J-Mart Fantasy: Closed for remodeling

Where in all of your character write ups will go.
Thorpocalypse
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Joined: Fri Nov 04, 2016 8:52 pm

128 - Pteranodon

Post by Thorpocalypse »

Image

PTERANODON
PL5


OPL: 4; DPL: 5; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY -1 [2], DEXTERITY 0, FIGHTING 2 [5], INTELLECT -4, AWARENESS 1, PRESENCE -3

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

ADVANTAGES: Favored Environment (Flying), Improved Initiative, Move-by Action

POWERS:
Massive Wingspan: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Dinosaur Senses: Senses 4 (Normal Vision [Extended], Low-light Vision, Scent [Acute]); 4 pts
Thick Hide: Protection 1; 1 pt
Aerial Mastery: Enhanced Agility 3 (Flaw: Limited to when flying), Enhanced Fighting 3 (Flaw: Limited to when flying), Enhanced Dodge 3 (Flaw: Limited to when flying), Enhanced Parry 2 (Flaw: Limited to when flying), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to when flying), Enhanced Advantages 2 (Improved Initiative, Move-by Action, Flaw: Limited to when flying); 11 pts
Wings: Flight 2 (8 mph/120 ft pr; Flaw: Winged); 2 pts
Claws/Beak: Strength-based Damage 1 (Extra: Variable Descriptor [Piercing/Slashing]); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative -1 (+6 when Flying)
Close Attack +2 [Unarmed +2; Beak/Claws +3]
Flying Close Attack +5 [Unarmed +2; Beak/Claws +3]
Ranged Attack +0

DEFENSES:
Dodge +0 (+6 when Flying) [DC10/16] Parry +2 (+7 when Flying) [DC12/17]
Toughness +3, Fortitude +4, 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 -2 + Skills 4 (8 ranks) + Advantages 1 + Powers 29 + Defenses 4 = 36 / 36

Comments: I, like most people, called Pteranodons Pterodactyls for the longest time. Probably because of The Flintstones. But over time, I started to get it right. And now, after doing a little research for the build I find out they’re not even dinosaurs?!?!?

Everything I know is wrong

Here's some Mass Combat in case PCs need to run into a flock:
MASS COMBAT - PTERANODON

CORPS (20,000-50,000): ATTACK 18, DAMAGE 17, DEFENSE 7, TOUGHNESS 17, INITIATIVE 6, MORALE -3
DIVISION (9,000-15,000): ATTACK 17, DAMAGE 16, DEFENSE 7, TOUGHNESS 16, INITIATIVE 6, MORALE -3
BRIGADE (6,000-8,000): ATTACK 16, DAMAGE 15, DEFENSE 7, TOUGHNESS 15, INITIATIVE 6, MORALE -3
REGIMENT 1 (3,000-4,000): ATTACK 15, DAMAGE 14, DEFENSE 7, TOUGHNESS 14, INITIATIVE 6, MORALE -3
REGIMENT 2 (1,250-2,750): ATTACK 14, DAMAGE 13, DEFENSE 7, TOUGHNESS 13, INITIATIVE 6, MORALE -3
BATALLION 1 (500-1,000): ATTACK 13, DAMAGE 12, DEFENSE 7, TOUGHNESS 12, INITIATIVE 6, MORALE -3
BATALLION 2 (150-450): ATTACK 12, DAMAGE 11, DEFENSE 7, TOUGHNESS 11, INITIATIVE 6, MORALE -3
COMPANY 1 (140): ATTACK 11, DAMAGE 10, DEFENSE 7, TOUGHNESS 10, INITIATIVE 6, MORALE -3
COMPANY 2 (55-125): ATTACK 10, DAMAGE 9, DEFENSE 7, TOUGHNESS 9, INITIATIVE 6, MORALE -3
PLATOON 1 (30-50): ATTACK 9, DAMAGE 8, DEFENSE 7, TOUGHNESS 8, INITIATIVE 6, MORALE -3
PLATOON 2 (15-40): ATTACK 8, DAMAGE 7, DEFENSE 7, TOUGHNESS 7, INITIATIVE 6, MORALE -3
SQUAD (8-10): ATTACK 7, DAMAGE 6, DEFENSE 7, TOUGHNESS 6, INITIATIVE 6, MORALE -3
SQUAD (4-6): ATTACK 6, DAMAGE 5, DEFENSE 7, TOUGHNESS 5, INITIATIVE 6, MORALE -3
BASE (2-3): ATTACK 4, DAMAGE 3, DEFENSE 7, TOUGHNESS 3, INITIATIVE 6, MORALE -3
Last edited by Thorpocalypse on Mon Jan 29, 2018 3:00 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

