J-Mart Fantasy: Tarrasque, Demonology - Vrocks, Balors

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Woodclaw
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Re: 194 - Wyverns

Post by Woodclaw » Thu Mar 22, 2018 9:04 am

Thorpocalypse wrote:
Thu Mar 22, 2018 1:17 am
Image
Just THAT close to being a dragon...

WYVERN
PL8


Comments: Wyverns are really what I thought fantasy dragons should be, except for the lack of flame breath. But they are fun mid-level beasts to throw at your foes, and that tail stinger is wicked bad.
While most accounts from medieval times concur that wyverns were of animal (usually cat-like) intelligence, the lack of flaming breath was not very consistent, as well as their poison. According to one French legend wyverns were so poisonous that their mere presence would twists the land and kill anyone who come near them. This made them extremely hard to kill, since none would get more than one shot at them.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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195 - Dinosaur (Ankylosaurus)

Post by Thorpocalypse » Fri Apr 06, 2018 1:30 am

Image
He be clubbin'.

ANKYLOSAURUS
PL9


OPL: 9; DPL: 8; HP: 0

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 1, DEXTERITY 0, FIGHTING 4, INTELLECT -4, AWARENESS 0, PRESENCE -3

SKILLS: Athletics (+9), Deception (-3), Insight (+0), Intimidation 6 (+3/+6), Perception 6 (+6), Persuasion (-3), Stealth (+1/-5)

ADVANTAGES: Close Attack (2), Improved Trip, Sweeping Strike*

POWERS:
Ankylosaurus Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
Dinosaur Senses: Senses 3 (Low-light Vision, Scent [Acute, Extended]); 3 pts
Armored Hide: Protection 3, Impervious Toughness 9; 12 pts
Living Tank: Enhanced Strength 3 (Flaw: Limited to resisting movement); 3 pts
Tail Club: Piercing Strength-based Damage 3 (Extra: Dangerous, Reach [5/10 ft]); 5 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +6 [Unarmed +9; Tail Club +12, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +2 [DC12] Parry +4 [DC14]
Toughness +12 (+5 Impervious), Fortitude +9, Will +3

COMPLICATIONS:
Disability: Dinosaurs cannot speak to humans nor use their claws to easily manipulate objects.
Vulnerable: Dinosaurs are vulnerable to cold, and cold based effects due to their physiology. They take an extra degree of failure against those effects and prolonged exposure to cold environments can leave them disabled, incapacitated and eventually to dying.

Abilities 8 + Skills 6 (12 ranks) + Advantages 4 + Powers 36 + Defenses 10 = 64 / 64

Comments: Figured I'd go ahead and finish off the dinosaurs I had built before the Jurassic World II hype starts and I feel like a hack. Even though I am. :)

The tanks of the dino world, Ankylosaurus. Dudes’ got armored eyelids. That is awesome.

And some mass combat for the poor soul that stumbles onto a herd of these tanks...
MASS COMBAT - ANKYLOSAURUS

CORPS (20,000-50,000): ATTACK 20, DAMAGE 24, DEFENSE 2, TOUGHNESS 26, INITIATIVE 1, MORALE -2
DIVISION (9,000-15,000): ATTACK 19, DAMAGE 23, DEFENSE 2, TOUGHNESS 25, INITIATIVE 1, MORALE -2
BRIGADE (6,000-8,000): ATTACK 18, DAMAGE 22, DEFENSE 2, TOUGHNESS 24, INITIATIVE 1, MORALE -2
REGIMENT 1 (3,000-4,000): ATTACK 17, DAMAGE 21, DEFENSE 2, TOUGHNESS 23, INITIATIVE 1, MORALE -2
REGIMENT 2 (1,250-2,750): ATTACK 16, DAMAGE 20, DEFENSE 2, TOUGHNESS 22, INITIATIVE 1, MORALE -2
BATALLION 1 (500-1,000): ATTACK 15, DAMAGE 19, DEFENSE 2, TOUGHNESS 21, INITIATIVE 1, MORALE -2
BATALLION 2 (150-450): ATTACK 14, DAMAGE 18, DEFENSE 2, TOUGHNESS 20, INITIATIVE 1, MORALE -2
COMPANY 1 (140): ATTACK 13, DAMAGE 17, DEFENSE 2, TOUGHNESS 19, INITIATIVE 1, MORALE -2
COMPANY 2 (55-125): ATTACK 12, DAMAGE 16, DEFENSE 2, TOUGHNESS 18, INITIATIVE 1, MORALE -2
PLATOON 1 (30-50): ATTACK 11, DAMAGE 15, DEFENSE 2, TOUGHNESS 17, INITIATIVE 1, MORALE -2
PLATOON 2 (15-40): ATTACK 10, DAMAGE 14, DEFENSE 2, TOUGHNESS 16, INITIATIVE 1, MORALE -2
SQUAD (8-10): ATTACK 9, DAMAGE 13, DEFENSE 2, TOUGHNESS 15, INITIATIVE 1, MORALE -2
SQUAD (4-6): ATTACK 8, DAMAGE 12, DEFENSE 2, TOUGHNESS 14, INITIATIVE 1, MORALE -2
BASE (2-3): ATTACK 6, DAMAGE 10, DEFENSE 2, TOUGHNESS 12, INITIATIVE 1, MORALE -2

