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Taliesin's builds: 3E moved to sister thread

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Postby Taliesin » Thu Feb 23, 2006 3:43 pm

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Noir… it is the name of an ancient fate
Two maidens who govern death
To the depths of hell's fire their black souls lure the lost children


Chloe

Power Level: 10 (130pp)

Abilities: STR: 12 (+1), DEX: 22 (+6), CON: 14 (+2), INT: 16 (+3), WIS: 10 (+0), CHA: 8 (-1)

Skills: Acrobatics 12 (+18), Concentration 8, Escape Artist 4 (+10), Intimidate 8 (+7), Knowledge [Streetwise] 4 (+7), Notice 12, Sleight of Hand 8 (+14), Stealth 12 (+18), Survival 8

Feats: Acrobatic Bluff, Ambidexterity, Attack Specialization [Knife] 2, Benefit (Status: Noir), Blind-Fight, Connected, Defensive Roll 2, Distract [Bluff], Dodge Focus 10, Elusive Target, Equipment 2, Evasion, Hide in Plain Sight, Improved Aim, Improved Critical [Knife] 8, Improved Initiative, Improved Trip, Move-By Action, Precise Shot, Prone Fighting, Quick Draw, Ranged Pin, Skill Mastery (Acrobatics, Intimidate, Notice, Stealth), Sneak Attack, Throwing Mastery [Knife] 2, Track

Combat: Attack +11 / +15 (Knife), Damage +3 (Knife, 11-20 Crit), Defense +16 (+3 flat-footed), Initiative +10

Equipment: Cloak (Deflect 7 [slow projectiles]; 7ep), Throwing knives (3ep)

Saves: Toughness +4 (+2 flat-footed), Fortitude +2, Reflex +15, Will +0

Abilities 22 + Skills 19 (76 Ranks) + Feats 46 + Powers 0 + Combat 34 + Saves 9 – Drawbacks 0 = 130

:arrow: Chloe has been personally groomed by Altena to become Noir, and for most intents and purposes is acknowledged as the assassin of the Soldats (Benefit). Thus, she calls herself the "Shin Noir" (True Noir).

:arrow: Chloe is Kirika's mirror image in more ways than is Mireille. She is Kirika's equal in battle, or nearly so. In addition, she has a more varied skillset representing her experience working alone on missions. Chloe's throwing knives are as lethal as bullets, and like Kirika, she'll score a Crit with half her attacks.

:arrow: Unlike Kirika, Chloe doesn't engage in melee as much and will use her knives in melee instead of grappling. Her preference is to disengage and strike from the shadows.

:!: Update 5/18/06 :!: Chloe gets a touch-up along with the rest of the Noir characters.
Last edited by Taliesin on Thu May 18, 2006 11:45 am, edited 6 times in total.
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Postby Taliesin » Thu Feb 23, 2006 3:52 pm

JohnR wrote:Great Darkseid write-up. I think your ranks in Disintegration are good for the way Darkseid's been portrayed in recent years, but I'd consider adding the Flaw: Tiring and possibly AP: Blast (that's not Tiring).

For a more "old school" Darkseid, I'd boost his Disintegration rank a bit (somewhere in the 22-24 range) and add Extra: Range (Perception) and ESP (Extra: Dimensional, Flaw: Limited [only to target characters]).

Edit: You might want to add another flaw to Disintegration: Limited [if target isn't disintegrated, treat the result of the Fortitude save as if it was a Toughness save]. My thought is that the Omega Effect is "all-or-nothing." If the target's not disintegrated, the effect is basically a Blast, not a reduction in Toughness.


Like I said, not entirely happy with that write-up.

My feeling about the Disintegration is that the Toughness reduction better reflects getting partially vaporized, although, as far as I recall, no one, not even Superman, can withstand the Omega Effect. Definitely something to consider with an update.

The thing is, some people have managed to avoid the beams, and Wonder Woman deflected them with her bracelets once, and that's not possible if the range is Perception. And the range of Darkseid's teleport is beyond perception.

I always felt, intuitively, that Darkseid should be PL20, however, with his Omega Effect at least at rank 25, enough to off Superman and nearly anything else. That would put him at about the right level compared to MDSnowman's Thanos, as well...just a bit more powerful. After all, Thanos is a Darkseid rip-off, and copies are never as good as the original. (I guess that means Mongul is going to be really cruddy, since he's a copy of a copy.)
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Postby JohnR » Thu Feb 23, 2006 7:02 pm

Taliesin wrote:
JohnR wrote:Great Darkseid write-up. I think your ranks in Disintegration are good for the way Darkseid's been portrayed in recent years, but I'd consider adding the Flaw: Tiring and possibly AP: Blast (that's not Tiring).

For a more "old school" Darkseid, I'd boost his Disintegration rank a bit (somewhere in the 22-24 range) and add Extra: Range (Perception) and ESP (Extra: Dimensional, Flaw: Limited [only to target characters]).

Edit: You might want to add another flaw to Disintegration: Limited [if target isn't disintegrated, treat the result of the Fortitude save as if it was a Toughness save]. My thought is that the Omega Effect is "all-or-nothing." If the target's not disintegrated, the effect is basically a Blast, not a reduction in Toughness.


Like I said, not entirely happy with that write-up.

My feeling about the Disintegration is that the Toughness reduction better reflects getting partially vaporized, although, as far as I recall, no one, not even Superman, can withstand the Omega Effect. Definitely something to consider with an update.

