Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Taliesin's builds: 3E moved to sister thread

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby Nero's Boot » Mon Dec 24, 2007 2:13 pm

dalai_rasta wrote:
Taliesin wrote:Image
Why would I be telling jokes?

Green Lantern (John Stewart)

Power Level: 12 (180pp)

Abilities: STR: 14 (+2), DEX: 14 (+2), CON: 16 (+3), INT: 16 (+3), WIS: 12 (+1), CHA: 12 (+1)

Skills: Acrobatics 8 (+10), Concentration 16 (+17), Craft [Structural] 8 (+11), Knowledge [Tactics] 12 (+15), Sense Motive 8 (+9), Survival 8 (+9)

Feats: Environmental Adaptation [Zero Gravity], Fearless, Improved Aim, Leadership

Powers:
Device 19 “Green Lantern Power Ring” [Hard to Lose] (Power Feat: Restricted [to those of exceptional wills]; Drawbacks: Power Loss [ineffective against yellow or else Distracting; Common, Minor; -2pp], Power Loss [when not recharged by Power Battery; Common, Minor; -2pp]; 73pp)
Linked Power: Enhanced Feats 9 (Minions 9; 9pp)

Devices:

Green Lantern Power Ring (95pp total)
Blast 13 (Dynamic; Power Feat: Variable Descriptor [any electromagnetic]; 28pp)
DAP: Create Object 13 [Hard Light] (Extras: Movable [+1], Targeted [+0]; Flaw: Feedback [-1]; Power Feat: Precise; 2pp)
DAP: Dazzle 9 (Visual; Extra: Area [Burst; +1]; 2pp)
DAP: Telekinesis 13 (Extra: Damaging [+1]; Flaw: Feedback [-1]; Power Feat: Precise; 2pp)
Communication 20 (mental; Flaw: Limited [to Green Lantern Corps only; -1]; 10pp)
Enhanced Feats 3 (Diehard, Quick Change 2; 3pp)
Flight 8 (2,500 MPH; 16pp)
Force Field 12 (12pp)
AP: Force Field 6 (Extra: Affects Others [+1]; 1pp)
Immunity 9 (Life Support; Extras: Affects Others [+1], Linked [to Force Field; +0], Sustained [+0]; 18pp)
Space Travel 1 (1pp)

Combat: Attack +11; Damage +2 (Unarmed) / +13 (Blast); Defense +9 (+5 flat-footed); Initiative +3

Saves: Toughness +3 // +12 (Force Field), Fortitude +6, Reflex +6, Will +14

Drawbacks: Normal Identity (without Power Ring; Common [full action], Major; -4pp)

Abilities 24 + Skills 14 (56 ranks) + Feats 4 + Powers 82 + Combat 40 + Saves 20 – Drawbacks 4 = Total 180

Complications: Responsibility (as Green Lantern of Sector 2814)

:arrow: John Stewart started off as the backup to Hal’s backup—typical second billing for a minority at the time, but in recent years has begun to get his just dues, especially following his status as a Justice League founder in the animated series. John is one of the most skillful of the Corpsmen, often choosing finesse over brute force.

:arrow: The signature power of the Green Lantern Power Ring allows John to create hard light constructs, fire various force and energy blasts, and manipulate objects from a distance. The ring also provides a host of powers outside of that array and is also a semi-sentient computer that can provide various functions such as datalinking, scanning the environment, and serving as a universal translator. Less common powers can be power stunted off of the primary array.

:arrow: I gave Create Object the Targeted modifier, which changes its area effects from general to targeted area. This basically allows the power’s rank (and the constructs’ Toughness bonuses) to exceed John’s power level via tradeoffs.

:arrow: In addition, the typical power ring also has a Power Drawback preventing it from affecting yellow things, but this can be overcome by accepting the Distracting modifier instead; by focusing on confronting the Parallax fear, Green Lanterns can overcome the yellow weakness.

