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Author Topic: SMF Stats - post stats or check out others  (Read 12897 times)

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Bouncing Boy

[Wildcard] Rotund, far future bounding hero

Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D[1]  Melee Defense: 5D
Ranged Attack: -       Ranged Defense: 5D
Psyche Attack: -        Psyche Defense: 4D
Major Powers: none
Minor Powers: Leaping, Melee Specialist, Resistance, Save
Backgrounds: Exploration, Science
Notes: 2" Reach on melee attacks
Scott P.
http://scott-pyle.tumblr.com/
http://www.four-colorstudios.com/


======
"The world breaks everyone, and afterward, some are strong at the broken places."

--Ernest Hemingway

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
Time for some X-Force love!

Name:   CABLE      
Archetype:   Wild Card      
Move:   6      
Body:   6   Psyche:   6
Melee Attack:   4D   Melee Defense:   4D
Ranged Attack:   5D:15"   Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   5D
Major Powers:         
Minor Powers:   Power Blasts, Teleport, Enhance, Iron Will      
Backgrounds:   Military, Exploration      


Name:   DOMINO      
Archetype:   Wild Card      
Move:   8      
Body:   6   Psyche:   6
Melee Attack:   4D(1)   Melee Defense:   4D(1)
Ranged Attack:   5D: 15"   Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   4D
Major Powers:         
Minor Powers:   Power Blasts, Fortune, Gadgets, Super Agility      
Backgrounds:   Military, Espionage      


Name:   DEADPOOL      
Archetype:   Wild Card      
Move:   6      
Body:   6   Psyche:   6
Melee Attack:   4D(1)   Melee Defense:   4D(1)
Ranged Attack:   5D(1): 15"   Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   4D
Major Powers:         
Minor Powers:   Power Blasts, Regeneration, Melee Specialist, Teleportation      
Backgrounds:   Military, Espionage      


Name:   WARPATH      
Archetype:   Brawler      
Move:   7      
Body:   7   Psyche:   6
Melee Attack:   6D   Melee Defense:   6D
Ranged Attack:   -   Ranged Defense:   5D
Psyche Attack:   -   Psyche Defense:   4D
Major Powers:   Scrapper      
Minor Powers:   Super Strength, Resistance, Reflection (melee only)      


Name:   WOLFSBANE      
Archetype:   Wild Card      
Move:   10      
Body:   6   Psyche:   6
Melee Attack:   5D   Melee Defense:   4D
Ranged Attack:   -   Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   4D
Major Powers:         
Minor Powers:   Fast, Regeneration, Super Strength, Enhanced Senses      

Offline Cait Sidhe

  • Scientist
  • Posts: 388
Nice, you beat me to the X-Men and pretty much same power picks except I have Colossus with Armour instead of Density Increase (having his power always on) and I just used Clever to simulate Cyclops leadership going by the standard minor power picks (though Enhance as an alternate if using expanded choices).

Magneto is probably way underpowered but just did him as a regular archetype (as opposed to say a Mastermind/Wildcard Powerhouse). Scarlet Witch is a total crap shoot with her ridiculous power levels so again opted to keep within the realms of a standard archetype.

Magneto

[Wildcard]

Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D    Melee Defense: 4D
Ranged Attack: 5D [1]    Ranged Defense: 4D
Psyche Attack: -    Psyche Defense: 4D
Major Powers: -
Minor Powers: Flight, Telekinesis, Power Blasts (minor), Barrier
Backgrounds: Monarch, Criminal
Notes:


Toad

[Wildcard]

Move: 8"
Body: 6 Psyche: 6
Melee Attack: 5D [1]    Melee Defense: 4D [1]
Ranged Attack: -    Ranged Defense: 4D [1]
Psyche Attack: -    Psyche Defense: 4D
Major Powers: -
Minor Powers: Super-Strength (minor), Super-Agility, Leap, Prehensile Tongue (Melee Specialist, 2" Reach)
Backgrounds: Adventurer, Criminal
Notes: 2" Knockback, +1D leaping


Quicksilver

[Speedster]

Move: 40"
Body: 6 Psyche: 6
Melee Attack: 4D [1]    Melee Defense: 4D [1]
Ranged Attack: 4D    Ranged Defense: 4D
Psyche Attack: -    Psyche Defense: 4D
Major Powers: Speed
Minor Powers: Savant, Melee Specialist
Backgrounds: Adventurer, Criminal
Notes: +1D non-combat checks