The thing is, some people have managed to avoid the beams, and Wonder Woman deflected them with her bracelets once, and that's not possible if the range is Perception. And the range of Darkseid's teleport is beyond perception.

I always felt, intuitively, that Darkseid should be PL20, however, with his Omega Effect at least at rank 25, enough to off Superman and nearly anything else. That would put him at about the right level compared to MDSnowman's Thanos, as well...just a bit more powerful. After all, Thanos is a Darkseid rip-off, and copies are never as good as the original. (I guess that means Mongul is going to be really cruddy, since he's a copy of a copy.)


I didn't mean to apply Perception range to Darkseid's Teleport, only to Disintegration and his attack version of Teleport. Maybe Teleport could be broken into two APs, one for teleporting targets he can already see and another using the "finder beams" (or whatever they're called) when he teleports targets to his presence (like he's done to Superman before). Also, if you give Darkseid a high level of ESP and Perception-range Teleport, he'd be able to Teleport himself or others vast distances (I think, unless I'm mis-interpreting the rules). The problem with ESP, though, is that I don't think Darkseid really has it, but he has been able to "summon" people to his presence.

I'm not sure that there's only one description of Darkseid's Omega Effect since his beams have been blocked (by WW's bracelets as you mention, by Orion's Astro Force, and by Superman's Heat Vision (ugh)), but generally follow the target until they connect and ignore intervening barriers (an exception being where Superman let the beams follow him until he ducked behind Darkseid and had the beams hit Darkseid instead). In recent years, Darkseid's Omega Effect is probably Ranged, but I think it used to be Perception-range. I think it depends on which version of Darkseid you prefer.
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Postby Taliesin » Thu Feb 23, 2006 10:33 pm

JohnR wrote:I didn't mean to apply Perception range to Darkseid's Teleport, only to Disintegration and his attack version of Teleport. Maybe Teleport could be broken into two APs, one for teleporting targets he can already see and another using the "finder beams" (or whatever they're called) when he teleports targets to his presence (like he's done to Superman before). Also, if you give Darkseid a high level of ESP and Perception-range Teleport, he'd be able to Teleport himself or others vast distances (I think, unless I'm mis-interpreting the rules). The problem with ESP, though, is that I don't think Darkseid really has it, but he has been able to "summon" people to his presence.

I'm not sure that there's only one description of Darkseid's Omega Effect since his beams have been blocked (by WW's bracelets as you mention, by Orion's Astro Force, and by Superman's Heat Vision (ugh)), but generally follow the target until they connect and ignore intervening barriers (an exception being where Superman let the beams follow him until he ducked behind Darkseid and had the beams hit Darkseid instead). In recent years, Darkseid's Omega Effect is probably Ranged, but I think it used to be Perception-range. I think it depends on which version of Darkseid you prefer.


Well, I think that Pre-Crisis Darkseid is too powerful to be worth statting; he's just PL X like the members of the Quintessence.

I know that his Omega Beams just follow the target, or rather, seek out the target, thus the Ricochet feat. But Perception ranged powers require that Darkseid perceive his target and concealment will negate it. Extended Range would have worked, assuming he takes like 20 of it, but Teleport isn't an Extended Range power.

To teleport himself, I thought Darkseid always used a Boom Tube, which I neglected to include. :? Yet another omission. Look for v2.0 when I work these issues out.
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Postby Taliesin » Sat Feb 25, 2006 4:21 pm

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The Engineer isn’t fast enough. Swift isn’t strong enough. The Doctor doesn’t have the range. It’s a job for me.

Apollo

Power Level: 14 (231pp)

Abilities: STR: 16 [46] (+18), DEX: 14 (+2), CON: 16 [46] (+18), INT: 14 (+2), WIS: 16 (+3), CHA: 20 (+5)

Skills: Acrobatics 8 (+10), Knowledge [Tactics] 4 (+6), Notice 4 (+7), Search 4 (+6), Stealth 4 (+6), Survival 4 (+7)

Feats: All-Out Attack, Attractive, Fast Overrun, Improved Initiative 2, Interpose, Power Attack

Powers:
Enhanced Strength 30 (30pp)
Enhanced Constitution 30 (30pp)
Enhanced Feats 3 (Fast Overrun, Improved Initiative 2; 3pp)
Immunity 20 (all Heat effects, Life Support, Starvation and Thirst; 20pp)
Impervious Toughness 15 (15pp)
Regeneration 10 (Recovery Rate 10 [Bruised 3, Injured 3, Disabled 4]; Flaw: Source [sunlight; -1]; 5pp)
Space Travel 1 (slow interplanetary; 1pp)
Super-Senses 3 (Normal Sight [Extended], Track [Flight], Ultravision; 3pp)
Super-Strength 14 (Dynamic; Heavy Load: ~100K tons; Power Feats: Heat Vision; 30pp)
DAP: Flight 14 (250,000 MPH; 2pp)

Combat: Attack +10; Damage +18 (Unarmed) / +18 (Heat Vision); Defense +10 (+5 flat-footed); Initiative +9

Saves: Toughness +18 (+15 Impervious), Fortitude +18, Reflex +9, Will +9

Drawbacks:
Involuntary Transformation (into Normal Identity, when solar charge depleted by use of non-permanent powers away from sunlight; Common, Moderate [DC = power rank to overcome]; -3pp)
Normal Identity (Very Common [longer than full round to recharge], Major; -5pp)

Abilities 36 + Skills 7 (28 ranks) + Feats 4 + Powers 139 + Combat 40 + Saves 13 – Drawbacks 8 = Total 225

Complications: Enemy (various Earth and other-dimensional governments)

Design Notes:

As a pretty blatant Superman analog, Apollo shares significant design similarities with my Superman build, but note the important differences below.

