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JD's 3E Thread: More fantasy NPCS ?

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

DCN: Phylas

Postby JoshuaDunlow » Mon Oct 29, 2012 7:34 pm

Image

Phylas - PL 10 (preturnatural)
"The Phylas are a mass of writhin vermin held together by a strange Preternatural Intelligence. Gestalt into a humanoid mass or shape. It is a horrid thing, a swelling, surging, glistening black mass that lurches about on two thick legs. These things eat, and eat, and eat. They do nothing but devour anything and everything around them. Their favorite tactic is to burrow underneath the ground, and create a trap door. When a victim falls through, they are devoured in a long grevious process. " -- Section 13 excerpt

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

Advantages
Improved Grab, Improved Initiative, Languages 3

Skills
Athletics 2 (+4), Close Combat: Grab 3 (+8), Expertise: Preturnatural Lore 3 (+7), Insight 4 (+8), Intimidation 7 (+5), Investigation 3 (+7), Perception 8 (+12), Stealth 7 (+10)

Powers
Avatar of Decay (multiple powers; Innate)
Anatomical Separation: Summon Minion 2 (Mind Link ; Limited (Part becomes unattached))
Burrowing: Burrowing 1 (Speed: 900 feet/hour, 1 foot/round)
Elongation: Elongation 1 (Elongation: 15 feet)
Mass of Vermin: Insubstantial 1 (Fluid)
Movement: Movement 2 (Slithering, Trackless: Choose Sense 1)
Preturnatural Creature: Immunity 22 (Critical Hits, Damage Effect: Piercing Damage, Damage Effect: Slashing Damage, Damage Effect: Bludgeon, Damage Effect: Ballistic; Limited - Half Effect)
Regeneration: Regeneration 4 (Every 2.5 rounds; Persistent)
Semblance of Something Human: Morph 1 (+20 Deception checks to disguise; Single form)
Senses: Senses 4 (Darkvision, Detect: Tremor Sense 1, Radius: Tremor Sense)
Preturnatural Power (Array)
Decay: Progressive Weaken 3 (Affects: Toughness, Resisted by: Fortitude, DC 13; Affects Objects, Progressive)
Engulf: Concentration Weaken 2 (Affects: Stamina, Resisted by: Fortitude, DC 12; Concentration; Grab-based)
Worm Rot (disease): Progressive Affliction 4 (1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 14; Progressive)
Command Vermin: Mind Control 3 (DC13; Increased Duration, Limited to Vermin)
Summon Vermin: Summon 2 (Horde [3 extra ranks], Mental Link, Type: broad)

Offense
Initiative +7
Command Vermin 3, (DC Will 13)
Decay: Progressive Weaken 3, +5 (DC Fort 13)
Engulf: Concentration Weaken 2, +5 (DC Fort 12)
Grab, +8 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +5 (DC 17)
Worm Rot (disease): Progressive Affliction 4, +5 (DC Fort 14)

Complications
Weakness: The Phylas is vulnerable against bright light, such as sun light or UV rays. They burn the phylas's flesh, suffering a Rank 5 attack each round they are in contact with the source. Light based powers are 1 degree more severe.

Languages
Arcane, English, Infernal, Latin

Defense
Dodge 8, Parry 5, Fortitude 10, Toughness 5, Will 9

Power Points
Abilities 42 + Powers 59 + Advantages 4 + Skills 13 (37 ranks) + Defenses 15 = 133

Builder's Notes:
This build is in anticipation for the new Supernatural book coming out. So I took one of the many Preturnatural Creatures I had created for a setting called Dark City Nights (which can be found on my 2E Archive thread). The phylas is a dangerous opponent that uses underhanded and dirty tactics to take care of foes. Using stealth and traps to its advantage. The Phylas is a spirit class demon, that encourages Disease , Decay and rot . Using its control of vermin to affect the outside world instead of possessing a human body.

I wasn't sure how to mimic anatomical separation, and my quick solution is probably incorrect.
Extra Limbs 5..
Last edited by JoshuaDunlow on Wed Oct 31, 2012 6:43 pm, edited 2 times in total.
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F4: Human Torch II

Postby JoshuaDunlow » Wed Oct 31, 2012 11:09 am

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"Flame On!"