129 - Triceratops

Post by Thorpocalypse »

Image
Follow her footsteps and she will show you the way. - Itzana the Crested

TRICERATOPS
PL10


OPL: 10; DPL: 9; HP: 0

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 0, DEXTERITY 0, FIGHTING 8, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Athletics 2 (+11), Deception (-3), (+1), Intimidation 7 (+4/+8), Perception 7 (+8), Persuasion (-3), Stealth (+0/+8)

ADVANTAGES: Improved Trip

POWERS:
Triceratops 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 3, Impervious 3; 9 pts
Stubborn: Enhanced Strength 2 (Flaw: Limited to resisting movement); 2 pts
Head Plate: Enhanced Dodge 2, Enhanced Parry 2; 4 pts
Horns: 2 pt Array; 3 pts
Horn Strike: Piercing Strength-based Damage 2; 2 pts
Horn Gore: Piercing Strength-based Damage 3 (Extra: Dangerous, Flaw: Limited to when charging); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +8 [Unarmed +9; Horn Strike +11; Horn Gore +12, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +11 (+4 Impervious), Fortitude +10, 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 8 (16 ranks) + Advantages 1 + Powers 36 + Defenses 9 = 62 / 62

Comments: Gotta have the trykes if you’re building dinosaurs.

I have more dinos but I want to move on for the moment. I'm going to come back to my Teztaca setting later with more stuff so I'm saving them.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

130 - Crocodile

Post by Thorpocalypse »

Image

CROCODILE
PL7


OPL: 7; DPL: 7; HP: 0

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 1, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 1, PRESENCE -4

SKILLS: Athletics (+6/+10), Deception (-4), Insight (+1), Intimidation 7 (+3/+6), Perception 4 (+5), Persuasion (-4), Stealth 5 (+6/+0/+6)

ADVANTAGES: Favored Environment (Underwater)

POWERS:
Crocodile Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]); 12 pts
Crocodile Senses: Senses 6 (Low-Light Vision, Scent [Acute, Extended], Tremorsense [Touch; Accurate, Ranged]); 6 pts
Aquatic Adaptation: Immunity 2 (Suffocation [Drowning, Flaw: Limited to half effect]), Movement 1 (Environmental Adaptation: Aquatic), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to swim checks), Swimming 3 (4 mph/60 fpr); 7 pts
Ambush Predator: Enhanced Dodge 2 (Flaw: Limited to while underwater), Enhanced Parry 2 (Flaw: Limited to while underwater), Enhanced Skills 3 (Stealth 6 ranks, Flaws: Limited to while underwater); 4 pts
Crocodile Hide: Protection 2, Impervious Toughness 3; 5 pts
Natural Weapons: 4 pt Array; 5 pts
Croc Bite: Piercing Strength-based Damage 2 (Extra: Dangerous, Grabbing); 4 pts
Tail Slap: Bludgeoning Strength-based Damage 1 (Extra: Tripping); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +6 [Unarmed +6; Bite +8, Critical 19-20; Tail Slap +7]
Ranged Attack +0

DEFENSES:
Dodge +1 (+3 when underwater) [DC11/13] Parry +3 (+5 when underwater) [DC13/15]
Toughness +8 (+8 without Defensive Roll, +2 Impervious), Fortitude +7, Will +2

COMPLICATIONS:
Disability: Crocodiles cannot speak humanoid languages nor use their claws to easily manipulate objects.
Vulnerable: Crocodiles can survive out of water for long periods but can become impaired if not immeresed in water on a regular basis.
Weakness: Being cold-blooded, Crocodiles cannot last long in cold environments take and extra degree of failure against cold-based effects.

