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Taliesin's builds: 3E moved to sister thread

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Re: Taliesin's builds: Black Hand, Sunspot, le Fay, GL Ring

Postby luketheduke86 » Thu Sep 17, 2009 12:56 am

So I just got done with the Dark Avengers and I was wondering if you had given anymore thought about doing a build of the Mac Gargan Venom?
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
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Re: Taliesin's builds: Hammond, Black Hand, Sunspot, le Fay

Postby Taliesin » Thu Sep 17, 2009 11:00 am

Alexander wrote:
luketheduke86 wrote:Huh, I've had UP since it came out and I never noticed that section until you mentioned it lol. Though I'm not really sure what all traits you'd be allowed to give your objects....


Same here. I mean, if you can create realistic, complex objects, maybe Blast for a gun or Speed for a vehicle?


The example from UP was a Strike Aura for flaming objects under Fire Control. I'm thinking things like a giant magnifying glass. Movable handles some of it already. I think it's trying to duplicate some of the properties of the Force Manipulation power from the old DC Heroes game.
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Re: Taliesin's builds: Black Hand, Sunspot, le Fay, GL Ring

Postby Taliesin » Thu Sep 17, 2009 11:02 am

Thorpacolypse wrote:
Justicar wrote:Great job on le Fay, awesome choice of picture, and an absolutely smashing job on that Green Lantern Ring!


Ditto on all. I do like those updates to the Power Ring. Planning on doing some other colors as well?

And Blackest Night ROCKS. It's even making Aquaman badass! :shock:


I'm still waiting for the payoff, myself. So far it feels a bit like Marvel Zombies, but this is just the set-up.

And yeah, I was thinking about doing all the rings, so this was a first step in that direction, hopefully.
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Re: Taliesin's builds: Black Hand, Sunspot, le Fay, GL Ring

Postby Taliesin » Thu Sep 17, 2009 11:03 am

luketheduke86 wrote:So I just got done with the Dark Avengers and I was wondering if you had given anymore thought about doing a build of the Mac Gargan Venom?


I went back and looked at my builds for Venom, Scorpion, and Spider-Man to see how I'd stat up MacVenom. I think I need to do some revisions first before tackling him.
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Re: Taliesin's builds: Black Hand, Sunspot, le Fay, GL Ring

Postby JoshuaDunlow » Thu Sep 17, 2009 3:50 pm

Okay i gotta ask, whats the Hyperspace feat for Space Flight do?
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Re: Taliesin's builds: Black Hand, Sunspot, le Fay, GL Ring

Postby Taliesin » Thu Sep 17, 2009 4:02 pm

JoshuaDunlow wrote:Okay i gotta ask, whats the Hyperspace feat for Space Flight do?


Hmm, probably wasn't too clear in my builds.

It basically allows GLs to make use of wormholes to travel faster than light. The location and destination of the wormholes are fixed and under GM control, so it's not as flexible as Teleport or higher ranks of Space Travel. This is similar to the Cyberspace and Microverse feats for Datalink and Shrinking, which are limited versions of Dimensional Movement. In this case, the dimension allows for non-Instant travel to specific locations.

I'm pretty sure this is how GLs travel from sector to sector and to Oa in the current continuity, although I could be wrong.
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Re: Taliesin's builds: Black Hand, Sunspot, le Fay, GL Ring

Postby JoshuaDunlow » Thu Sep 17, 2009 5:06 pm

Gotcha, i think i understand. :)
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Re: Taliesin's builds: Black Hand, Sunspot, le Fay, GL Ring

Postby Taliesin » Mon Sep 21, 2009 5:48 pm

Image
The guardian of love and justice, Shishigami Bang!

