 9:28 am, edited 1 time in total.

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Xarathos' Builds: Starcraft for 3E: Terran Marine

Postby Xarathos » Sat Aug 07, 2010 1:27 pm

Command and Conquer might be the grandfather of all RTS games, but Starcraft is what sold ME on them. With Starcraft II: Wings of Liberty out, I thought I might take a stab at a build or two based on the series.

Starting with one of the longest standing units, and the most basic for the Terrans . . . the Marine.

Terran Marine:
Image
"The only thing you should feel when you shoot someone...is the recoil."

PL 6, 90 pp

Abilities:
STR 5/3, STA 2, AGL 1, DEX 1, FGT 2, INT 0, AWE 0, PRE -1

Equipment:

- Confederate Marine Corps Powered Combat Suit: 34 Ep
    Armor Plating: Protection 8, Impervious 7: 15 ep
    Life Support Systems: Immunity 10 (Life Support): 10 ep
    Power Servos: Enhanced Strength 2: 4 ep
    Radio: As commlink, tied into the network of that particular Terran faction - otherwise, effective range is 1 mile: 1 ep
    Mission Recorder: Feature 2, records audio and visual of every mission for later review, in case of death. 2 ep
    Flash Helmet: +5 equipment bonus against visual Dazzle attacks involving bright light. 1 ep
    Flashlight: beam of light 30 ft long and 15 feet across at the end, negates darkness penalties. Built into armor. 1 ep

- C-14 Impaler Gauss Rifle: 20 pp traits, Restricted 1: 21 ep
    Restricted: Requires a strength of at least 5 to absorb the recoil: -5 penalty to Ranged Combat otherwise.
    Ranged Damage 6, Multiattack +1, Penetrating 2: 20 pp

Advantages:
Close Attack 2, Equipment 11, Ranged Attack 5, Teamwork

Skills:
Athletics 4 (+9/7), Expertise: Choose One 2 (+2), Expertise: Criminal 2 (+2), Expertise: Streetwise 4 (+4)
Expertise: Tactics 4 (+4), Intimidation 4 (+3), Perception 4 (+4), Stealth 2 (+3), Vehicles 4 (+5)

Offense:
Init +1, Unarmed +4 (Damage 5), Ranged +6 (Damage 6)

Defense: Dodge 2, Parry 2, Fort 5, Tou 10/2, Will 2.

Totals:
Abilities 16 + Powers 0 + Advantages 19 + Skills 15 + Defenses 6 = 56
34 Points Customization for individual marine training.

Tradeoffs: Toughness +4/Defenses -4,

Notes: I left it incomplete on purpose - this is meant to be merely a starting point for a PC build at PL 6. The 34 points would mainly be used, though, for a fighting style, Stim Packs, or possibly additional attack options - bearing in mind that Marines fight mainly in groups. This covers the basics pretty well, though, and could be representative of a Marine before completing his training - or before his first few deployments against the Zerg. Power Attack, Accurate Attack and the like are obvious choices, though All Out Attack isn't really an option for the Marine. Raising saves isn't a bad idea, either, for a PC - I left them low because in the RTS Mind Control is pretty much guaranteed, though an uncommon power in the setting. Unless you're a PC Ghost, of course. . .

A group of these with the Minion template could be used as-is for NPC's, though, and would probably be used that way fairly often. Season to taste and you're done.

If the statblock looks at all familiar, it should: I started by using the Thug in the back of the handbook as a template. A touch more training, some minor tweaks, and a battlesuit, (heavily traded) and you have most Terran infantry.

EDIT: Fixed the issue with Teamwork, and the picture was bugging me a little so I swapped it out for another. Thanks to Murkglow for pointing out the changes to Teamwork in 3E - still getting used to that.

EDIT: Maintenance. Removed stats for Device (it's not that hard to recreate) and trimmed the Favored Foe advantage; it doesn't quite fit as well as I'd like, and gives another point for customization. Tweaked Skills and Advantages overall based on Murkglow's input and corrected some basic math errors.
Last edited by Xarathos on Sat Aug 21, 2010 1:32 pm, edited 6 times in total.

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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby Xarathos » Sat Aug 07, 2010 2:22 pm

One final thought that occurred to me for the moment:

The current pricing on the Marine is assuming that his standard issue equipment is somehow "special" - which, outside of his default setting, it might be. In his own setting, however, and compared to some super-heroic settings, I'd probably stretch the rules just slightly and use the Equipment Advantage instead of removable powers/Devices. Heck, that armor takes 30 minutes to get into, and the rifles recoil is so powerful that he NEEDS the armor to absorb it. Sounds reasonable enough for Equipment to me.

