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Re: Hellstormer1's Builds (Exiles [Blink, Mimic])

Postby Saltcrow » Thu Mar 24, 2011 6:47 pm

Just a little nitpicking, but is total reliance on Defensive Attack what you've got in mind for Blink? It has two major problems in that it forces her to keep on attacking to maintain her defensive PL and area attacks would just decimate her unless she's got her Defensive Teleport handy.

Her Reaction Teleport is also a little problematic in execution because of how Array structure's designed. Since you can only swap between the array slots once per round, that means unless she doesn't use ANY teleport effect in the given round and has declared her choice of Defensive Teleport for her choice of the array slot, she won't get to enjoy the Reaction modifier at all.

To solve both problems, I would just take them out of the array and buy up enhanced Dodge and Parry to show her ability to teleport out of danger.

The same line of structuring also poses a problem in that during a round when she chooses to use any of her offensive powers from the array, she cannot teleport. At all. To address this issue, you could either make the array Dynamic or take the "combat-manoeuvre level" low-rank teleport outside the array to allow her to teleport around whilest being able to use her teleport-based attacks.

This is a low-PL teleporter build I've done a while ago now and although this build differs wildly from the high-powered Blink build, you can see how the separation of teleport-stunts and the actual teleport affords her both manoeuverability and power at the same time. It is not to say that those two are two separate powers, oh no. It just means they are two different representations of the same power ("teleport") and allows her to be more flexible than having everything in one big array.

Also, I don't understand the purpose of Extended Range in the Teleport powers. The range of teleportation is increased solely by the rank alone and Extended Range flat extra affects the target distance of a Ranged effect. So you need 17 ranks of Teleport (with all the associated extras) to travel 250 miles per short jump, for example.

Edit: also, Great Endurance doesn't count against PL.
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Re: Hellstormer1's Builds (Exiles [Blink, Mimic])

Postby Hellstormer1 » Thu Mar 24, 2011 9:59 pm

Image
MORPH, Kevin Sidney (Earth-1081)

Type: Shapeshifter
PL 10

POWER POINTS:
Abilities: 60 points
Powers: 135 points
Skills: 29 points
Advantages: 18 points
Defenses: 2 points
Total: 252 points

Image

ABILITIES: 60 points
Strength (Str) - 2
Stamina (Sta) - 3
Agility (Agl) - 4
Dexterity (Dex) - 4
Fighting (Fgt) - 5
Intellect (Int) - 4
Awareness (Awe) - 4
Presence (Pre) - 4

Image

[b]POWERS:
135 points

Putty-Body: 48 points
-Immunity 37 (Bullets, Critical Hits, Fortitude Effects), 37 points
-Healing 5 (Stabilize +1 flat, Limited [Self] -1), 6 points
-Regeneration 2, 2 points
-Reattach Limbs: Feature 1, 1 points
-Odorless Body: Concealment 1 (Scent), 2 points

Flight 4, 8 points

Shapeshifting: 79 points
-Elongation 3, 3 points
-Morph 4 (any shape), 20 points
-Variable 6 (Physical Traits, 30 points), 48 points
-Enhanced Trait (Dodge 4, Parry 4), 8 points

NOTE!: Examples of how Morph could use his Shapeshifting Variable include Strike, Snare, Growth and Enhanced Traits [Str, Sta, Agl, Dex, Defenses].  In combat this could include things like making a big fist to hit people with [Strike], becoming very big to overpower an opponent [Growth], or changing the shape of his body to make himself tougher or harder to hit, or to grab the weapons & limbs of opponents.  Many of his Advantages are also the result of his malleable form.  Combined with his other Powers, Morph's Shapeshifting can be very powerful in the hands of someone with a good enough imagination!  One very constant tactic Morph uses is his Taunt Advantage, verbally affecting his targets (and teammates) before using his malleable form to take them down. Plastic Man in the DC Adventures book is a great example of what Morph can do, even recovering from certain kinds of "death".

SKILLS: 29 points

Acrobatics +2 (+6), Athletics +2 (+6), Deception +4 (+8/+18), Expertise (Computer Engineering) +8 (+12), Expertise (Humor) +12 (+16), Insight +5 (+9), Intimidation +3 (+7), Investigation +4 (+8), Persuasion +4 (+8), Sleight of Hand +3 (+7), Stealth +5 (+9), Technology +6 (+10)

ADVANTAGES: 18 points

Benefit 1 (Ambidexterity), Chokehold, Close Attack 2, Diehard, Fast Grab, Improved Disarm, Improved Grab, Improved Hold, Improvised Tools (via Shapeshifting), Interpose, Prone Fighting, Set-Up 2, Takedown, Taunt, Teamwork, Weapon Bind

OFFENSES:

Initiative +4

Ranged +5
Ranged Damage N/A

Close +7
Close Damage 2+ (Shapeshifting)

DEFENSES: 2 points

Dodge 8*/4
Parry 8*/4
Will 6
Fortitude N/A
Toughness 3+*

*Adjustable due to Shapeshifting.

COMPLICATIONS:

-ACCEPTANCE: On Morph's Earth, the X-Men still fight for the acceptance of mutants among humankind.

-DOING GOOD: Morph may seem completely immature when he wisecracks all the time, but this hides his true intelligence and his want to do good by everyone around him, as well as how perceptive he is of his teammates thoughts and opinions.

