GooseInduced Posted February 11, 2014 Posted February 11, 2014 (edited) Hello! Starting a thread to put some theoretical builds and stuff on. Gonna start here with my Werewolf so people can look at it and give me suggestions and opinions. Hopefully I'll get more up in the future! EDIT Have a character idea I need a little help with! Please see newest posts! Edited April 13, 2015 by GooseInduced
GooseInduced Posted February 11, 2014 Author Posted February 11, 2014 (edited) Werewolf Based on the Loup Garou or Rougarou myth. It has it's roots in French American colonies and in Cajun legend. There are a lot of inconsistencies in the myth ranging from it being just a man with a wolf's head to a large full bodied wolf. I plan i putting elements of the myth in the character's backstory and such. I would just like some critiques on the mechanics here for now. PL- 7 Abilities: 4 + 4 + 4 + 2 + 2 + 2 = 18PP Strength: 14/18/22 (+2/+4/+6) Dexterity: 14 (+2) Constitution: 14/20/24 (+2/+4/+7) Intelligence: 12(+1) Wisdom: 12 (+1) Charisma: 12 (+1)Combat: 4 + 4 = 8PP Initiative: +2 Attack: +2 Base, +7 Melee, Grapple: +11 / +13/14 / +13/16 Defense: +7 (+2 Base, +5 Dodge Focus), +1 Flat-Footed Knockback: -3Saving Throws: 0 + 3 + 4 = 7PP Toughness: +5/+7 (+5/+7 Con,) Fortitude: +5/+7 (+5/+7 Con) Reflex: +5 ( +2 Dex, +3 base) Will: +5 (+1 Wis, +4 base)Skills: 36R = 9PP Climb 7 (+11/+13) Intimidate 7 10 (+8) Knowledge: Streetwise 7 (+8) Notice 7 (+8) Sense Motive 8 (+9)Feats: 12PP Attack Focus (Melee) 5 Dodge focus 5 Move-by Action Power Attack Powers: 4 + 6 +6 + 2 + 33 = 51PP Enhanced Strength 4 [4PP] Enhanced Constitution 6 [6PP] Regeneration 6 (Recovery Rate (Bruised): 1 /round without rest, Recovery Rate (Injured) 1 /minute) [6PP] Super-Senses 2 (Low-Light Vision, Ultra Hearing) [2PP]Alternate Form 7: Lycanthropy (35PP Container; Drawback: Involuntary Transformation: Fullmoon - Wolf Form, DC 15 Will Save Power Feats: Alternate Power 1) [33PP] Base Power: Alternate Form 7 - Hybrid [35/35PP] Strike 1 – Claws (Feats: Mighty) [2PP] Fearful Howl 7 (Extra: Burst 35 – 70ft, Selective Attack; Flaws: Limited – Fear, Sense Dependant – Hearing; Power Feat: Progression: Increase Area) [15PP] Enhanced Strength 4 [4PP]Enhanced Constitution 4 [4PP] Super Senses 1 (Scent) [1PP] Speed 3 (100 mph) [3PP] Leaping 3 [3PP] Super Strength 1 (+5 Str Carrying Capacity, Heavy Load: 1,000 lbs, +1Str - Conditional) [2PP] Feats: Uncanny Dodge 1 (Smell) [1PP] Base Power: Alternate Form 7 - Wolf [35/35PP] Animal Control 2 (Flaw: Limited (Canine); Feat: Mental Link) [3PP] Strike 1 – Bite (Feats: Mighty) [2PP] Trip 7 (Flaws: Range- Touch) [4PP] Enhanced Strength 4 [4PP]Enhanced Constitution 4 [4PP] Super Senses 4 (Darkvision, Scent, Tracking 1: Smell (Half speed)) [4PP] Speed 5 (100 mph) [5PP] Leaping 4 [4PP] Super Strength 3 (+15 Str Carrying Capacity, Heavy Load: 4.2 tons, +3Str - Conditional) [6PP] Feats: Uncanny Dodge 2 (Smell, Hearing), Trip [3PP] Drawback 4 (No Hands [Very common, Moderate]) [-4PP] DC Block ATTACK RANGE EFFECT Howl 70 ft burst DC 17 Will (Lasting) Strike Touch DC 22 Toughness Animal Con Perception DC 12 Will (Lasting) Totals: Abilities (18) + Combat (8) + Saving Throws (7) + Skills (9) + Feats (12) + Powers (51) - Drawbacks (0) = (105/105) Power Points Edited February 11, 2014 by GooseInduced
