The official Mutants & Masterminds boards
Starman IX wrote:That's why we love 'im though.Taliesin wrote:Wow. Dan really sucks.Neither are the shotos, look that their sprites, they have fists in them. Well, at least Ken's and Ryu's.Taliesin wrote:His Gadouken isn’t even a ranged attack
JoshuaDunlow wrote:What the heck is a enhanced feat?! Its not in the masterminds manual, from what i can tell.
Cgeist wrote:Hey, Taliesin. Fairly new on the boards, but I just have to say that I have been watching your builds for the past few months and they just seem to be getting better and better.
I love the Street Fighter builds - It would be fantastic to see a PDF of all the world warriors someday.
Anyways, major Kudos and keep up the good work.
Fisdenallus wrote:Thanks for the Jade write-up!
It’s the claw! Nothing can stop the claw!
Green Lantern (Hal Jordan)
Power Level: 13 (168pp)
Abilities: STR: 14 (+2), DEX: 18 (+4), CON: 18 (+4), INT: 12 (+1), WIS: 18 (+4), CHA: 14 (+2)
Skills: Acrobatics 4 (+8), Concentration 18 (+22), Diplomacy 7 (+9), Gather Information 5 (+7), Notice 10 (+12), Pilot 14 (+18), Profession [Air Force pilot] 8 (+10), Sense Motive 10 (+12)
Feats: Assessment, Attack Specialization [Power Ring] 2, Connected (Green Lantern Corps), Contacts, Dodge Focus 2, Environmental Adaptation (zero gravity), Fearless, Inspire, Interpose, Precise Shot, Teamwork 2, Ultimate Effort 2 (Concentration check, Will save)
Device 15 “Green Lantern Power Ring” [Hard to Lose] (60pp)
Linked Power: Enhanced Feat 3 (Minions 3; 3pp)
Green Lantern Power Ring (75pp total)
Communication 20 (mental; Flaw: Limited [to ring-bearers only; -1]; 10pp)
Comprehend 3 (Languages 3; 6pp)
Enhanced Feats 2 (Diehard, Quick Change 2; 3pp)
Immunity 9 (Life Support; 9pp)
Variable Power 15 (Dynamic; multiple powers of electromagnetic descriptor; Flaws: Check Required [Concentration; -1], Limited [not usable on yellow things; -1], Side Effect [Mental Blast, when constructs destroyed; -1]; Drawback: Power Loss [when not recharged by Power Battery; Uncommon, Minor]; 45pp)
DAP: Variable Power 15 (multiple powers of electromagnetic descriptor; Flaws: Check Required [Concentration; -1], Duration [Concentration; -1], Side Effect [Mental Blast, when constructs destroyed; -1]; Drawback: Power Loss [when not recharged by Power Battery; Uncommon, Minor]; 2pp)
Combat: Attack +7 / +11 (Power Ring); Damage +2 (Unarmed) / +15 (Variable Power); Defense +8 (+3 flat-footed); Initiative +4
Saves: Toughness +3 // +15 (Variable Power), Fortitude +6, Reflex +6, Will +18
Abilities 34 + Skills 19 (76 ranks) + Feats 16 + Powers 63 + Combat 26 + Saves 20 – Drawbacks 0 = 168
Hal comes in cheap due to most of his powers being derived from a Device. Since use of Variable Power requires a Concentration check, most Green Lanterns won’t use full ranks. Jordan, with his unparalleled willpower, has an 90% chance of successfully using the ring at the full 15 ranks.
The signature power is represented through Variable Power with the limitation that the powers fall under the umbrella of Electromagnetic descriptor powers, generally any alternate power that falls under the Light Control power (Blast [Force], Create Object [hard light], Dazzle [visual], Illusion [visual], Invisibility, Strike) as well as movement powers such as Flight, Space Travel, and Long-Range Teleport (essentially space-warping) and force manipulation powers like Force Field, Snare, and Telekinesis. Less commonly, Green Lanterns have utilized Insubstantial, Mind Control, Transform [mental], and pretty much any power they can imagine.
In addition, the typical power ring also has a Flaw preventing it from affecting yellow things, but as an alternate power, the Green Lantern can substitute that flaw for one that lowers the Duration to Concentration; by expending additional willpower to confront the Parallax fear, Green Lanterns can overcome the yellow weakness.
As a construct Minion, the Green Lantern Power Ring has the following traits:
Power Ring (Minion Rank 3)
Abilities: Str --, Dex --, Con --, Int 20, Wis 10, Cha 10
Skills: Computers 10 (+15), Notice 10
Feats: Eidetic Memory
Datalink 20 (Flaw: Limited [to Green Lantern Corps database only; -1]; 10pp)
Immunity 30 (Fortitude Effects; 30pp)
Morph 1 (any object; 2pp)
Shrinking 20 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 21pp)
Super-Senses 1 (Danger Sense; 1pp)
Combat: Attack +12 (size), Damage --, Defense +12 (size), Initiative +0
Saves: Toughness +30 (as Device), Fortitude --, Reflex --, Will -2
Drawbacks: Disability (Immobile; Very Common, Major; -5pp)
Abilities -20 + Skills 5 (20 ranks) + Feats 1 + Powers 64 + Combat 0 + Saves 0 - Drawbacks 5 = 45
Updated 10/01/06 I still treat the Power Ring as a Minion, but instead of offering its powers through Affects Others, Hal has to purchase the use of those powers as a Device. This makes the ring far more balanced mechanically.
Guenhwyvar (Minion Rank 6)
Power Level: 7 (90pp)
Abilities: STR: 16  (+7), DEX: 24 (+7), CON: 14  (+4), INT: 6 (-2), WIS: 12 (+1), CHA: 8 (-1)
Skills: Acrobatics 12 (+19), Climb 8 (+11), Notice 12 (+13), Stealth 12 (+19)
Feats: Challenges 4 (Accelerated Acrobatics, Perfect Balance, Accelerated Stealth, Slip Between Cover), Dodge Focus, Improved Grapple
Growth 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp)
Protection 2 (2pp)
Speed 1 (10 MPH; 1pp)
Super-Senses 3 (Low-Light Vision, Scent 2 [Tracking]; 3pp)
Combat: Attack +8 [+7], Damage +7 (Unarmed), Defense +9 [+8] (+4 flat-footed), Initiative +7
Saves: Toughness +6, Fortitude +7, Reflex +9, Will +3
Drawbacks: Disability (Mute; Very common, Moderate; -4pp), Disability (No hands; Very Common, Moderate; -4pp)
Abilities 20 + Skills 11 (44 ranks) + Feats 6 + Powers 19 + Combat 32 + Saves 10 - Drawbacks 8 = Total 90
Worldmaker wrote:I'd be interested in seeing what you could do with Doctor Fate.
scc wrote:I like all the lanterns you did. I like the DAP requiring a concentration check to overcome yellow. As far as who I would like to see, how about Cyborg Superman since he was in the Green Lantern comic recently.