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Kerevision: Josiah X, Confessor II, Black Lantern Superman

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Postby cake101 » Sun May 20, 2007 1:37 pm

zerglings are much more fun than zealots =]
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Postby The Kricket Kid » Sun May 20, 2007 1:42 pm

With Zerglings and Zealots i can only assume that Marines are next.
Also what does the charge power do in SC 2?
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Postby kerianvalentine » Sun May 20, 2007 2:29 pm

Newcomers in armor storm up the field, humans encased in steel shells, wielding massive weapons.

Image

Terran Marine
PL 10/PP 150
Attributes: STR 16, DEX 12, CON 16, INT 12, WIS 12, CHA 10

Skills:
Bluff 8+0 = 8
Climb 4+3 = 7
Disable Device 8+1 = 9
Intimidate 8+0 = 8
Knowledge [Tactics] 4+1 = 5
Notice 4+1 = 5
Profession [Marine] 8+1 = 9
Search 4+1 = 5

Feats:
All-Out Attack, Attack Focus [Range] 1, Interpose, Move-By Action, Power Attack, Quick Draw [Load], Teamwork 1

Powers:
Ablative Protection 7
Gauss Rifle 6 [Autofire 1 Penetrating Ranged Damage]
StimPack 6 [Personal Free-Action Boost [Gauss Rifle Autofire], Feedback: -1 Protection]
StimPack 2 [Personal Free-Action Boost [Speed], Side-Effect: Bruised]
Immunity 9 [Life Support]
Enhanced Impervious Fortitude 12
Super-Strength 5
Extended Sight 1
Auditory Communications 3

Initiative/Defense: +1/18 [14]
Saves: FORT +3 [+15], REF +6, WILL +6, TOUGH +10
Attack/Damage: +6/+3

DVD Commentary:
Marines are the total package, all-around most balanced of the basic units. They have ranged damage at a wide dispersal, but more than that, they have the ability to become combat gods by harming themselves using the 'StimPack' devices, boosting their combat powers and speed to unholy levels.

The primary StimPack ability triggers a boost to their firing rate - represented by giving them a new attack power [the Boost 20 actually only ups them to damage 4 with their autofire guns, but that autofire allows them to do some horrible things to enemies]. The secondary StimPack power boosts their speed by 2, making them faster.

Marines also have the highest attack of all the basic units - +8 with ranged attacks, two higher than the Protoss Zealot's. However, to be fair, the Marines also utilize Autofire to a far greater degree.

Improving a Marine involves increasing skills, buying off the flaws in their powers, and adding new weaponry [perhaps transforming him into a Firebat? :D].

EDIT: Already edited, the Marine attack bonus has been brought down, and their defense has been lowered [the shield entirely removed, the Defense has now been bought up directly].

EDIT 2: Boost has been brought into line, because I'm still not sure if that's the correct way to increase the damage on their Autofire, but that's how I'm playing it - 1 PP/1 PP, and this effect increases the Gauss Rifle's Autofire to 2 [by adding 6 PP to it, improving the Autofire a full rank].
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Postby kerianvalentine » Sun May 20, 2007 3:53 pm

Now it is the Dark Templar who slide in, their blades gutting down Marines with brutal, terrifying efficiency.

Image

Dark Templar
PL 10/PP 150
Attributes: STR 20, DEX 18, CON 16, INT 14, WIS 18, CHA 12

Skills:
Acrobatics 8+4 = 12
Climb 8+5 = 13
Escape Artist 8+4 = 12
Knowledge [Tactics 8]+2 = 10
Notice 4+4 = 8
Search 8+2 = 10
Sense Motive 12+4 = 16
Survival 12+4 = 16

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Elusive Target, Evasion 1, Fearless, Move-By Action, Power Attack, Redirect, Takedown Attack

Powers:
Ablative Force Field 2
Free-Action Personal Restorative Boost [Force Field] 1
Mighty Penetrating Damage 7
Continuous Permanent Visual Concealment [All Visual Senses] 1

Initiative/Defense: +4/24 [Flat-Footed: 17]
Saves: FORT +10, REF +10, WILL +10, TOUGH +3 [+5]
Attack/Damage: +8/+5 [+12]

DVD Commentary:
My personal favorite unit in the game, Dark Templar are the coolest-looking assassins you'll ever see. Their damage is incredible, they're hard to hit [a side-effect of their more primal-yet-honorable nature, their psychotranslucency fields, and their combat skill], and they're essentially Zealots hopped up on some nasty damage. They can blow through armor in seconds, and they have high saves for everything except Toughness [as they're fairly fragile units, with 40 points fewer total HP than the Zealots have].

