Warehouse W - Bonelli Comics: Tex, Carson, Tiger Jack, Mephisto, Yama

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Jabroniville
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Re: Warehouse W - Energy Controllers: Nightfall, Thermite, Thunderbolt

Post by Jabroniville » Thu Apr 19, 2018 8:38 am

Woodclaw wrote:
Thu Apr 19, 2018 7:51 am
Jabroniville wrote:
Thu Apr 19, 2018 2:50 am
Great Stormer fanart for that last one :).
Actually that's supposed to be Aja.
Oh, haha. their designs are so similar, and it hides so much of the face/body type (Aja is Asian, but both girls are rather thick), I couldn't tell. Plus, I mean... lightning... Stormer...

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Woodclaw
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#31 Ready to Play Energy Controllers: Vloedgolf

Post by Woodclaw » Fri Apr 20, 2018 7:01 am

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Picture by Qian Li

"And after the seven days the floodwaters came on the earth...? Yeah, too bad I'm an Atheist."

Vloedgolf

Power Level: 9; Power Points: 135; Hero Points: 1

STR: +2/+5 (14/20), DEX: +2 (14), CON: +2/+4 (14/18), INT: +1 (12), WIS: +3 (16), CHA: +2 (14)

Skills: Athletics 3 (+5/+8 as elemental), Expertise (Wisdom, Police Officier) 4 (+7), Insight 3 (+6), Intimidation 5 (+7), Language 2 (English 2, French 2; Native: Dutch 3), Perception 3 (+6), Persuasion 3 (+5), Stealth 3 (+5), Vehicles 4 (+6)

Feats: Assessement, Attack Specialization 1 (Water Control), Benefit 1 (Interpol security clearance), Connected, Contacts, Conspiracy Theorist 1, Distract (Intimidate), Dodge Focus 5, Endurance 1, Equipment 3, Improved Aim, Stunning Attack

Powers:

Elemental Self (Alternate Form 8; Flaw: Projection; Drawback: Power Loss 2 [require an amount of water equal to body mass]; 30pp)
  • Enhanced Strength 6
  • Enhanced Constitution 4
  • Enhanced Feats 2 (Environmental Adaptation 1 [underwater])
  • Concealment 10 (all senses; PF: Close Range; Flaw: Limited [underwater only])
  • Elongation 2 (10'/20' strike; PF: Chockehold)
  • Immunity 3 (environmental [cold & pressure], suffocation [drowning])
  • Insubstatial 1 (fluid)
  • Pressure Field (Protection 6; Drawback: Power Loss 3 [against thermal attacks])
  • Swimming 4 (25 mph)
Water Control (Array 10; PF: Alternate Power 4; 24pp)
  • Base Power: Hydrokinesis (Move Object 10 [12.8 tons]; Extra: Damaging; Flaw: Limited 1 [water only])
  • AP: Dehydration (Fatigue 6; PF: Reversible, Sedation; Extra: Range 1 [ranged])
  • AP: Environmental Control 6 (Cold, Hamper Movement [50%], Visibility; PF: Selective)
  • AP: Water Tentacles (Snare 5; Extra: Area [burst, targeted], Regenerating)


Equipment: Cell Phone, Handcuffs, Mini-Tracer, Undercover Vest (Protection 3 [subtle])

Service Handgun (+4 ballistic damage [lethal, full power]; crit 20; 40')

3ep in mission specific equipment

Combat: Attack +6 (+8 Water Control; Grapple: +8/+13); Defense +8 (+2 Flat-footed); Initiative +2

Saves: Toughness +5/+10 as Elemental/+2 without any protection, Fortitude +6/+8, Reflex +5, Will +6

Saves:
  • Involuntary Transformation (when wounded [very common, DC 15]; -4pp)
Totals: Abilities 24 + Skills 15 (30 ranks) + Feats 18 + Powers 54 + Combat 18 + Saves 10 - Drawbacks 4 = 135

Suggested Complications
  • Honor (protect & serve): Vloedgolf is a very old school cop.
  • Responsibility (Interpol): Vloedgolf is an Interpol agent on active duty.


:arrow: Vloedgolf (Tidal Wave or Flood in Dutch) is part of a demo game I've run for a couple of years now, I just polished some details and reworked the skills to fit into the format of this series (the original version's powers came from a Device to save points). There's very little fancy here, he's one part plainclothes detective and two parts water controller.