:arrow: All of Apollo’s powers use solar energy as their source, but unlike Superman, Apollo appears to drain his solar charge much more rapidly. Each use has a chance of depleting his store of energy, and when this happens, he loses all of his powers until he can recharge again in sunlight. Whenever Apollo uses a non-Permanent power, make an unmodified d20 check against a DC equal to the power rank. In other words, the higher the rank of the power, the greater the chance that Apollo triggers the Involuntary Transformation. Apollo may always choose to use a power at less than full ranks in order to decrease the chance of depleting his stores. I decided to go with this simple check instead of optional energy point rules just so I’d stay within the basic rules, and I think it works rather nicely.

:arrow: Apollo definitely employs the sun-dipping stunt as described in my Superman entry. However, he does not appear to demonstrate the super-speed possessed by other Superman pastiches.

:!: Final Update 6/4/2010 :!:
Last edited by Taliesin on Fri Jun 04, 2010 10:33 am, edited 8 times in total.
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Postby Taliesin » Sat Feb 25, 2006 5:29 pm

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America’s Next Top Model passed on this?

Monster Girl

Power Level: 10 (150pp)

Abilities: STR: 10 [38] (+14), DEX: 14 (+2), CON: 10 [38] (+14), INT: 16 (+3), WIS: 8 (-1), CHA: 12 (+1)

Skills: Intimidate 12 (+13), Notice 8 (+7)

Feats: All-Out Attack, Improved Grab, Power Attack

Powers:
Alternate Form 19 “Monster” (95pp)

Monster Form (95pp total)
Enhanced Strength 12 (12pp)
Enhanced Constitution 20 (20pp)
Enhanced Feats 8 (Fearsome Presence 6, Improved Grapple, Startle; 8pp)
Growth 8 (Extra: Continuous [+1]; Flaw: Permanent [-1]; 24pp)
Immunity 5 (all Environmental Conditions; 5pp)
Immunity 40 (all Lethal Physical and Energy Damage; Flaw: Limited [causes non-lethal damage instead; -1]; 20pp)
Super-Strength 3 (Heavy Load: 75 tons; 6pp)

Combat: Attack +8 // -2 (size); Damage +14 (Unarmed); Defense +8 (+4 flat-footed) // -2 (size); Initiative +0

Saves: Toughness +14, Fortitude +14, Reflex +4, Will +2

Abilities 10 + Skills 5 (20 Ranks) + Feats 3 + Powers 95 + Combat 32 + Saves 5 – Drawbacks 0 = 150

:arrow: Monster Girl looks like a standard powerhouse on the surface, but two features separate her from the norm. The first is obviously her transformative power. Her “monster” form is a sustained Alternate Form. Note that all Permanent powers within a Sustained container are still permanent and cannot be turned off so long as the container is active. Monster Girl has a complication tied to this alternate form; the more she uses this form, the more powerful it becomes, but the younger her real body becomes as well.

:arrow: The second unique trait of Monster Girl is that she cannot be hurt in her monster form. All lethal damage that she takes in this form is instead converted to non-lethal damage, which she’ll then save against using her *ahem* monstrous +14 Toughness bonus. Monster Girl can be stunned and even staggered, but she won’t ever be injured or disabled.

:!: Update 3/23/07 :!: Monster Girl was actually my first Invincible build, constructed way back when. Big changes in the update, obviously.
Last edited by Taliesin on Fri Mar 23, 2007 1:48 pm, edited 3 times in total.
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Postby Taliesin » Sun Feb 26, 2006 3:13 pm

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You act like you've never seen a 5 ft. long nose hair!

Bobobo-bo-bo-bobo

Power Level: 8 (135pp)

Abilities: STR: 18 (+4), DEX: 14 (+2), CON: 18 (+4), INT: 10 (+0), WIS: 10 (+0), CHA: 18 (+4)

Saves: Toughness +6 (+4 flat-footed), Fortitude +4, Reflex +2, Will +0

Skills: Bluff 8 (+12), Disguise 4 (+8 ), Perform [Acting] 8 (+12)

Feats: Ambidexterity, Attack Specialization [nose hair] 2, Critical Strike, Defensive Roll 2, Dodge Focus 2, Equipment 4, Favored Opponent [Hair Hunters] 4, Improved Grapple, Minions 8, Takedown Attack

Powers: Additional Limbs 4 [prehensile hair] (4pp); Comprehend 1 (Flaw: Broad Type [“The Voices of the Hair”; -1]; 1pp), Confuse 8 (Extra: Area [Explosion; +2]; Flaws: Affects Self [-1], Range [-2]; 4pp), Dimensional Pocket 4 “Golden Afro” (8pp), Snare 8 (Power Feats: Reversible, Tether; 18pp), Strike 0 “Hanage Shinken” (Extra: Autofire 3 [+3]; Power Feats: Extended Reach 2, Improved Disarm, Improved Trip, Mighty; 17pp)

Combat: Attack +4 / +8 (hair), Damage +4 (unarmed) / +4 (hair, Autofire) / +8 (vs. Hair Hunters), Defense +10 (+4 flat-footed), Initiative +2

Equipment: Shades (0ep), Various Weaponry (20ep)

Abilities 28 + Saves 0 + Skills 5 (20 Ranks) + Feats 26 + Powers 52 + Combat 24 – Drawbacks 0 = 135

:!: Tradeoff: -2 Max Toughness Save; +2 Max Defense Bonus

:!: Bobobo’s Additional Limbs are long, prehensile hair from his nostrils, armpits, and chest (as far as we know). He can call up to 10 at a time.