Human Torch - PL 12
Real name: Johnny Storm (public)
Origin: Altered Human
Profession: Adventurer , Hero
Operations: Manhatten , Newyork
Affiliations: Fantastic Four

Height: 5'10", Weight: 170
Eyes: Blue, Hair: Blonde

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

Advantages
Accurate Attack, Attractive 2, Benefit, Wealth 3 (millionare), Equipment 2, Ranged Attack 2, Teamwork

Skills
Athletics 4 (+6), Deception 6 (+7), Expertise: Mechanics 6 (+7), Persuasion 6 (+7), Technology 2 (+3), Vehicles 6 (+11)

Powers
Pyrokinesis
. . Fiery Blast: Blast 12 (DC 27)
. . Fire Control: Element Control 12 (Element: Fire, 100 tons)
. . Globules of Plasma: Damage 8 (DC 23; Secondary Effect)
. . Nova Flame: Blast 16 (DC 31; Penetrating 16; Side Effect 2: always - Johnny is knocked out (incapacitated for 10 rounds))
. . Super Heated Plasma: Blast 8 (DC 23; Penetrating 8)
Flame On!
. . Fiery Aura: Damage 4 (DC 19; Reaction 3: reaction)
. . Flaming Shield: Protection 9 (+9 Toughness; Impervious)
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Invulnerable to Heat & Flame: Immunity 6 (Damage Effect: Fire, Environmental Condition: heat)

Equipment
Unstable Molecule Outfit 6

Offense
Initiative +3
Fiery Aura: Damage 4, +5 (DC 19)
Fiery Blast: Blast 12, +7 (DC 27)
Globules of Plasma: Damage 8, +5 (DC 23)
Grab, +5 (DC Spec 12)
Nova Flame: Blast 16, +7 (DC 31)
Super Heated Plasma: Blast 8, +7 (DC 23)
Throw, +7 (DC 17)
Unarmed, +5 (DC 17)

Complications
Motivation: Recognition: Johnny is all about being in the spotlight.
Power Loss: Lack of Oxygen or High rank water attacks can snuff out his flames.
Relationship: Family (especially Sue)
Fame: Race Car Driver.
Quirk: Thrill Seeker & Showboat.

Languages
English

Defense
Dodge 8, Parry 6, Fortitude 6, Toughness 12, Will 6

Power Points
Abilities 42 + Powers 80 + Advantages 11 + Skills 10 (30 ranks) + Defenses 14 = 157
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Re: Arrow: Oliver Queen

Postby JoshuaDunlow » Thu Nov 01, 2012 5:55 pm

Latest update to my Arrow Build.

JoshuaDunlow wrote:Image

"To live I had to make myself more than what I was, to forge myself into a weapon. I am returning not the boy who was shipwrecked, but the man who will bring justice to those who have poisoned my city. My name is Oliver Queen."- Episode 1

ARROW (cw ) - PL 7
Real Name: Oliver Queen (Secret)
Concept: Spoiled Rich Kid turned Avenger
Origin: Training (so far revealed)

Abilities
Strength 3*, Stamina 5, Agility 5, Dexterity 7, Fighting 6, Intellect 3, Awareness 6, Presence 2
*Only strength 2 for carry capacity

Advantages
Accurate Attack, Attractive, Benefit, Wealth 4 (multimillionare), Close Attack 2, Equipment 5, Improved Aim, Improved Critical 4: ?Reinf. Compound Bow, Improved Initiative, Improved Trip, Improvised Weapons (Ranged), Languages 2, Power Attack, Quick Draw

Skills
Acrobatics 5 (+10), Athletics 10 (+13), Expertise (AWE): Survival 8 (+14), Intimidation 5 (+7), Perception 9 (+15), Ranged Combat: Normal Arrow: Blast 4 3 (+10), Sleight of Hand 3 (+10), Technology 5 (+8), Treatment 4 (+7)

Powers
Combat Senses: Senses 2 (training, Danger Sense: Hearing, Low-light Vision)
Marksman: Multi-Attack 6 (Easily Removable, training, Advantages: Accurate Attack, Improved Aim, Improvised Weapons (Ranged), Power Attack)
Viscious Strength: Enhanced Strength 1 (training, +1 STR; Limited: Damage Only)

Equipment
Abandoned Warehouse, Custom Arrows (Audio Recorder, Remote Computer Access Arrow 1), Leather Armor, PDA 1, Reinf. Compound Bow [Normal Arrow: Blast 4, DC 19], Voice Modulator 1
Normal Arrow: Blast 4 (DC 19)
. . Rapelling Arrow: Movement 1 (Alternate; Swinging; Quirk: From high point to a low point)
. . Use like a Club: Strength-based Damage 2 (Alternate; DC 20)