-HUMOR (QUIRK/REPUTATION): Morph's extreme sense of humor is legendary among any team he is a part of.  At first it tends to be annoying, until everyone gets used to it.  In some cases this has actually led to victory, such as against the Impossible Man.  Other times, not so much.

-ODORLESS BODY: Morph's body gives off no detectable scent.  While this can be advantageous in the right situation, in a crowd of normal people he sticks out like a sore thumb to anyone with a heightened sense of smell or who can track by scent.

-RELATIONSHIPS: Though Morph tends to become close to his teammates, he was closest to Sunfire on the Exiles team.  He loved her, but she was a lesbian, leaving their relationship plutonic.  This could make for interesting situations.

Image

OPTIONAL COMPLICATIONS:
-HATRED: Morph was close to the Exiles teammate Sunfire, who died fighting Mimic when the Brood Queen egg was beginning to take him over.  Morph harbored much anger against Mimic for some time afterwards.

Image

-PROTEUS: During a botched mission to return Beak to Earth-616, Proteus, brought back into existence by the events of M Day, discovered his reality-warping powers could cross dimensions.  He did so, leaving a trail of death in his wake to look for a body to inhabit that would not decay.  On one Earth (Future Imperfect) Proteus found that body in Morph, and possessed him, taking full control.  Though Blink and the Exiles were eventually able to repress Proteus' consciousness, he still remained within Morph's body.
Image
Last edited by Hellstormer1 on Sun Feb 05, 2012 4:11 pm, edited 6 times in total.
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Re: Hellstormer1's Builds (Morph, Blink, Mimic)

Postby Hellstormer1 » Sat Mar 26, 2011 4:36 pm

@Saltcrow, saw your post, just enjoying the weekend before taking a crack at changes. I posted Morph, what do you think?
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Re: Hellstormer1's Builds (Morph, Blink, Mimic)

Postby Saltcrow » Sat Mar 26, 2011 4:49 pm

Looks all right. How about giving an example or two of sample allocation for his variable? I'd love to see how he really hits hits PL caps :)
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Re: Hellstormer1's Builds (Exiles [Blink, Mimic])

Postby Hellstormer1 » Mon Mar 28, 2011 4:41 pm

Saltcrow wrote:Just a little nitpicking, but is total reliance on Defensive Attack what you've got in mind for Blink? It has two major problems in that it forces her to keep on attacking to maintain her defensive PL and area attacks would just decimate her unless she's got her Defensive Teleport handy.


Defensive Attack was removed in favor of adding Enhanced Trait Defenses to her Defensive Teleport for Dodge, Parry & Toughness. This makes sure she can still attack while having potent defensive abilities. These rely on her Teleport "Blinking" Powers, which is how she usually worked in the comics. Without her Powers, she's still pretty good, as I believe good characters can be good, even powerful, without being invincible and still have their Achilles heel if you can find it. That's my way of thinking with Blink, as a lot of her Defensive ability comes from a mix of her nimbleness and Teleporting, and that if one is neutralized, she can still be effective with the other.

Saltcrow wrote:Her Reaction Teleport is also a little problematic in execution because of how Array structure's designed. Since you can only swap between the array slots once per round, that means unless she doesn't use ANY teleport effect in the given round and has declared her choice of Defensive Teleport for her choice of the array slot, she won't get to enjoy the Reaction modifier at all.

To solve both problems, I would just take them out of the array and buy up enhanced Dodge and Parry to show her ability to teleport out of danger.


Her Defensive Teleport has been modified, as has the entire Array. Defensive Teleport now includes Enhanced Traits for her Defenses, and is Dynamic. Her Array is now entirely Dynamic, which allows her to use several of her abilities all at once, such as a Defensive Teleport to stay out of reach while at the same time being mobile in a fight to get the most advantageous position possible, whilealso still being able to use her Javelins or Offensive Teleport/Teleport Attack abilities to hamper targets. Withthe amount of points sunk into her main Teleport Power, these points can be divided adequately among her Dynamic Array effects to become a real threat in combat. In the end, if all else fails and her team is losing the fight, she can use her main Teleport to evac everyone out of combat to a safe location.

Saltcrow wrote:The same line of structuring also poses a problem in that during a round when she chooses to use any of her offensive powers from the array, she cannot teleport. At all. To address this issue, you could either make the array Dynamic or take the "combat-manoeuvre level" low-rank teleport outside the array to allow her to teleport around whilest being able to use her teleport-based attacks.


Already taken care of with the previous statement. That Dynamic idea was what I'd had in kind originally, but forgotten to set it up with the Array. Thanks for the reminder!

Saltcrow wrote:This is a low-PL teleporter build I've done a while ago now and although this build differs wildly from the high-powered Blink build, you can see how the separation of teleport-stunts and the actual teleport affords her both manoeuverability and power at the same time. It is not to say that those two are two separate powers, oh no. It just means they are two different representations of the same power ("teleport") and allows her to be more flexible than having everything in one big array.