:arrow: The Green Lantern Power Ring is a Minion and treated as a construct. This also means that in the event that the Green Lantern is separated from his power ring, the ring itself may assume control:

Green Lantern Power Ring (Minion Rank 9)

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

Skills: Computers 12 (+17), Notice 12 (+12), Search 12 (+17), Sense Motive 12 (+12)

Feats: Assessment, Eidetic Memory

Powers:
Comprehend 2 (Languages 2 [speak and understand any]; 4pp)
Datalink 20 (Flaw: Limited [to Green Lantern Corps database only; -1]; 10pp)
Flight 8 (2,500 MPH; 16pp)
Immunity 30 (Fortitude effects; 30pp)
Morph 1 (any object; 3pp)
Protection 16 (16pp)
Shrinking 20 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 21pp)
Space Travel 1 (1pp)
Super-Senses 11 (Danger Sense, Detect Life 3 [mental; Ranged, Radius], Electromagnetic Awareness 3 [mental; Acute, Analytical], Spatial Awareness; 11pp)

Combat: Attack +12 (size); Damage +0; Defense +12 (size); Initiative +5

Saves: Toughness +16 // -5 (size), Fortitude --, Reflex +10, Will +0

Drawbacks: Disability (no hands; Common, Major; -4pp)

Abilities 0 + Skills 12 (48 ranks) + Feats 2 + Powers 112 + Combat 0 + Saves 5 - Drawbacks 4 = Total 135


Given his GL: Mosaic days, John should have high interaction skills, unless that series is no longer canon.


Oh, it's canon. Unfortunately, his status as Master Builder was entirely dependent on the original Central Power Battery. When Hal fell under Parallax's control, he ate all that energy.....thus stripping John of his godhood.

--that must be frustrating: Becoming a god, and then getting stripped of that godhood NB
Nero's Boot
Daredevil
Daredevil
 
Posts: 719
Joined: Sat Feb 05, 2005 2:41 pm
Location: Freedom City

Postby Taliesin » Mon Dec 24, 2007 3:38 pm

I tried to block that series from my memory, but I did give John the Leadership feat as a nod to his experiences from that time. It was more John's intellect and capacity for building rather than his charisma and interaction skills which were on display during that series, IMO.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Taliesin » Mon Dec 24, 2007 6:34 pm

Image
A purple psyhic whip. That’s not weird or repressed at all…

Backlash

Power Level: 10 (158pp)

Abilities: STR: 18 (+4), DEX: 22 (+6), CON: 18 (+4), INT: 14 (+2), WIS: 14 (+2), CHA: 12 (+1)

Skills: Acrobatics 12 (+18), Climb 8 (+12), Disable Device 8 (+10), Intimidate 8 (+9), Knowledge [Tactics] 8 (+10), Notice 8 (+10), Pilot 4 (+10), Search 8 (+10), Stealth 8 (+14), Survival 8 (+10)

Feats: Acrobatic Bluff, Dodge Focus 4, Elusive Target, Equipment 2, Improved Initiative, Sneak Attack

Powers:
Alternate Form 4 “Mist” (Flaw: Unreliable [five uses; -1]; 16pp)
Elongation 3 [Psi-Whip] (25-foot; Extra: Projection [+1]; Power Feats: Improved Disarm, Improved Grab, Improved Grapple, Improved Trip; 10pp)
Immunity 1 (Aging; 1pp)
Paralyze 9 [Psi-Whip] (Flaw: Requires Grapple [-1]; 9pp)
Super-Movement 1 (Swinging; 2pp)

Mist Form (20pp total)
Concealment 2 (normal sight; Flaw: Limited [in fog; -1]; 2pp)
Insubstantial 2 (Power Feat: Selective; 11pp)
Regeneration 7 (Recovery Rate 7 [Bruised 1, Injured 2, Disabled 3, Staggered 1]; 7pp)

Equipment: Armored Jumpsuit (3ep), Knife (4ep)

