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


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?


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!


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?



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











Taliesin wrote:
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])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.
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.
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.
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.
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.
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.
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 149Update 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.



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



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