Most of the Terran's specialized suits/etc would probably be treated the same way in a Starcraft game - Equipment. Protoss technology, perhaps less so. But this has the benefit of giving a Terran PC that much more flexibility of his build choices, and meeting the feel of the setting. Technology really IS that advanced.

Whether that includes cloaking devices or not, however. . . perhaps not.

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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby luketheduke86 » Mon Aug 09, 2010 2:10 am

Very cool Terran Marine! You hit all there high points really well and I like how you used the "thug" stats as a base and left points free for "upgrades" :D. Speaking of the upgrades how would you envision the Stim Packs effects in game? The best I could think of would maybe an extra layer of multiattack on the gauss rifle and maybe the one or two ranks of the speed power?

I think if anyone's gear could count as Equipment in the Starcraft universe it would be the Terrans, with the Protoss probably being devices. This could also explain why base Protoss units are more expensive in the Starcraft games. Keep up the good work!
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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby Xarathos » Mon Aug 09, 2010 7:11 am

Extra multiattack, Speed 1 (or two), Fades flaw, and either a self damaging side effect or more likely a quirk that inflicts a -1 to Toughness checks. Gives the medic something to do. . . :) Purchased as a suit upgrade. I'll stat something out later, but that's how I'd probably handle it.

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Re: 4E D&D Conversion part 1: Racial Templates

Postby JoshuaDunlow » Mon Aug 09, 2010 12:41 pm

Xarathos wrote:
Dwarf
: 16 pp
    Enhanced Stamina 1, Enhanced Awareness 1: 4 pp
    Low Light Vision: 1 pp
    Advantages: Language (Dwarven, Common), Great Endurance: 2 pp
    Enhanced Skills: Expertise (Dungeoneering) 2, Close Attack (Warhammer) 1, Ranged Attack (Throwing Hammer) 1: 2 pp
    Shrinking 2 (Normal Strength, Permanent, Innate): 5 pp
    Enhanced Strength 1 (Resisting Movement Only): 1 pp
    Enhanced Fortitude 2 (Resisting Poisons Only): 1 pp



I always have to comment, specially if it's a fantasy inspired thread. Since i happen to love using M&M for such a think. I wanted to point out a few things here with your build, if you don't mind the criticism.

You came up with an interesting way of dealing with their poison resistance, and their ability to set themselves up against move by action. I think it would be better to just use the Feature power, which can grant them a +2 circumstance bonus against what you want them to resist. Unless its really specific, than you can give them a +5 bonus.

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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby Xarathos » Mon Aug 09, 2010 1:30 pm

Well, I feel silly now. . . That's an excellent point. It IS, after all, what Feature is for. I'll make the change next time I'm at my pc. Thanks for the comments, JD - your criticism is welcome here. :D

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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby luketheduke86 » Mon Aug 09, 2010 8:33 pm

Xarathos wrote:Extra multiattack, Speed 1 (or two), Fades flaw, and either a self damaging side effect or more likely a quirk that inflicts a -1 to Toughness checks. Gives the medic something to do. . . :) Purchased as a suit upgrade. I'll stat something out later, but that's how I'd probably handle it.


Ooh I actually completely forgot about the damaging side-effect of the stim packs... I don't know how I did though, since I used to have the bad habit of accidentally stim-packing my marines to death when I first started Starcraft :lol:.
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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby Xarathos » Mon Aug 09, 2010 11:16 pm

Heh - that happened to me once or twice, too. :D

I'll get to those corrections in the morning - exhausting but pleasant day at the local water park today, and I'm dead tired. I may even post something new - we'll see where the mood takes me. :)

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Re: Xarathos' Builds: Starcraft for 3E: Terran Marine

Postby JoshuaDunlow » Mon Aug 09, 2010 11:59 pm

Xarathos wrote:
Advantages:
Favored Foe (Aliens), Teamwork 2, Ranged Combat 5, Close Combat 2



Your selection for Favored foe on your Marine, is too broad. You would have to specify a specific alien race with that one.

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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby Xarathos » Tue Aug 10, 2010 8:06 am

Actually, according to the DCA handbook p. 75, "Aliens" is specifically mentioned as being acceptable. "Humans" or "Villains" would be too broad. However, if aliens is too broad for your setting, replace it with Favored Foe (Xel'naga Creations) which specifically includes Protoss and Zerg. Aliens lets them serve a similar function outside their setting, so I think I'll leave it for now.