GooseInduced Posted February 13, 2014 Author Posted February 13, 2014 Version 2 of La Loup Garou PL- 7 Abilities: 4 + 4 + 4 + 2 + 2 + 2 = 18PP Strength: 14/18/22 (+2/+4/+6) Dexterity: 14 (+2) Constitution: 14/20/24 (+2/+4/+7) Intelligence: 12(+1) Wisdom: 12 (+1) Charisma: 12 (+1)Combat: 6 + 6 = 12PP Initiative: +2 Attack: +3 Base, +7 Melee, Grapple: +11 / +13/14 / +13/16 Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Knockback: -3Saving Throws: 0 + 3 + 4 = 7PP Toughness: +5/+7 (+5/+7 Con,) Fortitude: +5/+7 (+5/+7 Con) Reflex: +5 ( +2 Dex, +3 base) Will: +5 (+1 Wis, +4 base)Skills: 36R = 9PP Climb 7 (+11/+13) Intimidate 7 10 (+8) Knowledge: Streetwise 7 (+8) Language 1 (Danish) Notice 7 (+8) Sense Motive 7 (+8)Feats: 10PP Attack Focus (Melee) 4 Dodge focus 4 Move-by Action Power Attack Powers: 4 + 6 +6 + 2 + 31 = 49PP Enhanced Strength 4 [4PP] Enhanced Constitution 6 [6PP] Regeneration 6 (Recovery Rate (Bruised): 1 /round without rest, Recovery Rate (Injured) 1 /minute) [6PP] Super-Senses 2 (Low-Light Vision, Ultra Hearing) [2PP]Alternate Form 6.6: Lycanthropy (33PP Container; Drawback: Involuntary Transformation: Fullmoon - Wolf Form, DC 15 Will Save Power Feats: Alternate Power 1) [31PP] Base Power: Alternate Form 6.6 - Hybrid [33/33PP] Strike 1 – Claws (Feats: Mighty) [2PP] Fearful Howl 7 (Extra: Burst 35 – 70ft, Selective Attack; Flaws: Limited – Fear, Sense Dependant – Hearing; Power Feat: Progression: Increase Area) [15PP] Enhanced Strength 4 [4PP]Enhanced Constitution 4 [4PP] Super Senses 1 (Scent) [1PP] Enhanced Movement Array [4PP] Base Power: Speed 3 (50mph) [3/3] Alternate Power: Leaping 3 [3/3] Super Strength 1 (+5 Str Carrying Capacity, Heavy Load: 1,000 lbs, +1Str - Conditional) [2PP] Feats: Uncanny Dodge 1 (Smell) [1PP] Alternate Power: Alternate Form 6.6 - Wolf [33/33PP] Animal Control 4 (Flaw: Limited (Canine); Feat: Mental Link) [3PP] Strike 1 – Bite (Feats: Mighty) [2PP] Trip 7 (Flaws: Range- Touch) [4PP] Enhanced Strength 4 [4PP]Enhanced Constitution 4 [4PP] Super Senses 4 (Darkvision, Scent, Tracking 1: Smell (Half speed)) [4PP] Enhanced Movement Array [6PP] Base Power: Speed 5 (250 mph) [5PP] Leaping 5 [5PP] Super Strength 3 (+15 Str Carrying Capacity, Heavy Load: 4.2 tons, +3Str - Conditional) [6PP] Feats: Uncanny Dodge 2 (Smell, Hearing), Trip [3PP] Drawback 4 (No Hands [Very common, Moderate]) [-4PP] DC Block ATTACK RANGE EFFECT Howl 70 ft burst DC 17 Will (Lasting) Strike Touch DC 22 Toughness Animal Con Perception DC 14 Will (Lasting) Totals: Abilities (18) + Combat (12) + Saving Throws (7) + Skills (9) + Feats (10) + Powers (49) - Drawbacks (0) = (105/105) Power Points
GooseInduced Posted August 15, 2014 Author Posted August 15, 2014 Dibs on a Na'vi inspired alien archer for the new PL10 spot! Will post more details soon!