I took a look at that character and liked what I saw a lot! Made me wonder what that anime must be like. On my Blink build is did give me ideas for someof the light changes I did, but I'm still wondering about the rest. My main train of thought was Blink's main Teleport Power. It's expensive because I wanted it to represent how far she can go in the comics. She can get to any spot on Earth and reach the moon, and I even looked up distances for the Earth's Diameter and Circumference to get an idea of what was needed. Her Teleport now shows this with the notes you suggested, and with the Extended Teleport she should've able to take herself and anyone else anywhere on Earth.

The reason this is significant is because of the Array and it's listed Alternate Effects. Blink's Teleport has two kinds if uses, travel and combat. The travel portion costs so much, why not just use those same points for the other versions in combat? My way of thinking on it is, since combat is mostly close range, the points used in her main Teleport can be divided among her other effects as a Dynamic Array (again, meant to have that there originally to explain things, my bad), which if kept at lower ranks while in relative close combat, she has access to several abilities that make her very tough!

Saltcrow wrote:Also, I don't understand the purpose of Extended Range in the Teleport powers. The range of teleportation is increased solely by the rank alone and Extended Range flat extra affects the target distance of a Ranged effect. So you need 17 ranks of Teleport (with all the associated extras) to travel 250 miles per short jump, for example.


That was totally a mistake on my part, lol. I guess I was rushed and not paying attention to what I was doing. As mentioned above, her Teleport Power was fixed and made moreappropriate with ranges listed. The ranges given are by the Erath's diameter (through the Earth), not its circumference (around it).

Saltcrow wrote:Edit: also, Great Endurance doesn't count against PL.


Thanks for that tidbit. I left the Fortitude the way it was because it seemed fitting. Great Endurance allows her to meet the day-to-day struggles people would of endured during the Age of Apicalypse, and though she has powerful abilities with her Teleport Powers and combat skills trained by Sabretooth himself, she's still got a light body closer to a normal human in resilience than the super-powered people like Colossus. So with her Sta 3, I added 2 more (5) and left it there. The idea is that if anyone gets smart, gets lucky, or usesthe right effect like some kind of Affliction or AoE, it really would be thekind of thing that would stop her cold, and rightly so. That is, IF they get the chance to do it.
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Re: Hellstormer1's Builds (Morph, Blink, Mimic)

Postby Hellstormer1 » Mon Mar 28, 2011 5:32 pm

DREAMCRYSTAL HORDE

Type: Clawed Super-junkie
PL 6

POWER POINTS:
Abilities: 22pp
Powers: 56pp
Skills: 8pp
Advantages: 2pp
Defenses: 0pp
Total: 88pp

ABILITIES: 22pp
Str 4
Sta 4
Agl 2
Dex 2
Fgt 5
Int -3
Awe -3
Pre 0

POWERS: 56pp

Dreamcrystal Drugs: 52pp
-Claws: Strike 2, 2pp
-Crystal Hide: Protection 2, 2pp
-Guiding Sense: Senses 7 (Detect 2, Extended 3, Low-Light Vision 1, Radius 1), 7pp
-Leaping 3 (60 ft), 3pp
-Dreamfire Breath: Blast 4, 8pp
-Without a Will of their own: Immunity 30 (Will effects)
-Speed 2 (120 ft), 2pp
-Movement - Wall-Crawling 1, 2pp

SKILLS: 8pp
Acrobatics +4 (+6), Athletics +2 (+6), Perception +8 (+5), Stealth +2 (+4)

ADVANTAGES: 2pp
Fast Grab, Fearless

OFFENSES:

Initiative: +2

Ranged Attack: +2
Ranged Damage: N/A

Close Attack: +5
Close Damage: +6 (Claws)

DEFENSES:
Dodge: 2
Parry: 2
Will: N/A
Fortitude: 4
Toughness: 6

DESCRIPTION:
The Dreamcrystal Horde start as normal humans (or other species) who usually have a drug addiction.  Found by agents of Terris-Mana, they are offered "the greatest trip in the universe", and given a new type of drug.  These drugs, a powdery substance with a purplish hue, are taken in several different ways.  They give the recipient the most fantastic hallucinations they've ever witnessed.  No one has ever not returned for further doses.

The drugs are a crystalline substance from Terris-Mana called Dreamcrystals, used in various magical spells, rituals and items that affect the mind in ways such as illusion, dreams and outright domination.

On Earth, agents have ground the dreamcrystals into fine powder and mixed it with other powerful hallucinogenic substances andmahical effects.  The results that while the user is in a powerful dreamlike state, the substances causing the effect build up in the body, even beginning to grow as the crystals absorb the mineral substances with the body.

The final result is the body falling completely asleep as it changes into the Dreamcrystal Horde form, not waking until bidden to do so by a controlling master through magic.  After the transformation is completed, the body has multiple crystalline structures over it's surface, many thick enough to act as armor, while the extremities have elongated into claw-like forms.  These may be hidden with what clothes the victims had before their transformation.  The eyes and open mouth glow with an eerie light from deep within, showing no signs of the person that once existed within.  The crystals and light have the same purplish hue as the Dreamcrystals that were used in the formula to start the transformation.

The Horde have no will of their own, and are immune to such effects.  This is because their very souls have been lost, roaming the far-off dimension they thought was only in their drug-induced dreams, with no way back and forever wondering why they can't wake up.

The purpose of the Dreamcrystal Horde is that once they are awakened, they are given an objective with an image planted in what is left of their minds.  With their "Guiding Sense", they seek out that objective.  The Horse are best used in densely populated urban settings, with their goal being something easily found within the confines of a city.  They can easily use their enhanced speed and climbing ability to get around obstacles, and their leaping to go from building to building.