Abilities 0 + Skills 8 (16 ranks) + Advantages 1 + Powers 39 + Defenses 5 = 53 / 53

Comments: G’day mates! Thought I’d whip up a crocodile for the first time. Not 100% sure on this first shot, but it seems pretty accurate for a larger version of the saltwater crocs.
Last edited by Thorpocalypse on Mon Jan 29, 2018 2:49 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

131 - Dire Crocodile

Post by Thorpocalypse »

Image
I'm sure that's probably the first time a dinosaur actually said "CRIKEY!"

CROCODILE (DIRE)
PL9


OPL: 9; DPL: 9; HP: 0

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 1, DEXTERITY 0, FIGHTING 7, INTELLECT -4, AWARENESS 2, PRESENCE -4

SKILLS: Athletics (+8/+12), Deception (-4), Insight (+2), Intimidation 9 (+5/+9), Perception 4 (+6), Persuasion (-4), Stealth 7 (+8/+0/+6)

ADVANTAGES: Favored Environment (Underwater)

POWERS:
Dire Crocodile Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1 [4 mph/60 fpr], +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Crocodile Senses: Senses 6 (Low-Light Vision, Scent [Acute, Extended], Tremorsense [Touch; Accurate, Ranged]); 6 pts
Aquatic Adaptation: Immunity 2 (Suffocation [Drowning, Flaw: Limited to half effect]), Movement 1 (Environmental Adaptation: Aquatic), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to swim checks), Swimming 3 (4 mph/60 fpr); 7 pts
Ambush Predator: Enhanced Dodge 2 (Flaw: Limited to while underwater), Enhanced Parry 2 (Flaw: Limited to while underwater), Enhanced Skills 3 (Stealth 6 ranks, Flaws: Limited to while underwater); 4 pts
Dire Crocodile Hide: Protection 3, Impervious Toughness 7; 10 pts
Natural Weapons: 5 pt Array; 6 pts
Croc Bite: Piercing Strength-based Damage 3 (Extra: Dangerous, Grabbing); 5 pts
Tail Slap: Bludgeoning Strength-based Damage 1 (Extra: Tripping); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +8; Bite +11, Critical 19-20; Tail Slap +9]
Ranged Attack +0

DEFENSES:
Dodge +2 (+4 when underwater) [DC12/14] Parry +4 (+6 when underwater) [DC14/16]
Toughness +11 (+11 without Defensive Roll, +4 Impervious), Fortitude +9, Will +3

COMPLICATIONS:
Disability: Crocodiles cannot speak humanoid languages nor use their claws to easily manipulate objects.
Vulnerable: Crocodiles can survive out of water for long periods but can become impaired if not immeresed in water on a regular basis.
Weakness: Being cold-blooded, Crocodiles cannot last long in cold environments take and extra degree of failure against cold-based effects.

Abilities 4 + Skills 10 (20 ranks) + Advantages 1 + Powers 50 + Defenses 8 = 73 / 73

Comments: Dire Crocs are just bigger versions of crocodiles, but geez, are they dangerous. I can’t imagine how much their “real” bite force would measure but it would have to be insane.

And I love that pic. 8-)
Last edited by Thorpocalypse on Sun Feb 03, 2019 3:48 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

132 - Lion

Post by Thorpocalypse »

Image
Hail to the King, baby.

LIONS
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 5, STAMINA 4, AGILITY 3, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 1, PRESENCE -2

SKILLS: Acrobatics (+3/+7), Athletics 2 (+7/+11), Deception (-2), Insight (+1), Intimidation 6 (+4/+5/+9) [Ultimate Effort], Perception 5 (+6), Persuasion (-2), Stealth 1 (+4/+2/+6)

ADVANTAGES: Chokehold, Fast Grab, Improved Hold, Lionheart*, Prone Fighting, Ultimate Effort

