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Taliesin's builds: 3E moved to sister thread

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Postby Libra » Thu Jun 15, 2006 3:55 am

I sometimes think that it's a good thing the Summers clan is dysfunctional. If they were not they'd conquer the world.
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Postby Jedi Morningfire » Thu Jun 15, 2006 6:02 am

Taliesin wrote:Image
What? My fifteen minutes are up, already?

Nate Grey

Power Level: 16 (180pp)

Abilities: STR: 10 (+0), DEX: 14 (+2), CON: 10 (+0), INT: 12 (+1), WIS: 18 (+4), CHA: 18 (+4)

Skills: Acrobatics 8 (+10), Climb 8, Concentration 12 (+16), Diplomacy 8 (+12), Notice 8 (+12), Search 8 (+9), Sense Motive 10 (+14), Survival 6 (+10)

Feats: Attack Specialization [Telekinesis] 3, Assessment, Defensive Roll 2, Dodge Focus 4, Improved Pin, Inspire 3, Luck 2, Power Attack, Ranged Pin, Trance, Ultimate Effort (Telekinesis)

Powers:
Boost 12 [Telekinesis] (Extra: Total Fade [+1]; Flaws: Personal [-1], Tiring [-1]; 6pp)
Mind Shield 12 (12pp)
Super-Senses 11 (Accurate [Mental Awareness], Awareness [Mental], Postcognition, Precognition; 11pp)
Telekinesis 12 (Dynamic; Extra: Wide [25pp per power / 49pp pool; +1]; Power Feat: Precise; 38pp)
Dynamic Alternate Power: Astral Form (2pp)
DAP: Blast [Force] (2pp)
DAP: ESP (Mental; 2pp)
DAP: Flight (2pp)
DAP: Force Field (Extra: Impervious [+1]; 2pp)
DAP: Illusion (all senses; Flaw: Phantasms [-1]; 2pp)
DAP: Insubstantial 4 (2pp)
DAP: Mental Blast (2pp)
DAP: Mind Control (2pp)
DAP: Telepathy (2pp)
DAP: Transform [Mental, 1pp/rank] (Extra: Continuous [+1], Range [Perception; +1]; Flaw: Action [-1]; 2pp)

Combat: Attack +6 / +12 (Telekinesis); Damage +0 (Unarmed) / +6 (Mental Blast) / +12 (Blast); Defense +10 (+3 flat-footed); Initiative +2

Saves: Toughness +2 (up to +14 / +12 Impervious with Force Field, +0 flat-footed), Fortitude +4, Reflex +6, Will +8

Drawbacks: Weakness (every 3 ranks of Boost Nate uses; -1 Drain to Constitution; Common, Moderate; -4pp)

Abilities 22 + Skills 17 (68 ranks) + Feats 20 + Powers 89 + Combat 24 + Saves 12 – Drawbacks 4 = 180

:arrow: Behold, the ultimate mutant! Well, until the next most powerful mutant showed up. For a time, Nate Grey, the X-Man, was hailed as the most powerful psionic mind in several worlds and yet another of many in line to put an end to Apocalypse. He’s normally a balanced PL12, but with Boost, can increase his Telekinesis and Telepathy to rank 16: more powerful than even Professor X.

:arrow: Since Nate hasn’t fully reached his potential, he cannot use the full depth of his powers without backlash, so he normally uses his powers at rank 12 and Boosts them sparingly. Nate’s Drawback causes a -1 Drain to Constitution for every rank of Telekinesis (3pp/rank) that is Boosted. So Boosting Telekinesis to rank 16 will drain 4 points of Constitution from Nate!

:arrow: Nate’s Telekinesis/Telepathy array contains nearly every conceivable use of those mental powers. Unlike previous telepath builds, I did not unfold Telepathy into its constituent powers because Nate’s Communication range has never, to my knowledge, been explicitly limited.

Very cool build. Oddly, this was one of the few Marvel books (others were Generation X and Darkhawk) I actively collected until lack of fundage forced me to quit.