In their debut, the Dreamcrystal Horde were unleashed by a superhuman Doctor who little realized he was being used by agents from another dimension.  Using his knowledge in pharmaceutical drugs, he helped make the Dreamcrystal drugs, which were then dispensed by local drug dealers as the "new thing" to put themselves above the other dealers.  Those affected by the drugs were held in a hospital ward under the Doctor's supervision under threats of revealing his connections to what he had done.  The Horde were finally awoken by their master, with their objective being vaguely "one with great strength of dream and imagination".  The Horde then scrambled about the city in numbers, barely being halted in remote spots by unaware heroes.  By the time the heroes caught up to the rest of the Horde, they had already found someone fitting their objective (a commercial artist considered the best in the area).

The Dreamcrystal Horde then gathered around the victim, their bodies fusing together in a horrid mass around him, forming a large, purplish, crystalline structure.  This object, using great masses of Dreamcrystals, the power of the Horde's many tortured souls, and using the artist's imagination as the focusing lens, then opened a dimensional rift to Terris-Mana, where a patient force of invaders had been awaiting a chance to establish a foothold on Earth.
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Re: Hellstormer1's Builds (Morph, Blink, Mimic)

Postby Hellstormer1 » Mon Mar 28, 2011 7:25 pm

TACTICAL SUPPORT WIZARD

Type: Mystic
PL 6

POWER POINTS:
Abilities: 34pp
Powers: 20pp
Skills: 13pp
Advantages: 2pp
Defenses: 5pp
Total: 74pp

ABILITIES: 34pp
Str 0
Sta 2
Agl 2
Dex 2
Fgt 2
Int 3
Awe 3
Pre 3

POWERS: 20pp

Magic: Array, 20pp
-Eldritch Blast: Blast 6, 12pp
-Eldritch Barrier: Force-Field 6 (Impervious), 1pp
-Bands of Eldritch Might: Snare 4, 1pp
-Hand of Eldritch Might: Move Object 6 (3,200 lbs), 1pp
-Dispell Magic: Nullify 12 (Magical effects), 1pp
-Dimensional Slip: Teleport 6 (1,800 ft), 1pp
-Invisibility: Concealment 2 (Visual 2, Affects Others, Area [Burst], Ranged, Selective), 1pp
-Blade of Eldritch Flame: Strike 6 (Penetrating)
-The Call of Binding: Summon 6

EQUIPMENT:
Dagger (knife), Staff (club), Leather Armor, 5 more points of various gear for their field.

SKILLS: 13pp
Close Combat (Dagger OR Staff) +4 (+6), Deception +6 (+9), Expertise (Magic) +8 (+11), Insight +4 (+7), Ranged Combat (Eldritch Blast) +4 (+6)

ADVANTAGES: 2pp
Equipment 2

OFFENSES:

Initiative: +2

Ranged Attack: 2
-Eldritch Blast: 6
Ranged Damage: 6 (Eldritch Blast)

Close Attack: 2
-Unarmed: 2
-Dagger/Staff: 6
Close Damage:
-Unarmed: 0
-Dagger: 1
-Staff: 2
-Blade of Eldritch Flame: 6

DEFENSES: 5pp

Dodge: 4
Parry: 2
Will: 6
Fortitude: 2
Toughness: 3/2
-With Eldritch Barrier: 6

DESCRIPTION:
The Lords of the Nine Towers, rulers of Terris-Mana, train and field many forms of units to combat their enemies, from the standard rank-and-file soldiers with simple training, inducted peasant cannon-fodder, heavily armed and armored knights, seige weapons for heavy assaults, cavalry, archers, and even various monsters for shock-troops and dragons for air-superiority and air-support.

On the ground, to aid their troops and give them an edge on the battlefield is the Tactical Support Wizard.  Wizards come in many forms, harnessing their magical abilities for any of a multitude of effects.  One common form of wizard are those who wish to put their abilities to the test in true warfare.  This path, while highly dangerous for a wizard, is a quick path to glory for their kind, as well as a way to quick respect.  Any unit of soldiers lucky enough to have a Tactical Support Wizard on their side will protect them at all cost, as their spells could mean the difference between the glory of victory, and the death that comes with failing the Nine Lords.

Although many wizards seek this roll by choice, many othershave been placed there as a form of punishment.  These wizards are usually thought to not have what it takes to earn the respect of other soldiers, nor the wits to survive on a battlefield.  They are expected to die quickly, as they are usually placed near the front lines of ongoing conflict.  Those that do survive might eventually return to the courts that banished them in the first place, having been hardened by battle into a more powerful and resilient user of the magic, and finally able to achieve greatness in the eyes of their superiors who once cast them out.

Some of these same wizards do still survive on the battlefield, but never return to the courts, as they have found their calling in the constant conflict of war.
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Re: Hellstormer1's Builds (Morph, Blink, Mimic)

Postby Saltcrow » Mon Mar 28, 2011 7:30 pm

With regard to Blink's teleportation distance, I'd like to remind you that it's perfectly legal to have an Extended only teleport as an AE of a non-extended teleport. So while it's the same teleport, it just saves so much to make a distinction between what she does when popping around in the Earth and in space.

