09-19-2012, 04:02 PM | #11 |
Join Date: May 2005
Location: Lynn, MA
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Re: Building Logan (a.k.a. Wolverine)
They are both described as the peak of human strength, apparently Logan's healing factor and the Super Soldier Serum both keep muscles at their optimum. That is going to be a bit over 20. I would assume if they both have "perfect human muscle" then Cap should be slightly stronger...He's bigger by almost a foot!
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09-19-2012, 04:10 PM | #12 | |
Join Date: May 2006
Location: Denmark
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Re: Building Logan (a.k.a. Wolverine)
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09-19-2012, 04:38 PM | #13 |
Join Date: Aug 2012
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Re: Building Logan (a.k.a. Wolverine)
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09-19-2012, 04:42 PM | #14 |
Join Date: Dec 2007
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Re: Building Logan (a.k.a. Wolverine)
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09-19-2012, 07:41 PM | #15 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Building Logan (a.k.a. Wolverine)
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btw: I wouldn't use Claws but instead two melee Innate Attack's (Cutting and Impaling) with enhancement that they're powered up by strength. And of course armor divisor and things like that, too. Last edited by OldSam; 09-19-2012 at 07:45 PM. |
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09-19-2012, 08:04 PM | #16 |
Join Date: Nov 2009
Location: Oregon
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Re: Building Logan (a.k.a. Wolverine)
You could alternately use Strikers, which are simpler than Innate Attack but have advantages over Claws (ie, treated as weapons for attacking and parrying purposes). If you do use Innate Attacks, you can throw on Dual +10% to have one on each hand, and make the Cutting and Impaling variants as Alternative Attacks so you don't need to pay in full twice. But whether you go with Claws, Strikers or ST-Based Innate Attacks, you'll need to use the Modifying ST-Based Damage rules (PU4:20) if you're adding Armor Divisor and the like.
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09-19-2012, 09:05 PM | #17 |
Join Date: Aug 2012
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Re: Building Logan (a.k.a. Wolverine)
He is like this at the moment - UNoptimized
750 point build - Setting: Cyberpunk Supers Current total 853 before disadvantages ST 25 [150], DX 16 [120], IQ 13 [60], HT 20 [100] Move 9 Swing 5d+13 (not sure about this - should the +1 per die from long talons stack with weapon master? What about brawling bonus dam?) Per 17 [15] Will 17 [15] Advantages -These 2 are campaign related: Reputation +1 (bounty hunters - Large class of people 1/2 Frequency of recognition - 1/2) [1] Reputation +1 (inhab. Barrens - Large class of people 1/2 Frequency of recognition - 1/2) [1] Acute Taste and Smell 2 [4] Ambidexterity [5] Catfall [10] Long Talons (+1d per damage die) [11] Enhancement based on 4d impaling, Armor divisor 5 (+48), Aff Insubstantial (+6), Reach 1 (-8) [46] Combat reflexes [15] Damage resistance 35 (Semi-ablative -20%, Tough Skin -40%) [70] Night Vision 5 [5] Discriminatory Smell [15] Discriminatory Taste Extra Attack 1 [25] High Pain Treshold [10] Injury tolerance: Unbreakable Bones [10] Injury tolerance: No vitals [5] Injury tolerance: No Brain [5] Extreme Regeneration [135] Resistance All Metabolic Hazards (HT roll +3) [10] Super Jump 1 [10] See Invisible [15] Chameleon x2 [10] Unkillable 1 [50] Weapon Master (Claws) [20] Skills Blind Fighting 14 [1] Flying Leap 11 [1] Power Blow 15 [1] Throwing Art 14 [1] Precognitive Parry 11 [1] Acrobatics 14 [1] Area Knowledge 13 [1] Brawling 18 [4] Carpentry 14 [1] Climbing 15 [1] Cooking 12 [1] Driving (car) 12 [1] Driving (Motorcycle) 12 [1] Farming 12 [1] Fast Draw (Claws?)16 [1] Fishing 17 [1] Gambling 12 [1] Guns (Rifle) 16 [1] Herb Lore 10 [1] Intimidation 16 [1] Jumping 16 [1] Karate 15 [2] Mechanic 12 [1] Navigation (Land) 12 [1] Scrounging 17 [1] Shadowing 12 [1] Search 16 [1] Stealth 16 [1] Streetwise 12 [1] Survival (Mountains) 16 [1] Tracking 16 [1] Urban Survival 16 [1] - Please keep in mind that I am not trying to replicate Wolverine, but instead basing myself on him to create a supers character with a chance to hold his own on a cyberpunk environment and perhaps be the group bruiser/tanker. For that reason some of the skills are not Wolverine related :D I actually would like to ask your guys assistance in some doubts: - Any idea how I can reach ranged attackers? - Do you think that DR is enough when a military laser rifle can spit something around 16d damage? - Which of the advantages can have a power modifier? Like "super" for example? All of them? - Any optimization suggestions or comments? Thank you in advance |
09-19-2012, 09:07 PM | #18 |
Join Date: Aug 2012
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Re: Building Logan (a.k.a. Wolverine)
Why would you not use Claws OldSam?
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09-19-2012, 09:38 PM | #19 | ||
Join Date: Oct 2009
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Re: Building Logan (a.k.a. Wolverine)
10 points in Basic Move gets you a 2 hex step, which is always nice. Other than that, hide.
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Weapons Master (Claws) doesn't work. If you want the chi skills, get trained by a master. Unarmed damage takes can only gain from the associated skill (Karate or Brawling). Speaking of which, drop the 2 points in brawling, get your Karate up to 18, and grab some Judo for grappling. |
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09-20-2012, 05:39 AM | #20 |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Building Logan (a.k.a. Wolverine)
Claws are a realistic advantage, which works very good for common animals etc. - Wolverine's super power adamantium Claws are much stronger...
You have to think about the enemies, are his weapons good enough?! Let's say he fights against an armored super with natural DR 50 and HP 25: Normal Claws are useless now... btw, the cp cost gives you a hint if something is powerful... e.g. "Long Talons (+1d per damage die)" for 11 cp in comparison to a natural DR of 50 for 250 cp. At least you have to add a very, very good armor divisor if you want to use the normal Claws advantage... But I'd probably go with Innate Attack (Dual, Melee, Armor Divisor, ...) or Striker as vierasmarius suggested. edit: After thinking about it again, Striker is really the easiest and most straightforward build. That, combined with Armor Divisor and Dual... Last edited by OldSam; 09-20-2012 at 05:53 AM. |
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marvel, wolverine |
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