Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Taliesin's builds: 3E moved to sister thread

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Postby Fisdenallus » Sun Oct 01, 2006 2:12 am

Thanks for the Jade write-up!
User avatar
Fisdenallus
Daredevil
Daredevil
 
Posts: 750
Joined: Fri Aug 04, 2006 8:37 pm
Location: Maine

Postby Taliesin » Sun Oct 01, 2006 9:57 am

Starman IX wrote:
Taliesin wrote:Wow. Dan really sucks.
That's why we love 'im though.
Taliesin wrote:His Gadouken isn’t even a ranged attack
Neither are the shotos, look that their sprites, they have fists in them. Well, at least Ken's and Ryu's.


The fists in the hadouken sprites were the result of lazy animation in the early SF games. They are ranged attacks because they can reach full screen or more. Hadouken cannot be considered a Thrown Strike because they have practically unlimited ammo and don't have to retrieve them.

JoshuaDunlow wrote:What the heck is a enhanced feat?! Its not in the masterminds manual, from what i can tell.


The Masterminds Manual does have a section where it describes other traits being treated as powers. I sometimes differentiate between innate traits and traits derived from powers by using Enhanced Traits.

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.


Thanks. It's good to know that I'm improving and getting more comfortable with the system. I'll try to get to more of the SF characters sometime. I have plans to write up Sakura soon.

Fisdenallus wrote:Thanks for the Jade write-up!


You're welcome! Hope she met your expectations.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Taliesin » Sun Oct 01, 2006 10:00 am

Upcoming:

Kilowog (I rethought how to handle Green Lantern Power Rings--treating them solely as Minions is too broken, however rules-legal)

Hal Jordan (revision)

Sakura

some D&D characters
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Taliesin » Sun Oct 01, 2006 12:07 pm

Image
As if my face needed to look any scarier.

Kilowog

Power Level: 12 (214pp)

Abilities: STR: 22 [30] (+10), DEX: 16 (+3), CON: 26 [30] (+10), INT: 18 (+4), WIS: 14 (+2), CHA: 14 (+2)

Skills: Concentration 14 (+16), Craft [Mechanical] 12 (+16), Intimidate 12 (+14), Knowledge [Life Sciences] 15 (+19), Knowledge [Technology] 15 (+19)

Feats: Environmental Adaptation (zero gravity), Inspire, Inventor, Power Attack, Startle, Teamwork, Tough 2

Powers:
Device 17 “Green Lantern Power Ring” [Hard to Lose] (68pp)
Linked Power: Enhanced Feat 3 (Minion 3; 3pp)
Features 1 (Iron Stomach; 1pp)
Growth 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp)
Super-Strength 2 (Heavy Load: 12 tons; 4pp)

Devices:

Green Lantern Power Ring (85pp total)
Communication 20 (mental; Extra: Area [+1]; Flaw: Limited [to ring-bearers only; -1]; 20pp)
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 +10 // -1 (size); Damage +10 (Unarmed) / +15 (Variable Power); Defense +8 (+4 flat-footed) // -1 (size); Initiative +3

Saves: Toughness +12, Fortitude +12, Reflex +5, Will +12

Abilities 50 + Skills 17 (68 ranks) + Feats 8 + Powers 89 + Combat 36 + Saves 14 – Drawbacks 0 = 214

:arrow: Of the Green Lanterns, Kilowog is probably the most physically imposing and capable even without his Power Ring. Take a powerhouse and give him a Power Ring, and you have Kilowog. Kilowog’s Power Ring is slightly different from the others. First, it makes a sound whenever used; the ring’s powers are already noticeable, so this is simply a matter of descriptors. Second, Kilowog can use Communication omnidirectionally. Despite his brutish exterior, Kilowog is actually incredibly smart and gifted in the areas of genetics and technology, and his ring constructs are often intricate.

:arrow: Since using Variable Power requires a Concentration check, Green Lanterns are not necessarily able to use the full 15 ranks. In Kilowog’s case, he has a 60% chance of being able to make the DC 25 check for 15 ranks and will usually be using less than full ranks. He has a 95% chance of using Variable Power at 8 ranks.

:arrow: 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
Powers:
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


Design Notes

Sentient Devices
My original design of Green Lantern Power Rings cast them solely as Minions with an Affects Others to allow their wielders to use Variable Power, but that seemed like an end run around the Device rules. My current construction of Power Rings combines the Device traits that the Green Lantern uses with the services that the Power Ring artificial intelligence provides as a construct and minion.