:arrow: The Elemental form requires huge amounts of water to work, Vloedgolf weight more or less 80 kg, which means that he need 80 liters of water to create his alter-ego.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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L-Space
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Re: Warehouse W - Energy Controllers: Nightfall, Thermite, Thunderbolt

Post by L-Space » Sat Apr 21, 2018 12:16 am

Woodclaw wrote:
Wed Apr 18, 2018 10:32 am
L-Space wrote:
Tue Apr 17, 2018 11:24 pm
Woodclaw wrote:
Tue Apr 17, 2018 1:45 pm
BTw, I know that Thunderbolt's name is as generic as humaly possible, if anyone has a good suggestion I'd glad to change it.
Thunderstruck or Stratocaster.
Stratocaster might be very close to winning.
Yay! I was a bit proud of that name. :)
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Scots Dragon
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Re: Warehouse W - Energy Controllers: Nightfall, Thermite, Stratocaster, Vloedgolf

Post by Scots Dragon » Sat Apr 21, 2018 9:59 pm

I love that I inspired a whole chain of builds here, and I have to say you're doing way more with the concept than I ever did.
Formerly known as Narsil on the ATT and Ronin Army forums.

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Woodclaw
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Re: Warehouse W - Energy Controllers: Nightfall, Thermite, Stratocaster, Vloedgolf

Post by Woodclaw » Sat Apr 21, 2018 10:49 pm

Scots Dragon wrote:
Sat Apr 21, 2018 9:59 pm
I love that I inspired a whole chain of builds here, and I have to say you're doing way more with the concept than I ever did.
Thanks. I've been much slower than I hoped for with many of these builds, but I'm pretty happy with the results.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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#32 Ready to Play Energy Controllers: Payback

Post by Woodclaw » Sun Apr 22, 2018 12:39 pm

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Picture by John McCarthy

"Allow me to return the favor."

Payback

Power Level: 10; Power Points: 150; Hero Points: 1

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +4 (18), WIS: +2 (14), CHA: +0 (10)

Skills: Athletics 3 (+6), Deception 7 (+7), Expertise (Intelligence, breaking and entering) 4 (+8), Insight 2 (+4), Language 3 (German 2, French 2; Native: English 3), Perception 4 (+6), Persuasion 5 (+5), Sleight of Hand 4 (+7), Stealth 4 (+7), Technology 2 (+6/+10 security systems), Vehicles 2 (+5)

Feats: Accurate Attack, Attack Focus 2 (melee), Connected, Equipment 1, Fast Overrun, Improved Concealment, Mechanical Genius 1 (security systems), Move-by Action

Powers:

Kinetic Absorbtion Field (Linked: Boost + Force Field + Immovable; 36pp)
  • Boost 9 (Kinetic Effect, one at a time; Extra: Action 1 [Reaction]; Flaw: Limited [up to damage bonus or +9], Personal only)
  • Force Field 9 (Extra: Impervious; Flaw: Physical Only)
  • Immovable 9 (Extra: Unstoppable)


Kinetic Discharge (Damage 1; PF: Alternate Power 3, Mighty; Extra: Conductor [solid surfaces]; 9pp)
  • AP: Ground-pound (Trip 3; Extra: Area [explosion, general], Knockback; Flaw: Range [touch])
  • AP Kinetic Push (Move-Object 3; Extra: Conductor [solid surfaces], Damaging; Flaw: Limited Direction [away from Payback], Range 1 [touch])
  • AP: Kinetic Shockwave (Damage 1; PF: Mighty; Extra: Area [cone, general])


Speed 1 (10 mph; PF: Alternate Power 1; 2pp)
  • AP: Leaping 1 (jumping distance x2)


Kinetic Suit (Device 2 [hard to lose]; 8pp)

Devices:

Kinetic Suit (10pp of effects)
  • Energy Storage (adds Slow Fade 1 to Boost)
  • Dampening Circuity (removed the Physical Only flaw from 4 ranks of the Force Field)
  • Starlight Lenses (Super-Senses 1 [Low-light Vision])
  • Visor (Sensory Shield 2 [visual])


Equipment: Commlink, Thieves Tools

3ep in mission specific equipment

Combat: Attack +6 (+8 melee; Grapple: +11); Defense +8 (+3 Flat-footed); Initiative +3

Saves: Toughness +12 (Impervious 9) against physical/+7 (Impervious 4) against energy/+3 without Force Field, Fortitude +6, Reflex +5, Will +7

Totals: Abilities 24 + Skills 16 (32 ranks) + Feats 18 + Powers 53 + Combat 18 + Saves 10 - Drawbacks 4 = 120

Suggested Complications
  • Honor (no killing): He might a thief, a spy and a liar, but Payback never kills on purpose.
  • Enemies (lots): A great deal many people have a bone to pick with Payback, starting with D.A.R.P.A. and the Pentagon.


:arrow: A former crook turned tiger team specialist, Payback is a brick/kinetic controller hybrid with a high-risk/high-reward mechanic. He hit his defensive caps straight away, but need to be punched in the face a few times te reach his offensive ones.