Offense
Initiative +9
Grab, +8 (DC Spec 13)
Normal Arrow: Blast 4, +10 (DC 19)
Throw, +7 (DC 18)
Unarmed, +8 (DC 18)
Use like a Club: Strength-based Damage 2, +8 (DC 20)

Complications
Motivation: Justice: Oliver is driven by his desire to clean up the city of Starling, for the sake of his dead father.
Relationship: The most important people in his life, are his Ex Flame, Laurel, and his sister Thea. He also has a Body Guard who gets in the way, Digs (ex-military).
Secret: Oliver Queen has to keep his secret identity, no matter the cost.

Languages
Chinese (Mandarin), English, Russian

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 6, Will 7

Power Points
Abilities 72 + Powers 9 + Advantages 21 + Skills 18 (52 ranks) + Defenses 8 = 128


Builders Notes:
I sat down to try and tackle this build from the beginning, and just let it unfold over time. He ends up at a high costing PL 7 character. I wanted to simulate his rather brutal and fierce combat style that we see him using in the first episode, so I created the viscious strength training package for his powers. I still have a hard time, using a score of 7 for human maximums. My mind always ends up going to a 5 in most cases. Though originally i was going to give him a 7 in his fighting and dexterity. I don't always think its prudent, to do so. Though putting him on the top peeks of the mook scale , before his skills and advantages in combat. He should give other PL 7's a run for their money in either case. The Improvised Weapons (ranged) advantage I created, works just like the other version. But specifically for anything he might want to throw. I also made his bow damage 4, for being a reinf. compound bow.

11/01/12: I recently added Treatment to the build, and up'd his presence another point.
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Movie: I, Robot: Del Spooner

Postby JoshuaDunlow » Mon Nov 05, 2012 12:19 pm

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"Some how I told you so, just doesn't cover it. "

Det. Del Spooner -PL6
Profession: Homicide Detective
Base of Operations: Chicago, Illinois

Abilities
Strength 2/7, Stamina 2, Agility 2, Dexterity 3, Fighting 4, Intellect 1, Awareness 2, Presence 0
* Strength is 7 with his robotic arm (strength 5 for lifting capacity with that arm)

Advantages
Benefit, Wealth (well-off), Benefit: Law Enforcement, Defensive Attack, Equipment 7, Improved Grab, Improved Hold, Luck 2, Taunt

Skills
Athletics 3 (+5/+8), Close Combat: Grab 2 (+6), Close Combat: Unarmed 1 (+5), Expertise: Current Events 2 (+3), Expertise: Police Officer 5 (+6), Expertise: Popular Culture 2 (+3), Expertise: Streetwise 2 (+3), Insight 2 (+4), Investigation 3 (+4), Perception 4 (+6), Ranged Combat: Heavy Pistol 3 (+6), Vehicles 2 (+5)

Powers
Robotic Arm
. . Robotic Arm: Enhanced Strength 5 (+5 STR, Advantages: Improved Grab, Improved Hold; Limited: Limited to Left Arm, limited: last 2 ranks of strength are damage only)

Equipment
Badge 1, Can of Synthetic Skin 1, Car, Ear phone 1, Handcuffs, Heavy Pistol, Motorcycle, Undercover Shirt

Offense
Initiative +2
Grab, +6 (DC Spec 15)
Heavy Pistol, +6 (DC 19)
Throw, +3 (DC 20)
Unarmed, +5 (DC 17/22*)
* with robotic arm

Complications
Motivation: Justice
Quirk: Del is prejudice against Robots, at the beginning of the movie. And has a fear of heights as well.
Relationship: Del still has relationships with his ex-wife (Marci), and his grandmother (Gigi)

Languages
English

Defense
Dodge 4, Parry 4, Fortitude 4, Toughness 4, Will 5

Power Points
Abilities 32 + Powers 7 + Advantages 13 + Skills 11 (31 ranks) + Defenses 7 = 70
Last edited by JoshuaDunlow on Mon Nov 05, 2012 3:20 pm, edited 4 times in total.
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Re: Movie: I, Robot: Del Spooner

Postby Woodclaw » Mon Nov 05, 2012 2:50 pm

JoshuaDunlow wrote:Image


The first time I heard about this movie I was immediatly sure it was a major trainwrek. Turning Asimov's robot tales into a action blockbuster simply would not work in my eyes. After watching it I think it's a decent movie, it's not Asimov, except in some parts of the paintjob, but it works and I like the main character a lot.