Scarlet Witch

[Sorceror]

Move: 6"
Body: 6 Psyche: 8
Melee Attack: 4D    Melee Defense: 4D
Ranged Attack: 6D [1]    Ranged Defense: 4D
Psyche Attack: -    Psyche Defense: 4D
Major Powers: Sorcery (Power Blasts (major), Jinx, Fortune, Telekinesis, Force-Field)
Minor Powers: Flight
Backgrounds: Arcane, Criminal
Notes:

Offline Weasel-Fierce

  • Assistant
  • Posts: 45

Magneto is probably way underpowered but just did him as a regular archetype (as opposed to say a Mastermind/Wildcard Powerhouse). Scarlet Witch is a total crap shoot with her ridiculous power levels so again opted to keep within the realms of a standard archetype.

Magneto

[Wildcard]

Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D    Melee Defense: 4D
Ranged Attack: 5D [1]    Ranged Defense: 4D
Psyche Attack: -    Psyche Defense: 4D
Major Powers: -
Minor Powers: Flight, Telekinesis, Power Blasts (minor), Barrier
Backgrounds: Monarch, Criminal
Notes:

Interesting ideas for Magneto, but what about using Force Field rather than Barrier? Personally, I would make him a Super-Mastermind using the model you have here and just adding Enhance (major). But again, that may be bending the creation rules slightly. As I mentioned, I am using pretty much any option for any character as I find the menus a bit restrictive when creating known characters and as it will be consistent across all builds in my games, it should work out fine.

Would Power Blasts be the best power given that he also has Telekinesis? Are you trying to represent the fact that there will always be something metal to fling at the opponent (thus abstracting TK's 'wield objects within 15 inches' ability)? It seems like you could free up that slot if you just make sure you have lots of scatter terrain on the table for Magneto to fling around :-). Then you could give him Barrier again or Force Field, or even Iron Will to represent his anti-psychic helmet.

Offline Cait Sidhe

  • Scientist
  • Posts: 388
Interesting ideas for Magneto, but what about using Force Field rather than Barrier? Personally, I would make him a Super-Mastermind using the model you have here and just adding Enhance (major). But again, that may be bending the creation rules slightly. As I mentioned, I am using pretty much any option for any character as I find the menus a bit restrictive when creating known characters and as it will be consistent across all builds in my games, it should work out fine.

Would Power Blasts be the best power given that he also has Telekinesis? Are you trying to represent the fact that there will always be something metal to fling at the opponent (thus abstracting TK's 'wield objects within 15 inches' ability)? It seems like you could free up that slot if you just make sure you have lots of scatter terrain on the table for Magneto to fling around :-). Then you could give him Barrier again or Force Field, or even Iron Will to represent his anti-psychic helmet.

Yeah Super Mastermind works for him a bit better probably. I guess my thinking with Barrier (and Power Blasts) is, like you say, abstraction. Just assuming there's metal around he can build barriers out of and throw at folks. I thought of force field but in my head I was thinking he would only block metal objects but given how OP he is I don't think it matters, could also be abstractly representing him blocking attacks with nearby metal/metal laced objects. I didn't even really consider the offensive use of telekinesis as generally haven't used that much scatter terrain (it wouldn't let him throw cars for instance). Does raise an interesting thing, telekinesis attacks use the melee stat as they're treated as minor super strength.

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
Time for one of my all-time favourite characters. I have based the build on Zeebeest's concept of Green Lantern as a Metamorph, which I thought was a great way to represent the dynamic nature of his powers. I made him a Super-Metamorph to ensure he has a few constant minor powers from the power ring, with each form offering different constructs/strategies. I have listed builds for each of the three Metamorph forms. I have based this build on my favourite GL, Kyle Rayner, hence the Art background.


Name:   GREEN LANTERN (1)      
Archetype:   Super-Metamorph      
Move:   6      
Body:   6   Psyche:   6
Melee Attack:   4D(1)   Melee Defense:   4D(1)
Ranged Attack:   -   Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   5D
Major Powers:   Metamorph: Form 4      
Minor Powers:   Force Field, Iron Will, Telekinesis      
                   Leaping, Melee Specialist, 4" Reach      
Backgrounds:   Art, Public Safety      
Notes:   Extra 4D Body Defense      
   +1D on KO checks      
   Lift/carry/wield objects 15" away      
   Levitate 15" vertical/6" horizontal with ally within 15"      
   Grapple enemy 15" away      
   +2D Break Objects/Escape Entangle      
   Leap: 4D check, 10"+goals high, 20"+goals long      
      +2D Death from Above charge   