Your build shows that Nate's a monster when he gets "all fired up." Darn shame the way Marvel decided to end his run (especially with that whole shaman nonsense).
"I don't go looking for trouble. Trouble always finds me."
- Harry Potter, Prisoner of Azkaban

JediMorningfire's Assorted Character Thread
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Postby Taliesin » Thu Jun 15, 2006 9:29 am

Kind of fun to revisit these 90s greats. Seems like every X-Men story in the 90s revolved around Apocalypse.

The Summers clan seemed to get some extraordinary attention from Sinister and Apocalypse, but I wonder if they would have been that powerful if they hadn't worried so much about them and manipulated them, genetically and otherwise. Self-fulfilling prophecy, I guess.

Of course, all that hoopla over Alpha-level mutants kind of died off once Omega-level mutants started cropping up everywhere! The Summers bloodline has nothing on the Grey!
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Postby Taliesin » Thu Jun 15, 2006 9:52 am

Okay, two more days till I'm outta here...

I have a Mandarin request to fulfill, want to get Iceman done as well...and I really want to write up an Apocalypse for my Summers brothers to beat on.
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Postby Vermillion » Thu Jun 15, 2006 10:05 am

Taliesin wrote:Kind of fun to revisit these 90s greats. Seems like every X-Men story in the 90s revolved around Apocalypse.

The Summers clan seemed to get some extraordinary attention from Sinister and Apocalypse, but I wonder if they would have been that powerful if they hadn't worried so much about them and manipulated them, genetically and otherwise. Self-fulfilling prophecy, I guess.

Of course, all that hoopla over Alpha-level mutants kind of died off once Omega-level mutants started cropping up everywhere! The Summers bloodline has nothing on the Grey!


Well, with Vulcan being revealed and all, I wouldn't be so quick to say that.

I always wondered why, if the Greys are the ones who could become Phoenixes (according to the Shi'ar in recent books), why even bother trying to mate they with the Summers?

But I think I figured it out: The only real Phoenix from the Grey bloodline is the second one (Rachel?). Jean was originally replaced by a Phoenix, and the possessed by one. But Phoenix II was born with it. And JEan was driven crazy by the power.

Plus with Cable and X-Man being so powerful, I think the big secret is in the Summers blood. Like, because the Summers are in some shape or form energy controllers, they can actually manipulate the Poenix powers without going crazy. So while only a Grey can become a Phoenix, only a Summers can handle the power. But when you put them together....
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Postby Taliesin » Thu Jun 15, 2006 10:08 am

Well, with Vulcan being the third Summers brother...it's going to take some time to get used to it. Apparently, Apocalypse was supposed to have been revealed to be the third Summers, and he's an Alpha. We'll see how crazy things get, but I hope this Omega mutant bit doesn't get too out of hand.
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Postby MDSnowman » Thu Jun 15, 2006 10:10 am

I got to say that's a very good Nate Grey. When I get around to doing him I can easily see myself taking a page from your book.
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Postby Taliesin » Thu Jun 15, 2006 1:42 pm

MDSnowman wrote:I got to say that's a very good Nate Grey. When I get around to doing him I can easily see myself taking a page from your book.


That's quite flattering. It's always surprising to have done a writeup that you hadn't gotten to first! :D
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Postby MDSnowman » Thu Jun 15, 2006 1:53 pm

Taliesin wrote:
MDSnowman wrote:I got to say that's a very good Nate Grey. When I get around to doing him I can easily see myself taking a page from your book.


That's quite flattering. It's always surprising to have done a writeup that you hadn't gotten to first! :D


Heh I like doing those hardcore powerful characters in increments of 50. So I seldom get to really explore uber-powerful characters. It doesn't bother me that much, because those aren't really my favorites.
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Postby Taliesin » Thu Jun 15, 2006 5:54 pm

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Iron Man! You wear the colors of a Communist!