I think that the build work quite well, but I have a doubt, why did you gave Del a strike power and a separate enhanced strength effect? It seem counterintuitive to me.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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Re: JD's 3E: M, Invisible Woman, Phylas, Human Torch II

Postby JoshuaDunlow » Mon Nov 05, 2012 3:01 pm

Because I wanted to simulate the power in his robotic arm. Have to remember this thing is about as damaging as getting hit by a hammer, and when you couple it with the strength in that arm. It can be a terrifying weapon. He can dent a Robot with that Arm if he wanted to. So I consider it like his arm being an innate club.. Do i give him higher enhanced strength? No.. cause I just wanna concentrate on his damage output. Could just give him an few ranks enhanced strength limited to damage, if you prefer.
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Re: JD's 3E: M, Invisible Woman, Phylas, Human Torch II

Postby Thorpacolypse » Mon Nov 05, 2012 7:28 pm

That's another one of the movies where, if it's on, I'm watching it, no matter that I've seen it 30 times. I, too, thought it would suck, but I was more than pleasantly surprised.

Nice Del, JD.
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Re: JD's 3E: M, Invisible Woman, Phylas, Human Torch II

Postby JoshuaDunlow » Mon Nov 05, 2012 9:33 pm

Yeah, I had watched it last night. So i dug out my old 2E build from the archive, and gave it a 3E polish.
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Re: Marvel: Wolverine

Postby JoshuaDunlow » Mon Nov 05, 2012 9:59 pm

Wolverine gets bumped to PL 11

JoshuaDunlow wrote:Image

Wolverine - PL 11
Real Name: James Howlett,
Origin: Mutant
Profession: Adventurer
Affilations: X-Men

Abilities
Strength 2, Stamina 6, Agility 3, Dexterity 3, Fighting 8, Intellect 1, Awareness 4, Presence 2

Advantages
All-out Attack, Connected, Defensive Attack, Diehard, Equipment 1, Great Endurance, Improved Critical 4: Bone Claws: Strength-based Damage 3, Improved Disarm, Improved Smash, Improved Trip, Languages 5, Power Attack, Ranged Attack 4, Startle, Takedown, Weapon Bind, Weapon Break

Skills
Athletics 7 (+9), Close Combat: Bone Claws: 4 (+12), Deception 7 (+9), Expertise: Survival 8 (+9), Expertise: Tactics 6 (+7), Insight 6 (+10), Intimidation 8 (+10), Investigation 5 (+6), Perception 8 (+12), Stealth 5 (+8), Technology 4 (+5), Vehicles 6 (+9)

Powers
Adamantium Skeleton
+5 bonus to climbing when using claws: Feature 1
Adamantium Laced Claws (Advantages: Improved Critical 4; Linked: Bone Claws: Strength-based Damage 3, Penetrating 16)
Adamantium Skeleton: Protection 1 (+1 Toughness)
Enhanced Stress Levels: Power-lifting 1 (+1 STR for lifting)
Hard Body: Impervious Toughness 6 (Limited: Bludgeon Attacks [6 extra ranks])
Increased Mass: Feature 1
Reinforced Body: Immunity 2 (Critical Hits; Limited: does not apply to explosive devices)
Bone Claws: Strength-based Damage 3 (DC 20; Linked: Adamantium Laced Claws, Precise)
Healing Factor: Immunity 3 (Aging, Disease, Poison; Limited - Half Effect) + Regeneration 10 (Every 1 round, Advantages: Diehard, Great Endurance)
Heightened Senses: Senses 6 (Analytical: Scent, Awareness: Lie Detection, Extended: Vision 1: x10, Extended: Hearing 1: x10, Tracking: Scent 1: -1 speed rank, Ultra-hearing)
Psychic Scars: Impervious Will 5

Equipment
X-Men Outfit [Commlink, Insulation: Feature 2; Protection: Protection 2, +2 Toughness]

Offense
Initiative +3
Bone Claws: Strength-based Damage 3, +12 (DC 20)
Grab, +8 (DC Spec 12)
Throw, +8 (DC 17)
Unarmed, +8 (DC 17)

Complications
Enemy: Logan has made many enemies. Sabretooth, is just one of them.
Prejudice: Mutie Freak!
Quirk: Logan is a heavy drinker and smoker
Relationship: Logan is attracted to Jean, when he joins the team. This is particularly a time, when she goes by Phoenix.
Reputation: He has a bad rep, for loosing control. His ability to regenerate makes him loose restraint.
Secret: Wolverine is a man with a past, he keeps to himself, and is pretty much the lone wolf type. He doesn't let anyone in.
Weakness: Magnetism: Logan is prone to magnetic attacks, which can paralyze him (since his body is laced with metal).