Name:   GREEN LANTERN (2)      
Archetype:   Super-Metamorph      
Move:   8      
Body:   6   Psyche:   6
Melee Attack:   4D   Melee Defense:   4D(1)
Ranged Attack:   5D: 10"Entangle   Ranged Defense:   4D(1)
Psyche Attack:   -   Psyche Defense:   5D
Major Powers:   Metamorph: Form 5      
Minor Powers:   Force Field, Iron Will, Telekinesis      
                    Enhanced Senses, Entangle, Super Agility      
Backgrounds:   Art, Public Safety      
Notes: Extra 4D Body Defense      
   +1D on KO checks      
   Lift/carry/wield objects 15" away      
   Levitate 15" vertical/6" horizontal with ally within 15"      
   Grapple enemy 15" away      
   Move between structures 15"      
   Entangle p.48      


Name:   GREEN LANTERN (3)      
Archetype:   Super-Metamorph      
Move:   6      
Body:   6   Psyche:   6
Melee Attack:   4D   Melee Defense:   4D
Ranged Attack:   5D(1)   Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   5D
Major Powers:   Metamorph: Form 6      
Minor Powers:   Force Field, Iron Will, Telekinesis      
                   Armour, Flight, Power Blasts      
Backgrounds:   Art, Public Safety      
Notes:   Extra 4D Body Defense      
   +1D on KO checks      
   Lift/carry/wield objects 15" away      
   Levitate 15" vertical/6" horizontal with ally within 15"      
   Grapple enemy 15" away      
   20" flight Move      
   Ignore first point of Body damage per attack      


Offline Weasel-Fierce

  • Assistant
  • Posts: 45
Had a rethink about Kyle Rayner and decided to stat him up as a Super-Sorceror. He has a few constant powers and others are basically power stunts. I liked the idea of Summon as Kyle's artistic flair always led to some interesting ring constructs (the Seven Dwarfs were some of my favourites). Bolded powers are not always in effect. Enjoy!

Name:   GREEN LANTERN (Kyle Rayner)      
Archetype:   Super-Sorceror      
Move:   6      
Body:   6   Psyche:   8
Melee Attack:   4D/4D(1)      Melee Defense:   4D/4D(1)
Ranged Attack:   6D(1): 30"      Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   5D
Major Powers:   Sorcery (Power Blasts, Telekinesis, Armour, Melee Specialist, Summon)      
Minor Powers:   Iron Will, Force Field, Flight      
Backgrounds:   Art, Public Safety      
Notes:   Extra 4D Body Defense      
          +1D on KO checks      
          20" flight Move      
               TK:   Lift/carry/wield objects 15" away      
                   Levitate 15" vertical/6" horizontal with ally within 15"      
                   Grapple enemy 15" away      
               Armour:   Ignore first point of Body damage per attack      
               Melee Specialist:   +2D Break Objects/Escape Entangle      
               Summon:   p.82. 4D check: TN3+      
« Last Edit: June 06, 2017, 01:15:37 AM by Weasel-Fierce »

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures

Had a rethink about Kyle Rayner and decided to stat him up as a Super-Sorceror.       


Nice build.  I've been thinking about using the sorcerer archetype to create archer that I want.  The archer archetype in the book produces a nice character but lacks any kind of punch.  I'm thinking about using the sorcerer to get the effects I want out of the character.  It's definitely an archetype that you want to use after you've played a few games...

Offline fergal

  • Mad Scientist
  • Posts: 913
    • Crossover Miniatures
Just posted the figures and instructions to get them in the Original Post. 

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
What a bunch of A-Holes!

Here's my take on the film versions of Guardians of the Galaxy as they appear in the latest film. I gave Starlord Fortune to represent his special heritage (SPOILERS!) and I tried out Rocket and Baby Groot as a Super-Blaster duo (I have the duo Heroclix fig). I think it captures their abilities nicely and gives a pretty well-rounded melee and ranged piece. Kraglin is there to make up the numbers as a Street Level character to balance out the 1.5 hero (Rocket/Groot). He likes to think he's a member of the team, but we all know different.

Enjoy!