POWERS:
Big Cat Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass, Extra: Innate); 5 pts
Roar: Enhanced Skills 2 (Intimidation 4 ranks, Flaw: Sense-dependent [Auditory]), Enhanced Advantages 1 (Ultimate Effort [Intimidation Checks], Flaw: Sense-dependent [Auditory]); 2 pts
Cat Senses: Senses 5 (Low-Light Vision, Scent [Acute, Ranged], Normal Hearing [Extended], Ultra-Hearing); 5 pts
Big Cat Agility: Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to Climb/Balance Checks), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to balance checks); 5 pts
Big Cat Hide: Protection 1, Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to tall grass/brown terrain/heavy undergrowth); 2 pts
Claws and Fangs: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +6 [Unarmed +5; Claws and Fangs +6, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +6 [DC16] Parry +7 [DC17]
Toughness +5, Fortitude +6, Will +3

COMPLICATIONS:
Disability: Lions cannot speak nor use their paws to easily manipulate objects.
Phobia: Most lions, and cats in general, are not fond of water.
Reputation: Being known as the King of Beasts can be a heavy burden to bear and puts a target on their backs.
Rivalry: Other male lions.

Abilities 18 + Skills 7 (14 ranks) + Advantages 5 + Powers 22 + Defenses 10 = 62 / 62

Build Comments: A regular lion for pretty much any setting. Some of these animal builds will be usable in my main superhero setting, but I think they fit better here as they're likely to get more usage here.

And I’ve paraphrased this story before, but sue me, I love telling it, so I'm going to again. A few years back, we were at the St. Louis Zoo (top 5 in the nation, by the way, Google Marlin Perkins, young whippersnappers and recognize) on what was a really nice day in March, something that everyone in the Midwest or Northeast knows is a blessing.

So the zoo was packed. We worked our way over towards the big cats area and it was usual crowd scene, people talking on the theirs and taking photos, kids screaming, teenagers being surly, monkeys screeching, birds chirping, etc. A usual busy day at the zoo. So we get over to the lion area and a couple of the females were sunning themselves on logs and rocks and as such, they were drawing a good crowd. Then the male came out. He moseyed out, stretched and let out a little roar. And more people began moving that way.

Then he ROARED.

And sh*t stopped.

I mean, everything. No one was talking. Kids stopped crying. Teenagers stopped bitching. The monkeys stopped screeching. The birds stopped chirping. He roared like 3-4 times and everyone and everything was transfixed. It was like a collective, “Wow” went through every creatures' head at the same time. It was something primal. It was like everyone and everything knew, the King of the jungle was around and we better snap in line. I’ve never seen anything like it before or since. It was one of the most awesome things I've ever experienced.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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133 - Lion (Fleecemane Lion)

Post by Thorpocalypse »

Image
Mythical beast or refugee from a late 80's hair band? Hmmm...

Calling White Lion...


FLEECEMANE LION
PL8


OPL: 8; DPL: 8; HP: 1

ABILITIES: STRENGTH 6 [7], STAMINA 7 [8], AGILITY 2, DEXTERITY 0, FIGHTING 6 [7], INTELLECT -4, AWARENESS 2, PRESENCE -2

SKILLS: Acrobatics 1 (+3/+7), Athletics 1 (+7/+8/+12/+13), Deception (-2), Insight (+2), Intimidation 6 (+4/+6/+8), Perception 3 (+5), Persuasion (-2), Stealth 1 (+3/-1/+3)

