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Taliesin's builds: 3E moved to sister thread

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Postby Taliesin » Thu Nov 23, 2006 10:40 pm

prabe wrote:I like that trick for the Variable Second Chance. I may snag that one for a Precog-martial artist I'm building. I'm thinking of using Luck Control to mimic Combat Precognition, and ranks of Luck.


Thanks.

I first posted that under the community rules forum in response ot someone asking for ideas for a Prince of Persia style do-overs. Works like a charm for Dream Girl.
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Postby Dr Archeville » Fri Nov 24, 2006 7:40 am

Love the Arceville build, though I do have one question: why no Hypno-Chips? That was his big thing for 3/4s of his appearances. ;)
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Postby Taliesin » Fri Nov 24, 2006 9:23 am

Dr Archeville wrote:Love the Arceville build, though I do have one question: why no Hypno-Chips? That was his big thing for 3/4s of his appearances. ;)


Thought it just appeared in one episode...?

I'm treating most of his stuff as one-shot Inventions, part of whatever current Decepticon plot.
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Postby Taliesin » Fri Nov 24, 2006 11:23 am

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Why am I the only one who’s all beat up?

Karate Kid

Power Level: 10 (165pp)

Abilities: STR: 18 (+4), DEX: 18 (+4), CON: 18 (+4), INT: 12 (+1), WIS: 18 (+4), CHA: 12 (+1)

Skills: Acrobatics 14 (+18), Concentration 14 (+18), Knowledge [Theology and Philosophy] 8 (+9), Notice 8 (+12), Sense Motive 8 (+12)

Feats: Acrobatic Bluff, Attack Focus [Melee] 4, Attack Specialization [Unarmed] 2, Blind-Fight, Defensive Attack, Defensive Roll 4, Dodge Focus 4, Evasion, Improved Initiative, Improved Throw, Move-By Action, Power Attack, Stunning Attack, Sweeping Strike, Takedown Attack 2, Trance, Uncanny Dodge (Auditory)

Powers:
Corrosion 8 (Flaws: Action [Full round; -1]; 16pp)
Device 6 “Legion Flight Ring” [Hard to Lose] (Power Feat: Restricted [Legion members]; 25pp)
Super-Senses 5 (Detect Weaknesses [visual, Ranged, Acute, Analytical, Assessment]; 5pp)

Devices:

Legion Flight Ring (30pp total)
Concealment 1 (Public Service monitoring; Flaw: Limited to Machines [-1]; Power Feat: Close Range; 2pp)
Enhanced Feats 1 (Quick Change; 1pp)
Flight 6 (500 MPH; 12pp)
Immunity 9 (Life Support; 9pp)
Super-Senses 2 (Communication Link [auditory and visual]; Power Feat: Progression 4 [subjects, all Flight Rings; 25]; 6pp)

Combat: Attack +8 / +12 (Melee) / +16 (Unarmed); Damage +4 (Unarmed) / +8 (Corrosion); Defense +12 (+4 flat-footed); Initiative +8

Saves: Toughness +8 (+4 flat-footed), Fortitude +7, Reflex +7, Will +8

Abilities 36 + Skills 13 (52 ranks) + Feats 28 + Powers 46 + Combat 32 + Saves 10 – Drawbacks 0 = 165

:arrow: This is the latest version of Karate Kid; he’s still tough enough to scrap with most metas, but nowhere near the godly levels of his previous incarnations. Here, he is “just” the best martial artist on the planet. Val can still find the weakest point in any object and completely demolish kilotons of solid matter, but he needs to concentrate and take a full round to do so. Karate Kid’s signature style combines martial arts with his Flight Ring’s antigrav; seven ranks in Flight gives him a great movement rate for feats such as Move-By Action and Takedown Attack. Val doesn’t even blink when faced with 2500 to 1 odds; he’s the ultimate goon-sweeper.
Last edited by Taliesin on Sun Feb 11, 2007 4:24 pm, edited 3 times in total.
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Postby Unknown Soldier » Fri Nov 24, 2006 1:53 pm

I can't see to find the Super Senses Detect Weakness power.. Can you tell me where that is, or what it does in particular?
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Postby Taliesin » Fri Nov 24, 2006 2:10 pm

unknownsoldier wrote:I can't see to find the Super Senses Detect Weakness power.. Can you tell me where that is, or what it does in particular?