Name:   STARLORD      
Archetype:   Wild Card      
Move:   6      
Body:   6                   Psyche:   6
Melee Attack:   4D           Melee Defense:           4D
Ranged Attack:   5D(1): 15"   Ranged Defense:   4D
Psyche Attack:   -           Psyche Defense:   4D
Major Powers:         
Minor Powers:   Leaping, Power Blasts, Gadgets, Fortune      
Backgrounds:   Exploration, Criminal      
Notes:   4D Check: Leap 10" high + 20" long +successes      
           Chance Roll=Rerolls per turn      
           Add +1D(1) to any Defense after rolling (R:2+)      


Name:   GAMORA      
Archetype:   Brawler      
Move:   7      
Body:   7   Psyche:   6
Melee Attack:   5D(1)   Melee Defense:   5D(1)
Ranged Attack:   5D(1): 15"   Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   4D
Major Powers:   Scrapper      
Minor Powers:   Melee Specialist, Power Blasts, Reflection (melee only)      
Backgrounds:   Alien, Military      
Notes:           Melee Gang-up Bonus against you reduced by -1D      
                   On successful Body Defense, Chance Roll TN2 = inflict 2 Body on Attacker   


Name:   DRAX      
Archetype:   Wild Card      
Move:   6      
Body:   6   Psyche:   6
Melee Attack:   5D(1)   Melee Defense:           5D(1)
Ranged Attack:   -           Ranged Defense:   5D
Psyche Attack:   -           Psyche Defense:   5D
Major Powers:         
Minor Powers:   Resistance, Super Strength, Melee Specialist, Iron Will      
Backgrounds:   Alien, Military      
Notes:   +1D on KO checks      
           +1D Jumping & grapple checks      
           +2D Entangle escapes, break objects      
           Inflict 2" knockback per Body damage      


Name:   ROCKET & BABY GROOT      
Archetype:   Super-Blaster      
Move:   6      
Body:   6   Psyche:   6
Melee Attack:   4D            Melee Defense:   4D
Ranged Attack:   6D(1): 30"    Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   4D
Major Powers:   Power Blasts      
Minor Powers:   Entangle, Gadgets, Savant, Multiple Limbs      
Backgrounds:   Science, Criminal      
Notes:   Chance Roll=Rerolls per turn      
           Entangle p.48      
           Free move at start of game      
           +1 Reroll on non-combat checks      
           Extra melee attack, can reach 1-5" (-1D) or 6-10" (-2D)   


Name:   KRAGLIN      
Archetype:   Street Level      
Move:   6      
Body:   5   Psyche:   5
Melee Attack:   4D              Melee Defense:   4D
Ranged Attack:   5D(1): 15"      Ranged Defense:   4D
Psyche Attack:   -              Psyche Defense:   4D
Major Powers:         
Minor Powers:   Power Blasts, Entangle      
Backgrounds:   Exploration, Criminal      
Notes:           Entangle 10" (p.48)      

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
Two versions of one of my favorite DC villains:

Merlyn

[Blaster] Bow-toting assassin

Move: 5"
Body: 5 Psyche: 5
Melee Attack: 4D[1]           Melee Defense: 4D[1]
Ranged Attack: 5D[1]    Ranged Defense: 4D
Psyche Attack: -             Psyche Defense: 5D
Major Powers: Archery*
Minor Powers: Fortune, Iron Will, Melee Specialist
Backgrounds: Criminal, Exploration
Notes: *Archery package: Power Blast (minor), Super-Agility, Sonic Blast, Entangle; +1D KO checks; Trade Off (additional minor power)


Merlyn

[Wildcard] Bow-toting assassin

Move: 8"
Body: 6 Psyche: 6
Melee Attack: 4D[1]       Melee Defense: 4D[2]
Ranged Attack: 5D[1]     Ranged Defense: 4D[1]
Psyche Attack: -            Psyche Defense: 5D
Major Powers: none
Minor Powers: Iron Will, Melee Specialist, Power Blasts, Super-Agility
Backgrounds: Criminal, Exploration
Notes: 15" ranged attack, +1D KO checks
« Last Edit: June 12, 2017, 06:56:44 PM by fourcolorfigs »

Offline fourcolorfigs

  • Mastermind
  • Posts: 1913
    • http://www.four-colorstudios.com/
I am working on a nifty cross-universe scenario involving a confrontation between a DC Suicide Squad strike team and Marvel's Alpha Flight!