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Xarathos' Builds: Updates and Notes

Postby Xarathos » Tue Aug 10, 2010 10:21 am

Alright, a round of edits for several of my recent constructions: Dwarves get Feature, as do several of the other fantasy races. Marines . . . I'm leaving Favored Foe (Aliens) for the moment, as it works well in a general setting, though I can see how it might be too broad in the Starcraft setting itself, as there's only three main species and the marines might fight them regularly (but not too regularly, since they're still alive). I'll leave it as "GM's Discretion" - if it doesn't work for you, change it.

I'm also going to present the alternate version of the Marine's armor here, which I'm going to take as cannon from now on - I may edit the original post to reflect this. Here's the suit and rifle as equipment:

Advantages: Equipment 12

- Confederate Marine Corps Powered Combat Suit: 35 Ep
    Armor Plating: Protection 8, Impervious: 16 ep
    Life Support Systems: Immunity 10 (Life Support): 10 ep
    Power Servos: Enhanced Strength 2: 4 ep
    Radio: As commlink, tied into the network of that particular Terran faction - otherwise, effective range is 1 mile: 1 ep
    Mission Recorder: Feature 2, records audio and visual of every mission for later review, in case of death. 2 ep
    Flash Helmet: +5 equipment bonus against visual Dazzle attacks involving bright light. 1 ep
    Flashlight: beam of light 30 ft long and 15 feet across at the end, negates darkness penalties. Built into armor. 1 ep

- C-14 Impaler Gauss Rifle: 20 pp traits, Restricted 1: 21 ep
    Restricted: Requires a strength of at least 5 to absorb the recoil: -5 penalty to Ranged Combat otherwise.
    Ranged Damage 6, Multiattack +1, Penetrating 2: 20 pp
4 ep remaining for mission specific equipment or upgrades.


Throw in a Complication: according to the Starcraft Wikia, it takes 30 minutes to get in or out of that armor. O_O Granted, most of the time a Marine is just going to be wearing it, so it should only be an issue if he needs to change. This is probably why Tychus wears his 24/7 in Starcraft II. . .

The costs have been adjusted because Equipment already includes its own form of the Removable flaw, so there is no additional cost break for it. I also replaced the complicated and nasty Communication power with a simple Commlink, and added a few other known features of the armor using the equipment rules.

I'll be using a similar construct to this from now on with my Terran builds. Given the level of technology in the setting, it's not too far fetched to use the Equipment rules for a wide variety of effects . . .

Protoss technology will be, as surmised, either Devices, or in many cases cybernetic augmentation - non-removable, depending. Either of the above would explain the general expense of Protoss units.

Zerg. . . Zerg will be presented primarily as NPC's, (as will Protoss, really) because the typical Zerg isn't capable of intelligent and independent thought, nor of proper verbal communication - explaining why they'd be otherwise would require a good deal of creativity, but it's theoretically doable at the GM's discretion. In which case, use the presented material as a baseline. Infested Terrans could be doable as PC's, but again, it would require explaining how they are no longer under the control of the Swarm/Kerrigan, and they'd face so many complications over their appearance and general untrustworthiness that it isn't really worth it.

Protoss PCs, possible, but unlikely. My focus will be mainly on Terran PCs with some notes about exceptions.

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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby JoshuaDunlow » Tue Aug 10, 2010 10:32 am

Xarathos wrote:Actually, according to the DCA handbook p. 75, "Aliens" is specifically mentioned as being acceptable. "Humans" or "Villains" would be too broad. However, if aliens is too broad for your setting, replace it with Favored Foe (Xel'naga Creations) which specifically includes Protoss and Zerg. Aliens lets them serve a similar function outside their setting, so I think I'll leave it for now.


Well even if it is.. too me, thats still too broad. *shrugs* That would mean anything not human, from another planet. Even if Humans have come across them before or not. Just seems wacked to me.

But hey, to each their own.

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Re: Xarathos' Builds: PL 6 Terran Marine: Starcraft for MnM

Postby Xarathos » Tue Aug 10, 2010 10:41 am

I see your point, but I think it works well enough - the effort is to represent the characters continual exposure to the inhuman Zerg and the aloof Protoss. I could pull it, but I feel like tactics for dealing with those species at least would be a standard part of their training, and make them better able to combat the threat they represent to human survival.

I'll go ahead and make the tweak to Favored Foe (Xel'naga Creations) - that limits it to those two species only without giving the Terran Marine bonuses if he runs into, say, a Kryptionian (which in his own setting, is admittedly unlikely). Alien as written would be more appropriate in a more cosmopolitan setting where the Terran military might have encountered any number of other alien species as well - or if lifting the Marine's stats for use in any other special ops unit that regularly fights alien races.


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