Feedback
Rather than using Feedback, I opted for Side Effect, which causes a Mental Blast on the wielder when a ring construct is destroyed. This is a bit clunkier than the Feedback flaw, but it more accurately reflects the source material.
Last edited by Taliesin on Thu Oct 12, 2006 11:05 am, edited 2 times in total.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby White Howler » Sun Oct 01, 2006 12:34 pm

Thank ya Taliesin. I always liked Kilowog! Ya done a wonderful build for him darlin.
Image
User avatar
White Howler
Daredevil
Daredevil
 
Posts: 751
Joined: Wed Oct 20, 2004 6:34 pm
Location: Chicago

Postby Taliesin » Sun Oct 01, 2006 12:51 pm

Taliesin wrote:Image
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)

Powers:
Device 15 “Green Lantern Power Ring” [Hard to Lose] (60pp)
Linked Power: Enhanced Feat 3 (Minions 3; 3pp)

Devices:

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

:arrow: 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.

:arrow: 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.


:arrow: 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.

:arrow: 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
Powers:
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.


This build looks more like what you'd expect out of Hal Jordan.
Last edited by Taliesin on Thu Oct 12, 2006 11:05 am, edited 3 times in total.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Taliesin » Sun Oct 01, 2006 12:53 pm

White Howler wrote:Thank ya Taliesin. I always liked Kilowog! Ya done a wonderful build for him darlin.


You're too gracious. It's always fun to take your requests.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Worldmaker » Sun Oct 01, 2006 1:19 pm

I'd be interested in seeing what you could do with Doctor Fate.
I've got the wisdom of Solomon...
And the strength of Hercules...
I haven't memorized what "AZAM" was
But I still fight evil in my red pajamas!"

--Ookla the Mok, Superpowers
Worldmaker
Daredevil
Daredevil
 
Posts: 794
Joined: Sat Sep 09, 2006 11:47 am
Location: Looking Over The Plans For Reality

Postby scc » Sun Oct 01, 2006 2:07 pm

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.
scc
Fanatic
Fanatic
 
Posts: 978
Joined: Sun Aug 15, 2004 9:24 am

Postby Taliesin » Sun Oct 01, 2006 2:57 pm

Image
Good thing I finally got it on with Catti-brie or they’d be calling me the 80 year old virgin...

Drizzt Do’Urden

Power Level: 12 (227pp)

Abilities: STR: 12 (+1), DEX: 26 (+8), CON: 14 (+2), INT: 16 (+3), WIS: 16 (+3), CHA: 14 (+2)

Skills: Acrobatics 12 (+20), Climb 4 (+5), Escape Artist 4 (+12), Handle Animal 12 (+14), Intimidate 12 (+14), Knowledge [Arcane Lore] 4 (+7), Languages 4 (Common, Dwarven, Goblin, Undercommon; base: Drow), Notice 12 (+15), Ride 4 (+12), Search 12 (+15), Sense Motive 12 (+15), Stealth 12 (+20), Survival 12 (+15)

Feats: Acrobatic Bluff, Ambidexterity, Animal Empathy, Assessment, Attack Specialization [Scimitar] 2, Blind-Fight, Defensive Roll 3, Dodge Focus 4, Equipment 2, Evasion, Improved Initiative, Move-By Action, Quick Draw, Rage 2 (10 rounds), Skill Mastery (Acrobatics, Escape Artist, Notice, Stealth), Sneak Attack, Split Attack, Takedown Attack 2, Track, Two Weapon Mastery [Melee] 2, Uncanny Dodge (Auditory)

Powers:
Darkness Control 3 [Globe of Darkness] (25-ft. radius; Extras: Independent [+0], Total Fade [+1]; 9pp)
AP: Nullify 3 [Faerie Fire] (any visual concealment effect; Extras: Independent [+0], Sustained [+2]; 1pp)
Device 4 [Icingdeath] (Easy to Lose; 12pp)
Device 6 [Twinkle] (Easy to Lose; 18pp)
Device 8 [various] (Hard to Lose; 32pp)
Super-Senses 1 (Infravision; 1pp)

Devices:

Icingdeath (20pp total)
Immunity 10 (all Fire effects; 10pp)
Strike 3 [Cold] (Extra: Penetrating 3 [+1]; Power Feats: Improved Critical 2, Mighty; 9pp)
Super-Senses 1 (Infernal Awareness [mental]; 1pp)

Twinkle (30pp total)
Deflect 9 (slow projectiles; Extra: Automatic [+1]; 18pp)
Shield 2 (2pp)
Strike 3 [Magical] (Extra: Penetrating [+1]; Power Feats: Improved Critical 2, Mighty; 9pp)
Super-Senses 1 (Danger Sense [mental]; 1pp)

Bracers of the Blinding Strike (5pp total)
Super-Speed 1 (10 MPH; 5pp)
Base Power: Rapid Attack 1 (5-ft. radius; 0pp)

Figurine of Wondrous Power: Onyx Panther (29pp total)
Summon Minion 6 (Extra: Continuous [+1], Fanatical [+1], Heroic [+1]; Drawback: Power Loss [after a half day’s use every other day; Uncommon, Minor; -1pp]; 29pp)