It's from Ultimate Power and is built from the Super-Sense called Detect. It works kind of like Assessment (except with a Notice check) and lets you discover any flaws or drawbacks that the target has. Analytical allows the user to know precise details of whatever is sensed, in this case, weaknesses.

Karate Kid knows the weak points of anything he studies and thus exactly where to hit for best effect.
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Postby Taliesin » Fri Nov 24, 2006 2:27 pm

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You’ve got something in your eye.

Atom Girl

Power Level: 8 (135pp)

Abilities: STR: 14 (+2), DEX: 18 (+4), CON: 14 (+2), INT: 14 (+2), WIS: 10 (+0), CHA: 14 (+2)

Skills: Craft [Mechanical] 8 (+10), Intimidate 8 (+10), Knowledge [Technology] 8 (+10)

Feats: Ambidexterity, Attack Focus [Raned] 2, Dodge Focus 6, Equipment 4, Precise Shot, Quick Draw, Sneak Attack 2, Startle

Powers:
Device 6 “Legion Flight Ring” [Hard to Lose] (Power Feat: Restricted [Legion members]; 25pp)
Penetrating Damage 7 (7pp)
Shrinking 20 (Power Feats: Atomic Size, Growth Strike, Microverse; 23pp)

Devices:

Legion Flight Ring (30pp total)
Concealment 1 (Public Service monitoring; Flaw: Limited to Machines [-1]; Power Feat: Close Range; 2pp)
Features 1 (Special Effect [costume morph]; 1pp)
Flight 6 (500 MPH; 12pp)
Immunity 9 (Life Support; 9pp)
Super-Senses 2 (Communication Link [auditory and visual]; Power Feat: Progression 4 [subjects, all Flight Rings; 25]; 6pp)

Equipment: Blaster pistols (10ep each, 20ep total)

Combat: Attack +6 / +8 (Ranged); Damage +2 (Unarmed) / +5 (Blaster pistol) // +3 (Sneak Attack) / +5 (Growth Strike); Defense +12 (+3 flat-footed); Initiative +4

Saves: Toughness +2, Fortitude +4, Reflex +8, Will +4

Abilities 24 + Skills 6 (24 ranks) + Feats 18 + Powers 55 + Combat 24 + Saves 8 – Drawbacks 0 = 135

:arrow: Atom Girl is one of the Imskian followers of Brainiac 5 and resides within microverses constructed by Brainiac most of the time, so much so that few are aware of her existence and she is known as the myth, Shrinking Violet. Despite her small size, Atom Girl is one of the most capable Legionnaires and has a temper to match. Her Penetrating Damage represents using causing internal damage by entering a target’s body while shrunken and then growing to normal size while inside the target and applies to her unarmed and Growth Strike damage.
Last edited by Taliesin on Fri Nov 24, 2006 4:32 pm, edited 3 times in total.
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Postby Dr Archeville » Fri Nov 24, 2006 3:08 pm

Taliesin wrote:
Dr Archeville wrote:Love the Arceville build, though I do have one question: why no Hypno-Chips? That was his big thing for 3/4s of his appearances. ;)


Thought it just appeared in one episode...?

I'm treating most of his stuff as one-shot Inventions, part of whatever current Decepticon plot.

Nope, they were in the first 3 eps. Two versions, even, one that could be just slapped on a guy, one that seemed to be welded to the (human) targets(!).

His other shown invention, the Exponential Energy Generator, is definitely a Plot Device (if it overloaded it could completely destroy Earth).
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Postby Taliesin » Fri Nov 24, 2006 3:26 pm

Dr Archeville wrote:
Taliesin wrote:
Dr Archeville wrote:Love the Arceville build, though I do have one question: why no Hypno-Chips? That was his big thing for 3/4s of his appearances. ;)


Thought it just appeared in one episode...?

I'm treating most of his stuff as one-shot Inventions, part of whatever current Decepticon plot.

Nope, they were in the first 3 eps. Two versions, even, one that could be just slapped on a guy, one that seemed to be welded to the (human) targets(!).

His other shown invention, the Exponential Energy Generator, is definitely a Plot Device (if it overloaded it could completely destroy Earth).


Ah, I remembered it in his first appearance...it was a two- or three-part episode, right? I'll add it in as a temporary Device. Let me think if there's a way to have him mass produce Inventions.
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Postby Taliesin » Fri Nov 24, 2006 5:00 pm

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12th-level intelligence, 20th-level a-hole.