:!: Hanage Shinken is the True Martial Art of the Nostril Hair. They are essentially whips with Autofire x3. This is Bobobo’s most powerful attack.

:!: Bobobo carries his minions around in his hair and in the Dimensional Pocket in his afro. These include various small animals and Miniscule-sized caretakers of his hair. He has between 100-200 minions of rank 1-2. He can also summon 20ep worth of weapons from his afro.

:!: Bobobo’s antics Confuse everyone around him, including himself!

:!: Which isn’t too hard considering that Bobobo has some pretty crappy saves, just the bonuses afforded by his ability scores. He pretty much gets affected by anything because, well, it’s more fun that way.

:!: When he’s not goofing off, Bobobo can mow down Hair Hunter fodder like nobody’s business. Against foes of comparable PL, however, he usually relies on wacky transformations or fusions. These are all PL cap-breakers but an apt satire of many fighting anime.

:!: On occasion, Bobobo has transformed into a giant robot. I haven’t included this in his standard package of powers, as incorporating it would break all sorts of PL caps. If you’re really interested, it would be something like: Alternate Form 14 [Solid] “Giant Robot” (Blast 8 [16pp], Density 6 [+12 Str, Immovable 2, Impervious Protection 3, Super-Strength 2; 18pp], Flight 6 [12pp], Growth 8 [+12 Str, +6 Con, +10 Str Carrying; 24pp]; 70pp total).

:!: Though there are several fusions Bobobo can perform with Don Patch and Tokoro Tennosuke (Jelly Jiggler), they are not common and the characters more strongly identified as individuals and not as components of a Gestalt.
Last edited by Taliesin on Thu Mar 23, 2006 7:11 pm, edited 1 time in total.
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Postby Taliesin » Mon Feb 27, 2006 8:45 pm

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Pegasus RYU SEI KEN!

Seiya
Bronze Saint Pegasus, Galaxian Tournament arc

Power Level: 10 (150pp)

Abilities: STR: 16 (+3), DEX: 20 (+5), CON: 16 (+3), INT: 10 (+0), WIS: 12 (+1), CHA: 18 (+4)

Skills: Acrobatics 8 (+13), Concentration 7 (+8), Languages 1 (Greek, base: Japanese), Sense Motive 8 (+9)

Feats: Acrobatic Bluff, Assessment, Diehard, Dodge Focus 2, Grappling Finesse, Improved Initiative, Last Stand, Luck, Move-By Action, Passing Attack

Powers:
Boost 10 [Cosmos] (any trait; Extras: Alternate Save [Will; +0], Total Fade [+1]; Flaws: Personal [-1], Tiring [-1]; 10pp)
Cosmos Array 10 (20pp)
Base Power: Blast 6 (Extra: Autofire [+1]; 0pp)
Device 3 [Pegasus Cloth] (Hard to Lose; Power Feat: Restricted [to Athena’s Saints], Summonable; 14pp)
Leaping 1 (x2; 1pp)
Speed 1 (10 MPH; 1pp)
Super-Senses 3 (Cosmos Awareness [mental], Detect Cosmos 2 [mental; Ranged]; 3pp)

Devices:

Pegasus Cloth (15pp total)
Replaces Tiring Flaw with Activation Drawback (Very Common, Major) on Boost (5pp)
Protection 5 (Extra: Impervious [+1]; 10pp)

Combat: Attack +10; Damage +3 [+8] (Unarmed) / +6 [+10] (Ryu Sei Ken, Autofire); Defense +12 (+5 flat-footed); Initiative +9

Saves: Toughness +8 (+5 Impervious), Fortitude +7, Reflex +10, Will +4

Abilities 32 + Skills 6 (24 Ranks) + Feats 11 + Powers 49 + Combat 40 + Saves 12 – Drawbacks 0 = Total 150

Complications: Obsession (finding his sister, Seika), Temper (impulsive)

:arrow: This is Seiya at the beginning of the series, during the time of the Galaxian Tournament. He is one of the more powerful Bronze Saints, distinguished by his persevering attitude, but not yet having taken the mantle of leadership of the Bronze Saints.

:arrow: The Boost power represents Seiya pushing his Cosmos past his usual limits. Usually, he uses this to improve his Strength or his Speed, but he can use it to acquire any trait, such as applying an Extra to an existing power. Seiya can, for instance, can add another level of Autofire to his Ryu Sei Ken. This power is normally Tiring, representing a greater ability to use Extra Effort. Seiya’s Cloth, or armor, not only provides a degree of protection, but helps channel the power of the Pegasus constellation, removing this Flaw from the power and replacing it with the Activation Drawback from Mecha & Manga, which is a more balanced version of the Check Required Flaw. Seiya can still use Extra Effort if the Activation fails.

