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Taliesin's 3E Builds: Moonstone, Binary, Rulk, Wasp, Shang

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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Taliesin » Thu Jul 29, 2010 5:33 pm

scc wrote:Just wondering if Taskmaster has body armor. How does he have +8 toughness? I know with stamina and defensive roll he has 6.


Yes. I deleted the Equipment section by accident.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Taliesin » Thu Jul 29, 2010 5:34 pm

hero4hire wrote:
UnkindMirror wrote:In the comics, is Tasky really portrayed as being better at Acrobatics than Nightwing?
From what I understand, Taskmaster is limited to what's humanly possible, and Dick is often said to be the best human acrobat.

Or would you consider Nightwing's +18 to be too low?


I would say since he can mimic the moves of Spiderman AND any trained acrobat he ever has seen he might just one up Nightwing.


I consider him slightly better than Nightwing. He also has Agility 8 despite not being superhuman in the same way that Batman has Intellect 8. Kind of a nod to just how freaky he is.

But yes, Nightwing's +18 might be too low...although I benchmarked Tasky based on Nightwing's +18.
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Re: Build 2: Captain America

Postby Patriarch » Thu Jul 29, 2010 8:01 pm

Taliesin wrote:Vibranium-Steel Shield: 14 points, Easily Removable (-4 points) • 10 points total
    Shield Throw: Strength-Based Ranged Damage 2, Burst Area 4, Selective 4 • 12 points
    • Deflection: Enhanced Defenses 4 (Dodge and Parry), Sustained; Impervious Toughness 8, Sustained • 1 point
    • Shield Bash: Strength-Based Damage 2 • 1 point

Offense
Initiative +11
Shield Bash +19, Close, Damage 7
Shield Throw +19, Ranged, Damage 7 (Burst 4, Selective 4)
Unarmed +19, Close, Damage 5


I've got a couple questions about the Shield Throw, as I've been trying to do a similar power for speedster's melee attack.

You have the shield throw with a +19 attack, but it's an area and areas don't use attack rolls. I know in 2e there was an option for making an area attack require an attack roll, but I've not seen anything in the new book for this. Am I just missing it?

The Burst 4 would indicate to me that it has a 250-foot radius. Is that what you intended? And possibly related, what is the purpose of Selective 4?

Is the intent here different than the literal meaning of additional ranks of area? Are you intending to apply the Burst Area 4 and Selective 4 as partial extras to the damage? Meaning that the target directly hit suffers the full Damage 7, while those within 30 feet (selectively) suffer a Damage 4? This, again, brings up the issue of area attacks and targets.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Taliesin » Thu Jul 29, 2010 8:38 pm

The Burst 4 / Selective 4 indicate that four of the 7 damage ranks are area, not that area has been applied four times.

In practice, Cap makes his attack roll against his primary target and resolves the damage 7 effect normally, then the area effect of Damage 4 occurs selectively in a Burst area centered on the initial target and does not need an attack roll.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby am-vega » Thu Jul 29, 2010 8:53 pm

Any chance of seeing multiple-man. Just wondering how much his summon effect would cost .
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Jabroniville » Thu Jul 29, 2010 8:55 pm

The "Targetted" thing is an interesting point, as it definitely appears to have vanished. I didn't use it ALL the time, but it was extremely handy for guys who could 'amp up' their Area Blasts without being completely out of PL.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby The One Phil » Fri Jul 30, 2010 1:01 am

You really are doing a cracking job on these builds. There are a few characters you've done that I would be scared of trying now because I'm not sure I could out-do your efforts.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby luketheduke86 » Fri Jul 30, 2010 1:40 am

Very awesome and cool Taskmaster and Deadpool builds, and done so quickly! Thanks alot Tal :D.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Taliesin » Fri Jul 30, 2010 9:24 am

luketheduke86 wrote:Very awesome and cool Taskmaster and Deadpool builds, and done so quickly! Thanks alot Tal :D.


They were done weeks ago. I just haven't had the time to get them into posting format.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Taliesin » Fri Jul 30, 2010 9:25 am

The One Phil wrote:You really are doing a cracking job on these builds. There are a few characters you've done that I would be scared of trying now because I'm not sure I could out-do your efforts.


If there's anything I've learned, it's that people will never reach a consensus, even on official builds done by very good designers (e.g., Steve Kenson), so I've no doubt that we'll see a multitude of interpretations.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Thorpacolypse » Fri Jul 30, 2010 9:36 pm

Jabroniville wrote:The "Targetted" thing is an interesting point, as it definitely appears to have vanished. I didn't use it ALL the time, but it was extremely handy for guys who could 'amp up' their Area Blasts without being completely out of PL.