Languages
Arabic, Cheyenne, Chinese (Mandarin), English, French, German, Italian, Japanese, Korean, Lakota, Persian, Portuguese, Russian, Spanish

Defense
Dodge 5, Parry 11, Fortitude 11, Toughness 8, Will 8

Power Points
Abilities 58 + Powers 56 + Advantages 21 + Skills 25 (74 ranks) + Defenses 14 = 174

Builders Notes:
Props goes to Thorp, for the design of the idea to separate the mutant side and the adamantium side of his powers. I feel like I missed something, but if anyone can tell me what it was , that be great.
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Fantasy Document: Fin the Troubador, sample creation!

Postby JoshuaDunlow » Tue Nov 06, 2012 2:32 pm

Building Notes:
I want to make a character , a fantasy bard/troubador for a low toned campaign. The GM informs me we have 10 pp/level to spend. And we are making PL 4 characters. So I get to work and want to play something unique, despite the low tone. The GM says its okay, i play a half elf. And that skills cost 3 ranks for every power point.

Realising this could take a major portion of my points, and that the tone is less than the norm. The GM says to create a template with just a few features of the original. So i take :
Senses: Low light vision & Extended hearing, plus Immunuty 1 (diseases; half save), and feature: Long lived. And call it made! I make a note of some initial complications and decide on starting skills & advantages from the temple. I choose 2 ranks of luck, pick up a language, and make his expertise: Musican (charisma). And I am gonna take a +1 dex and a +1 awareness seeing him being nimble and wary.

GM wants to use the modified strength scores. So looking at that. I give him a strength of 1, then assign the rest of his ability scores. Decided on 2 ranks of Intelligence and Presence as well. The GM wants tto use the Cultural templates, and so I choose Civilzed and modify my character further. I take another point of intelligence, grab another Expertise (Music), and another language. Classical, the GM says an language of the academic types.

Now its time for social class!!
I see Fin the Bard, being a guy who travels from place to place with no real home. And I think the Peasant class works good for him. This is a complication, so i write this down and my base status is -1. I decided is standing is Insignificant, so he hasn't made much of a name for himself. So my final social status is -1.

Now i wanna quickly choose some equipment for my character, I take a club. Maybe he can even use his musical istrument ( a lute). which i spent a equipment point on as well. I then give him a knife as well, cause i want him to be able to throw them. I decide he also has some servicable leather armor, in the form of a coat and some sturdy leggings.

I got 10 points left at this time.. and realize i forgot my defenses, so I up a few them.. adding 2 ranks to parry, fortitutde, and willpower. Not much against ranged attacks but decent up close. Now i give him a few more skills. Basically 2 skill ranks in his close combat (club) and ranged (throwing dagger). Then give him the close combat advantage at 1 point, and spend my last point on a bardic feature. Which i call resonance, which makes the music I play clear and heard through out any hall.

Now i just add a few more details, Fin has copper brown hair, grey eyes, and has long sideburns. He's tall, standing 6'1" tall, with a slender but sturdy build, so he's 180 lbs. His skin is slightly ruddy in complexion from his exposure to the winds. His eyes are bright, and he has wary personality. Constantly looking about and over his shoulder, he is ready for danger. Mostly because he never knows where his next meal is gonna come from, he has to live off the wellfare of others by offering a song or two .

Seeing one more thing that has bothered me, I drop my intelligence to 2, and use those points for another advantage and more skills. Speed of Thought and Ranged Combat.