ADVANTAGES: Chokehold, Close Attack (1), Fast Grab, Improved Hold, Lionheart*

POWERS:
Big Lion Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Roar: Enhanced Skills 2 (Intimidation 4 ranks, Flaw: Sense-dependent [Auditory]), Enhanced Advantages 1 (Ultimate Effort [Intimidation Checks], Flaw: Sense-dependent [Auditory]); 2 pts
Cat Senses: Senses 4 (Low-Light Vision, Scent [Acute], Normal Hearing [Extended], Ultra-Hearing); 4 pts
Big Cat Agility: Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to Climb Checks) Enhanced Acrobatics 2 (4 ranks, Flaw: Limited to Balance Checks); 5 pts
Fleecmane Hide: Protection 2, Impervious Toughness 5, , Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to grasslands/heavy undergrowth); 8 pts
Claws and Fangs: Piercing/Slashing Strength-based Damage 1 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing]); 4 pts
Monstrous: 60 pts Traits, Flaw: Activation (Move Action), Quirk: Triggered by taking damage or requires HP/GM Fiat to activate); 58 pts
Become Monstrous: Enhanced Dodge 1, Enhanced Fighting 1, Enhanced Constitution 1, Enhanced Strength 1, Enhanced Protection 1, Enhanced Impervious Toughness 1; 10 pts
Hexproof and Indestructible: Immunity 20 (Magic Effects, Flaw: Limited [not against surprise attacks or sufficiently large area effects]), Immunity 80 (All Toughness effects, Flaw: Limited to half effect); 50 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +7 [Unarmed +6; Claws/Fangs +7, Critical 19-20]
Monstrous Close Attack +8 [Unarmed +7; Claws/Fangs +8, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +3 (+4 with Monstrous) [DC13/14] Parry +4 (+5 with Monstrous) [DC14/15]
Toughness +9 (+3 Impervious, +11 with Monstrous, +4 Impervious with Monstrous), Fortitude +9 (+10 with Monstrous), Will +3 (+5 against Fear Effects)

COMPLICATIONS:
Disability: Lions cannot speak nor use their paws to easily manipulate objects.
Phobia: Lions, like most catsl, are not fond of water.
Responsibility: Fleecmane Lions are very territorial.

Abilities 18 + Skills 6 (12 ranks) + Advantages 5 + Powers 90 + Defenses 6 = 125 / 125

Comments: The story of Hercules and the Nemean Lion is one of my all-time favorites, which what I assume the Fleecemane Lion is based on. With Hexproof and Indestructible, it’s a game winner if it’s not removed quickly.

I’ve been going back and forth about complete replication of the MTG mechanics, so for this one, I eased up on the pure “Indestructible” and just made it REALLY hard to hurt. I might alter more of my MTG based builds (or make clones with slightly different stats) to keep them more in line with my general fantasy builds.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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134 - Tigers

Post by Thorpocalypse »

Image
My favorite tiger story of all time. Tiger escapes cage...

TIGER
PL7


OPL: 7; DPL: 7; HP: 0

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 3, DEXTERITY 0, FIGHTING 7, INTELLECT -4, AWARENESS 1, PRESENCE -2

SKILLS: Acrobatics (+3/+7), Athletics 2 (+8/+12), Deception (-2), Insight (+1), Intimidation 4 (+2/+3), Perception 5 (+6), Persuasion (-2), Stealth 3 (+6/+3/+7)

ADVANTAGES: Chokehold, Fast Grab, Improved Hold, Prone Fighting

POWERS:
Tiger Size: Growth 3 (+3 Str, +3 Sta, -1 Dodge/Parry, -3 Stealth, +1 Intimidation, Speed +0, +3 Mass; Extra: Innate, Permanent); 7 pts
Cat Senses: Senses 5 (Low-Light Vision, Scent [Acute, Ranged], Normal Hearing [Extended], Ultra-Hearing); 5 pts
Big Cat Agility: Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to Climb Checks), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to balance checks); 5 pts
Big Cat Hide: Protection 1, Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to tall grass/jungle terrain/heavy undergrowth); 2 pts
Claws and Fangs: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +7 [Unarmed +6; Claws/Fangs +7, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +7 (+7 without Defensive Roll), Fortitude +7, Will +3

COMPLICATIONS:
Disability: Tigers cannot speak nor use their paws to easily manipulate objects.
Rivalry: Other male tigers most of the time.

Abilities 22 + Skills 7 (14 ranks) + Advantages 4 + Powers 20 + Defenses 7 = 60 / 60

Comments: Your basic tiger for a superhero or fantasy setting.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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135 - Sabretooth Tiger

Post by Thorpocalypse »

Image
Let's see Ka-zar tame this guy.