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196 - Dinosaur (Stegasaurus)

Post by Thorpocalypse » Fri Apr 06, 2018 2:22 am

Image

STEGOSAURUS
PL9


OPL: 9; DPL: 8; HP: 0

ABILITIES: STRENGTH 8, STAMINA 9, AGILITY 0, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 0, PRESENCE -3

SKILLS: Athletics 1 (+9), Deception (-3), Insight (+0), Intimidation 6 (+3/+7), Perception 3 (+3), Persuasion (-3), Stealth (+0/+8)

ADVANTAGES: Close Attack (1), Improved Trip

POWERS:
Stegosaurus Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Dinosaur Senses: Senses 3 (Low-light Vision, Scent [Acute, Extended]); 3 pts
Thick Hide: Protection 2, Impervious Toughness 5; 7 pts
Back Plates: Enhanced Dodge 2, Enhanced Parry 2; 4 pts
Thagomizer: Piercing Strength-based Damage 3 (Extra: Dangerous 2, Reach [5/15 ft]); 6 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +7 [Unarmed +8; Thagomizer +11, Critical 18-20]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +11 (+3 Impervious), Fortitude +10, Will +2

COMPLICATIONS:
Disability: Dinosaurs cannot speak to humans nor use their claws to easily manipulate objects.
Vulnerable: Dinosaurs are vulnerable to cold, and cold based effects due to their physiology. They take an extra degree of failure against those effects and prolonged exposure to cold environments can leave them disabled, incapacitated and eventually to dying.

Abilities 0 + Skills 5 (10 ranks) + Advantages 2 + Powers 37 + Defenses 9 = 53 / 53

Comments: Poor Stegosaurus. One of the coolest physical specimens in the dinosaur kingdom and now it’s mainly known for being the dumbest. Kind of like Jessica Simpson.

Those plate and those tail spikes, which are now actually known as a Thagomizer after the legendary Far Side comic, make it visually arresting. And it’s been recently theorized that their plates changed color during mating season. Kind of a precursor to their peacock ancestors.

Some mass combat in case some poor adventurers piss off a herd.
MASS COMBAT - STEGOSAURUS

CORPS (20,000-50,000): ATTACK 21, DAMAGE 24, DEFENSE 3, TOUGHNESS 25, INITIATIVE 0, MORALE -4
DIVISION (9,000-15,000): ATTACK 20, DAMAGE 23, DEFENSE 3, TOUGHNESS 24, INITIATIVE 0, MORALE -4
BRIGADE (6,000-8,000): ATTACK 19, DAMAGE 22, DEFENSE 3, TOUGHNESS 23, INITIATIVE 0, MORALE -4
REGIMENT 1 (3,000-4,000): ATTACK 18, DAMAGE 21, DEFENSE 3, TOUGHNESS 22, INITIATIVE 0, MORALE -4
REGIMENT 2 (1,250-2,750): ATTACK 17, DAMAGE 20, DEFENSE 3, TOUGHNESS 21, INITIATIVE 0, MORALE -4
BATALLION 1 (500-1,000): ATTACK 16, DAMAGE 19, DEFENSE 3, TOUGHNESS 20, INITIATIVE 0, MORALE -4
BATALLION 2 (150-450): ATTACK 15, DAMAGE 18, DEFENSE 3, TOUGHNESS 19, INITIATIVE 0, MORALE -4
COMPANY 1 (140): ATTACK 14, DAMAGE 17, DEFENSE 3, TOUGHNESS 18, INITIATIVE 0, MORALE -4
COMPANY 2 (55-125): ATTACK 13, DAMAGE 16, DEFENSE 3, TOUGHNESS 17, INITIATIVE 0, MORALE -4
PLATOON 1 (30-50): ATTACK 12, DAMAGE 15, DEFENSE 3, TOUGHNESS 16, INITIATIVE 0, MORALE -4
PLATOON 2 (15-40): ATTACK 11, DAMAGE 14, DEFENSE 3, TOUGHNESS 15, INITIATIVE 0, MORALE -4
SQUAD (8-10): ATTACK 10, DAMAGE 13, DEFENSE 3, TOUGHNESS 14, INITIATIVE 0, MORALE -4
SQUAD (4-6): ATTACK 9, DAMAGE 12, DEFENSE 3, TOUGHNESS 13, INITIATIVE 0, MORALE -4
BASE (2-3): ATTACK 7, DAMAGE 10, DEFENSE 3, TOUGHNESS 11, INITIATIVE 0, MORALE -4

