(Deeds Not Words) Preview, X-Men

Re: Re: Re: (Deeds Not Words) Preview, X-Men

NeghVar said:
Basically if you charge a "dagger" you would add the thrown damage for a "dagger". Now remove "dagger" and replace with another item.

That's what I assumed it meant... just making sure :p
 

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Wikidogre said:
(Kinetic Infusion III) Range; Touch, Free action to charge Item,
1 PP for 1d8 damage, Max of 4 PP (4d8 Damage+ Item damage)
(*It is pretty obvious why I chose this power!)
Out of curiosity, why a free action? Maybe a free action to charge one PP, and a Move action to charge 2-4?
 

Re: Re: (Deeds Not Words) Preview, X-Men

drowdude said:


I really like the fact that it is a free action to charge the object, but what does the "Item Damage" amount to?

For playing cards its nothing!, but if you charge say a throwing axe which is 1d6 damage, the total damage done would be 1d6+4d8 (Kinetic Explosion), and of course the axe may be useless afterwards.
 



*Update, as i was reading up on some comics last night i can across one that wolvie had his hand cut off and he re-grew it, so i added the regen ability. I just never realized Wolvie could regrow limbs. but now i do!

Well here is my version of The Man! Enjoy, i will have a few for Wed. ready, like Nightcrawler!
----Peace

Wolverine (Logan); Male Experiment 5'3'' 350 lbs. (Adamantium Skeleton)
M. Artist 5th/Savage 7th/Vigilante 3rd; CR20; Meduim-Sized Humaniod; Init +14; AC: 28 (26) (flatfooted 28 (26), touch 20 (18)); Spd 50', 200' (Run); Hit Dice 5d8+7d12+3d10+135 (233hp)(263 hp's Berserk); BaB +17/+12/+7; Melee, +22(+24)/+17(+19)/+12(+14), +22(+24)/+17(+19) (2d6+4(+6) Crit. 15-20 X3, Claws), +23/+18/+13 Ranged, Unarmed +21(+23)/+16(+18)/+11(+13) (1d8+4(+6)));
SV Fort +24(+26), Ref +17, Will +7(+9); AL Ch.N;

Str 18(22), Dex 22, Con 33(37), Int 17, Wis 10, Cha 15.
DR; 2, BDR; 0

Hero Points; 27 Fame; 41 Reputation; 20 Resources; 13

Complications; Amnesia, Lonewolf, Macho, Nemesis: Canadian Government, Nemesis: Sabertooth, Overconfident.

Skills; Balance +16, Climb +14, Hide +16, Jump +14, Listen +17, Move Silent +16, Tumble +16, Spot +12, Animal Empathy +9, Animal Handle +9, Search (Untrained) +5, Knowledge (Way of the Samurai) +8, Knowledge (Tactics) +13, Ride +15, Survival +13, Drive +10, Intimidation +14, Sense Motive +7, Bluff (Untrained) +2.

Feats; *Alertness, *Track, Cleave, Power Attack, Blind-Fight, Ambidexterity, Wpn Finesse (Claws), Wpn Focus (Claws), Improved Crit (Claws), Two Wpn Fighting, Improved Two Wpn Fighting, Toughness, Hard to Kill, Great Cleave, Hardcase, Combat Reflexes.

Class Abilities; M. Artist 5th Lvl, *Improved Unarmed Strike, *1d8 Damage Unarmed, *Deadly Unarmed Strike, *Wis to AC (Light or No Armor), *Fast Move, *Stunning Attack, *DR 1. Savage 7th Lvl, *Fast Move, *Alterness Feat, *Track Feat, *Simplicity of Mind, *Woodland Stride, *Uncanny Dodge (1), *Savage Instincts, *DR1, *Physical Prowess. Vigilante 3rd Lvl, Field Expertise.

Power Points; 100

Super Powers;
(Animal Affinity, Persistant) Get +4 Bonus to all Animal related skills, and able to sense animals in area. Also can get a sense of how bad an animal is hurt, with a 5 Hp degree of success. (*Its Wolverine for christ sake! He is one with animals.)

(Berserker Fury, 2 PP) +4 to Str, +4 Con, +2 Will, -2 to AC, Standard action to activate, lasts 14 rounds, or until Wolverine calms down. (**Temp scores worked in.)(*I love it when this guys goes Berserk and starts ripping the crap out of everything in his path!)

(Enhanced Ability, Persistant) Con II, +8 to Con / Dex I, +4 to Dex. (*Obvious!)

(Fast Healing IV, Persistant) Heal 4 Hp's per round. (*Wolvie all the way!)

(Feral Senses, Persistant) +2 Initiative, +2 to Listen/Spot/Search, and +2 to Tracking. (*No Explaination)

(Instinctive Fighting, Persistant) +2 BaB, and a +1 to AC.
(*Adds to Wolvies Combat Prowess.)

(Longevity, Persistant) Can live twice as long as a Normal Human due to Healing Prowess. (*As we know Wolvie has been around for some years, and it is predicted that he is around 70 years of age)

(Natural Weaponry III, Persistant) Retractable Claws, 2d6 Damage, Crit 17-20 X2, easily concealable. (*If you do not know why i chose this power, than you have no reason reading any further, and need to strike yourself upon the head with a tack hammer!)

(Super Scent, Persistant) +5 to Tracking, also gets equivlent ability of Blind-sight 20' using sense of smell to locate objects.
(*Wolvies sense of smell rocks!)

(Super Reflexes, Persistant) +6 Initiative, +2 to Reflex save, and +1 to AC)

(Resistance: Poison/Disease, Persistant) DR 10, and +5 to Fort saves.

(Regeneration, Persistant) Level 1 Regen., regains 1 lost ability score every 10 min, and can regrow a limb in 1d8 hours.

(Body Reinforcement (II), Persistant) +10 Hp's, +4 Con.

Gear; Leather Coat, Jeans and T-Shirt, Combat Boots, 5 Cigars, Lighter, Wolverine Costume, Motor-Cycle.
 
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Snickety-snick!

Very cool, Wikid... saved me the trouble of writing him up! I never would've remembered to make him a martial artist.

One other possibility, though, is for him to take the Incredible Item power and apply it to his adamantium claws... heh, with Incredible Item I they could be the equivalent of +2 magical weapons with a critical threat rating of 13-20. Nasty, eh?

Cheers,

SL
 


Incredible Items are supposedly able to be lost. I think it says you have to worry about someone taking them and using them against you. Not quite the same.

My question is why is Wolverine not an Experiment? The description says that they are Natural Mutants who were Experimented on by a government agency. Sounds like him all the way.
 

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