Shishigami Bang

Power Level: 10 (150pp)

Abilities: STR: 16 [22] (+3 [+6]), DEX: 20 (+5), CON: 20 (+5), INT: 10 (+0), WIS: 10 (+0), CHA: 16 (+3)

Skills: Acrobatics 12 (+17), Notice 4 (+4), Search 4 (+4), Stealth 12 (+17)

Feats: Acrobatic Bluff, All-Out Attack, Defensive Roll 3, Diehard, Endurance, Hide in Plain Sight, Improved Initiative, Inspire, Last Stand, Move-By Action

Powers:
Alternate Form 4 [Shishigami-Style Forbidden Technique: Fu-Rin-Ka-Zan] (Extra: Continuous [+1]; Flaws: Chained [from Burning Heart; -1], Tiring [-1]; 16pp)
AP: Blast 4 [Shishigami-Style Ultimate Technique: Steel Rain] (Extras: Autofire [+1], Targeted Area [Cylinder; +1]; Flaw: Tiring [-1]; Power Feat: Indirect 2; 1pp)
AP: Strike 8 [Shishigami-Style Secret Technique: Fatal Eruption] (Extras: Autofire [+1], Overwhelming Counter [+1]; Flaw: Tiring [-1]; 1pp)
Device 2 [Bang-Style Shuriken] (Hard to Lose; 8pp)
Leaping 2 (x5; 2pp)
Strike 4 [Burning Heart] (Extra: Overwhelming Counter [+1]; 8pp)
AP: Trip 4 [Bang’s Unstoppable Double Palm Thrust] (Extras: Knockback [+1], Linked [to Unarmed damage; +1]; Flaw: Touch [-1]; 1pp)
Teleport 1 [Secret Art: Bang’s Shadowstep Jutsu] (Flaw: Chained [from Burning Heart; -1]; 1pp)

Shishigami-Style Forbidden Technique: Fu-Rin-Ka-Zan (20pp total)
Concealment 4 (Visual; Flaw: Partial [-1]; Power Feat: Innate; 5pp)
Super-Speed 3 (50 MPH; 15pp)
Base Power: Enhanced Strength 6 (0pp)

Devices:

Bang-Style Shuriken (10pp total)
Blast 2 (Extra: Poison [+1]; Drawback: Reduced Range; 5pp)
AP: Blast 2 (Power Feat: Ricochet 2; Drawback: Reduced Range; 1pp)
AP: Blast 2 (Extra: Autofire [+1]; Drawback: Reduced Range; 1pp)
AP: Snare 3 (Drawback: Reduced Range; 1pp)
Super-Movement 2 [Set Nail] (Air-Walking 2; Flaw: Charge Power [-1]; 2pp)

Combat: Attack +12; Damage +2 (Bang-Style Shuriken, various) / +3 [+6] (Unarmed) / +4 (Burning Heart) / +4 (Steel Rain, Autofire) / +8 (Fatal Eruption, Autofire); Defense +12 (+6 flat-footed); Initiative +9 [+21]

Saves: Toughness +8 (+5 flat-footed), Fortitude +9, Reflex +9, Will +4

Abilities 32 + Skills 8 (32 ranks) + Feats 12 + Powers 38 + Combat 48 + Saves 12 - Drawbacks 0 = Total 150

Complications: Accident (too numerous to list), Hatred (Jin Kisaragi), Obsession (his unrequited love for Litchi Faye-Ling), Responsibility (to Ronin-gai)

:arrow: Shishigami Bang is just pure, epic win. He is a parody of the live action television or tokusatsu hero. He shouts out all of his special attacks, even his recoveries (“This is ukemi!”), and would be a primary abuser of the Attack Name Drawback if it is used.

:arrow: Bang is a ninja, albeit a very loud one, and a self-styled specialist in fire jutsu. His signature ability is Burning Heart, which he often uses as a counter attack. Two powers are Chained to Burning Heart—that is, they require the successful use of Burning Heart before they themselves may be used. The first is his Shadowstep Jutsu—upon a successful counter, Bang can disappear and reappear for a surprise attack. The second is his Fu-Rin-Ka-Zan, which actually requires four successful applications of Burning Heart. In this form, Bang gains incredible speed and strength—a kind of battle form. Listening to his theme song, "Omae no Tetsui ni Kugi wo Ute,” is highly recommended.

:arrow: Bang carries a set of nails that serve as his Bang-Style Shuriken. They have various uses, from tagging a target with poison or a snare to bouncing off surfaces for surprise attacks. He can also set these in midair to provide stepping stones. This is Air-Walking with the Charge Power Flaw that is meant to reflect the action he needs to take to set the nail.