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Woodclaw
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Re: 195 - Dinosaur (Ankylosaurus)

Post by Woodclaw » Fri Apr 06, 2018 8:27 am

Thorpocalypse wrote:
Fri Apr 06, 2018 1:30 am
Image
He be clubbin'.

ANKYLOSAURUS


Why do I imagine that quote in the same voice I think Ben Grimm has?
Last edited by Woodclaw on Fri Apr 06, 2018 11:01 am, edited 1 time in total.
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Re: J-Mart Fantasy: Wyverns, Ankylosaurus, Stegosaurus

Post by Jabroniville » Fri Apr 06, 2018 10:31 am

Gotta love the Dinosaurs. The best part about them is you can plop them straight into any Fantasy World, and they're already cooler than 75% of the monsters contained therein, and WEIRDER than at least 30% of them as well :).

Like, imagine if a Stegosaurus didn't exist, and you threw that against your players. They'd be like "Come the f*ck on, Thorp- you just made that shit up off the top of your head. What are all those armor plates for? They point straight up! What are they protecting? Nothing would ever look like that!". The tail clubs and Thagomizers would be declared silly overreaching, and they'd demand something more reasonable :).

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197 - Dinosaur (Brachiosaurus)

Post by Thorpocalypse » Sun Apr 08, 2018 2:07 am

Image
These guys...always sticking their necks out for others...

BRACHIOSAURUS
PL11


OPL: 11; DPL: 10; HP: 0

ABILITIES: STRENGTH 14, STAMINA 12, AGILITY 0, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 0, PRESENCE -3

SKILLS: Athletics (+14), Deception (-3), Insight (+0), Intimidation 0 (-3/+4), Perception 4 (+4), Persuasion (-3), Stealth (+0/+14)

ADVANTAGES: NONE

POWERS:
Brachiosaurus Size: Growth 14 (+14 Str, +14 Sta, -7 Dodge/Parry, -14 Stealth, +7 Intimidation, Speed +1 [4 mph/60 fpr], +14 Mass, Reach 3 [15 ft]; Extra: Innate, Permanent); 29 pts
Dinosaur Senses: Senses 3 (Low-light Vision, Scent [Acute, Extended]); 3 pts
Thick Hide: Protection 1, Impervious Toughness 7; 8 pts
Tail Swipe: Burst Area Bludeoning Damage 11 (Extra: Burst Area [30 ft radius]; 22 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +6 [Unarmed +14]
Ranged Attack +0
Special Attack [Tail Swipe +11, Burst Area]

DEFENSES:
Dodge -1 [DC9] Parry +5 [DC15]
Toughness +13 (+4 Impervious), Fortitude +12, Will +2

COMPLICATIONS:
Disability: Dinosaurs cannot speak to humans nor use their claws to easily manipulate objects.
Vulnerable: Dinosaurs are vulnerable to cold, and cold based effects due to their physiology. They take an extra degree of failure against those effects and prolonged exposure to cold environments can leave them disabled, incapacitated and eventually to dying.

Abilities -6 + Skills 2 (4 ranks) + Advantages 0 + Powers 62 + Defenses 14 = 72 / 72

Comments: I forgot to do some brontosaurus/brachiosaur type dinosaurs previously so I whipped this one up. They’re not really aggressive, but mess with their young or get in their way when they stampede and look the hell out.