Fin the Troubador - PL 4

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

Advantages
Close Attack, Equipment 2, Improved Critical: Knife Strike: Strength-based Damage 1, Languages 2, Luck 2, Ranged Attack, Speed of Thought

Skills
Close Combat: Club 2 (+2), Expertise (PRE): Musician 3 (+5), Expertise: Music 3 (+5), Persuasion 3 (+5), Ranged Combat: Throwing the Blade: Blast 1 2 (+3)

Powers
Bardic Resonance: Feature 1 (music can be heard clearly)
Half Elven
. . Immunity: Immunity 1 (Disease; Limited - Half Effect)
. . Innate Physiology: Feature 1
. . Long lived: Feature 1
. . Senses: Senses 2 (Extended: Hearing 1: x10, Low-light Vision)

Equipment
Club, Instrument: Lute 1, Leather Armor, Throwing Knife [Knife Strike: Strength-based Damage 1, DC 17, Advantages: Improved Critical; Throwing the Blade: Blast 1, DC 16; Diminished Range]
Knife Strike: Strength-based Damage 1 (DC 17, Advantages: Improved Critical)
Throwing the Blade: Blast 1 (DC 16; Diminished Range)



Offense
Initiative +2
Club, +3 (DC 18)
Grab, +1 (DC Spec 11)
Knife Strike: Strength-based Damage 1, +1 (DC 17)
Throw, +2 (DC 16)
Throwing the Blade: Blast 1, +4 (DC 16)
Unarmed, +1 (DC 16)

Social Class
-1

Complications
Prejudice: Half Elven: People often think of the half elf, as strange and "not normal" . His kind are normally not accepted by decent folk.
Reputation: Travelling Entertainer. : As a travelling entertainer, the reputation can be two fold. People welcome a Troubador/bard because of his ability to play music, and spread cheer. On the other side of the coin, they are not trusted all that much because they do wander. Could be a thief!
Status: Peasant. : Owes his living to the kindness of others pretty much.

Languages
Academic , Common-Human, Elven

Defense
Dodge 0, Parry 2, Fortitude 2, Toughness 1, Will 3

Power Points
Abilities 14 + Powers 6 + Advantages 9 + Skills 5 (13 ranks) + Defenses 6 = 40
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Calvin & Hobbes update

Postby JoshuaDunlow » Thu Nov 08, 2012 12:29 pm

Image
"Another day, another mind boggling adventure"

Calvin - PL 0

Strength -2, Stamina -2, Agility -2, Dexterity -2, Fighting -2, Intellect -2, Awareness -2, Presence -2

Advantages
Sidekick 3

Powers
7 year old kid: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)
Morph: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph 3)
The power of Imagination!: Variable 2

Offense
Initiative -2
Grab, -2 (DC Spec 8)
Throw, -2 (DC 13)
Unarmed, -2 (DC 13)

Complications
Identity: Without his costume, calvin cannot transform into Stupendous man. Or any of his other imaginary identities. And as such all calvin's ability scores are -2.
Power Loss: His arch nemesis baby sat girl and mom lady, are immune to his powers. As well as anyone else whose grown up. Mom Lady can also take his imaginary inventions away.
Quirk: Phobia. : Calvin has a fear of heights.
Secret: Identity. : Calvin is the mild mannered version of Stupendous Man.

Languages
English

Defense
Dodge 0, Parry 0, Fortitude 0, Toughness -2, Will -2

Power Points
Abilities -30 + Powers 31 + Advantages 3 + Skills 0 (0 ranks) + Defenses 2 = 6

Image

Hobbes - PL 0

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

Advantages
Agile Feint

Skills
Acrobatics 1 (+2), Athletics 2 (+0), Perception 1 (+1)

Powers
Stuffed Toy: Immunity 10 (Damage Effect: Falling, Damage Effect: Bludgeon; Innate)
Stuffed Toy: Shrinking 3 (-1 Intimidate, +3 Stealth, +1 active defenses; Innate; Permanent)

Offense
Initiative +1
Grab, -2 (DC Spec 8)
Throw, -2 (DC 13)
Unarmed, -2 (DC 13)

Complications
Prejudice: Imaginary Friend.: Hobbes is an imaginary friend brought to life by Calvin's powerful Imagination. And serves as a voice of reason, and aggravation from time to time.

Languages
English

Defense
Dodge 2, Parry -1, Fortitude -2, Toughness -2, Will 0

Power Points
Abilities -16 + Powers 18 + Advantages 1 + Skills 2 (4 ranks) + Defenses 0 = 5


Image

Stupendous Man - PL 0

Strength -2, Stamina -2, Agility -2, Dexterity -2, Fighting -2, Intellect -2, Awareness -2, Presence -2

Advantages
Benefit, Wealth 4 (multimillionare)

Powers
7 year old boy: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)
Crimson Flight: Flight 20 (Speed: 2 million miles/hour, 4000 miles/round; Quirk: leaves a streak of red in the sky)
Invulnerable: Impervious Toughness 20
Stupendous hearing: Senses 1 (Extended: Hearing 1: x10)
Stupendous Strength: Power-lifting 30 (+30 STR for lifting)

Offense
Initiative -2
Grab, -2 (DC Spec 7)
Throw, -2 (DC 12)
Unarmed, -2 (DC 12)

Complications
Power Loss: His arch nemesis baby sat girl and mom lady, are immune to his powers. As well as anyone else whose grown up. Mom Lady can also take his imaginary inventions away, as well as take his costume away.