Mithril shirt (6pp total)
Protection 3 (Extra: Impervious [+1]; 6pp)

Equipment: Cloak (as camo clothing [foliage]; 1ep), Bow (9ep)

Combat: Attack +12 / +16 (scimitar); Damage +1 (Unarmed) / +4 (Bow) / +4 (Icingdeath or Twinkle, Penetrating, 18-20 Crit) // +2 (Rage) / +2 (Sneak Attack) / +2 (Two Weapon Mastery); Defense +14 [+16] (+5 flat-footed); Initiative +12 [+16]

Saves: Toughness +8 (+5 flat-footed, +3 Impervious), Fortitude +6, Reflex +12, Will +7

Abilities 38 + Skills 29 (116 ranks) + Feats 31 + Powers 73 + Combat 44 + Saves 12 – Drawbacks 0 = Total 227

Complications: Honor, Prejudice (as dark elf)

:arrow: Possibly the most recognizable and popular Forgotten Realms character (the exception shall remain unnamed), Drizzt Do’Urden is a drow of unmatched fighting skills. Like many D&D characters, he relies heavily on his magical items, notably his twin scimitars. I’m using a new feat to simulate his two weapon fighting style, basically adding ranks of Strike which can then be split.

New Feat: Two Weapon Mastery / Combat, Ranked

When using a melee or ranged weapon in each hand, you have a +1 damage bonus per rank in this feat. Choose which type of attack the bonus applies when you acquire this feat. If you choose to apply this to ranged attacks, the cost is doubled.

Normally, you do not inflict additional damage if you have a weapon in each hand. Whenever you are using two weapons, nominate one as your “primary” each round. This feat adds its rank to your damage with the primary weapon. If you do not have the Ambidexterity feat, you suffer the usual offhand penalty. You may use the Split Attack feat to divide your attacks and your damage bonus between multiple targets. Your maximum damage bonus with this feat is limited by power level. The GM may also limit the damage bonus to the bonus of the weapon you have not designated as your primary.

:arrow: Drizzt’s figurine summons Guenhwyvar, his panther sidekick:

Guenhwyvar (Minion Rank 6)

Power Level: 7 (90pp)

Abilities: STR: 16 [24] (+7), DEX: 24 (+7), CON: 14 [18] (+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

Powers:
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


Design Notes

Converting D&D to M&M2E Benchmarks
I didn’t bother worrying about what Drizzt’s exact statistics were in D&D, except for his ability scores. Even there, I converted his Dexterity score of 20, which was always meant to be beyond human, to a score of 26 in M&M. As for his skills, there is some degree of equivalence with D&D, but in D&D3E, Drizzt’s skill ranks were converted a bit low. I stick to the same benchmarks I always have, with skill bonuses of +17 to +19 as mastery and +20 or higher as best in the world. With attack bonuses, Drizzt’s +16 also represents his status as one of the best swordsmen in the Realms.

:!: Update 3/4/09 :!: I added the Two Weapon Mastery feat so that we can have a true dual-wielding Drizzt. His magic items get a modest buffing up as well.
Last edited by Taliesin on Thu Mar 05, 2009 9:22 pm, edited 7 times in total.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Taliesin » Sun Oct 01, 2006 3:05 pm

Worldmaker wrote:I'd be interested in seeing what you could do with Doctor Fate.


Hmm, I'd have to decide on which one to write up...isn't he gone now after the events of Day of Vengeance. I might write up Nabu, since he's the one I most remember and is present in the Kingdom Come timeline.

Bad news concerning who might be the next one though...Ralph Dibny?
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Kreuzritter » Sun Oct 01, 2006 3:07 pm

what's wrong with a high wizard posessing the skills required for a master detective?
Kreuz Control Promotions: over 2250 builds served, and counting...
Crinoverse: Contributions
User avatar
Kreuzritter
Cosmic Entity
Cosmic Entity
 
Posts: 17785
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

Postby Taliesin » Sun Oct 01, 2006 3:07 pm

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.


Yeah, the DAP essentially requires 2 concentration checks, one to use the power and one to maintain. Cyborg Superman might be fun, since I don't think anyone else has statted him up...
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

Postby Fisdenallus » Sun Oct 01, 2006 3:33 pm

Just a side note: I HATE Drow! They are the most over used annoying race there is.
User avatar
Fisdenallus
Daredevil
Daredevil
 
Posts: 750
Joined: Fri Aug 04, 2006 8:37 pm
Location: Maine

Postby Taliesin » Sun Oct 01, 2006 4:01 pm

Kreuzritter wrote:what's wrong with a high wizard posessing the skills required for a master detective?


I just don't want them to make Dibny the next Dr. Fate.
User avatar
Taliesin
Cosmic Entity
Cosmic Entity
 
Posts: 12158
Joined: Sun Jan 08, 2006 4:00 pm
Location: Between Twin Sala Trees

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: Goldar and 4 guests