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Re: J-Mart Fantasy: Wyverns, Ankylosaurus, Stegosaurus, Brachiosaurus

Post by Skaramine » Sun Apr 15, 2018 4:17 am

Thagomizer is a great name. Stegosaurs were always a favorite.

As for an ankylosaur sounding like Ben Grimm, well, why not? It works for me.
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198 - Dinosaur (Regisaur Alpha)

Post by Thorpocalypse » Fri Jun 08, 2018 3:34 am

Image
Seeing a pack of these monsters hunt together, I'm at a loss to imagine the size of their prey. - Adrian Adanto of Lujio

REGISAUR ALPHA
PL10


OPL: 10; DPL: 9; HP: 0

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 2, DEXTERITY 0, FIGHTING 8, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Athletics 2 (+10), Deception (-3), Insight (+1), Intimidation 8 (+5/+9/+13), Perception 6 (+7), Persuasion (-3), Stealth (+2/-5)

ADVANTAGES: Fast Grab, Great Endurance, Improved Initiative (1), Takedown (1)

POWERS:
Regisaur Size: Growth 7 (+7 Str, +7 Sta, -3 Dodge/Parry, -7 Stealth, +3 Intimidation, Speed +0, +7 Mass, Reach [5 ft]; Extra: Innate, Permanent); 15 pts
Dinosaur Senses: Senses 4 (Low-light Vision, Scent [Acute, Extended 2]); 4 pts
Thick Hide: Protection 2, Impervious Toughness 7; 9 pts
Swift: Speed 2 (8 mph/120 fpr); 2 pts
Regisaur Bite: Piercing Strength-based Damage 4 (Extra: Dangerous); 5 pts
Roar: Enhanced Skills 2 (Intimidation 4 ranks, Flaw: Sense-dependent [Auditory]); 1 pt
Summon the Pack: Summon 5 (75 pt minions; Regisaurs; Extra: Active, Multiple Minions [2 Regisaurs], Flaw: Self-powered); 15 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +8 [Unarmed +8; Bite +12, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +7 [DC17]
Toughness +10 (+4 Impervious), Fortitude +10, Will +3

COMPLICATIONS:
Disability: Dinosaurs cannot speak to humans nor use their claws to easily manipulate objects. Regisaurs are particularly deficient in the former due to its very disproportionately tiny arms.
Vulnerable: Dinosaurs are vulnerable to cold, and cold based effects due to their physiology. They take an extra degree of failure against those effects and prolonged exposure to cold environments can leave them disabled, incapacitated and eventually to dying.

Abilities 12 + Skills 8 (16 ranks) + Advantages 4 + Powers 51 + Defenses 13 = 88 / 88

Comments: Regisaurs are from the Ixalan block of Magic the Gathering. In my setting, they are slightly smaller versions of T-Rexes but more dangerous because they tend to work in packs.

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Re: J-Mart Fantasy: Brachiosaurus, Regisaur

Post by Thorpocalypse » Fri Jun 08, 2018 3:42 am

Image

GISHATH SUN’S AVATAR
PL12


OPL: 12; DPL: 12; HP: 0

ABILITIES: STRENGTH 13, STAMINA 13, AGILITY 2, DEXTERITY 0, FIGHTING 8, INTELLECT -4, AWARENESS 2, PRESENCE -3

SKILLS: Athletics (+13), Deception (-3), Insight (+2), Intimidation 8 (+5/+11/+15), Perception 6 (+8), Persuasion (-3), Stealth (+2/-10)

ADVANTAGES: Diehard, Fast Grab, Great Endurance, Improved Initiative (2), Takedown (2)

POWERS:
Gishath Size: Growth 12 (+12 Str, +12 Sta, -6 Dodge/Parry, -12 Stealth, +6 Intimidation, Speed +1, +12 Mass, Reach 3 [15 ft]; Extra: Innate, Permanent); 25 pts
Dinosaur Senses: Senses 4 (Low-light Vision, Scent [Acute, Extended 2]); 4 pts
Thick Hide: Protection 3, Impervious Toughness 11; 14 pts
Swift: Speed 1 (4 [8] mph/60 [120] fpr); 1 pt
Bite: Piercing Strength-based Damage 2 (Extra: Dangerous 2); 4 pts
Roar: Enhanced Skills 2 (Intimidation 4 ranks, Flaw: Sense-dependent [Auditory]); 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +9 [Unarmed +13; Bite +15, Critical 18-20]
Ranged Attack +0

DEFENSES:
Dodge +5 [DC15] Parry +8 [DC18]
Toughness +16 (+6 Impervious), Fortitude +13, Will +7

COMPLICATIONS:
Disability: Dinosaurs cannot speak to humans nor use their claws to easily manipulate objects.
Vulnerable: Dinosaurs are vulnerable to cold, and cold based effects due to their physiology. They take an extra degree of failure against those effects and prolonged exposure to cold environments can leave them disabled, incapacitated and eventually to dying.