SABRETOOTH TIGER
PL9


OPL: 9; DPL: 8; HP: 0

ABILITIES: STRENGTH 7, STAMINA 7, AGILITY 3, DEXTERITY 0, FIGHTING 8, INTELLECT -4, AWARENESS 1, PRESENCE -2

SKILLS: Acrobatics (+3/+7), Athletics 2 (+9/+13), Deception (-2), Insight (+1), Intimidation 6 (+4/+6), Perception 5 (+6), Persuasion (-2), Stealth 3 (+6/+2/+6)

ADVANTAGES: Chokehold, Fast Grab, Improved Hold, Prone Fighting

POWERS:
Sabretooth Tiger Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Cat Senses: Senses 5 (Low-Light Vision, Scent [Acute, Ranged], Normal Hearing [Extended], Ultra-Hearing); 5 pts
Big Cat Agility: Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to Climb Checks), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to balance checks); 5 pts
Big Cat Hide: Protection 2, Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to tall grass/brown terrain/heavy undergrowth); 3 pts
Sabretooth Natural Weapons: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts
Sabretooth Fangs: Piercing Strength-based Damage 2 (Extra: Dangerous); 3 pts
Claws: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +8 [Unarmed +7; Sabretooth Fangs +9, Critical 19-20; Claws +8, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +7 [DC17]
Toughness +9 (+9 without Defensive Roll), Fortitude +8, Will +3

COMPLICATIONS:
Disability: Tigers cannot speak nor use their paws to easily manipulate objects.
Rivalry: Other male tigers most of the time.

Abilities 24 + Skills 8 (16 ranks) + Advantages 4 + Powers 26 + Defenses 7 = 69 / 69

Comments: The biggest cats of all time, the Sabretooths. Yes, I know the actual name is Sabertooth Tiger, but around here, we name our cats after murderous regneratin’ mutants, thank you very much.
Me fail English? That's unpossible. - Ralph Wiggum
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136 - Grizzly Bear

Post by Thorpocalypse »

Image
Make that Chicago football team change their name! They're giving my species a bad name!

GRIZZLY BEAR
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 6, STAMINA 5, AGILITY 2, DEXTERITY 0, FIGHTING 5, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Athletics 3 (+9), Deception (-3), Insight (+1), Intimidation 8 (+5/+7), Perception 3 (+4), Persuasion (-3), Stealth (+2/-2)

ADVANTAGES: Fast Grab, Improved Trip

POWERS:
Bear Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Bear Hide: Protection 1, Impervious Toughness 2, Immunity 1 (Environmental Cold); 4 pts
Bear Senses: Senses 5 (Low-light Vision, Scent [Acute, Extended, Ranged, Tracking]); 5 pts
Ursine Movement: Speed 1 (4 mph/60 fpr); 1 pts
Claws: Slashing Strength-based Damage 1 (Extra: Split); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +6; Claws +7]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +6 (+1 Impervious), Fortitude +6, Will +3

COMPLICATIONS:
Disability: Alpine Grizzlies cannot speak nor use their paws to easily manipulate objects.

Abilities 10 + Skills 7 (14 ranks) + Advantages 2 + Powers 21 + Defenses 8 = 48 / 48

Comments: I was torn about making the grizzly PL7 but this seems about right, being even with the lion and a tick below the tiger and croc. I'm willing to debate which animal would beat who, of course.
Me fail English? That's unpossible. - Ralph Wiggum
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137 - Runeclaw Bear

Post by Thorpocalypse »

Image
Nature has grown tired of the impositions of men and will begin to outfit its creations with tools for bloody instruction. - Hadi Kasten, Calla Dale Naturalist

RUNECLAW BEAR
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 6, STAMINA 5, AGILITY 2, DEXTERITY 0, FIGHTING 5, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Athletics 4 (+10), Deception (-3), Insight (+1), Intimidation 8 (+5/+7), Perception 4 (+5), Persuasion (-3), Stealth (+2/-2)

ADVANTAGES: Fast Grab, Improved Trip

POWERS:
Bear Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Bear Hide: Immunity 1 (Environmental Cold); 1 pt
Bear Senses: Senses 5 (Low-light Vision, Scent [Acute, Extended, Ranged, Tracking]); 5 pts
Ursine Movement: Speed 1 (4 mph/60 fpr); 1 pts
Rune Claws: Slashing Strength-based Damage 1, Feature 1 (Magic) (Extra: Linked [Nullify], Split), Weaken Magic 7 (Resisted by Will; Extra: Affects Objects, Broad [Magic], Linked [Damage]); 24 pts
Rune Traced Hide: Protection 2, Impervious Protection 5, Immunity 20 (Magic Effects); 27 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +6; Claws Damage/Weaken +7]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +6 (+1 Impervious), Fortitude +6, Will +3

COMPLICATIONS:
Disability: Alpine Grizzlies cannot speak nor use their paws to easily manipulate objects.