:arrow: This is quite possibly the highest degree of Impervious -- and Immovable -- I've ever put on a single character (usually I cap it at rank 6), but I think it's worth the shot.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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#33 Ready to Play Energy Controllers: Rime

Post by Woodclaw » Tue May 01, 2018 7:36 pm

Image
Picture by Salvador Trakal

"Cold as the void and just about as forgiving."

Rime

Power Level: 8; Power Points: 120; Hero Points: 1

STR: +1/+3 (12/16), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +1 (12)

Skills: Athletics 2 (+5), Deception 4 (+5/+9 Attractive), Expertise (Widsom, Bounty Hunter) 4 (+7), Insight 3 (+6), Intimidation 4 (+5), Perception 3 (+6), Persuasion - (+1/+5 Attractive), Stealth 3 (+6), Technology 2 (+4), Vehicles 3 (+6)

Feats: Attack Specialization 2 (Zero Beam), Attractive 1, Benefit 1 (Licensed Bounty Hunter), Contacts, Cunning Fighter, Dodge Focus 3, Well-Informed

Powers:

Cybernetic Arms (Enhanced Strength 6 [limited to arms] + Shield 2; Drawback: Power Loss 2 [after an electrical attack]; 4pp)
Half-Machine (Immunity 16 [Cold Damage, Disease, Poison, Sleep, Starvation & Thirst, Suffocation [all], Environmental [all]; Flaw: Half-effect [all but Environmental]; Drawback: Weak Spot; 9pp)

Zero Beam (Array 9; PF: Alternate Power 4; 22pp)
  • Base Power: Coolant Release (Environmental Control 5 [Cold [extreme], Hamper Movement [50%], Visibility]; Flaw: Range 1 [touch])
  • AP: Freezing Spray (Paralyze 6; Extra: Area [line, targeted])
  • AP: Hypothermia Shot (Blast 6; Extra: Alternate Save [Fortitude])
  • AP: Ice Patch (Trip 5; PF: Improved Throw; Extra: Area [burst, general], Knockback)
  • AP: Ice Wall (Create Object 7; PF: Progression 2 [size]; Flaw: Permanent)


Cybercom Suite (Device 2 [hard to lose]; 8pp)

Devices:

Cybercom Suite (10pp of effects)
  • Datalink 4 (Radio; PF: Cyberspace)
  • Linguistic Database (Comprehend 3 [speak, understand and read languages, understand machines]; Flaw: Limited [pre-programmed languages])


Equipment: Nu-Fiber Suit (Protection 4 [subtle])
Jetbike (Size: Medium; STR: 15; TOU +7; Flight 5 [250 MPH; Low Ceiling]; Features: Navigation System, Remote Control; 14pp)
1ep in mission specific equipment

Combat: Attack +6 (+10 Zero Beam; Grapple: +7/+9); Defense +10 (+3 Flat-footed); Initiative +3

Saves: Toughness +6/+2 without armor, Fortitude +5, Reflex +4, Will +4

Totals: Abilities 24 + Skills 14 (28 ranks) + Feats 14 + Powers 41 + Combat 22 + Saves 5 - Drawbacks 0 = 120

Suggested Complications
  • Obsession (the contract): True to her cold character, Rime never calls off a contract.
  • Reputation (coldest b***h this side of the Milky Way): Rime takes professionalist to a whole new level and never ever gets personally involved.


:arrow: One thing I really never liked about ice controllers is the idea of "ice armor". I mean ice is tougher than human flesh, but only when it's really thick ... a 2mm layer of thin ice won't do any good against an attack. So I decided to work the concept into something different and came up with an alien bounty hunter with cybernetic arms and a super-low temperature weapon.

:arrow: In terms of characterization this is perhaps my lowest, but I'm just coming out of a writer block, so sue me.
Last edited by Woodclaw on Fri May 04, 2018 7:43 am, edited 1 time in total.
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Re: Warehouse W - Energy Controllers: Thermite, Stratocaster, Vloedgolf, Payback, Rime

Post by Skaramine » Thu May 03, 2018 6:37 pm

Rime is very cool.

My favorite is Kinetic so far.
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Woodclaw
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Re: Warehouse W - Energy Controllers: Thermite, Stratocaster, Vloedgolf, Payback, Rime

Post by Woodclaw » Fri May 04, 2018 8:11 am

Skaramine wrote:
Thu May 03, 2018 6:37 pm
Rime is very cool.

My favorite is Kinetic so far.
Thanks.