:arrow: According to Rachel, Bang carries a Nox Nyctores, which many presume to be the over-sized nail slung across his back. He only ever uses this for his Astral Heat, which I didn’t bother statting out (the default Bang doesn’t even have this move), and it doesn’t otherwise appear to have any special property.
Last edited by Taliesin on Tue Sep 22, 2009 8:22 am, edited 1 time in total.
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Re: Taliesin's builds: Hand, Sunspot, le Fay, GL Ring, Bang!

Postby ShatteredFaith » Mon Sep 21, 2009 7:29 pm

Your my hero.
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Re: Taliesin's builds: Hand, Sunspot, le Fay, GL Ring, Bang!

Postby Warpath » Tue Sep 22, 2009 9:08 pm

Thanks for stating out Mogana La Fey. Shesh I knew she was a major hitter, but WOW!
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Re: Taliesin's builds: Hand, Sunspot, le Fay, GL Ring, Bang!

Postby Alexander » Tue Sep 22, 2009 10:17 pm

So Tali, what's next on the menu of this buffet of awesomeness?
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Re: Taliesin's builds: Hand, Sunspot, le Fay, GL Ring, Bang!

Postby Taliesin » Wed Sep 23, 2009 10:16 am

Probably get back to GLs, other power rings and Lanterns, then some more anime.
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Re:

Postby Taliesin » Fri Sep 25, 2009 3:28 pm

Taliesin wrote:Image
Me, a villain? What gave that away? My name or my pencil-thin mustache?

Sinestro

Power Level: 14 (223pp)

Abilities: STR: 12 (+1), DEX: 14 (+2), CON: 14 (+2), INT: 20 (+5), WIS: 16 (+3), CHA: 16 (+3)

Skills: Acrobatics 4 (+6), Computers 8 (+13), Concentration 16 (+19), Intimidate 16 (+19), Knowledge [History] 8 (+13), Knowledge [Tactics] 8 (+13), Notice 4 (+7), Sense Motive 8 (+11)

Feats: Assessment, Attack Specialization [Power Ring] 2, Benefit 3 (Instill Great Fear 2 [buys off Psyche Break], use Intimidate instead of Diplomacy for Connected), Connected (Sinestro Corps), Fearless, Leadership, Master Plan, Precise Shot, Startle

Powers:
Device 16 [Qwardian Power Ring] (Hard to Lose; Power Feat: Minions 10 [power ring A.I.]; Drawbacks: Key [Power Battery required to recharge; Uncommon, Minor; -1pp], Power Loss [when not recharged; Common, Minor; -2pp], Psyche Break [Fear; Uncommon, Moderate; -2pp]; 69pp)
Power Reserve 12 (Array [Fear Constructs], Force Field; 24pp)

Ringslinging Style
Add the Dynamic power feat to Create Object, Blast, Dazzle, Summon, Telekinesis (5pp)
Add the Precise power feat to Array [Fear Constructs] (1pp)
Add the Penetrating Extra to Blast (10pp)

Devices:

Qwardian Power Ring (80pp total)
Array 10 [Fear Constructs] (Power Feat: Variable Descriptor [any electromagnetic]; 21pp)
Base Power: Create Object 6 (Extras: Movable [+1]; 0pp)
AP: Blast 10 (1pp)
AP: Dazzle 10 (Visual; 1pp)
AP: Summon 4 (Extras: Fanatical [+1], Type [solid light constructs; +2]; 1pp)
AP: Telekinesis 10 (1pp)
Communication 20 (radio; Flaw: Limited [to Sinestro Corps only; -1]; 10pp)
Enhanced Feats 1 (Quick Change; 1pp)
Flight 8 (2,500 MPH; 16pp)
Force Field 8 (Extra: Impervious [+1]; 16pp)
Immunity 9 (Life Support; 9pp)
Space Travel 1 (1c; Power Feats: Antimatter Transport, Hyperspace; 3pp)

Combat: Attack +8 / +12 (Power Ring); Damage +2 (Unarmed) / +10 [+16] (Blast); Defense +10 (+5 flat-footed); Initiative +2

Saves: Toughness +2 / +10 [+16] (+8 [+16] Impervious; Force Field), Fortitude +5, Reflex +5, Will +17