Combat: Attack +11; Damage +4 (Unarmed) / +5 (Knife, 19-20 Crit) // +2 (Sneak Attack); Defense +13 (+5 flat-footed); Initiative +10

Saves: Toughness +7, Fortitude +8, Reflex +12, Will +6

Abilities 38 + Skills 20 (80 ranks) + Feats 10 + Powers 36 + Combat 40 + Saves 14 – Drawbacks 0 = Total 158

Complications: Reputation (work as double agent), Secret (identity)

:arrow: Like many Wildstorm characters from the early days, Backlash can be just a mess of powers. Luckily, many of them are now defunct, and this build can focus on his signature power, the psi-whip. At its most basic, the psi-whip allows Backlash to manipulate items and attack from a distance. If he successfully binds an opponent in a grapple, Backlash may immediately unleash a psionic pulse through the whip that can paralyze his opponent.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby SCKnight » Mon Dec 24, 2007 8:52 pm

Hey, Taliesin, can I request two Mavericks from the X series:

Blizzard Wolfang from Mega Man X6

Here are some links that might help you with him:
http://www.youtube.com/watch?v=OzVYuTX4 ... re=related
http://megaman.wikia.com/wiki/Blizzard_Wolfang

Magma Dragoon from Mega Man X4

http://megaman.wikia.com/wiki/Magma_Dragoon
http://www.youtube.com/watch?v=T6gw0zqoGMo
http://www.youtube.com/watch?v=-CgtfFqZ ... re=related

I'm guessing that both of them have claws as I have seen in the concept artworks that they do.

Merry Christmas!
User avatar
SCKnight
Daredevil
Daredevil
 
Posts: 795
Joined: Fri Oct 13, 2006 4:30 am
Location: Barnwell, South Carolina

Postby Prescient » Mon Dec 24, 2007 11:20 pm

:D Thanks very much for Backlash. All of the times I made him up I made his psi-whips as alt's on his Alternate Form, course I never used elongation for them either, nice touch.

Question though, purely query. In the comics, Backlash commonly avoided death from fiery explosions by dematerializing and becoming immune to the damage. In M&M, mist level of insubstantial does not protect from energy or area attacks. Without increasing the level, how would you mimic that?

Again very happy for the build, I will use him immediately. :D
User avatar
Prescient
Hero
Hero
 
Posts: 1555
Joined: Fri Oct 08, 2004 11:38 pm

Postby Taliesin » Tue Dec 25, 2007 12:19 am

Prescient wrote::D Thanks very much for Backlash. All of the times I made him up I made his psi-whips as alt's on his Alternate Form, course I never used elongation for them either, nice touch.

Question though, purely query. In the comics, Backlash commonly avoided death from fiery explosions by dematerializing and becoming immune to the damage. In M&M, mist level of insubstantial does not protect from energy or area attacks. Without increasing the level, how would you mimic that?

Again very happy for the build, I will use him immediately. :D


I'd think the easiest way would be to increase the rank of Insubstantial to 3 or 4, actually, but just call it "mist" anyway. Or tack on the appropriate Immunity.

EDIT: Or give him two ranks of Evasion while in Mist form. That would be the cheapest way, but mainly because Evasion is kinda broken.
Last edited by Taliesin on Tue Dec 25, 2007 1:21 pm, edited 1 time in total.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Nero's Boot » Tue Dec 25, 2007 7:11 am

Taliesin wrote:Image
A purple psyhic whip. That’s not weird or repressed at all…

Backlash

Power Level: 10 (158pp)

Abilities: STR: 18 (+4), DEX: 22 (+6), CON: 18 (+4), INT: 14 (+2), WIS: 14 (+2), CHA: 12 (+1)

Skills: Acrobatics 12 (+18), Climb 8 (+12), Disable Device 8 (+10), Intimidate 8 (+9), Knowledge [Tactics] 8 (+10), Notice 8 (+10), Pilot 4 (+10), Search 8 (+10), Stealth 8 (+14), Survival 8 (+10)