:arrow: Seiya may summon his Pegasus Cloth or dismiss it if he is in contact with it. He can still lose the Cloth, and he may only summon the Cloth if he has first dismissed it, rather than having lost it.

:arrow: Seiya’s only signature attack at this point is the Pegasus Ryu Sei Ken (Meteor Fist), a barrage of supersonic punches. This may be augmented by his Cosmos to rank 10 or with a second level of Autofire.

:arrow: The Last Stand and Passing Attack feats are from Mecha & Manga.

:!: Updated 8/4/09 :!: So I’ve officially gone over to the dark side with this build, using features from Mecha & Manga with impunity. Most of the build is still very usable, even though I don’t think I can legally describe every feat in detail. It’s a great sourcebook that every manga/anime fan should have.
Last edited by Taliesin on Tue Sep 22, 2009 12:20 pm, edited 20 times in total.
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Postby Taliesin » Tue Feb 28, 2006 7:41 pm

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I'm going to enjoy crippling you all.

Midnighter

Power Level: 12 (225pp)

Abilities: STR: 20 [24] (+7), DEX: 20 [28] (+9), CON: 20 [28] (+9), INT: 18 [24] (+7), WIS: 20 (+5), CHA: 20 (+5)

Skills: Acrobatics 8 (+17), Climb 8 (+15), Disable Device 8 (+15), Intimidate 16 (+21), Investigate 4 (+11), Knowledge [Streetwise] 8 (+15), Knowledge [Tactics] 16 (+23), Notice 16 (+21), Sense Motive 12 (+17), Stealth 12 (+21), Survival 8 (+13)

Feats: Acrobatic Bluff, Ambidexterity, Attack Specialization [Unarmed], Challenges 2 (Forceful Intimidation, Powerful Intimidation), Equipment 2, Finishing Blow, Hide in Plain Sight, Startle, Takedown Attack 2; Enhanced Feats: Assessment, Blind-Fight, Dodge Focus 8, Evasion 2, Improved Initiative 2, Luck, Master Plan

Powers:
Container 9 “Fight Computer” (45pp)
Enhanced Strength 4 (4pp)
Enhanced Dexterity 8 (8pp)
AP: Deflect 8 (slow projectiles; 1pp)
{AP: Super-Speed 2 (25 MPH; Flaw: Duration [Concentration; -1])
Base Power: Rapid Attack 2; 1pp}
Enhanced Constitution 8 (8pp)
Immunity 4 (Aging, Poison, Suffocation [no need to breathe]; Flaw: Limited [-1]; 2pp)
Immunity 4 (Critical Hits, Disease, Starvation and Thirst; 4pp)
Regeneration 9 (Recovery Rate: Bruised 1, Injured 2, Disabled 3, Resurrection 3; Power Feats: Diehard, Regrowth; 11pp)
Super-Senses 2 (Darkvision; 2pp)
Super-Strength 2 (Heavy Load: ~1.5 tons; 4pp)

Fight Computer (45pp total)
Enhanced Attack 8 (16pp)
Enhanced Feats 16 (Assessment, Blind-Fight, Dodge Focus 8, Evasion 2, Improved Initiative 2, Luck, Master Plan; 16pp)
Enhanced Intelligence 6 (6pp)
AP: Quickness 18 (Flaw: One Task [Master Plan preparation; -2]; 1pp)
Super-Senses 6 (Danger Sense [visual], Detect Metahuman Powers 4 [visual, Ranged, Acute, Analytical], Uncanny Dodge [visual]; 6pp)

Equipment: Leather Jacket (1ep)

Arsenal (8ep array)
Quarterstaff (1ep)
Shuriken (1ep)
Spiked Gloves (Strike 1 [Piercing], Improved Critical, Mighty; 1ep)
Tonfa (Strike 2 [Blunt], Improved Block, Mighty; 5ep)

Combat: Attack +6 / +8 (Unarmed) // +8 (Fight Computer); Damage +1 (Shuriken, Autofire) / +7 (Unarmed) / +8 (Spiked Gloves, 19-20 Crit) / +9 (Quarterstaff or Tonfa); Defense +6 (+3 flat-footed) // +8 (Dodge; Fight Computer); Initiative +17 // +8 (Super-Speed)

Saves: Toughness +10, Fortitude +13, Reflex +13, Will +9

Abilities 58 + Skills 29 (116 ranks) + Feats 12 + Powers 90 + Combat 24 + Saves 12 – Drawbacks 0 = 225

:arrow: He’s the Night’s Bringer of War, and he’s a mean bastard. The Midnighter is superhumanly quick and tough, and a melee combat machine. In many ways, he’s really a Batman clone and an example of what the Dark Knight might be if he became the World’s Greatest Detective on ways to beat an opponent into a bloody pulp.

:arrow: The Midnighter relies so heavily on his neural Fight Computer and most of his combat feats are linked to it that he is almost a cripple if that Container is nullified. He has a lot of minor powers, including those arrayed off of his enhanced ability scores. Most unusual is his Quickness that is restricted to Master Plan preparation, allowing him to prepare almost instantaneously by running a fight through his Fight Computer a million times and immediately make the Master Plan check when he faces an opponent.