GooseInduced Posted November 13, 2014 Author Posted November 13, 2014 (edited) Contemplating a character based on a single power (more or less). Saw Dracula Untold and incorporeal/insubstantial bat swarm combat looked really awesome. More on that note when my laptop is working... Edited November 13, 2014 by GooseInduced
GooseInduced Posted April 13, 2015 Author Posted April 13, 2015 (edited) As per my last post, I was contemplating a character that can pull off something akin to the bat swarm fighting that Drac did in Dracula Untold. (I hardly use Polarity because I'm not fond of her and looking at her sheet I feel I can do better) What I figure I might be able to pull off is a toned down mix of Dracula from that movie and Alucard's bat shape-shifting in Hellsing. So basic concept is a character that can discorporate into a particle/energy/pseudo bat swarm form. Her matter breaks down (magically) into a sort of particle/energy form that manifests in the shape of a small swarm of bats. For this I am looking at Insubstantial because of how it interacts with the physical form. Just not sure which one is most appropriate. Some go too far, and others just not quiet it. Information from the book: Insubstantial You can assume a less solid form, with each Insubstantial rank becoming progressively less solid. You do not gain the ability to assume lowerranked Insubstantial forms, but you can acquire a lower-ranked form as an Alternate Power feat of a higher-ranked one (see page 108). You can switch between normal and an Insubstantial form at will as a free action once per round. Rank 1: You become fluid. You can flow or squeeze through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth. You cannot pass through watertight seals. You can automatically flow out of any restraint—such as a snare or grapple—that is not watertight (you automatically succeed on Escape Artist checks). You cannot flow out of a bubble completely enclosing you, for example, but anything less cannot hold you. You can exert your normal Strength and can still carry objects, although your manual dexterity may be limited (at the GM’s discretion). Rank 2: You become a cloud of gas or fine particles. You have no Strength in gaseous form, but you are immune to physical damage. Energy attacks still affect you normally, as do area effects (see page 159). You can flow through any opening that is not airtight. Rank 3: You become coherent energy. You have no Strength, but you are immune to physical damage. Energy attacks (other than the energy making up your form) damage you normally. You can pass through solid objects, but energy resistant barriers, like heavy shielding or force fields, block your movement. Rank 4: You become incorporeal. You can pass through solid matter at your normal speed and you are unaffected by physical and energy attacks. Mental and sensory effects still work on you, as do powers with the Affects Insubstantial power feat. Choose one other reasonably common effect that works on you while you are incorporeal. You have no Strength and cannot affect the physical world unless you purchase the Affects Corporeal modifier on one or more of your abilities or powers. Your mental and sensory effects still work normally. Of them I feel that 1 rank or 2 ranks are the closest. However, the bats wouldn't be able to squeeze through cracks around a door or further discorporate small enough to flow like air. It would be nice to keep a strength score but the idea of not being able to shoot the bats or hit them with a physical weapon makes sense to me (maybe the energy automatically reofrms as bats if interrupted with a regular attack). I was contemplating if it would be worth a flaw to make it so that she couldn't flow through cracks or airtight spaces. Or even if it would work best to go with Incorporeal 3. Take away passing through solid objects and downgrade that to being able to go through small spaces? Any thoughts, suggestions? Edited April 13, 2015 by GooseInduced
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