Feats: Acrobatic Bluff, Dodge Focus 4, Elusive Target, Equipment 2, Improved Initiative, Sneak Attack

Powers:
Alternate Form 4 “Mist” (Flaw: Unreliable [five uses; -1]; 16pp)
Elongation 3 [Psi-Whip] (25-foot; Extra: Projection [+1]; Power Feats: Improved Disarm, Improved Grab, Improved Grapple, Improved Trip; 10pp)
Immunity 1 (Aging; 1pp)
Paralyze 9 [Psi-Whip] (Flaw: Requires Grapple [-1]; 9pp)
Super-Movement 1 (Swinging; 2pp)

Mist Form (20pp total)
Concealment 2 (normal sight; Flaw: Limited [in fog; -1]; 2pp)
Insubstantial 2 (Power Feat: Selective; 11pp)
Regeneration 7 (Recovery Rate 7 [Bruised 1, Injured 2, Disabled 3, Staggered 1]; 7pp)

Equipment: Armored Jumpsuit (3ep), Knife (4ep)

Combat: Attack +11; Damage +4 (Unarmed) / +5 (Knife, 19-20 Crit) // +2 (Sneak Attack); Defense +13 (+5 flat-footed); Initiative +10

Saves: Toughness +7, Fortitude +8, Reflex +12, Will +6

Abilities 38 + Skills 20 (80 ranks) + Feats 10 + Powers 36 + Combat 40 + Saves 14 – Drawbacks 0 = Total 158

Complications: Reputation (work as double agent), Secret (identity)

:arrow: Like many Wildstorm characters from the early days, Backlash can be just a mess of powers. Luckily, many of them are now defunct, and this build can focus on his signature power, the psi-whip. At its most basic, the psi-whip allows Backlash to manipulate items and attack from a distance. If he successfully binds an opponent in a grapple, Backlash may immediately unleash a psionic pulse through the whip that can paralyze his opponent.


...aaahhh, another Kherubim Lord. Well done! Y'know, the Kherubim're my favorite comic book alien species. They're basically "selfishly amoral Kryptonians," and I love that. They're all a bunch of uptight dicks with the collective power to reduce galaxies to ashes.

--y'know which Kherubim I'd like to see stated next? Reno, from the WildCATS NB
Nero's Boot
Daredevil
Daredevil
 
Posts: 719
Joined: Sat Feb 05, 2005 2:41 pm
Location: Freedom City

Postby Taliesin » Tue Dec 25, 2007 5:11 pm

Image
Wolverine’s schtick, the T-1000’s gimmick, and Polaris’ hair…real original!

Warblade

Power Level: 10 (150pp)

Abilities: STR: 18 (+4), DEX: 18 (+4), CON: 26 (+8), INT: 12 (+1), WIS: 12 (+1), CHA: 14 (+2)

Skills: Acrobatics 8 (+12), Concentration 4 (+5), Craft [Artistic] 8 (+9), Disable Device 4 (+5), Intimidate 8 (+10), Knowledge [Streetwise] 4 (+5), Stealth 4 (+8), Survival 4 (+5)

Feats: Acrobatic Bluff, Attack Focus [Melee] 2, Endurance, Improved Initiative, Move-By Action, Takedown Attack, Track, Trance

Powers:
Concealment 2 (Radio sense type; 4pp)
Elongation 1 (5-foot; 1pp)
Immunity 2 (Need for Sleep, Starvation and Thirst; 2pp)
Regeneration 12 (Recovery Rate 12 [Bruised 2, Injured 3, Disabled 4, Staggered 3]; Power Feats: Diehard, Regrowth; 14pp)
Shapeshift 2 (Flaw: Limited [to Body Weapons; -1]; 14pp)

Typical Shapeshift Allocation
Strike 2 (Extra: Penetrating 6 [+1]; Power Feats: Improved Critical, Mighty; 10pp)

Combat: Attack +10 / +12 (Melee); Damage +4 (Unarmed); Defense +12 (+6 flat-footed); Initiative +8