:!: Update 2/21/07 :!: I keep fiddling with Midnighter’s Fight Computer, and I really like this version. Instant Master Plan both fits his concept and distinguishes him from other characters of a similar mold such as Batgirl.
Last edited by Taliesin on Wed Feb 21, 2007 12:32 pm, edited 5 times in total.
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Postby Taliesin » Wed Mar 01, 2006 7:03 pm

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Chrollo Lucilfer

Power Level: 13 (196pp)

Abilities: STR: 14 (+2), DEX: 16 (+3), CON: 16 (+3), INT: 18 (+4), WIS: 16 (+3), CHA: 18 (+4)

Skills: Bluff 8 (+12), Concentration 8 (+11), Intimidate 8 (+12), Knowledge [Tactics] 8 (+12), Notice 8 (+11), Search 8 (+12), Sense Motive 8 (+11)

Feats: Assessment, Fearless, Improved Initiative, Inspire, Leadership, Master Plan

Powers:
Mimic 8 [Quintessence of Theft] (any Nen Hatsu power; Extra: Continuous [+1]; Flaw: Limited [any subject whose Hatsu was captured by Skill Hunter; -1]; 24pp)
Nen Array 14 (Power Feat: Subtle; 29pp)
Base Power (Dynamic): Enhanced Strength 14 (1pp)
DAP: Force Field 7 (Extra: Impervious [+1]; 2pp)
DAP: Nullify 14 [Skill Hunter] (any Nen Hatsu power; Extras: Continuous [Lasting; +3]; Flaws: Limited [requires seeing the power and that the target explain it and then touch the Quintessence of Theft within an hour; -1], Touch [-1]; 2pp)
Super-Senses 5 (Detect Nen 5 [mental; Ranged, Accurate, Acute]; 5pp)
Super-Strength 4 (Heavy Load: ~1.5 tons.; 8pp)

Combat: Attack +12, Damage +2 [+9] (Unarmed), Defense +12 (+6 flat-footed), Initiative +7

Saves: Toughness +3 [+10 (+7 Impervious)], Fortitude +8, Reflex +10, Will +10

Abilities 38 + Skills 14 (56 Ranks) + Feats 6 + Powers 71 + Combat 48 + Saves 19 – Drawbacks 0 = Total 196

Complications: Reputation (daisho of the Genei Ryodan)

:arrow: Chrollo is the leader of the Genei Ryodan and one of the most capable people in the world; he is intelligent, charismatic, and an excellent warrior. He is well-balanced and has no true weakness.

:arrow: His Hatsu is Skill Hunter. It is a very powerful Nullify that has several limitations. To activate it, Chrollo must see the Hatsu he wishes to Nullify, inquire and learn about the Hatsu from the user, and have the user touch a book Chrollo materializes, called the Quintessence of Theft. These must all occur within the span of an hour. When these conditions are met, Chrollo captures the power and stores it within the pages of the book. The Quintessence of Theft can then act as a focus for Chrollo’s Mimic whenever he wills the book into existence and opens it to the page containing the stolen power he wishes to use. If the victim dies, however, the page containing his stolen Hatsu disappears, and Chrollo may no longer use it.

:arrow: Some observed powers that Chrollo has stolen include the following:

Dimensional Pocket 10 [Fan Fan Cloth] (20pp)
Summon Minion 10 [Indoor Fish] (20pp)
Super-Senses 8 [Lovely Ghost Writer] (Postcognition, Precognition; 8pp)
Teleport 10 (Extras: Attack [+0], Perception [+2]; 40pp)

The Indoor Fish is a materialization of a skeletal fish that feeds upon human flesh and can only survive in a sealed room. Damage caused by the fish is not fatal until it disappears, at which point all damage is dealt [Triggered Strike]. It’s usually used outside of combat as a torture device. The Lovely Ghost Writer writes out the prophecy for Chrollo but cannot predict the future of the user of that power.

:!: Update 4/22/10 :!: Complete revamp of one of my earlier builds. Chrollo’s Nen powers are much more streamlined and I used a Continuous [Lasting] Nullify as the basis of his Skill Hunter.
Last edited by Taliesin on Thu Apr 22, 2010 2:42 pm, edited 4 times in total.
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Postby Taliesin » Thu Mar 09, 2006 6:38 pm

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I possess the strongest fist and the hardest shield!

Shiryu
Bronze Saint Dragon, Galaxian Tournament arc

Power Level: 10 (150pp)

Abilities: STR: 20 (+5), DEX: 16 (+3), CON: 14 (+2), INT: 14 (+2), WIS: 18 (+4), CHA: 12 (+1)

Skills: Acrobatics 4 (+7), Concentration 8 (+12), Knowledge [History] 4 (+6), Medicine 4 (+8), Sense Motive 8 (+12)

Feats: Assessment, Attractive, Bishonen, Defensive Attack, Improved Initiative, Move-By Action, Power Attack, Weapon Break

Powers:
Boost 8 [Cosmos] (any trait; Extras: Alternate Save [Will; +0], Total Fade [+1]; Flaws: Personal [-1], Tiring [-1]; 8pp)
Cosmos Array 9 (18pp)
Base Power: Climbing Kick 8 [Rozan Shoryu Ha] (Power Feats: Improved Trip, Up in the Air; 0pp)
Device 6 [Dragon Cloth] (Hard to Lose; Power Feats: Restricted [to Athena’s Saints], Summonable; 26pp)
Speed 1 (10 MPH; 1pp)
Super-Senses 3 (Cosmos Awareness [mental], Detect Cosmos 2 [mental; Ranged]; 3pp)

Devices:

Dragon Cloth (30pp total)
Buys off Weak Point Drawback (1pp)
Replaces Tiring Flaw with Activation Drawback (Very Common, Major) on Boost (3pp)
Deflect 11 (energy attacks; Power Feat: Interpose; 12pp)
Protection 5 (Extra: Impervious [+1]; 10pp)
Shield 4 (4pp)

Combat: Attack +8; Damage +5 [+9] (Unarmed) / +8 [+12] (Rozan Shoryu Ha, Knockback); Defense +9 [+13] (+5 flat-footed), Initiative +7

Saves: Toughness +7 (+5 Impervious), Fortitude +6, Reflex +7, Will +8

Drawback: Weak Point (base Toughness; Uncommon, Minor, -1pp)

Abilities 34 + Skills 7 (28 Ranks) + Feats 8 + Powers 56 + Combat 34 + Saves 12 – Drawbacks 1 = Total 150

Complications: Responsibility (Shunrei)

:arrow: This is Shiryu at the beginning of the series, during the time of the Galaxian Tournament. He is one of the more powerful Bronze Saints, as well as the oldest and most mature.

:arrow: The Boost power represents Shiryu pushing his Cosmos past his usual limits. Usually, he uses this to improve his Strength, but he can use it to acquire any trait, such as applying an Extra to an existing power. Shiryu can, for instance, can add an Area Extra to his Shoryu Ha. This power is Tiring and can be likened to being able to use Extra Effort to greater effect. Shiryu’s Cloth, or armor, not only provides a degree of protection, but helps channel the power of the Dragon constellation, removing this Flaw from the power and replacing it with the Activation Drawback from Mecha & Manga, which is a more balanced version of the Check Required Flaw. Shiryu can still use Extra Effort if the Activation fails. Shiryu’s Dragon Cloth is considered one of the premier Bronze Cloths, notable for its reputedly unbreakable shield.

:arrow: Shiryu may summon his Dragon Cloth or dismiss it if he is in contact with it. He can still lose the Cloth, and he may only summon the Cloth if he has first dismissed it, rather than having lost it.

:arrow: Shiryu’s only signature attack at this point is the Rozan Shoryu Ha (Rozan Rising Dragon), an incredibly powerful punch that sends his target flying high into the air. This is Climbing Kick from Mecha & Manga, which is a Strike Linked to Touch Range Knockback Trip, which can inflict knockback even without incurring a stunning condition from the damage attack.

:arrow: The Bishonen feat is also from Mecha & Manga.

:!: Updated 8/7/09 :!: Trying to keep this build still very compatible with non-MeMa users. The Climbing Kick power is basically what I intended for Shiryu’s signature attack and easily built from existing effects.
Last edited by Taliesin on Mon Aug 10, 2009 11:00 am, edited 9 times in total.
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Postby Taliesin » Fri Mar 10, 2006 7:04 pm

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I wish I had a cigarette.

Jenny Sparks

Power Level: 13 (220pp)

Abilities: STR: 12 (+1), DEX: 14 (+2), CON: 14 (+2), INT: 16 (+3), WIS: 24 (+7), CHA: 40 (+15)

Skills: Diplomacy 8 (+23), Gather Information 4 (+19), Intimidate 8 (+23), Investigate 8 (+11), Knowledge [Civics] 4 (+7), Knowledge [Current Events] 8 (+11), Knowledge [History] 16 (+19), Knowledge [Tactics] 8 (+11), Languages 4 (German, 3 others; base: English), Sense Motive 4 (+11)

Feats: Assessment, Attack Focus [Ranged] 5, Attractive, Beginner’s Luck, Connected, Contacts, Defensive Roll 4, Diehard, Dodge Focus 6, Leadership, Luck, Well-Informed

Powers:
Absorption 8 (Energy; Extra: Power Magnet [+1]; Flaw: Limited [Electricity only; -2]; 24pp)
Electrical Control 7 (Dynamic; Power Feat: Indirect 2; Drawback: Power Loss [when cut off from electrical sources; Uncommon, Minor]; 16pp)
DAP: Energy Aura 4 [Electrical] (2pp)
DAP: Insubstantial 3 (Electrical Energy; 2pp)
DAP: Machine Control 8 (2pp)
DAP: Mental Blast 8 (Flaw: Range [Touch; -2]; 2pp)
DAP: Transmit 8 (electrical signals; Extra: Accurate [+1]; 2pp)
Immunity 12 (Aging, Disease, all Electrical effects; 12pp)
Regeneration 10 (Resurrection 10 [no action]; Flaw: Uncontrolled Reincarnation [-1]; Power Feat: Reincarnation; 11pp)
Super-Senses 4 (Benefit [directed inspiration], Detect Electricity 3 [mental; Ranged, Acute]; 4pp)

Absorption Effects
Base Effect: Boost 16 (Electrical Control; 0pp)
AP: Boost 16 (Energy Aura; 1pp)
AP: Boost 16 (Mental Blast; 1pp)
AP: Healing 8 (1pp)

Combat: Attack +6 / +11 (Ranged); Damage +1 (Unarmed) / +7 (Electrical Control, Indirect 2) / +8 (Mental Blast) // +4 (Electrical Aura) / +8 (Boost); Defense +12 (+3 flat-footed); Initiative +2

Saves: Toughness +6 (+2 flat-footed) // +8 (Impervious; against electricity), Fortitude +5, Reflex +5, Will +15