Abilities 16 + Skills 7 (14 ranks) + Advantages 8 + Powers 49 + Defenses 19 = 99 / 99

Comments: Gishath is a monstrous dinosaur, an avatar of the Sun’s Empire in the MTG Ixalan set. He’s big and bad enough to even give some of my ancient dragons a run for their money in my setting and he’s going to be a big time challenge for any parties that cross the Sun’s Empire.

And as a Magic card, it's a game ender if you can get to it. 8 mana is a pretty high cost, but there's a lots of ways to cut that and once you start dropping extra dinosaurs every round, you have a huge advantage.

I will be posting some of the other Elder Dinosaurs and some of the other avatars after a bit of a break to do some other stuff.

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Re: J-Mart Fantasy: Brachiosaurus, Regisaur, Gishath

Post by L-Space » Fri Jun 08, 2018 8:36 pm

Cool dinosaur build Thorp. I loved the Ixalan set, really WoTC really crushed it design-wise.
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Re: J-Mart Fantasy: Brachiosaurus, Regisaur, Gishath

Post by Thorpocalypse » Sat Jun 09, 2018 2:03 am

I thought so, too. I mean, Pirates, Dinosaurs and Vampire Conquistadors is a pretty good set of tribes to roll with. I'm going to be doing more builds from the set later on for sure. I'm loving Dominaria right now, too, although I haven't played it much. I home to rectify that once things settle down with my dad and the boys, which never really seems to happen, but I can hope. ;)

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Re: J-Mart Fantasy: Brachiosaurus, Regisaur, Gishath

Post by MacynSnow » Sat Jun 09, 2018 2:19 am

Thorpocalypse wrote:
Sat Jun 09, 2018 2:03 am
I thought so, too. I mean, Pirates, Dinosaurs and Vampire Conquistadors is a pretty good set of tribes to roll with. I'm going to be doing more builds from the set later on for sure. I'm loving Dominaria right now, too, although I haven't played it much. I home to rectify that once things settle down with my dad and the boys, which never really seems to happen, but I can hope. ;)
I love the Pirate tribe myself and i adore the Raid! mechanic they gave them.

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Re: J-Mart Fantasy: Brachiosaurus, Regisaur, Gishath

Post by L-Space » Sat Jun 09, 2018 8:52 pm

Thorpocalypse wrote:
Sat Jun 09, 2018 2:03 am
I thought so, too. I mean, Pirates, Dinosaurs and Vampire Conquistadors is a pretty good set of tribes to roll with. I'm going to be doing more builds from the set later on for sure. I'm loving Dominaria right now, too, although I haven't played it much. I home to rectify that once things settle down with my dad and the boys, which never really seems to happen, but I can hope. ;)
Yea, great tribes and I really like the setting too. WotC included a full map of Ixalan with its D&D conversion. Makes me want to run an adventure in Ixalan. :D
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200 - Tarrasque

Post by Thorpocalypse » Thu Jun 21, 2018 12:30 am

Landmark Build on the Fantasy Thread, #200! That calls for something epic.

Image
The most frightening fantasy monster outside of the Kobold...

TARRASQUE
PL19


OPL: 19; DPL: 19; HP: 0

ABILITIES: STRENGTH 20, STAMINA 20, AGILITY 3, DEXTERITY 0, FIGHTING 15, INTELLECT -4, AWARENESS 2, PRESENCE 3

SKILLS: Athletics 5 (+25), Deception (+3), Expertise [Survival] 14 (+10), Insight (+2), Intimidation 14 (+17/+25), Perception 17 (+19), Persuasion (+3), Stealth (+3)

ADVANTAGES: All-Out Attack, Fast Grab, Improved Grab, Improved Hold, Improved Initiative (1), Improved Trip, Takedown (2)