Dark Templar do not recieve their Dark Archon Melding, as this is power sort of precludes their progression as PCs. Improving a Dark Templar involves adding new psionic powers [if they choose to take that route] or bolstering their already-impressive repetoire of skills and feats.
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Postby kerianvalentine » Sun May 20, 2007 4:37 pm

From behind the Dark Templar, a swarm of Hydralisks bursts from the ground, spikes stabbing towards the Protoss.

Image

Hydralisk
PL 10/PP 150
Attributes: STR 18, DEX 14, CON 18, INT 10, WIS 14, CHA 10

Skills:
Intimidate 8+0 = 8
Notice 8+2 = 10
Stealth 8+2 = 10
Survival 8+2 = 10

Feats:
All-Out Attack, Diehard, Fearless, Fearsome Presence 5, Improved Critical [Spikes] 5, Improved Initiative 1, Interpose, Power Attack, Track

Powers:
Linked Burrowing/Visual Concealment [All Senses] 1
Protection 7
Spikes 8 [Selective Attack Cone Damage]
Immunity 10 [Mental Effects]
Communication Link [The Swarm] 1
Acid Spray 3 [Selective Attack Cone Drain Toughness]

Initiative/Defense: +6/18
Saves: FORT +10, REF +8, WILL +5, TOUGH +11
Attack/Damage: +7/+4

DVD Commentary:
Hydralisks are the big bad brothers of the little Zerglings. The player of a Hydralisk has some fairly unique and dangerous powers, not the least of which is the Spike Blast, which flings damage into the enemies at a wide range. The Hydralisks, like their Zergling cousins, can hide underground, concealing themselves only to pop up and slam his enemies down.

Hydralisks are immune to most Mental Effects, though they can still be swayed by a suitably powerful Psion [a Dark Archon or a Hivemind or the equivilant]. Hydralisk development revolves around evolving new abilities and improving their saves and Acid Spray - which is not a corrosion and is in fact an original reinterpretation of their powers.
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Postby Psistrike » Sun May 20, 2007 4:37 pm

Great stats and nice opponents if made minions for a space-based villain. Never played Starcraft myself though. :?
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Postby kerianvalentine » Sun May 20, 2007 5:04 pm

The Hydralisks are met from behind by Terran Firebats, blasting the Zerg - and the protoss, as well - with waves of searing hot flame.

Image

Firebat
PL 10/PP 150
Attributes: STR 14, DEX 12, CON 18, INT 12, WIS 12, CHA 12

Skills:
Bluff 8+1 = 9
Climb 4+2 = 6
Disable Device 8+1 = 9
Intimidate 8+1 = 9
Knowledge [Tactics] 4+1 = 5
Notice 4+1 = 5
Profession [Firebat] 8+1 = 9
Search 4+1 = 5

Feats:
Improved Initiative, Interpose, Move-By Action, Teamwork 1

Powers:
Ablative Protection 6
Firebat Blast 7 [Selective Attack Secondary Effect Contagious Cone Damage]
Stimpack 2 [Personal Free-Action Boost [Speed], Side-Effect: Bruised]
Enhanced Impervious Fortitude 11
Immunity 9 [Life Support]
Super-Strength 4
Auditory Communications 3

Initiative/Defense: +5/18 [14 Flat-Footed]
Saves: FORT +15, REF +5, WILL +6, TOUGH +10
Attack/Damage: +4/+2

DVD Commentary:
Firebats are essentially Marines who've traded their stimpack damage and gauss rifles for a flamethrower.