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

Abilities 32 + Skills 18 (72 ranks) + Feats 12 + Powers 109 + Combat 36 + Saves 20 – Drawbacks 4 = Total 223

Complications: Enemy (Atrocitus, Green Lantern Corps), Responsibility (leader of the Sinestro Corps), Rivalry (with Mongul for leadership of Sinestro Corps), Secret (daughter [Soranik Natu])

:arrow: I decided that even though Hal generally gets the better of Sinestro in their encounters, that can be attributed to hero point expenditure and that Sinestro should be virtually Hal’s equal; he is slightly lesser to Hal in terms of the sheer power of his constructs but slightly more experienced in their use in combat. Also note Sinestro's use of Intimidate rather than Diplomacy for the purpose of calling in favors with his Connected feat.

:arrow: Qwardian Power Rings are very similar to the Green Lantern Power Rings, allowing Sinestro to create objects from solid light, produce force and energy blasts, and manipulate objects from a distance. The ring 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. The power ranks within the Device itself reflect the default levels accessible to anyone capable of using a Power Ring; Sinestro has an additional Power Reserve to reflect the additional ranks he can add to particular powers. He also adds several feats and an Extra to the usual array of powers that reflect his expertise and personal style.

:arrow: The Ultimate Power sourcebook indicates that created objects may have up to 5pp/rank of traits meant to represent intrinsic qualities of the object. This seems a little generous to me, and my preference would be to use the cost of Create Object as the pool from which to buy these traits.

:arrow: In addition, the typical Qwardian Power Ring has a few Power Drawbacks. One is Psyche Break, which is a version of Power Loss, requiring a Wisdom check against DC15 to achieve the correct state of mind (in this case, an attunement to fear) in order to use the ring, and is bought off by two ranks of the Fear Attunement Benefit. This allows non-Lanterns to use the ring, albeit with the requirement of overcoming the Psyche Break either through the Wisdom check or using Extra Effort to temporarily buy off the Drawback. The ring must also be periodically recharged, generally through a Power Battery (represented by the Key Drawback) or, occasionally, a Manhunter robot. The Blue energy of Hope is capable of nullifying Fear’s yellow constructs, but this is more a property of the Blue Lantern Power Rings than a drawback of the Qwardian rings.

:arrow: The Space Travel power feat, Hyperspace, is basically built along the lines of Datalink’s Cyberspace or Shrinking’s Microverse. The ring usually provides travel at lightspeed in space but also allows access to designated wormholes for faster-than-light travel. Another similar power feat is Anti-Matter Transport, which allows the Corpsman to teleport to the Antimatter universe and the planet Qward in Sector -1.

:arrow: Sinestro was also quite capable of using a Green Lantern Power Ring but has not for a long time. I’ve assumed he traded in his Green Lantern-related traits for Sinestro Corps traits, but he may retain the Overcome Great Fear Benefit and perhaps the Additional Power (Array [Willpower Constructs]) feat for Power Reserve.

:arrow: The Qwardian Power Ring is a Minion and treated as a construct. This also means that in the event that Sinestro Corpsman is separated from his power ring, the ring itself may assume control. In general, the powers that the Corpsman can access directly or with a thought are bought within the Device, whereas the powers that require him to verbally inquire the ring (e.g., “Ring, scan for sentients”) are bought by the minion.

Qwardian Power Ring (Minion Rank 10)

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

Skills: Computers 12 (+17), Knowledge [Civics] 12 (+17), Notice 12 (+12), Search 12 (+17), Sense Motive 12 (+12)

Feats: Assessment, Benefit (use Computers skill for Gather Information checks), Contacts, Eidetic Memory, Well-Informed

Powers:
Comprehend 3 (Languages 3 [speak, understand, read any]; Extra: Affects Others [+1]; 9pp)
Datalink 20 (Flaw: Limited [to Sinestro Corps database only; -1]; 10pp)
Flight 8 (2,500 MPH; 16pp)
Immunity 30 (Fortitude effects; 30pp)
Illusion 1 [Environmental Playback] (Visual and Auditory; Flaw: Limited [to playback; -1]; Power Feat: Progression 2 [area; 25 ft. radius]; 4pp)
Morph 1 (any object; 3pp)
Protection 16 (16pp)
Quickness 6 (x100; Flaw: One Type [mental; -1]; 3pp)
Shrinking 20 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 21pp)
Space Travel 1 (Power Feats: Antimatter Transport, Hyperspace; 3pp)
Super-Senses 14 (Danger Sense [mental], Detect Life 2 [mental; Acute], Electromagnetic Awareness 3 [mental; Acute, Analytical], Spatial Awareness [Extended 2], Time Sense; 16pp)