POWERS:
Colossal Size: Growth 16 (+16 Str, +16 Sta, -8 Dodge/Parry, -16 Stealth, +8 Intimidation, Speed +2, +16 Mass, Reach 4 [20 ft], Extra: Innate); 33 pts
Carapace: Impervious Protection 10, Impervious Toughness 13; 33 pts
Indestructible: Immunity 140 (All Toughness Effects, Fortitude Effects, Will Effects, Flaw: Limited to Half Effect); 70 pts
Uncontrollable: Immunity 6 (Control Effects, Fear Effects); 6 pts
Healing Factor: Regeneration 20 (2/every round; Extra: Persistent); 40 pts
Animal Senses: Senses 11 (Normal Vision [Extended 2], Low-Light Vision [Extended 2], Scent [Acute, Ranged, Extended 2, Tracking]); 11 pts
Fearsome Presence: Burst Area Reaction Affliction 12 (Resisted/Overcome by Will; 1st: Dazed and Impaired, 2nd: Compelled (To flee) and Disabled, Extra: Burst Area 4 [250 ft radius], Extra Condition, Reaction [to moving into perception range of Tarrasque], Flaw: Limited to two degrees); 96 pts
Rush: Speed 2 (8 [32 mph/250 fpr]; Flaw: Fades); 1 pt
Natural Weapons: 38 pt Array; 40 pts
Tail Swipe: Burst Area Damage 19 (Extra: Burst Area [30 ft radius]); 38 pts
Bite: Piercing Strength-Based Damage 3 (Extra: Concentration, Dangerous, Penetrating 12); 1 pt
Claws: Slashing Strength-Based Damage 3 (Extra: Dangerous, Penetrating 12, Split); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +15 [Unarmed +20; Bite +23, Critical 19-20; Claws +23, Critical 19-20]
Ranged Attack +0
Special Attack [Tail Swipe +19, Burst Area; Fearsome Presence Affliction +12, Burst Area, Reaction]

DEFENSES:
Dodge +6 [DC16] Parry +8 [DC18]
Toughness +30 (+12 Impervious), Fortitude +25, Will +13

COMPLICATIONS:
Disability: The Tarrasque is mute and cannot use it's paws to easily manipulate objects.
Power Loss: The Tarrasque's Immunity and Regeneration are lost against Legendary Weapons.
Reputation: The Tarrasque is feared by every other creature on the planet for its destructive force.

Abilities 54 + Skills 25 (50 ranks) + Advantages 8 + Powers 330 + Defenses 28 = 445 / 445

Comments: THE bad ass of my Gloriant Fantasy Setting, who may get a cameo in the Earth-0 Thorpacoverse, the mighty Tarrasque. What is there really to say about the Tarrasque except it is the ultimate engine of destruction? One of my favorite fantasy creations of all time, it’s the ultimate “make the party crap their pants” threat. You can’t hurt it, you can’t control it, you can barely flee from it. It’s beautiful.

I really wanted to keep it at a lower PL than I had seen other builds because I think sometimes when I've seen pure conversions from D&D or Pathfinder to MnM, attack bonuses get either overdone, or underdone because of the difference in AC and Defense. In a D&D game, you need a +28 or +30 to hit because you’re trying to hit ACs of 40+ sometimes. In an MnM setting, you usually don’t need anything higher than +20 like DCA Batman or Shiva because most Defenses are no higher than 26, maybe a stretch to 27. I tried it at PL16, but it didn't seem epic enough, so I went with PL19. A Tarrasque with +15 to hit and having All-Out Attack is still going to hit pretty much anyone whenever it needs to. And defensively, with half-effect against all defenses, +30 Toughness, +25 Fortitude and +13 Will (with an immunity to Control effects to top it off) is going to be plenty. Even if it bombs a save against a +14 Mind Blast from Professor X or something, it will recover lighting fast with 20 ranks of Regeneration. It would use and abuse the Justice League for several rounds before Batman figured out how to take it down.

And Batman would figure out how to take it down...

BECAUSE HE'S BATMAN!

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Re: J-Mart Fantasy: Brachiosaurus, Regisaur, Gishath, Tarrasque

Post by L-Space » Thu Jun 21, 2018 1:22 am

Good god that's horrifying. I'm both happy and sad that I've never run into a Tarrasque in any of my D&D campaigns. Closest I got was when I got cheeky with wish and asked for the ability to transform into a Tarrasque. I gained the ability to transform into a human sized Tarrasque without any of the abilities :lol:. I mean I found some uses for it, but still...
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