Deconstructing the flamethrower [the most important difference between the Firebats and the Marines], the cone of fire ignores their own soldiers, setting alight any enemy in its path. Enemies are on fire for a full two rounds - they take damage twice, rolling their Toughness saves both times. In addition, any enemy touched by the burning units can also be set alight, meaning their secondary damage spreads. A Firebat can easily decimate whole groups of enemies, though obviously bigger, tougher units like Ultralisks screw them over. A lack of aerial attack also limits them against lategame foes.

Firebat improvement works the same way Marines do, boosting their skills and feats and adding new weaponry.
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Postby kerianvalentine » Sun May 20, 2007 6:09 pm

And now the Firebats spin, shocked by the appearance of more Dark Templars behind them. When they feel no pain, they realize they've been tricked, and the Dark Templars behind them descend with blades cutting deep, the High Templars joining them with their psionic magics.

Image

High Templar
PL 10/PP 150
Attributes: STR 12, DEX 12, CON 12, INT 18, WIS 18, CHA 20

Skills:
Concentration 12+4 = 16
Diplomacy 4+5 = 9
Knowledge [Psionic Lore 8, Tactics 8]+4
Notice 8+4 = 12
Search 8+4 = 12
Sense Motive 8+4 = 12

Feats:
Assessment, Eidetic Memory, Fearless, Leadership, Master Plan, Move-By Action, Trance

Powers:
Ablative Shield 4
Ablative Force Field 4
Restorative Free-Action Personal Boost [Force Field] 1 [limited: 1/round]
Impervious Enhanced Will Save 11
Psionic Storm [Selective Attack Cloud Damage 10 [Progression 2]]
Illusion [4/Rank] 3 [Progression 1]
Telepathy 3
Communication Link [Protoss Crystals] 1
Comprehend Languages 1

Initiative/Defense: +1/20 [13]
Saves: FORT +1, REF +1, WILL +15, TOUGH +5
Attack/Damage: +2/+1

DVD Commentary:
Terrifying support units, the High Templars are the guys you want in the very back, unleashing their hellish Psionic Storms and Illusions to decimate and confound their foes. Like all Protoss, they have a Restorative Shield Boost, allowing them to replenish their psi-shields easily.

Improving High Templars relies on increasing their psionic powers, creating new abilities and making more dangerous techniques. However, some "Fallen Templar" characters might instead increase their physical strength and combat skills.

Art by Tanathiel of Deviantart.
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Postby Psistrike » Sun May 20, 2007 7:20 pm

We know you have a big fight planned with all of the Green Lanterns. But now I'm thinking you are planning another big fight with all of these Starcraft characters involved.
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Postby kerianvalentine » Mon May 21, 2007 9:39 am

The Goliaths come storming up the field, blasting away at the Protoss, their mechguns whirring as they clear away the 'alien scum'.

Image

Goliath
PL 10/PP 150
Attributes: STR 16, DEX 12, CON 16, INT 14, WIS 12, CHA 14

Skills:
Bluff 8+2 = 10
Disable Device 8+2 = 10
Drive 4+1 = 5
Intimidate 8+2 = 10
Knowledge [Tactics] 8+2 = 10
Notice 4+1 = 5
Profession [Soldier] 12+1 = 13
Search 4+2 = 6

Feats:
Accurate Attack, All-Out Attack, Benefit [Rank] 1, Dodge Focus 5, Fearless, Move-By Action, Power Attack

Powers:
Goliath Combat Walker 20 (Hard-To-Lose Device)

Goliath Combat Walker
Innate Continuous Permanent Growth 8
Homing 1 Targeted Explosion Ranged Damage 8
Immunity [Life Support] 9
Enhanced Impervious Fortitude 6
Autofire 2 Ranged Damage 4
Analytical Sight
Auditory Communications 3
Protection 9

Initiative/Defense: +1/15
Saves: FORT +5, REF +1, WILL +4, TOUGH +3
Attack/Damage: +7/+3

Trade-Offs:
+5 TOUGH/-5 DEFENSE

DVD Commentary:
The goal of the Goliath is to make playing both the mech and the pilot fun, and hopefully that's what I managed with this character. A Goliath pilot is a skilled fighter outside his mech, but inside that monstrosity, he becomes a Huge-Sized badass, armed with missiles and mechguns, and an impervious shell able to deflect bullets with the greatest of ease.

