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Old 09-20-2012, 07:04 AM   #21
B9anders
 
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Default Re: Building Logan (a.k.a. Wolverine)

The main reason to go with Innate Attack is that Claws can be injured.
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Old 09-20-2012, 07:11 AM   #22
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Default Re: Building Logan (a.k.a. Wolverine)

Here is an old unfinished build of Logan that I did few months back.

Note that this is a build for a Marvel game I was/am running, skills not finished. Note that I build his claws with powers, adding ST modifier and armor divisor, building 2 sets, 1 for thrusting attack and other for swinging.


Name: Logan aka Wolverine
Race: Mutant

Attributes [300]
ST 20 [100]
DX 15 [100]
IQ 12 [40]
HT 14 [40]

HP 20
Will 13 [5]
Per 15 [15]
FP 14

Basic Lift 80
Damage 2d+1/4d+2

Basic Speed 7,25
Basic Move 7

Ground Move 7
Water Move 1

Social Background
TL: 8 [0]
Cultural Familiarities:
Languages:

Advantages [439]
Claws (Thrusting) (2) (Alternative Attack; Armor Divisor (5); Melee Attack: Dual; Melee Attack: Reach C; ST-Based; Mutant) [9] 4d+1 (5) imp
Claws Swinging (2) (Armor Divisor (5); Melee Attack: Dual; Melee Attack: Reach C,1; ST-Based; Mutant) [36] 6d+2 (5) cut
Combat Reflexes [15]
Damage Resistance (12) (Hardened (+5); Mutant; Skull Only) [24]
Discriminatory Smell (Emotion Sense; Mutant) [21]
Extended Lifespan (x8) [6]
Hard to Kill (3) [6]
High Pain Threshold [10]
Injury Tolerance (Damage Reduction (Extended) (/5); Mutant; No Vitals; Unbreakable Bones) [126]
Regeneration (Extreme: 10 HP/Sec) (Mutant) [135]
Striking ST (4) (Mutant) [18]
Super Jump (2) (Mutant) [18]
Very Fit [15]

Perks [1]
Alcohol Tolerance [1]

Disadvantages [-92]
Addiction (Tobacco) (Cheap) (Highly addictive; Legal) [-5]
Amnesia (Partial) [-10]
Bad Temper (12 or less) [-10]
Berserk (15 or less) [-5]
Callous [-5]
Code of Honor (Soldier's) [-10]
Curious (15 or less) [-2]
Enemy (Anti Mutant Secret Military Force) (A large group (21-1,000 people)) (9 or less; Hunter; Unknown) [-35]
Social Stigma (Minority Group) [-10]

Quirks [-3]
Chauvinistic [-1]
Likes Dogs [-1]
Uncongenial [-1]

Skills [35]
Acrobatics DX/H - DX+0 15 [4]
Body Language (Human) Per/A - Per+0 15 [2]
Brawling DX/E - DX+3 18 [8]
Carousing HT/E - HT+0 14 [1]
Climbing DX/A - DX-1 14 [1]
Driving/TL7 (Motorcycle) DX/A - DX-1 14 [1]
First Aid/TL7 (Human) IQ/E - IQ+0 12 [1]
Intimidation Will/A - Will+1 14 [4]
Kicking (Brawling) Tech/H - def+0 16 [0]
Observation Per/A - Per+0 15 [2]
Savoir-Faire (Military) IQ/E - IQ+0 12 [1]
Shadowing IQ/A - IQ+0 12 [2]
Soldier/TL7 IQ/A - IQ+0 12 [2]
Stealth DX/A - DX-1 14 [1]
Streetwise IQ/A - IQ+1 13 [4]
Swimming HT/E - HT+0 14 [1]

Stats [300] Ads [439] Disads [-92] Quirks [-3] Skills [35] = Total [680]

Hand Weapons

Ranged Weapons

Armor & Possessions
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Old 09-20-2012, 09:07 AM   #23
David Johnston2
 
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Default Re: Building Logan (a.k.a. Wolverine)

Quote:
Originally Posted by B9anders View Post
The main reason to go with Innate Attack is that Claws can be injured.
I'd say Unbreakable Skeleton is enough to cover that.
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Old 09-20-2012, 09:44 AM   #24
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Default Re: Building Logan (a.k.a. Wolverine)

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Originally Posted by Edeldhur View Post
Acute Taste and Smell 2 [4]
Discriminatory Smell [15]
Discriminatory Taste
This gives taste and smell rolls of 23, do they need to be that high? You haven't boosted his hearing at all.