Brainiac 5

Power Level: 10 (150pp)

Abilities: STR: 10 (+0), DEX: 10 (+0), CON: 10 (+0), INT: 40 (+15), WIS: 20 (+5), CHA: 10 (+0)

Skills: Bluff 8, Computers 8 (+23), Craft [Electronic] 12 (+27), Craft [Mechanical] 12 (+27), Disable Device 8 (+23), Investigate 8 (+23), Knowledge [Life Sciences] 8 (+23), Knowledge [Physical Sciences] 8 (+23), Knowledge [Technology] 12 (+27), Medicine 4 (+9), Pilot 4, Search 4 (+19), Sense Motive 8 (+13)

Feats: Attack Focus [Ranged] 4, Eidetic Memory, Equipment 2, Inventor, Skill Mastery 2 (Computers, Craft [Electronic, Mechanical], Disable Device, Investigate, Knowledge [Life Sciences, Physical Sciences, Technology]), Speed of Thought, Ultimate Effort [Intelligence check]

Powers:
Device 5 “Force Field Generator” [Hard to Lose] (20pp)
Device 6 “Legion Flight Ring” [Hard to Lose] (Power Feat: Restricted [Legion members]; 25pp)
Quickness 4 (Flaw: One Type [Mental; -1]; 2pp)

Devices:

Force Field Generator (25pp total)
Force Construct 12 (Extra: Impervious [+1]; Flaws: Limited [Cover only; -1]; Power Feat: Tether; 25pp)

Legion Flight Ring (30pp total)
Concealment 1 (Public Service monitoring; Flaw: Limited to Machines [-1]; Power Feat: Close Range; 2pp)
Features 1 (Special Effect [costume morph]; 1pp)
Flight 6 (500 MPH; 12pp)
Immunity 9 (Life Support; 9pp)
Super-Senses 2 (Communication Link [auditory and visual]; Power Feat: Progression 4 [subjects, all Flight Rings; 25]; 6pp)

Equipment:

Headquarters (10ep)
Size: Small; Toughness: 10; Features: Communications, Computer, Concealed, Infirmary, Laboratory, Library, Power System, Security System, Workshop

Combat: Attack +4 / +8 (Ranged); Damage +0 (Unarmed); Defense +4 (+2 flat-footed); Initiative +15

Saves: Toughness +0, Fortitude +2, Reflex +2, Will +10

Abilities 40 + Skills 26 (104 ranks) + Feats 12 + Powers 47 + Combat 16 + Saves 9 – Drawbacks 0 = 150

:arrow: Brainiac 5 isn’t a whole lot different in the newest reboot, but offensively he is even weaker than before. He can usually jury-rig a weapon when he needs to, and is a decent enough shot with ranged weapons, but usually doesn’t involve himself in battle. Brainiac’s force fields are legendary; rather than go with the eponymous power, I used Force Construct, essentially a Create Object that can only produce cover.

:arrow: This build includes Brainiac’s laboratory but not the many Imskian assistants who help him with his work.
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Postby Taliesin » Fri Nov 24, 2006 6:25 pm

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I really need a makeover.

Invisible Kid

Power Level: 7 (105pp)

Abilities: STR: 10 (+0), DEX: 10 (+0), CON: 10 (+0), INT: 26 (+8), WIS: 14 (+2), CHA: 12 (+1)

Skills: Craft [Chemical] 12 (+20), Disable Device 8 (+16), Knowledge [History] 8 (+16), Knowledge [Physical Sciences] 12 (+20), Knowledge [Popular Culture] 12 (+20), Knowledge [Technology] 12 (+20), Notice 8 (+10), Sense Motive 8 (+10)

Feats: Inventor, Master Plan, Skill Mastery (Craft [Chemical], Knowledge [Physical Sciences, Popular Culture, Technology]), Speed of Thought

Powers:
Concealment 10 (all sense types; Power Feats: Close Range, Selective; 22pp)
Device 6 “Legion Flight Ring” [Hard to Lose] (Power Feat: Restricted [Legion members]; 25pp)

Devices:

Legion Flight Ring (30pp total)
Concealment 1 (Public Service monitoring; Flaw: Limited to Machines [-1]; Power Feat: Close Range; 2pp)
Features 1 (Special Effect [costume morph]; 1pp)
Flight 6 (500 MPH; 12pp)
Immunity 9 (Life Support; 9pp)
Super-Senses 2 (Communication Link [auditory and visual]; Power Feat: Progression 4 [subjects, all Flight Rings; 25]; 6pp)

Combat: Attack +2; Damage +0 (Unarmed); Defense +2 (+1 flat-footed); Initiative +8

Saves: Toughness +0, Fortitude +1, Reflex +1, Will +4

Abilities 22 + Skills 20 (80 ranks) + Feats 4 + Powers 47 + Combat 8 + Saves 4 – Drawbacks 0 = 105

:arrow: The only Legionnaire whose intelligence is worthy of Brainiac 5’s notice is a self-made mutant, having used his world-class xenochemical expertise to create an invisibility serum that he used on himself. Though Lyle’s power isn’t terribly impressive on its own, and he does end up bumping into people by accident due in part to his clumsiness and in part to the fact that he doesn’t really have any stealth skill aside from his powers, and though Brainiac is far more intelligent, Invisible Kid has come up with some important contributions to the Legion, including the master plan to defeat a galaxy-wide invasion.
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Postby Taliesin » Sat Nov 25, 2006 2:05 pm

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I’m just as good as Superboy…uh, except that people say I have a one-track mind. And I can’t get a solo cover to save my life.

Ultra Boy

Power Level: 10 (135pp)

Abilities: STR: 18 [34] (+4 // +12), DEX: 14 (+2), CON: 18 (+4), INT: 12 (+1), WIS: 10 (+0), CHA: 12 (+1)

Skills: Bluff 8 (+9), Disable Device 4 (+5), Knowledge [Streetwise] 8 (+9), Notice 4, Pilot 4 (+6), Search 8 (+9), Stealth 4 (+6)

Feats: All-Out Attack, Attractive, Fearless, Improved Grab, Interpose, Move-By Action, Power Attack, Taunt

Powers:
Alternate Form 5 “Ultra-Strength” (25pp)
AP: Alternate Form 5 “Flash Vision” (1pp)
AP: Alternate Form 5 “Invulnerability” (1pp)
AP: Alternate Form 5 “Penetra-Vision” (1pp)
AP: Alternate Form 5 “Ultra-Breath” (1pp)
AP: Alternate Form 5 “Ultra-Flight” (1pp)
AP: Alternate Form 5 “Ultra-Speed” (1pp)
Device 6 “Legion Flight Ring” [Hard to Lose] (Power Feat: Restricted [Legion members]; 25pp)

Ultra-Strength
Enhanced Strength 16 (16pp)
Super-Strength 4 (Heavy Load: ~25 tons; Power Feat: Thunderclap; 9pp)

Flash Vision
Blast 12 [Heat] (Extra: Penetrating [+1]; Flaw: Distracting [-1]; 24pp)

Invulnerability
Immunity (Disease, Poison, Starvation and Thirst, Suffocation [no need to breathe]; 5pp)
Protection 10 (Extra: Impervious [+1]; 20pp)

Penetra-Vision
Super-Senses 14 (Normal Sight: Extended 4; Infravision, Microscopic Vision 4, Ultravision, X-Ray Vision [except inertron]; 14pp)

Ultra-Breath
Trip 12 (Extras: Area [Cone; +1], Knockback [+1]; Flaw: Range [Touch; -1]; 24pp)
AP: Nullify 12 (any fire effect; Extra: Area [Cone; +1]; Flaw: Range [Touch; -1]; 1pp)

Ultra-Flight
Flight 12 (50,000 MPH; 24pp)

Ultra-Speed
Super-Speed 5 (Dodge Focus 10; 25pp)

Devices:

Legion Flight Ring (30pp total)
Concealment 1 (Public Service monitoring; Flaw: Limited to Machines [-1]; Power Feat: Close Range; 2pp)
Features 1 (Special Effect [costume morph]; 1pp)
Flight 6 (500 MPH; 12pp)
Immunity 9 (Life Support; 9pp)
Super-Senses 2 (Communication Link [auditory and visual]; Power Feat: Progression 4 [subjects, all Flight Rings; 25]; 6pp)

Combat: Attack +8; Damage +4 (Unarmed) / +12 (Blast) // +8 (Enhanced Strength); Defense +6 (+3 flat-footed) // +10 (Dodge Focus, Super-Speed); Initiative +2 // +20 (Super-Speed)