Mandarin

Power Level: 12 (202pp)

Abilities: STR: 20 (+5), DEX: 14 (+2), CON: 20 (+5), INT: 24 (+7), WIS: 12 (+1), CHA: 14 (+2)

Skills: Concentration 8 (+9), Craft [Electronic] 8 (+15), Craft [Mechanical] 8 (+15), Knowledge [Arcane Lore] 4 (+11), Knowledge [Business] 8 (+13), Knowledge [Life Sciences] 8 (+13), Knowledge [Tactics] 8 (+15), Knowledge [Technology] 16 (+23), Pilot 4 (+6)

Feats: Improved Initiative, Improved Sunder, Inventor, Power Attack, Ritualist

Powers:
Device 14 [Makluan Power Rings] (Hard to Lose; Power Feats: Accurate, Restricted 2; 59pp)
ESP 9 (Visual; Flaw: Medium [Makluan Power Rings; -1]; 9pp)
Strike 2 (Extra: Penetrating 7 [+1]; Power Feats: Improved Critical, Mighty; 11pp)

Devices:

Makluan Power Rings (70pp total)
Blast 12 (Power Feat: Variable Descriptor 2 [any elemental]; 26pp)
AP: Disintegration 8 (Flaws: Limited [to objects; -1], Tiring [-1]; 1pp)
AP: Mind Control 12 (1pp)
AP: Sonic Control 12 (1pp)
Flight 7 (1,000 MPH; 14pp)
Transform 6 (any inanimate into any inanimate; Flaw: Touch [-1]; 24pp)
AP: Air Control 12 (1pp)
AP: Darkness Control 12 (1pp)
AP: Light Control 12 (1pp)

Combat: Attack +10 / +12 (Makluan Power Rings); Damage +7 (Strike, Penetrating, 19-20 Crit) / +12 (Blast, various); Defense +10 (+5 flat-footed); Initiative +6

Saves: Toughness +5, Fortitude +9, Reflex +6, Will +7

Abilities 44 + Skills 18 (72 ranks) + Feats 5 + Powers 79 + Combat 40 + Saves 14 – Drawbacks 0 = Total 202

Complications: Hatred (Iron Man)

:arrow: Though he has been billed as a mystically-enhanced villain, the Mandarin’s powers are derived from the alien technology of the Makluan power rings. In addition to the rings’ powers, the Mandarin’s physiology has also been altered by the rings, increasing his strength and transforming his hands into claws. He has used various other devices in the past, including a force field generator, but these are often one shots and handled by his Inventor feat.

:arrow: Of course, the Mandarin is known for his ten rings. I treated the entire set as a single Device. He can use two effects at once in additional to flight. Losing a ring means losing one or more powers from the array, but collectively, the Devices are Hard to Lose, singly or together. The Mandarin has a psionic link to his rings and can use them as a medium for his ESP, except that he does not need the ring in his presence, only in the location he wishes to scry. This is slightly different from the default Flaw: Medium, but since he is limited to at most 10 locations this power may be used to observe, the cost more than evens out.
Last edited by Taliesin on Sun Sep 14, 2008 11:50 am, edited 3 times in total.
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Postby scc » Thu Jun 15, 2006 5:59 pm

Nice build for Mandarin. Should he have minions as a feat though. Does the Hand still work for him?
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Postby Taliesin » Thu Jun 15, 2006 8:03 pm

I thought that he got kicked out of the Hand...?
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Postby scc » Thu Jun 15, 2006 8:38 pm

Maybe your right. Just was curious if he has any minions now. Not trying to be nickpicky.
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Postby Taliesin » Thu Jun 15, 2006 9:11 pm

Oh, I'm not annoyed at all! :D I just find it hard to keep up with every single comic sometimes, so I welcome comments of all kinds, since they're usually educational.
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Postby Taliesin » Thu Jun 15, 2006 10:41 pm

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Ice, Ice, Baby!