Combat: Attack +0 [+12; size]; Damage +0; Defense +0 [+12; size]; Initiative +5

Saves: Toughness +16 [+11; size], Fortitude --, Reflex +10, Will +0

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

Abilities 0 + Skills 15 (60 ranks) + Feats 5 + Powers 128 + Combat 0 + Saves 5 - Drawbacks 4 = Total 149


:!: Update 9/24/09 :!: Some subtle differences between Qwardian Power Rings and Green Lantern Power Rings, but they’re perhaps the most alike of any two types of rings.


Pretty similar to GLs, so not really thinking too far outside the box. Wondering if there's a better way to describe the state of mind for Psyche Break. They do need to attune themselves to their fears and to recognize them before they can masterfully manipulate others.
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Re: Taliesin's builds: Hand, Sunspot, le Fay, GL Ring, Bang!

Postby Taliesin » Fri Sep 25, 2009 3:30 pm

Image

Qwardian Power Ring

Device 16 [Qwardian Power Ring] (Hard to Lose; Power Feat: Minions 10 [power ring A.I.]; Drawbacks: Key [Power Battery required to recharge; Uncommon, Minor; -1pp], Power Loss [when not recharged; Common, Minor; -2pp], Psyche Break [Fear; Uncommon, Moderate; -2pp]; 69pp)

Traits (80pp total)
Array 10 [Fear Constructs] (Power Feat: Variable Descriptor [any electromagnetic]; 21pp)
Base Power: Create Object 6 (Extras: Movable [+1]; 0pp)
AP: Blast 10 (1pp)
AP: Dazzle 10 (Visual; 1pp)
AP: Summon 4 (Extras: Fanatical [+1], Type [solid light constructs; +2]; 1pp)
AP: Telekinesis 10 (1pp)
Communication 20 (radio; Flaw: Limited [to Sinestro Corps only; -1]; 10pp)
Enhanced Feats 1 (Quick Change; 1pp)
Flight 8 (2,500 MPH; 16pp)
Force Field 8 (Extra: Impervious [+1]; 16pp)
Immunity 9 (Life Support; 9pp)
Space Travel 1 (1c; Power Feats: Antimatter Transport, Hyperspace; 3pp)

Qwardian Power Ring (Minion Rank 10)

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

Skills: Computers 12 (+17), Knowledge [Civics] 12 (+17), Notice 12 (+12), Search 12 (+17), Sense Motive 12 (+12)

Feats: Assessment, Benefit (use Computers skill for Gather Information checks), Contacts, Eidetic Memory, Well-Informed

Powers:
Comprehend 3 (Languages 3 [speak, understand, read any]; Extra: Affects Others [+1]; 9pp)
Datalink 20 (Flaw: Limited [to Sinestro Corps database only; -1]; 10pp)
Flight 8 (2,500 MPH; 16pp)
Immunity 30 (Fortitude effects; 30pp)
Illusion 1 [Environmental Playback] (Visual and Auditory; Flaw: Limited [to playback; -1]; Power Feat: Progression 2 [area; 25 ft. radius]; 4pp)
Morph 1 (any object; 3pp)
Protection 16 (16pp)
Quickness 6 (x100; Flaw: One Type [mental; -1]; 3pp)
Shrinking 20 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 21pp)
Space Travel 1 (Power Feats: Antimatter Transport, Hyperspace; 3pp)
Super-Senses 14 (Danger Sense [mental], Detect Life 2 [mental; Acute], Electromagnetic Awareness 3 [mental; Acute, Analytical], Spatial Awareness [Extended 2], Time Sense; 16pp)

Combat: Attack +0 [+12; size]; Damage +0; Defense +0 [+12; size]; Initiative +5

Saves: Toughness +16 [+11; size], Fortitude --, Reflex +10, Will +0

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

Abilities 0 + Skills 15 (60 ranks) + Feats 5 + Powers 128 + Combat 0 + Saves 5 - Drawbacks 4 = Total 149


:arrow: Like the Green Lantern Power Ring, the Qwardian Power Ring can create nearly anything, limited only by its wielder’s imagination and ability to instill fear.