Saves: Toughness +4 // +10 (Impervious, Protection), Fortitude +8, Reflex +6, Will +2

Drawbacks: Action (Time to switch between Alternate Powers; Move action; -1pp)

Abilities 24 + Skills 10 (40 ranks) + Feats 8 + Powers 56 + Combat 28 + Saves 10 – Drawbacks 1 = 135

:arrow: Ultra Boy’s powers perfectly describe a non-dynamic array. Since each of his powers is actually a collection of effects, I resorted to Alternate Form in order to place each set into a Container. He still hasn’t fully mastered shifting between his various powers, so it takes a Move rather than a Free action to do so. As a result of all this, Ultra Boy is going to be undercapped either offensive or defensively and is also underpriced compared to most paragons.

:arrow: I made sure that Protection and Dodge Focus each give a +10 bonus to Toughness and Defense, respectively, but that Ultra Boy has to choose between them, so he’ll never go over PL caps since he cannot use both at once. However, he’ll usually forgo defense in favor of Ultra Strength (his default setting).

:arrow: Note that modifiers and bonuses separated by a double slash “//” add to existing bonuses, while those separated by a single slash “/” replace existing bonuses.
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Postby TroyXavier » Sat Nov 25, 2006 7:06 pm

Very nice LSH....I especially love Triplicate Girl and Brainiac 5.
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Postby Trassin » Sat Nov 25, 2006 7:59 pm

Taliesin wrote:Image
Surprise attack? Doesn’t work when I tell everyone what my signature move is…

Iron Fist

Power Level: 10 / 13* (150pp)

Abilities: STR: 18 (+4), DEX: 22 (+6), CON: 18 (+4), INT: 14 (+2), WIS: 18 (+4), CHA: 14 (+2)

Skills: Acrobatics 8 (+14), Concentration 14 (+18), Diplomacy 10 (+12), Escape Artist 8 (+14), Investigate 6 (+8), Knowledge [Business] 4 (+6), Medicine 4 (+8), Notice 14 (+18), Sense Motive 12 (+16), Stealth 8 (+14)

Feats: Acrobatic Bluff, Assessment, Attack Specialization [Unarmed] 2, Blind-Fight, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Evasion, Improved Critical [Unarmed], Improved Disarm, Improved Grab, Improved Initiative, Improved Sunder, Improved Throw, Move-By Action, Power Attack, Stunning Attack, Sweeping Strike, Takedown Attack 2, Trance, Unbalancing Attack, Uncanny Dodge [Auditory]

Powers:
Chi 4 (Boost; 4pp)
AP: Healing 4 (Flaw: Empathic [-1]; 1pp)
AP: Strike 6 (Flaw: Tiring [-1]; Power Feat: Mighty; 1pp) Iron Fist

Combat: Attack +10 / +14 (Unarmed); Damage +4 (Unarmed, 19-20 Crit) / +10 (Strike, 19-20 Crit) // +2 (Chi); Defense +12 (+4 flat-footed); Initiative +10

Saves: Toughness +6 (+4 flat-footed) // +2 (Chi), Fortitude +8, Reflex +10, Will +10

Abilities 44 + Skills 22 (88 ranks) + Feats 28 + Powers 6 + Combat 36 + Saves 14 – Drawbacks 0 = 150

* Only when using Iron Fist

:arrow: Not too many martial artists in the Marvel Universe can surpass Iron Fist. He’s a great hand-to-hand fighter overall, and can stunt his more unusual tricks off of his Chi. He has demonstrated Mind Reading, Super-Senses (Mystical Awareness; Normal Hearing: Accurate; Normal Sight: Extended), and Suspended Animation, among other abilities. His eponymous Iron Fist attack is Tiring and raises his effective offensive PL by 3, but this is almost always a one-shot move.

:!: Update 11/5/06 :!: Removed All-Out Attack and added Strike to represent the Iron Fist. Since I’m writing up a few more Marvel martial artists, I needed to shift Iron Fist away from the archetypal fighter towards something more unique.


Awesome Iron Fist build. I hope you don't mind but I used him as a template for one of my char's I was creating.
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Postby Dr Archeville » Sat Nov 25, 2006 8:21 pm

Love the LSH builds :) I thought B5 had incorporated his force field generator into himself, though, making it a Power rather than a Device?
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