Abilities 10 + Skills 8 (16 ranks) + Advantages 2 + Powers 67 + Defenses 9 = 96 / 96

Comments: This is a Runeclaw Bear, a loose take on the MTG card. The creature card itself is pretty basic, so I took some liberties and made it a caster killing nightmare. Immunity to magic, can weaken magic effects and as expected, it’s a bear, so most casters of moderate level will be in for a tough fight and in large numbers, they can be a big challenge for higher level casters.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

138 - Polar Bears

Post by Thorpocalypse »

Image
Don't go away yet, guys. Please...?

BEAR (POLAR)
PL7


OPL: 7; DPL: 7; HP: 0

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 2, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 1, PRESENCE -2

SKILLS: Athletics 4 (+10), Deception (-2), Expertise [Survival] 9 (+5), Insight (+1), Intimidation 9 (+7/+9), Perception 6 (+7), Persuasion (-2), Stealth 4 (+6/+2/+8)

ADVANTAGES: Close Attack (1), Improved Hold, Improved Trip

POWERS:
Polar Bear Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Polar Bear Hide: Protection 1, Impervious Protection 2, Immunity 1 (Environmental Cold), Enhanced Skills 3 (Stealth 6 ranks, Flaw: Limited to snowy areas); 6 pts
Polar Bear Senses: Senses 5 (Low-light Vision, Scent [Acute, Extended, Ranged, Tracking]); 5 pts
Made for the Arctic: Movement 1 (Environmental Adaptation [Icy/Snowy conditions]), Speed 1 (4 mph/60 fpr); 3 pts
Claws/Bite: Strength-based Damage 1 (Extra: Variable Descriptor [Piercing/Slashing]); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +7 [Unarmed +6; Claws/Bite +7]
Ranged Attack +0

DEFENSES:
Dodge +5 [DC15] Parry +6 [DC16]
Toughness +7 (+1 Impervious), Fortitude +7, Will +3

COMPLICATIONS:
Disability: Polar Bears cannot speak nor use their paws to easily manipulate objects.
Enemy: The environment and man. Between those two things, Polar Bears are facing extinction.

Abilities 14 + Skills 16 (32 ranks) + Advantages 3 + Powers 25 + Defenses 10 = 68 / 68

Build Comments: Polar bears. Sigh. F global warming. :x
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

139 - Dire Bear

Post by Thorpocalypse »

Image
Hmmm...3 Dire Bears. Feels like the DM is working out some anger issues.

BEAR (DIRE)
PL9


OPL: 9; DPL: 8; HP: 0

ABILITIES: STRENGTH 9, STAMINA 8, AGILITY 2, DEXTERITY 0, FIGHTING 7, INTELLECT -4, AWARENESS 2, PRESENCE -2

SKILLS: Athletics 3 (+12), Deception (-2), Insight (+2), Intimidation 7 (+5/+9), Perception 4 (+6), Persuasion (-2), Stealth (+2/-3)

ADVANTAGES: Close Attack (1), Fast Grab, Improved Trip

POWERS:
Dire Bear Size: Growth 5 (+5 Str, +5 Sta, -3 Dodge/Parry, -5 Stealth, +2 Intimidation, Speed +0, +5 Mass, Reach [5 ft]; Extra: Innate, Permanent); 11 pts
Bear Hide: Protection 3, Impervious Toughness 5, Immunity 1 (Environmental Cold); 9 pts
Bear Senses: Senses 5 (Low-light Vision, Scent [Acute, Extended, Ranged, Tracking]); 5 pts
Ursine Movement: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
Claws: Slashing Strength-based Damage 1 (Extra: Split); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +8 [Unarmed +9; Claws +10]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +11 (+3 Impervious), Fortitude +10, Will +4

COMPLICATIONS:
Disability: Dire Bears cannot speak nor use their paws to easily manipulate objects.