Abilities 60 + Skills 18 (72 ranks) + Feats 24 + Powers 80 + Combat 24 + Saves 14 – Drawbacks 0 = Total 220

Complications: Accident (cursed to touch all of the century’s evil), Enemy (numerous), Fame (leader of the Authority), Responsibility (saving the world)

:arrow: Jenny is a powerful energy controller but comes out undercapped in most situations, so she does well in various styles of gaming. Her Absorption doesn’t really help her resist most forms of damage, so she’ll crumple from most hits, especially if she gets caught flat-footed, and she’s immune to Electrical damage, anyway, but she’ll need the Boost to hit her caps offensively with Electrical Control. As a bonus, her Power Magnet extra allows her to amplify her Electrical Control by drawing upon nearby sources of electricity (power lines, power grid, storm clouds, etc.), thereby nullifying or countering them if so desired.

:arrow: Jenny can do lots of neat things with her Electrical Control, and using it as an Aura is her best defense against anyone trying to assault her in close range and to compensate for her low Toughness. If they keep their distance, Jenny can always fry or stun them, or just escape with Transmit or by going Insubstantial.

:arrow: But Jenny’s not designed for combat, though she’ll often deliver the coup de grace. She’s got a ton of skills and with her Charisma, a ton of clout. She’s got more Leadership experience than nearly anyone in the 20th-century and an attitude to match. Moreover, her Beginner’s Luck is probably more appropriately termed “Old Fart’s Experience,” since she’s got a century’s worth of skills that she can pull out when needed. And as the century itself sees to it that she’s in the right place at the right time with the right tools to do whatever it takes to get the world to the 21st-century, no matter what the personal cost, Jenny’s got Complications up the wazoo and Luck to boot.

:!: Update 12/27/07 :!: A few minor changes, but the bulk of the build, her Absorption and Dynamic Array, remains the same.
Last edited by Taliesin on Mon Dec 31, 2007 4:59 pm, edited 4 times in total.
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Postby Taliesin » Fri Mar 10, 2006 10:05 pm

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The Engineer (Angela Spica)

Power Level: 10 (180pp)

Abilities: STR: 12 (+1), DEX: 16 (+3), CON: 14 (+2), INT: 24 (+7), WIS: 18 (+4), CHA: 18 (+4)

Skills: Acrobatics 8 (+11), Computers 15 (+22), Concentration 4 (+8), Craft [Electronic] 15 (+22), Craft [Mechanical] 15 (+22), Disable Device 12 (+19), Escape Artist 8 (+11), Knowledge [Technology] 15 (+22), Medicine 8 (+12), Profession [Scientist] 8 (+12)

Feats: Ambidexterity, Attack Focus [Ranged] 2, Attractive, Dodge Focus 4, Eidetic Memory, Inventor, Move-By Action, Skill Mastery (Computers, Craft [Electronics, Mechanical], Knowledge [Technology]), Teamwork 3

Powers:
Immunity 2 (Disease, Poison; 2pp)
Variable Power 10 (multiple powers of a Technological descriptor; 60pp)

Sample Allocation (50pp total)
Blast 6 (Extra: Autofire [+1]; 18pp)
Flight 6 (500 MPH; 12pp)
Protection 6 (Extra: Impervious [+1]; 12pp)
Super-Senses 8 (Detect Environmental Changes 8 [mental; Ranged, Radius, Extended 5]; 8pp)

Combat: Attack +6 / +8 (Ranged); Damage +6 (Blast, Autofire); Defense +10 (+3 flat-footed); Initiative +3

Saves: Toughness +8 (+6 Impervious), Fortitude +5, Reflex +6, Will +8

Abilities 42 + Skills 27 (108 ranks) + Feats 15 + Powers 62 + Combat 24 + Saves 10 – Drawbacks 0 = 180

:arrow: The Engineer has the lowest PL in the Authority, but she’s also the most versatile, with only the Doctor in her league. Her nanotechnology takes the form of liquid machinery that has replaced her blood. With it, she can produce Variable Powers of a Technological descriptor using a pool of 50pp. The Engineer’s PL of 10 is theoretical, as she doesn’t hit her caps with any trait, but with Variable Power, she certainly can.

:arrow: Most of Angie’s skills lie in Craft and Knowledge. At the GM’s option, the Engineer can use her nanomachines to provide Enhanced Intelligence and further improve her skill bonuses.

:!: Update 2/23/07 :!: It’s actually cheaper to make the Engineer’s nanotechnology a variable structure.
Last edited by Taliesin on Fri Feb 23, 2007 8:21 pm, edited 6 times in total.
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Postby Psistrike » Fri Mar 10, 2006 10:16 pm

Loving your write-ups so far, especially the Authority. Have the Tri-Stat RPG book for it myself but couldn't figure out the scale for conversions on stats and such. Can't wait to see the rest of them, especially how you stat up the Doctor.
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Postby Taliesin » Fri Mar 10, 2006 10:25 pm

Thanks! I was feeling a little lonely for a while, but this is strangely addictive, especially between campaign sessions, which have a frequency of only rank 9 on Progression table (that's once every 1 week). :cry:

I've been using the Tri-Stat book as a rough guide. I try to match up the Stat Value Descriptions on page 88 of the Tri-Stat with the Ability Benchmarks on page 30 of the M&M2E, but feel from the readings of the comic that the stats in the Tri-Stat book are a little high. I just use my judgment in the end.
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