I think it's still in the Area extra section but now called Ranged Area attack. So I think you can still have a Ranged Area Burst or Ranged Shapeable Area attack, if I read it right. Which is ALWAYS debatable.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Jabroniville » Sat Jul 31, 2010 2:06 am

I don't read it that way- it says at the beginning that you don't roll to attack- you simply hit everything in the affected area, and the other guy gets a Dodge Check to take half damage. The book has the section you list just stating that you can "place the effect anywhere within reach" and simply have it expand to fill the area.
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Re: Taliesin's 3E Builds: Torch, Deadpool, Apoc, Taskmaster

Postby Taliesin » Sat Jul 31, 2010 4:57 pm

Yes, there is no attack roll needed for Ranged Area effects.

Resistible would have worked except that it would still use the effect's rank to determine the DC for the additional Dodge or Parry resistance.

I can think of using the Alternate Resistance Extra, but ad hoc'ed so that an attack roll replaces the Dodge resistance and treated as a +1 Extra if the user's attack roll is higher than the effect rank or as a +0 Extra if it is the same or lower.
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Build 25: Doctor Strange

Postby Taliesin » Sat Jul 31, 2010 4:57 pm

Image

Doctor Strange
PL14


Abilities
Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 4, Awareness 12, Presence 3

Powers
Cloak of Levitation: Array (18 points), Removable (-3 points) • 16 points total
    Flight: Flight 9 (1,000 MPH) • 18 points
    • Surrogate Arms: Move Object 6, Sustained • 1 point
Eye of Agamotto: Array (12 points), Removable (-3 points) • 12 points total
    All-Revealing Light: Senses 12 (Postcognition; Vision Counters Concealment (all), Counters Illusion, Tracking) • 12 points
    • All-Seeing Eye: Enhanced Mind Reading (12 points) • 1 point
    • Astral Eye: Enhanced Remote Sensing (12 points) • 1 point
    • Dimensional Eye: Dimensional Movement 2, Portal • 1 point
Immortality: Immunity 1 (Aging) • 1 point
Mystical Awareness: Senses 5 (Detect Magic, Ranged, Acute, Analytical; Magical Awareness) • 5 points
Shield of the Seraphim: Protection 12, Impervious, Sustained • 24 points
Sorcery: Array (54 points)
    Bolts of Bedevilment: Ranged Damage 18, Multiattack, Dynamic • 55 points
    • Astral Projection: Remote Sensing 17 (visual, auditory, mental), Dimensional (astral plane), Subtle, Limited: physical body is defenseless, Dynamic • 2 points
    • Crimson Bands of Cyttorak: Ranged Affliction 18 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Cumulative, Extra Condition, Limited to Two Degrees, Dynamic • 2 points
    • Images of Ikonn: Illusion 9 (all senses), Selective, Dynamic • 2 points
    • Telepathy: Mental Communication 4, Mind Reading 9, Cumulative, Sensory Link, Dynamic • 2 points
    • Winds of Watoomb: Teleport 18, Accurate, Dynamic • 2 points

Equipment
Headquarters: Sanctum Sanctorum • 15 points
    Medium; Tou 10, Features: Concealed, Dual-Size (Huge), Laboratory, Library, Living Space, Sealed, Secret, Security System, Workshop, Orb of Agamotto (Visual Remote Sensing 26, Dimensional 2, Distracting)

Advantages
Benefit (Sorcerer Supreme), Connected, Contacts, Equipment 3, Languages 4 (Chinese, Egyptian, German, Latin, Sanskrit, others; base: English), Ritualist, Trance

Skills
Expertise: Magic 20 (+24), Insight 8 (+20), Investigation 8 (+12), Perception 8 (+20), Persuasion 8 (+11), Ranged Combat: Sorcery 8 (+10), Treatment 8 (+12)

Offense
Initiative +2
Bolts of Bedevilment +10, Ranged, Damage 18, Multiattack
Crimson Bands of Cyttorak +10, Ranged, Affliction 18

Defense
Dodge 10, Parry 10
Toughness 14 (Impervious 12) / 2*, Fortitude 8, Will 20
*Without Shield of the Seraphim bonus.

Power Points
Abilities 64 + Powers 123 + Advantages 12 + Skills 34 + Defenses 26 = Total 259

Complications
Enemies: Baron Mordo, Dormammu.
Power Loss: Doctor Strange must be able to gesture and speak in order cast spells.
Responsibility: Sorcerer Supreme of Earth.

Real Name: Stephen Strange

Design Notes: An iconic build of Doctor Strange assumes that he is Sorcerer Supreme of Earth, even if that isn’t his current status. The easiest way to portray his current status would be to remove his devices.
Last edited by Taliesin on Tue Aug 17, 2010 5:55 pm, edited 3 times in total.
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Re: Taliesin's 3E Builds: Deadpool, Apoc, Taskmaster, Strange

Postby UnkindMirror » Sat Jul 31, 2010 6:07 pm

From a benchmarking approach, Strange has a greater Will than Hal Jordan?
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