Quote:
Originally Posted by Edeldhur View Post
Injury tolerance: Unbreakable Bones [10]
Injury tolerance: No vitals [5]
Injury tolerance: No Brain [5]
Extreme Regeneration [135]
If you get crippled, and roll 17-18 your limb will be out of action for 1-6 months. And your eyes have no special protection at all, if they get targeted it's very easy for them to hit the dismemberment threshold and be automatically permanently crippled.


Quote:
Originally Posted by Edeldhur View Post
Resistance All Metabolic Hazards (HT roll +3) [10]
You have HT 20, do you need this as well?

Quote:
Originally Posted by Edeldhur View Post
- Which of the advantages can have a power modifier? Like "super" for example? All of them?
Anything that Neutralize and Static would stop working, or that weird-science devices would block or even steal. E.G. Wolverine's Unkillable stems from his regeneration, anything that would shut down his regeneration should probably shut down his Unkillable.

If you can spare the points Extended lifespan fits.
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Old 09-20-2012, 09:45 AM   #25
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Default Re: Building Logan (a.k.a. Wolverine)

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Originally Posted by David Johnston2 View Post
I'd say Unbreakable Skeleton is enough to cover that.
Doesn't stop temporary and lasting (1-6 months) crippling injuries, it only stops permanent crippling.
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Old 09-20-2012, 09:49 AM   #26
B9anders
 
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Default Re: Building Logan (a.k.a. Wolverine)

If the regeneration doesn't do it, he'll need something to protect him from crippling injury too. When has he ever had a sprain ankle or similar?
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Old 09-20-2012, 10:05 AM   #27
NineDaysDead
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Default Re: Building Logan (a.k.a. Wolverine)

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Originally Posted by B9anders View Post
If the regeneration doesn't do it, he'll need something to protect him from crippling injury too. When has he ever had a sprain ankle or similar?
He'll only fail crippling rolls on a 17-18, with IT:UB limbs that's a lasting crippling injury, I'd say it's reasonable for a Perk to either allow regeneration to reduce lasting crippling duration based on regeneration speed:

Find the normal recovery time in days and divide by 3 if Slow; read “days” as “hours,” “minutes,” or “seconds” if Regular, Fast, or Very Fast; or use the
Very Fast time divided by 10 if Extreme.

Or for a Perk to allow "No Nuisance rolls" for crippling recovery rolls if your effective HT is 16, meaning all crippling is temporary (What you would get if you rolled 16 or less).

The real problem is this doesn't protect the eyes, ears or nose. Do you really want to end up losing them permanently? Likewise the neck and veins and arteries can suffer permanent injury.

Generally if you build a character with lots of points in regeneration you expect to get injured a lot and if you get injured a lot your risk of being crippled goes up a lot. Generally I would recommend taking Regrowth and Unkillable 2 for wolverine builds along with Berserk to keep you active when wounded.
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Old 09-20-2012, 10:39 AM   #28
Fred Brackin
 
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Default Re: Building Logan (a.k.a. Wolverine)

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Originally Posted by Miles View Post
First off, where are you pulling that 16d assumption from? .
That's 3e Laser Rifle damage. 2D, ROF 8 and all hits add together to pierce armor and wound.

We need to check that everyone's on the same edition.
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Old 09-20-2012, 11:50 AM   #29
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Default Re: Building Logan (a.k.a. Wolverine)

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Originally Posted by Edeldhur View Post
- Any idea how I can reach ranged attackers?
Two words: Fastball Special. Partner with a super-strongman to throw you into melee.
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Old 09-20-2012, 01:06 PM   #30
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Default Re: Building Logan (a.k.a. Wolverine)

I thought Unkillable 2 included Injury Tolerance :Unbreakable Bones.
Also if Regen doesn't say that it heals injuries, it should.
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