Abilities 24 + Skills 7 (14 ranks) + Advantages 3 + Powers 29 + Defenses 9 = 72 / 72

Comments: I’m not sure on the PL of this Dire Bear. Something tells me I may go back and pump him up to PL10, but I’d like to see how he tests.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart Fantasy: T-Rex, Carnage Tyrant, Raptors, Pteranon, Tryke, Crocs, Lions and Tigers and Bears

Post by Thorpocalypse »

Whew! I haven't done a build dump like that in a while. Sitting around this week with the wife left me a lot of time to do some clean up on some old builds and finish up several I had in progress. And I tweaked my back (nothing major, usual old fat guy stuff ;) ) so I figured I'd drop a bunch while I was taking it easy.

I'm going to be all over the place for a while. I'm going to be dropping races, creatures, NPCs, whatever strikes my fancy, so don't expect any big runs of any one thing for a bit. If I drop a few dragons or demons, then move on to other things, that doesn't mean I'm totally done, I'm just having building ADD at the moment. ;)
Me fail English? That's unpossible. - Ralph Wiggum
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: J-Mart Fantasy: T-Rex, Carnage Tyrant, Raptors, Pteranon, Tryke, Crocs, Lions and Tigers and Bears

Post by Jabroniville »

Wow, good stuff! The "peacock frill" Triceratops is an interesting design choice! Seeing more Animal Builds is always nice, too- especially since there's some extra, magical versions in there as well.

I share your trepidation over copying "exact game mechanics" into M&M, since some of these just aren't compatible. That caused me some issues with the Overwatch builds as well.

PS you still need to go over all sixty of my Dinosaur builds and immediately give replies :).
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

140 - Minotaurs

Post by Thorpocalypse »

Image
Minotaurs go into battle hungry. The first sight of their enemies' blood sends them into a flesh-eating rage.

MINOTAUR
PL6


OPL: 6; DPL: 6; HP: 0

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 1, DEXTERITY 0, FIGHTING 4, INTELLECT -1, AWARENESS 1, PRESENCE -1

SKILLS: Athletics 2 (+7), Deception (-1), Expertise [Mazes/Labyrinths] 8 (+7), Expertise [Survival] 6 (+5), Insight (+1), Intimidation 8 (+7), Perception 3 (+4), Persuasion (-1), Stealth 1 (+2/++1)

ADVANTAGES: All-Out Attack, Equipment (1), Favored Environment (Mazes/Labyrinths), Improved Critical (1) (Gore), Improved Defense, Languages (1) (Many speak Common but not all, Giant, Base: Minotaur), Takedown (1), Tracking

POWERS:
Minotaur Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate); 5 pts
Minotaur Senses: Senses 7 (Normal Hearing [Extended], Darkvision, Scent [Acute, Ranged, Extended]); 7 pts
Gore: Piercing Strength-based Damage 2 (Flaw: Limited to when charging); 1 pt
Tough Hide: Protection 1, Impervious Toughness 2, Feature 1 (Insulating Fur); 4 pts
Maze Masters: Enhanced Skills 3 (Stealth 6 ranks, Flaw: Limited to when in mazes/labyrinths), Enhanced Advantages 2 (Improved Defense, Tracking, Flaw: Limited to when mazes/labyrinths), Senses 2 (Direction Sense, Time Sense, Flaw: Limited to when in mazes/labyrinths); 4 pts

EQUIPMENT:
(5 pts)
Battleaxe: Slashing Strength-Based Damage 3, Reach [5 ft]; 4 pts

OFFENSE:
Initiative +1
Close Attack +4 [Unarmed +5; Battleaxe +8; Gore +7, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +6, Fortitude +6, Will +3

COMPLICATIONS:
Reputation: Minotaurs are well-known for being quite savage, temperamental and often cannibalistic.
Temper: Minotaurs are known for their towering rages that often cause them to act erratically.

Abilities 20 + Skills 14 (28 ranks) + Advantages 6 + Powers 21 + Defenses 9 = 70 / 70

Comments: Minotaurs are a must for any fantasy setting. This is a basic, low level party solo threat version. Minotaurs as PCs, or Elites would vary in PL, of course.
Me fail English? That's unpossible. - Ralph Wiggum
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