Languages
English

Defense
Dodge 0, Parry 0, Fortitude -2, Toughness -2, Will -2

Power Points
Abilities -30 + Powers 99 + Advantages 4 + Skills 0 (0 ranks) + Defenses 0 = 69


Image

Tracer Bullet - PL 1

Strength -2, Stamina -2, Agility -2, Dexterity -2, Fighting -2, Intellect -2, Awareness -2, Presence -2

Advantages
Equipment 2

Skills
Insight 1 (-1)

Powers
7 year old boy: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)

Equipment
Light Pistol

Offense
Initiative -2
Grab, -2 (DC Spec 8)
Light Pistol, -2 (DC 18)
Throw, -2 (DC 13)
Unarmed, -2 (DC 13)

Languages
English

Defense
Dodge 0, Parry 0, Fortitude -2, Toughness -2, Will -2

Power Points
Abilities -30 + Powers 9 + Advantages 2 + Skills 1 (1 ranks) + Defenses 0 = -18


Image

Spaceman Spiff - PL 5

Strength -2, Stamina -2, Agility -2, Dexterity -2, Fighting -2, Intellect -2, Awareness -2, Presence -2

Advantages
Equipment 17

Powers
7 year old boy: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)
Protection: Protection 2 (+2 Toughness)
Space Worthy: Immunity 7 (Custom: Space Worthy 7)
Atomic Napalm Nuetralizer: Burst Area Blast 5 (DC 20; Burst Area: 30 feet radius sphere)
Death Ray Zorcher: Weaken 5 (Affects: Toughness, Resisted by: Fortitude, DC 15; Custom: Damaging, Increased Range: ranged)
Blast: Burst Area Blast 5 (DC 20; Burst Area 2: 60 feet radius sphere)

Equipment
Space Fighter, Spaceman Outfit [Protection: Protection 2, +2 Toughness; Space Worthy: Immunity 7, Custom: Space Worthy 7], Weapons Array (Atomic Napalm Nuetralizer [Atomic Napalm Nuetralizer: Burst Area Blast 5, DC 20; Burst Area: 30 feet radius sphere], Death Ray Zorcher [Death Ray Zorcher: Weaken 5, Affects: Toughness, Resisted by: Fortitude, DC 15; Custom: Damaging, Increased Range: ranged], Demise O Bombs [Blast: Burst Area Blast 5, DC 20; Burst Area 2: 60 feet radius sphere])

Offense
Initiative -2
Atomic Napalm Nuetralizer: Burst Area Blast 5 (DC 20)
Blast: Burst Area Blast 5 (DC 20)
Death Ray Zorcher: Weaken 5, -2 (DC Fort 15)
Grab, -2 (DC Spec 8)
Throw, -2 (DC 13)
Unarmed, -2 (DC 13)

Languages
Native Language

Defense
Dodge 0, Parry 0, Fortitude -2, Toughness 0, Will -2

Power Points
Abilities -30 + Powers 9 + Advantages 17 + Skills 0 (0 ranks) + Defenses 0 = -4

Space Fighter - PL 5

Strength 10, Defense -6, Toughness 11, Size Gargantuan

Powers
Blasters: Blast 10 (DC 25)
Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
Hyperspace Engines: Movement 2 (Space Travel 2: other solar systems)

Offense
Blasters: Blast 10, -2 (DC 25)

Power Points
Abilities 1 + Powers 52 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 53


Last edited by JoshuaDunlow on Fri Nov 09, 2012 8:58 am, edited 1 time in total.
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Re: JD's 3E: Calvin & Hobbes update

Postby catsi563 » Thu Nov 08, 2012 4:41 pm

WOOOT!

thats is just too much awesome for one forum :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
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Re: JD's 3E: Calvin & Hobbes update

Postby Gazman » Thu Nov 08, 2012 7:39 pm

Niiiice. Love Calvin and Hobbes! Spaceman Spiff is probably my favorite.
How come Stupendous Man is weaker than base Calvin?