I'll be using Nightshade, Cheshire (presented earlier), and these two:

The Shaggy Man
[Super-Brick] Hulking super-brute
Move: 5"
Body: 8  Psyche: 6
Melee Attack: 6D    Melee Defense: 5D[1]
Ranged Attack: 4D   Ranged Defense: 5D
Psyche Attack: -       Psyche Defense: 2D
Major Powers:  Super-Strength
Minor Powers: Armor, Regen, Resistance
Backgrounds: Criminal, Exploration
Notes: +1D KO checks, Average Joe -- Psyche Defense

Trickster
[Street-Level] Deadly jokester
Move: 6"
Body: 5  Psyche: 5
Melee Attack: 4D    Melee Defense: 4D
Ranged Attack: 3D    Ranged Defense: 4D
Psyche Attack:  -      Psyche Defense: 4D
Major Powers: none
Minor Powers: Flight, Gadgets
Backgrounds: Criminal, Performance
Notes: none


I'll be using this quartet from Alpha Flight: Guardian, Snowbird, Puck, and Shaman. I'll stat them up later, or grab the stats other folks have done.
« Last Edit: June 27, 2017, 01:22:56 PM by fourcolorfigs »

Offline Mutanimal

  • Student
  • Posts: 19
Here are a couple I wrote up:

Mister Terrific
[Wildcard] The world's 3rd smartest man. Fair Play!

Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D [1] Melee Defense : 4D [1]
Ranged Attack: 5D [1] Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D

Minor Powers: Flight (T Spheres), Melee Specialist, Power Blasts (T Spheres), Savant

Backgrounds: Athletics, Medicine

And an alternate to a character that has already appeared here.

Clayface
[Super: Metamorph] Morphing Mud Menace!

Move: 6
Body: 6 Psyche: 6
Melee Attack: 5D Melee Defense: 4D
Ranged Attack: - Ranged Defense: 4D
Psyche Attack: - Psyche Defense: 4D

Major Powers: Metamorph (Elasticity)

Minor Powers: Super-Strength, Density Decrease

Backgrounds: Criminal, Art (Actor)

Offline audrey

  • Scientist
  • Posts: 486
    • My Oubliette
A few I made to go with the other X-men and Brotherhood stats posted by others.

I made Rogue's mimic power base contact only to match her background better. I debated about it draining the powers of the target but just kept it simple.
ROGUE 
Archetype:   Wildcard      
Move:   6
Body:   6   Psyche:   6
Melee Attack:   5D   Melee Defense:   5D
Ranged Attack:   -   Ranged Defense:   5D
Psyche Attack:   -   Psyche Defense:   4D
Major Powers:         
Minor Powers:   Flight, Mimic (base contact only), Resistance, Super-Strength (minor)     
Backgrounds:   Criminal, Exploration
Notes: Knockback 2”

Obscurement was modified to make a "fog" effect for storm.

STORM 
Archetype:   Wildcard      
Move:   6
Body:   6   Psyche:   6
Melee Attack:   4D   Melee Defense:   4D
Ranged Attack:   5D[1]   Ranged Defense:   4D
Psyche Attack:   -   Psyche Defense:   4D
Major Powers:         
Minor Powers:   Entangle, Flight, Obscurement (can extend to 5” area instead of 1 friend), Power Blast (minor)
Backgrounds:   Criminal, Exploration
Notes:

Going off the Magneto stats posted above I made him a Powerhouse.

MAGNETO-Powerhouse
[Mastermind/Wildcard]
Move: 6"
Body: 6 Psyche: 6
Melee Attack: 4D    Melee Defense: 4D
Ranged Attack: 5D [1]    Ranged Defense: 4D
Psyche Attack: -    Psyche Defense: 5D
Major Powers: Enhance
Minor Powers: Flight, Force-Field (body), Iron Will, Power Blasts (minor), Savant, Telekinesis
Backgrounds: Monarch, Criminal
Notes: +1 Re-roll on all non-combat situations (except KO). Beginning of battle 1 free non-charge move.
Mistress of slayage

My Oubliette:
http://audreysoubliette.wordpress.com

Offline Weasel-Fierce

  • Assistant
  • Posts: 45
Hi all,

I'm having a bit of trouble coming up with a build to represent X-23. The obvious answer is to use the same stats as Wolverine (since she is his clone, after all), but when they're both on the same team that makes things a bit boring. Anyone have any suggestions?

Here are Wolverine's stats for comparison. If you like the card, check out my ever-expanding list of stat cards here:

http://leadadventureforum.com/index.php?topic=103035.msg1279715#msg1279715


 

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