Payback is kind of guilty pleasure of mine since I didn't think he would turn out any good, but the final result is surprisingly effective. Although I have to admit: I think that now I understand the reasoning behind 3e Impervious.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Warehouse W - Energy Controllers: Thermite, Stratocaster, Vloedgolf, Payback, Rime

Post by Jabroniville » Fri May 04, 2018 9:30 am

Woodclaw wrote:
Fri May 04, 2018 8:11 am
Skaramine wrote:
Thu May 03, 2018 6:37 pm
Rime is very cool.

My favorite is Kinetic so far.
Thanks.

Payback is kind of guilty pleasure of mine since I didn't think he would turn out any good, but the final result is surprisingly effective. Although I have to admit: I think that now I understand the reasoning behind 3e Impervious.
Oh yeah? How so? All I remember is people complaining about it all the time :).

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Woodclaw
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Re: Warehouse W - Energy Controllers: Thermite, Stratocaster, Vloedgolf, Payback, Rime

Post by Woodclaw » Fri May 04, 2018 10:52 am

Jabroniville wrote:
Fri May 04, 2018 9:30 am
Woodclaw wrote:
Fri May 04, 2018 8:11 am
Skaramine wrote:
Thu May 03, 2018 6:37 pm
Rime is very cool.

My favorite is Kinetic so far.
Thanks.

Payback is kind of guilty pleasure of mine since I didn't think he would turn out any good, but the final result is surprisingly effective. Although I have to admit: I think that now I understand the reasoning behind 3e Impervious.
Oh yeah? How so? All I remember is people complaining about it all the time :).
The long and short of it is: what is the purpose of Impervious?
My general feeling is that Impervious is meant to prevent the game from slowing down to a crawl when a brick character is peppered with low level attacks. If I'm playing a brick I don't want to roll a Toughness save every time a thug with a gun shot me, I want to walk right through them without thinking. Still, the general tropes of the superhero genre requires a level of reciprocal vulnerability between the main characters (e.g. Hawkeye injuring Piledriver with a normal wooden arrow during the original Secret Wars).

2e Impervious, while perfectly serviceable, open the flodgates to characters that can take high level damage right on the chin without even flinching, like Payback Above. Impervious 9 means that even a dedicated anti-tank weapon won't do jackshit and this is usually where I feel the need to draw a line.

3e Impervious is meant to reflect that lower-end invulnerability, but I think that it's still way too pricy for what it does.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Warehouse W - Energy Controllers: Thermite, Stratocaster, Vloedgolf, Payback, Rime

Post by Woodclaw » Fri May 04, 2018 8:48 pm

One more note on Impervious. My personal general purpose solution would be to just limit it to half the Toughness save bonus.
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Re: Warehouse W - Energy Controllers: Thermite, Stratocaster, Vloedgolf, Payback, Rime

Post by Woodclaw » Fri May 11, 2018 10:13 pm

Sorry for the lack of content folks, but I just finished a week long rush of translations.

Plus I might have got the inspiration for a new project. It probably won't be M&M, but you'll never know ;)
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Warehouse W - Energy Controllers: Thermite, Stratocaster, Vloedgolf, Payback, Rime

Post by Thorpocalypse » Sat May 12, 2018 4:54 pm

Woodclaw wrote:
Fri May 04, 2018 10:52 am
2e Impervious, while perfectly serviceable, open the flodgates to characters that can take high level damage right on the chin without even flinching, like Payback Above. Impervious 9 means that even a dedicated anti-tank weapon won't do jackshit and this is usually where I feel the need to draw a line.

3e Impervious is meant to reflect that lower-end invulnerability, but I think that it's still way too pricy for what it does.
Pretty much the way I feel about it. I ended up cracking and going back to using it as the RAW states, but I'm thinking about that thought of only making it 1 pp per rank and just limiting it to have of the overall Toughness. 2E Impervious was a bit broken, I thought, what with being able to have something like Toughness 16 all being Impervious.
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Re: Warehouse W - Energy Controllers: Thermite, Stratocaster, Vloedgolf, Payback, Rime

Post by Woodclaw » Sat May 12, 2018 10:14 pm

Thorpocalypse wrote:
Sat May 12, 2018 4:54 pm
Woodclaw wrote:
Fri May 04, 2018 10:52 am
2e Impervious, while perfectly serviceable, open the flodgates to characters that can take high level damage right on the chin without even flinching, like Payback Above. Impervious 9 means that even a dedicated anti-tank weapon won't do jackshit and this is usually where I feel the need to draw a line.

3e Impervious is meant to reflect that lower-end invulnerability, but I think that it's still way too pricy for what it does.
Pretty much the way I feel about it. I ended up cracking and going back to using it as the RAW states, but I'm thinking about that thought of only making it 1 pp per rank and just limiting it to have of the overall Toughness. 2E Impervious was a bit broken, I thought, what with being able to have something like Toughness 16 all being Impervious.
My current idea is 1pp per Rank limited to half the maximum Toughness.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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