I've also seen someone handling outerspace teleportation as Movement (Space Travel) power, which I thought was very neat. So instead of having a 88-point teleport, you can have a low-rank teleport as the basic movement effect and the special movement (with all the associated affects others and other assorted extras) as the Space Travel effect. I, for one, would be happy to have a player set it out like that especially if being able to teleport to the dark side of the moon is but a descriptor to the true capability of the character and not something the character does on a regular basis. If the case was true, I would make a suggestion to make it an occasional power stunt even.

This way, the point is saved while the entire character concept hasn't really changed at all. The frequency of how often she can pull it off might be in the actual play, but the fact that she CAN do it at all doesn't change, if you see what I mean.
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Re: Hellstormer1's Builds (Morph, Blink, Mimic)

Postby Hellstormer1 » Mon Mar 28, 2011 11:20 pm

Image

GRAMMATON CLERIC

Type: Gun-Fu Fighter
PL 10

POWER POINTS:
Abilities: 66pp
Powers: 13pp
Skills: 29pp
Advantages: 22pp
Defenses: 20pp
Total: 150pp

Image

ABILITIES: 66pp
Str 3
Sta 3
Agl 6
Dex 8
Fgt 8
Int 0
Awe 5
Pre 0


Image
POWERS: 13pp

Immunity 2 (Emotional effects)

Heavy Pistols: Device, 11pp
-Blast 4 (Multiattack, Easily Removable), Feature 1 (Infinite Ammo), 9pp
-Blast 4 (Area [Burst], Easily Removable), Feature 1 (Infinite Ammo), 1pp
-Strike 4 (Strength-based, Multiattack, Easily Removable), 1pp

SKILLS: 29pp
Acrobatics +8 (+14), Athletics +8 (+11), Close Combat +5 (+13) Expertise (Firearms) +5, Insight +8 (+13), Perception +8 (+13), Ranged Combat (Firearms) +8 (+16), Stealth +8 (+14)

ADVANTAGES: 22pp
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Defensive Attack, Defensive Roll 4, Evasion, Improved Critical (Heavy Pistols), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Precise Attack (Ranged, Cover), Quick Draw, Redirect, Seize Initiative, Skill Mastery (Acrobatics), Uncanny Dodge, Weapon Break

OFFENSES:

Initiative: +10

Ranged Attack: +8
-Firearm: +16
Ranged Damage: 4 (Heavy Pistols)

Close Attack: +8
-Unarmed: +13
Close Damage:
-Unarmed: 3
-Heavy Pistols: 7

DEFENSES: 20pp

Dodge: 13
Parry: 13
Will: 8
Fortitude: 8
Toughness: 7/3*

*Without Defensive Roll bonus

COMPLICATIONS:
EMOTIONS: Grammaton Clerics are from Libria, a society devoid of emotion by the use of the drug Prozium.  Clerics met as enemies are relentless and have no remorse or mercy against their enemies, and their enemies include anyone who would feel emotions.  Grammaton Clerics who are Players are not taking Prozium (and may not have Immunity to Emotional effects, above) and may be more susceptible to emotions, as they have almost never felt them in the past.  This could affect them in many ways when they come into contact with some form of emotional stimulus, such as when they see art, hear music, or inflict pain or cause death.

Image
Last edited by Hellstormer1 on Sun Aug 28, 2011 3:51 pm, edited 2 times in total.
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Re: Hellstormer1's Builds (Morph, Blink, Mimic)

Postby Hellstormer1 » Tue Mar 29, 2011 7:02 am

Saltcrow wrote:With regard to Blink's teleportation distance, I'd like to remind you that it's perfectly legal to have an Extended only teleport as an AE of a non-extended teleport. So while it's the same teleport, it just saves so much to make a distinction between what she does when popping around in the Earth and in space.

I've also seen someone handling outerspace teleportation as Movement (Space Travel) power, which I thought was very neat. So instead of having a 88-point teleport, you can have a low-rank teleport as the basic movement effect and the special movement (with all the associated affects others and other assorted extras) as the Space Travel effect. I, for one, would be happy to have a player set it out like that especially if being able to teleport to the dark side of the moon is but a descriptor to the true capability of the character and not something the character does on a regular basis. If the case was true, I would make a suggestion to make it an occasional power stunt even.

This way, the point is saved while the entire character concept hasn't really changed at all. The frequency of how often she can pull it off might be in the actual play, but the fact that she CAN do it at all doesn't change, if you see what I mean.


Tell you what. Let's put Blink on the backburner for the moment. There's several different ways she could be built, and you've got me considering some details, but I'm not sure yet. So I'd like to let some time pass, do some more builds, and take a look later on witha different view. Like with my Hulk build, I'm starting to look at it and see several different ways it could be modified or redone all together. I think hindsight isgreat that way, and with time comes clarity. Meanwhile, I can crank some more stuff outand get more experience with 3E!