Saves: Toughness +8, Fortitude +12, Reflex +8, Will +4

Abilities 40 + Skills 11 (44 ranks) + Feats 9 + Powers 35 + Combat 44 + Saves 11 – Drawbacks 0 = Total 150

Complications: Hatred (Daemonites), Temper

:arrow: Warblade is an obvious Wolverine knock-off, not quite as skilled but with a much more versatile power. He’s nearly as unkillable as Wolverine, but that’s attributed to his bio-morphic body, which also allows him to form various weapons from his body among other feats. Usually, Warblade just creates some Wolverine-like blades from his fingers.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby SCKnight » Tue Dec 25, 2007 6:08 pm

Taliesin, I was wondering: have you ever played King of Fighters or Fatal Fury? I'm asking because I was wondering if you could do Mai Shiranui.

Here's a link that might help:
http://en.wikipedia.org/wiki/Mai_Shiranui

BTW, how was your Christmas?
User avatar
SCKnight
Daredevil
Daredevil
 
Posts: 795
Joined: Fri Oct 13, 2006 4:30 am
Location: Barnwell, South Carolina

Postby Taliesin » Tue Dec 25, 2007 10:29 pm

SCKnight wrote:Taliesin, I was wondering: have you ever played King of Fighters or Fatal Fury? I'm asking because I was wondering if you could do Mai Shiranui.

Here's a link that might help:
http://en.wikipedia.org/wiki/Mai_Shiranui

BTW, how was your Christmas?


Yeah, I played those games way back in college. I'll keep "me bouncy" and those Megaman builds in mind when I have a chance to get around to them.

And Xmas is fine, thanks for asking! :D Hope yours is going well, too.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Libra » Wed Dec 26, 2007 5:26 am

Look Sir Knight, give Taliesin a chance to actually stat your request before you make more. :wink:
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
User avatar
Libra
Cosmic Entity
Cosmic Entity
 
Posts: 19411
Joined: Tue Mar 22, 2005 1:46 pm
Location: The Green and Pleasent Isle

Postby JoshuaDunlow » Thu Dec 27, 2007 1:10 am

Taliesin wrote:Image
Good night, sugah!

Rogue


Im still scratching my head over this build, and attempting my own "classic" build at the same time. I see why you chose mimic over the Transfer power though. Transfer is way to expensive. I'll post my version 2 build on my thread. Could use some comments.
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Postby Smurf209 » Thu Dec 27, 2007 7:00 am

I can't find your Hellboy build?
In City of Heroes: MarDun
User avatar
Smurf209
Supporting Cast
Supporting Cast
 
Posts: 115
Joined: Mon Aug 14, 2006 12:55 pm

Postby Nero's Boot » Thu Dec 27, 2007 8:46 am

Taliesin:

Y'know, after re-reading my large WildStorm collection, and then re-reading your WildStorm builds, it occurs to me that Kherubim society has a lot of super-powered individuals in it! Sure, we occasionally get Kherubim like Zealot and Savant....but 99% of all established Kherubim/half-Kherubim've had very visible powers.

--such as: Mr. Majestic, Lord Emp, Nemesis, most of the WildCATs, Backlash, etc etc etc NB
Nero's Boot
Daredevil
Daredevil
 
Posts: 719
Joined: Sat Feb 05, 2005 2:41 pm
Location: Freedom City

Postby HappyDaze » Thu Dec 27, 2007 9:24 am

How does the Targeted Extra really work with Create Objects? I understand you want tougher objects, but what are you really trading away? What attack rolls need to be made to make the objects? It seems to me that in every case where an attack roll needs to be made, the effect is more likely Blast or Snare rather than Create Object. So, how about a few examples of how Targeted really works with Create Object, especially in comparison to the normal version of Create Object?
User avatar
HappyDaze
Luminary
Luminary
 
Posts: 2644
Joined: Tue Feb 21, 2006 6:23 pm

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 7 guests

cron