Instill Great Fear: Psyche Break is a version of Power Loss from the Mecha & Manga sourcebook, requiring a Wisdom check against DC15 to achieve the correct state of mind (in this case, Fear or fearsomeness) in order to use the ring. A Sinestro Corpsman buys off this drawback with the Instill Great Fear Benefit, which costs two ranks—one to buy down the Intensity, one to buy off the Frequency. Non-Lanterns may to use the ring, albeit with the requirement of overcoming the Psyche Break either through the Wisdom check or using Extra Effort to temporarily buy off the Drawback.

Power Battery: The power ring carries a charge that usually lasts about 24 hours with typical use. This is the Power Loss Drawback. The ring may be recharged through its power battery, which channels fear from the Central Power Battery on Qward. The power battery is represented by the Key Drawback, is hard to lose and easily accessible through a pocket dimension linked to the power ring.

Fear Constructs: The power ring’s signature power is granting its wielder the ability to create solid light constructs from the yellow energy of fear. He can create movable objects, fire various force and energy blasts, manipulate objects, and summon solid light minions. The Ultimate Power sourcebook indicates that created objects may have up to 5pp/rank of traits meant to represent intrinsic qualities of the object. This seems a little generous to me, and my preference would be to use the cost of Create Object as the pool from which to buy these traits.

Other Powers: The power ring also surrounds its wielder with a force field that provides life support. The wielder gains supersonic flight in an atmosphere, lightspeed travel in space, and communication with other Corpsmen. I created the Hyperspace power feat for Space Travel, which is basically built along the lines of Datalink’s Cyberspace or Shrinking’s Microverse. The ring usually provides travel at lightspeed in space but also allows access to designated wormholes for faster-than-light travel. The location and destination of these wormholes is under the GM’s control. A second power feat provides transport to and from the Antimatter universe where the homeworld of Qward is located.

Power Reserves: The powers described by the ring are those which anyone capable of using the ring may access. A Sinestro Corpsman with a powerful ability to instill fear may have a Power Reserve feeding the Fear Construct Array and Force Field. Note that Power Reserve normally distributes its pool dynamically but also requires that the Additional Power feat be bought for each power it applies to. In this case, it is meant simply to improve the Array rank. The Power Reserve may only be applied dynamically if the Array’s Alternate Powers are themselves bought as Dynamic.

Ringslinging Style: A Sinestro Corpsman’s constructs may have distinguishing characteristics. These may include power feats or modifiers on certain of the ring’s powers, specifically the Array’s various effects.

Semi-Sentient Artificial Intelligence: The power ring has a pre-programmed artificial intelligence and is treated as a construct. The power ring itself may assume control of the Device’s powers in the event that it is bereft of a wielder. The power ring also provides various functions such as datalinking, scanning the environment, and serving as a universal translator. In general, the powers that the Corpsman can access directly or with a thought are bought within the Device, whereas the powers that require him to verbally inquire the ring (e.g., “Ring, scan for sentients”) are bought by the minion.
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Re: Taliesin's builds: Sunspot, Fay, GL Ring, Bang, Qward Ring

Postby Jabroniville » Fri Sep 25, 2009 6:48 pm

Nice Rings there, man. I always find it funny that despite being one of the CORE superhuman power-sets ever, the GL Rings are nonetheless the most complicated and varied build-structures you could possibly do in nearly every game. Not only is it a huge batch of APs half the time, but it can talk to the user, detect ANYTHING, communicate with all species (and all GLs across the universe), etc. There are any number of builds shooting from 60 pp to 100 pp of the things, and nearly any of them could be argued as accurate!

The only thing that seems to be missing is a GL's ability to extend his Life Support (at least in space) to others within his fields. I usually just shove that into a Dynamic Array for the core powers.
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