Btw, using Space Travel as a Teleport is mentioned in the Teleport Power's entry in the DCA book. It says Teleport is for getting around on a planet, and that going into space should be done with Space Travel.
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Re: Hellstormer1's Builds (Grammaton Cleric)

Postby Hellstormer1 » Sun Aug 28, 2011 2:54 pm

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LION-O (Original Series)

Type - Weapon Warrior
PL 9

POWER POINTS:
Abilities - 68 points
Powers - 59 points
Advantages - 25 points
Skills - 32 points
Defenses - 13 points
Total - 197 points

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ABILITIES: 68 points
Strength (Str) 4
Stamina (Sta) 4
Agility (Agl) 5
Dexterity (Dex) 5
Fighting (Fgt) 4
Intellect (Int) 3
Awareness (Awe) 4
Presence (Pre) 5

POWERS: 59 points

Lord of the Thundercats: Affliction 10 (Resisted by Will; Entranced, Compelled, Controlled), Limited (Only works on Felines and Feline related species), 5 points

Thunderan Physiology (Lion): Leaping 2 (30 ft.), Quickness 2, Speed 2, Enhanced Strength 2 (Limited to Lifting, Lifting Str 6; 3,200 lbs.), 8 points

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Sword of Omens: Array 35 points , Removable (-7 points), 28 points
-Rebound Attack: Deflect 10 (Extras: Reflect, Redirect), 30 points
-Bladed Weapon: Damage 3 (Strength based, slashing/magic), Enhanced Advantage (Improved Critical (19-20)), Penetrating 5 (Magic), Feature (Adjustable size and Damage (dagger 1 to sword 4)), 1 point
-Bolt of Thundera: Blast 10, 1 point
-"Sight Beyond Sight": Counters Concealment (Visual), Counter Illusion (Visual), Danger Sense, Detect (Visual based, Ranged), Direction Sense, Distance Sense, Extended (Visual), Penetrates Concealment, Radius (Visual); Extras: Dimensional; Flaws: Limited (Must hold Sword of Omens at eye level and chant "Sword of Omens, give me Sight Beyond Sight!", leaving the wielder Vulnerable) , Noticeable (eyes glow and sword changes shape around the guard), 1 point
--"Sight Beyond Sight" AE: Remote Sensing (Visual) 20, 1 point
-Eye Of Thundera: Communication 5 (Visual; Limited (Only to warn other Thundercats of danger and need for aid; Must shout "Thunder...Thunder...THUNDER...THUNDERCATS...HOOO!")), Feature 1 (Spotlight symbol shaped like Thundercats emblem), 1 point

Claw Shield: Array 22 points , Removable (-4 points), 18 points
-Claw Snare: Snare 6, 18 points
-Claw Block: Enhanced Parry 4, Protection 2, Impervious Toughness 5 (Magic), 1 point
-Claw Slash: Damage 2 (Strength based, slashing (claws) or blunt (fist)), Enhanced Advantages (Grabbing Finness, Fast Grab, Improved Grab, Improved Critical (19-20), Improved Disarm, Improved Hold), 1 point
-Sleep Gas: Affliction 10 (Resisted by Fortitude; Dazed, Exhausted, Asleep; Reach 1), 1 point
-Grapple Lines: Movement 2 (Swinging, Wall-Crawling), Enhanced Advantages (Improved Trip), 1 point

Image

GEAR/EQUIPMENT: ???
Varies (As Lord of the Thundercats and a protector of Third Earth, Lion-O would have access to a variety of equipment supplied by his fellow Thundercats and the many denizens of Third Earth. This could include things such as the Thundertank, Feliner, Cat's Lair, as well as other items he may need as the situation calls for.)

ADVANTAGES: 25 points
Agile Feint, All-out Attack, Assessment, Attractive, Beginner's Luck, Benefit 2 (Status (Lord of the Thundercats), Security Clearance (Cat's Lair, Tower of Omens)), Close Attack (Armed) 2, Connected, Defensive Attack, Defensive Roll 3, Diehard, Evasion, Great Endurance, Improved Initiative, Inspire 4, Leadership, Luck, Teamwork

SKILLS: 32 points
Acrobatics +4 (+9), Athletics +5 (+9), Close Combat (Sword of Omens) +7, Expertise (Leadership) +7 (+10), Insight +9 (+13), Investigation +4 (+7), Perception +8 (12), Persuasion +8 (+13), Ranged Combat (Bolt of Thundera) +3, Stealth +4 (+9), Vehicles +5 (+10)

OFFENSE:
Initiative +9

Ranged +5
Ranged Damage --

Bolt of Thundera +8
Damage 10

Close +6 (Armed)/+4 (Unarmed)
Unarmed Damage 4

Sword of Omens +11
Damage 7

Claw Shield +6
Damage (Claws/Fist)
-Claw Snare 6
-Claw Slash 6
-Sleep Gas 10 (Reach, Resisted by Fortitude)

DEFENSE: 13 points
Dodge +9*****/+7
Parry +9*/+5
Will +9
Fortitude +9
Toughness +9***/+7**/+6*/+4

* = With Claw Shield
** = With Defensive Roll
*** = With Claw Shield AND Defensive Roll
**** = Parry Limited (With Sword of Omens)
***** = With Evasion

COMPLICATIONS:

-Child In A Man's Body (Motivation - Responsibility, Thrills; Temper): In the event of Thundera's destruction, the exodus of the Thundercats and their fleet from their homeworld, and the eventual arrival on Third Earth, Lion-O was placed in a suspension capsule but still aged while he slept. He physically grew from the age of twelve to that of a fully grown adult Thunderan. As a result, even after learning much in the ways of adulthood and earning his place as Lord of the Thundercats, in many ways he still has the mind of a child. This can lead to many different kinds of awkward moments of naivete, such as acting overly arrogant and bold before using interaction skills or wise forethought before performing actions that could have negative, even dire, consequences, and making demands when careful negotiations would be more rewarding.