Iceman

Power Level: 10 (150pp)

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

Skills: Bluff 12 (+15), Craft [Artistic] 8 (+10), Knowledge [Business] 8 (+10), Knowledge [Pop Culture] 8 (+10), Profession [Accountant] 8 (+10)

Feats: Dodge Focus 3, Equipment, Fast Overrun, Move-By Action, Ranged Pin, Taunt, Teamwork 2

Powers:
Alternate Form 4 “Ice” (20pp)
AP: Alternate Form 4 “Water” (1pp)
AP: Alternate Form 4 “Vapor” (1pp)
Cold Control 15 (Dynamic; 31pp)
DAP: Blast 15 [Ice] (2pp)
DAP: Create Object 15 (Ice Shapes; Power Feat: Precise; 2pp)
DAP: Environmental Control 15 (Mix-and-Match Environments; Distraction [DC 10], Hamper Movement [one-quarter speed]; 2pp)
DAP: Snare 15 (Ice Bonds; 2pp)
Flight 4 (100 MPH; Flaw: Platform [-1]; 4pp)
Regeneration 12 (Recovery Rate 8: Bruised 1, Injured 3, Disabled 4; Resurrection 4 [1 hour]; Flaw: Source [water in any form; -1]; Power Feat: Regrowth; 7pp)
Super-Senses 1 (Infravision; 1pp)

Ice Form Traits (20pp total)
Density 4 (12pp)
Protection 8 (8pp)

Water Form Traits (20pp total)
Concealment 5 (Visual, Hearing; Flaw: Limited [Underwater only; -1]; Power Feat: Close Range; 6pp)
Elongation 4 (4pp)
Enhanced Feat 1 (Environmental Adaptation [Underwater]; 1pp)
Immunity 1 (Suffocation [breathe underwater]; 1pp)
Insubstantial 1 (5pp)
Swimming 3 (10 MPH; 3pp)

Vapor Form Traits: (19pp total)
Concealment 3 (Normal Sight, Normal Hearing; Power Feat: Close Range; 7pp)
Flight 1 (10 MPH; 2pp)
Insubstantial 2 (10pp)

Equipment: Commlink (1ep)

Combat: Attack +5; Damage +5 (Unarmed) / +15 (Blast); Defense +9 (+3 flat-footed); Initiative +2

Saves: Toughness +1 // +10 (+2 Impervious; Ice Form), Fortitude +5, Reflex +6, Will +6

Abilities 22 + Skills 11 (44 ranks) + Feats 10 + Powers 73 + Combat 22 + Saves 12 – Drawbacks 0 = 150

:arrow: Bobby Drake is quite the accomplished energy controller these days, using his powers at a high level without losing control. At one time, he needed to wear an inhibitor belt. His powers were rank 15 but had the Full Power Drawback and Uncontrolled Flaw; the belt bought back the Flaw and Drawback but decreased his Cold Control rank to 11. Now Iceman has essentially used his own pp to buy off the Flaw and Drawback and can use his powers at their full capacity as befits an Omega-level mutant.

:arrow: Iceman can actually exist in any form of water, from ice to liquid water to vapor, each with its own set of properties. Also, so long as there is ambient water for Bobby to absorb, he gets Regeneration, even from states that would otherwise qualify as dead (shattered, etc.). It is unknown what set of circumstances besides the absence of water could prevent Iceman from reconstituting himself. Since it is a somewhat rare trick, by using Extra Effort, Iceman can stunt his Alternate Form to add external water to his own mass and simulate a Growth effect.

:arrow: Bobby’s actually a CPA! That’s pretty impressive. Less so are his feats; he relies more on his powers and the tricks he can manage with them than a whole lot of combat training, though like most X-Men, he’s still a great team player. A random power is Bobby’s Infravision; he can detect heat in objects, which makes sense given his powers. Even more random: he can use Artistic Craft to make ice sculptures, making him a popular guy come Christmas time.

:!: Update 2/12/07 :!: Some miscalculations and typos were fixed. Also made the format a little easier to comprehend, considering that Iceman has APs off of his Alternate Forms and DAPs off of his Cold Control to deal with.
Last edited by Taliesin on Mon Feb 12, 2007 9:42 am, edited 2 times in total.
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