I also like how you're building up the TV version of (Green) Arrow.
But if you're adding Treatment, why no bag of magic healing herbs? And enough Deception to beat a polygraph and fool everybody.
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Re: JD's 3E: Calvin & Hobbes update

Postby JoshuaDunlow » Fri Nov 09, 2012 8:57 am

Gazman wrote:Niiiice. Love Calvin and Hobbes! Spaceman Spiff is probably my favorite.
How come Stupendous Man is weaker than base Calvin?

I also like how you're building up the TV version of (Green) Arrow.
But if you're adding Treatment, why no bag of magic healing herbs? And enough Deception to beat a polygraph and fool everybody.


Thank you. As for the stupendous man stats, I forgot to fix that. Should be -2 just like normal calvin.
And as far the herbs, I wasn't sure how to deal with that yet. Is it really a cure all to everything, or just grants a bonus to treatment checks or what not.. And I have been updating the build two episodes at a time.
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Re: Arrow: Oliver Queen

Postby JoshuaDunlow » Fri Nov 09, 2012 9:09 am

But here's the latest update to the Arrow build. 8)

JoshuaDunlow wrote:Image

"To live I had to make myself more than what I was, to forge myself into a weapon. I am returning not the boy who was shipwrecked, but the man who will bring justice to those who have poisoned my city. My name is Oliver Queen."- Episode 1

ARROW (cw ) - PL 8
Real Name: Oliver Queen (Secret)
Concept: Spoiled Rich Kid turned Avenger
Origin: Training (so far revealed)

Abilities
Strength 2/3*, Stamina 5, Agility 5, Dexterity 7, Fighting 6, Intellect 3, Awareness 6, Presence 2
* 2 for lifting purposes, 3 for damage

Advantages
Accurate Attack, Attractive, Benefit, Wealth 4 (multimillionare), Close Attack 2, Defensive Roll 2, Equipment 6, Improved Aim, Improved Critical 4: Bow, Improved Initiative, Improved Trip, Improvised Weapons (Ranged), Languages 2, Power Attack, Quick Draw

Skills
Acrobatics 5 (+10), Athletics 10 (+13), Deception 7 (+9), Expertise (AWE): Survival 8 (+14), Insight 4 (+10), Intimidation 5 (+7), Investigation 4 (+7), Perception 9 (+15), Persuasion 5 (+7), Ranged Combat: Normal Arrow: Blast 4 3 (+10), Sleight of Hand 3 (+10), Stealth 5 (+10), Technology 5 (+8), Treatment 4 (+7)

Powers
Combat Senses: Senses 2 (training, Danger Sense: Hearing, Low-light Vision)
Marksman: Feature 6 (multiattack) (Easily Removable, training, Advantages: Accurate Attack, Improved Aim, Improvised Weapons (Ranged), Power Attack)
Normal Arrow: Blast 4 (DC 19)
. . Rapelling Arrow: Movement 1 (Alternate; Swinging; Quirk: From high point to a low point)
. . Use like a Club: Strength-based Damage 2 (Alternate; DC 20)
Viscious Strength: Enhanced Strength 1 (training, +1 STR; Limited: Damage Only)

Equipment
Abandoned Warehouse, Custom Arrows (Audio Recorder, Remote Computer Access Arrow 1), Leather Armor, PDA 1, Rare Medicinal Herbs 2 (+5 to treatment checks for stabilization and countering poisons), Reinf. Compound Bow [Normal Arrow: Blast 4, DC 19], Voice Modulator 1

Offense
Initiative +9
Grab, +8 (DC Spec 13)
Normal Arrow: Blast 4, +10 (DC 19)
Throw, +7 (DC 18)
Unarmed, +8 (DC 18)
Use like a Club: Strength-based Damage 2, +8 (DC 20)

Complications
Motivation: Justice: Oliver is driven by his desire to clean up the city of Starling, for the sake of his dead father.
Relationship: The most important people in his life, are his Ex Flame, Laurel, and his sister Thea. He also has a Body Guard who gets in the way, Digs (ex-military).
Secret: Oliver Queen has to keep his secret identity, no matter the cost.

Languages
Chinese (Mandarin), English, Russian

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8/5, Will 8

Power Points
Abilities 72 + Powers 9 + Advantages 24 + Skills 26 (77 ranks) + Defenses 10 = 141
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