-Trial of Anointment (Motivation - Acceptance): After living on third Earth form a time (Thundercats season 1), Lion-O had to endure the ritual Trials of Anointment to earn his title as Lord of the Thundercats, becoming their rightful leader and ruler. The official trials involved challenges that pitted him against his fellow Thundercats, and finally Mum-Ra himself in a "final" one-on-one battle. Aside from these challenges, much of Lion-O's early life on Third Earth was involved with proving himself as a leader, a warrior, and most of all a man.

-Guardian of Third Earth (Motivation - Doing Good, Justice): While the Thundercats lived on Third Earth, they became the defacto protectors of that world and the many races and cultures that inhabited it, defending them from many enemies such as the Mutants, the Lunataks, Mum-Ra and several others. While they did not ask for this responsibility, they accepted it and the many dangers it involved, out of the need to do well by these people. The Thundercats enjoyed alliances made with these different cultures as time progressed.

-Enemy (Mum-Ra/Mutants of Plundar/Lunataks): When the Thundercats crashed upon Third Earth, they were eventually followed by the Mutants of Plundar. The Mutants landed near a strange pyramid and awoke the mummified Mum-Ra from his slumber, who proved to be a more dangerous enemy than the Mutants and strived to do whatever was needed to ensure his place as the dominant being of Third Earth, resulting in many ongoing conflicts with the Thundercats. Later, the Lunataks entered the fray, complicating things further.

WRITE-UP NOTE:
These stats for Lino-O are to reflect how he would be by the end of season 1 of Thundercats (original 1984 series), after the trials to earn his place as Lord of the Thundercats. His Abilities, Advantages and Skills show what he learned during his time on Third Earth from his adventures and fellow Thundercats, gaining knowledge and wisdom, as well as maturing into a man.

VARIANTS:

-Alternate PL: This current version (above) has Lion-O as a PL 9 character. The key basis for this is the Sword of Omens, its Damage and his skill to use it, both in close combat and at range. A simple way to drop Lion-O in PL is to reduce his higher combat skills, and perhaps the Damage from the Bolt of Thundera (from the Sword of Omens). The Sword's melee Damage is based on a normal sword, and should not be reduced any further, nor the Claw Shield's slashing Damage, though just about every other aspect of his combat abilities/effects are adjustable as needed. If any of these are below the desired PL (such as the Claw Shield(, then they should probably be left as they are.

Alternatively, Lion-O would also make a great PL 10 character. Simply up his Offense abilities (bonus to hit and Damages) by 1 rank. Specifically, the Sword of Omens' and Claw Shield's melee attack and damage. Any other effects already above PL due to trade-off (Bolt of Thundera, Sleep Gas) could be left as is, as they are already very effective.

-Earlier Version: To reflect Lion-O closer to the beginning of the series, simply drop the Agile Feint, All-out Attack, Assessment, Close Attack (Armed) 2, Connected, Defensive Attack, Defensive Roll 4, Diehard, Evasion, Great Endurance, Improved Initiative, Inspire 4, and Leadership Advantages, drop all skills by 3 ranks (lose all ranks in Expertise (Leadership)), and modify his Defense and Offense accordingly. This will make him PL 7 and close to how he was when the Thundercats first reached Thundera.

-Twelve Years Old: To make him closer to his twelve year age before reaching Thundera, use the aforementioned reductions, as well as dropping his Strength and Stamina to 0, Agility and Dexterity to 2.

Image
-New 2011 Series: Lion-O from the new series is not the "child in a man's body", but a teenager that has yet to reach the level of physique or training of that from the original series. To represent this form, reduce his Strength to 3, Agility and Dexterity to 4, and Awareness to 3. Also, treat him as the "Earlier Version" mentioned above, as he is still learning how to be a leader and to use the Sword of Omens. To make up for his lack of Defensive Roll, give him armor as Equipment (as this version wear armor with a similar style and color to relate to the original Lion-O).

Lion-O from the new 2011 animated series!
Image

Concept art for Lion-O from the movie that never happened.
Image

UPDATES:
9-11-2011
Last edited by Hellstormer1 on Sun Sep 11, 2011 6:54 pm, edited 6 times in total.
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Re: HS1's Builds [Thundercats/Lion-O]

Postby Hellstormer1 » Sun Aug 28, 2011 5:45 pm

Image
CHEETARA

Type - Warrior/Speedster
PL 7

POWER POINTS:
Abilities - 58 points
Powers - 50 points
Advantages - 9 points
Skills - 12 points
Defenses - 5 points
Total - 133 points

Image

ABILITIES: 58 points
Strength (Str) - 2
Stamina (Sta) - 3
Agility (Agl) - 5
Dexterity (Dex) - 5
Fighting (Fgt) - 4
Intellect (Int) - 3
Awareness (Awe) - 3
Presence (Pre) - 4

Image

POWERS: 50 points

Thunderan Physiology (Cheetah): Enhanced Strength 2 (Limited to Lifting, Lifting Str 4; 800 lbs.), Super-Speed [Enhanced Advantages (Evasion 2, Improved Initiative 6 (+24), Interpose, Move-by Action, Quick Draw, Seize Initiative, Takedown), Enhanced Defenses 10 (Dodge 5, Parry 5, Limited to while moving), Leaping 2 (30 ft.), Quickness 6, Speed 6 (120 mph)], 38 points
-Run On Water: Movement 1 (Water Walking), Limited to while moving, 1 point
-Run Up Walls: Movement 2 (Wall-crawling 2), Limited to while moving, 2 point
Image

Thunderan Bo Staff: Array, 9 points, Removable (-1 points), 8 points
-Staff Twirl: Deflect 7, 7 points
-Staff Strike: Damage 4 (Strength based, bludgeoning), Elongation 3 (Extendable), 1 point
-Pole Vault: Leaping 4 (120 ft., extendable), 1 point

Sixth Sense: Senses 5 (Danger Sense, Precognition), Enhanced Will 5, Tiring, 5 points

GEAR/EQUIPMENT: --

ADVANTAGES: 9 points

(See "Thunderean Physiology" above) Agile Feint, Attractive 2, Benefit (Security Clearance (Cat's Lair)), Close Attack 4, Improved Trip

SKILLS: 12 points

Acrobatics +8 (+13), Athletics +8 (+10), Close Combat (Quarterstaff) +2 (+10), Insight +3 (+6), Perception +3 (+6)

OFFENSE:
Initiative +29

Ranged +5
Ranged Damage --

Close +8
-Thunderan Bo Staff +10

Unarmed Damage 2
-Thunderan Bo Staff 6

DEFENSE: 5 points
Dodge 11
Parry 11
Will +8*/+3
Fortitude +3
Toughness +3

* = With Sixth Sense

Image

COMPLICATIONS:

-"Sixth Sense": While Cheetara has this ability listed above, it is known to work both by choice and at random. This would make it a perfect plot device for GMs, allowing Cheetara to gain hero points for dealing with random visions, especially if they come at a bad time, such as during combat.

-Guardian of Third Earth (Motivation - Doing Good, Justice): While the Thundercats lived on Third Earth, they became the defacto protectors of that world and the many races and cultures that inhabited it, defending them from many enemies such as the Mutants, the Lunataks, Mum-Ra and several others. While they did not ask for this responsibility, they accepted it and the many dangers it involved, out of the need to do well by these people. The Thundercats enjoyed alliances made with these different cultures as time progressed.

-Enemy (Mum-Ra/Mutants of Plundar/Lunataks): When the Thundercats crashed upon Third Earth, they were eventually followed by the Mutants of Plundar. The Mutants landed near a strange pyramid and awoke the mummified Mum-Ra from his slumber, who proved to be a more dangerous enemy than the Mutants and strived to do whatever was needed to ensure his place as the dominant being of Third Earth, resulting in many ongoing conflicts with the Thundercats. Later, the Lunataks entered the fray, complicating things further.

VARIANTS:

-Reduced PL: The stats given above are for Cheetara as a PL10 character, though she is under points for balance. Her "Bo Staff of Thundera" was made using a Club as the basis for damage, given Reach to mimic a quarterstaff, and then the Damage and Reach were doubled (2 reasons: 1, to match up to a PL 10, and 2, because lots of cartoons work that way). The short/easy way is to reduce her Defenses (Toughness/Fortitude) to be similar to her Bo Staff's Damage. This will make her a PL 8. For a more balanced Cheetara, reduce her Bo Staff's Damage to 2, then reduce some of her Defenses (Probably Toughness/Fortitude) accordingly to match. This will effectively make her a PL 7.

Image
-2011 New Series: The stats listed here are to represent Cheetara from the original animated series (1984). Cheetara from the newer series (2011) has slightly different abilities. To represent the newer version, remove the "Sixth Sense" ability (at least for now, as this has not appeared in the 2011 series....YET), and rename of her "Thunderean Physiology" to "Clerical Vestments" with its descriptors being technological instead of being the results of superhuman anatomy (and cartoon physics, lol). Cheetara's super-speed comes from the devices she wears on her wrists and ankles in the new series, items used by the Clerics of Thundera whom she is a member of. You can also use the reductions listed above to alter her PL to be more balanced.

Image

Concept art for Cheetara intended for the live-action movie that never happened...
Image
Last edited by Hellstormer1 on Sun Feb 05, 2012 5:35 pm, edited 5 times in total.
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Re: HS1's Builds [Lion-O, Cheetara]

Postby Hellstormer1 » Sun Aug 28, 2011 5:56 pm

Also fixed all the broken codes for the missing pics. I'm going to have to go back over some of the older characters, as I was taking my time getting used to the new system. The new Heroes & Villains book helps, with so many examples to read through.
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Re: HS1's Builds [Lion-O, Cheetara]

Postby JoshuaDunlow » Sun Aug 28, 2011 6:11 pm

Awesome stuff you got here . Love the Thundercat builds.
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Re: HS1's Builds [Lion-O, Cheetara]

Postby Hellstormer1 » Sun Aug 28, 2011 6:30 pm

Thank you. I see something here and there I could tweak, but they're a lot better than my others. And it's not that they have to be any specific way. The way this system works, there are so many different directions you can go. I love it!
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