Improving a Goliath is just like improving any other Terran, except that a Goliath player has the option to increase his character or his mech's arsenal instead of just the character's. Suggested additions are a Firebat's flamethrower [to the Mech] or a Gauss Rifle [for the character], as well as enhancing the character's skills and feats as per the usual for these guys.
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Postby Libra » Mon May 21, 2007 11:42 am

A new Starcraft Game. Huzzah! :D
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Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Postby kerianvalentine » Mon May 21, 2007 12:52 pm

The upbeat 'Shot In The Dark' theme song of The Green Arrow animated series starts playing, the singer belting out the song as an action sequence of Oliver Queen fighting plays on the Kerevision.

Image

Green Arrow I (Oliver Queen)
PL 10/PP 150
Attributes: STR 16, DEX 18, CON 16, INT 16, WIS 18, CHA 20

Skills:
Acrobatics 8+4 = 12
Bluff 8+5 = 13
Climb 4+3 = 7
Computers 4+3 = 7
Concentration 8+4 = 12
Craft (Weaponry) 8+3 = 11
Diplomacy 8+5 = 13
Disable Device 8+3 = 11
Disguise 4+5 = 9
Escape Artist 8+4 = 12
Gather Information 8+5 = 13
Investigate 8+3 = 11
Knowledge [Business 4, Technology 8]+3
Notice 8+4 = 12
Search 8+3 = 11
Sense Motive 8+4 = 12
Sleight of Hand 8+4 = 12
Stealth 8+4 = 12
Survival 8+4 = 12

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Attack Specialization [Arrow Shot] 1, Attractive, Benefit [Wealth], Connected, Contacts, Defensive Roll 6, Elusive Target, Equipment 3, Evasion 2, Instant Up, Move-By Action, Power Attack, Precise Shot 2, Ranged Pin, Takedown Attack 2

Equipment:
Bow [Variable Descriptor 1 Accurate 1 Mighty Ranged Damage 5, A.P.: Accurate Snare 6, A.P.: Homing 1 Targeted Explosion Ranged Damage 4]

Initiative/Defense: +4/21 [16]
Saves: FORT +8, REF +8, WILL +8, TOUGH +3 [+9]
Attack/Damage: +8 [+12 Bow]/+3

DVD Commentary:
Stripping Oliver Queen down to the bare basics, you have a costumed adventurer with arrows, an incredible martial artist, and a fantastic bowman. I clipped Ollie's mass of trick arrows out, preferring to leave those up to Extra Efforting.

Ollie has a minor pair of trades: his defense is higher than his Toughness, and his attack is higher than his damage.

More of the Arrow family will be coming up, keep an eye out.
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Postby Psistrike » Mon May 21, 2007 2:10 pm

Very nice Green Arrow, love that you left his trick arrows to Extra Effort. Now we just need the rest of the Justice League Unlimited regulars and you can have an all-out brawl between them and the Legion of Doom. :lol:
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Postby kerianvalentine » Mon May 21, 2007 3:22 pm

Black Canary joins the fight, her sonic shriek blasting men around.

Image

Black Canary
PL 10/PP 150
Attributes: STR 16, DEX 18, CON 16, INT 14, WIS 14, CHA 18

Skills:
Acrobatics 8+4 = 12
Bluff 8+4 = 12
Disguise 4+4 = 8
Drive 4+4 = 8
Gather Information 8+4 = 12
Intimidate 8+4 = 12
Investigate 8+2 = 10
Knowledge [Streetwise 8]+2 = 10
Notice 8+2 = 10
Sense Motive 8+2 = 10

Feats:
Accurate Attack, All-Out Attack, Assessment, Attractive, Beginner's Luck, Blind-Fight, Connected, Contacts, Defensive Attack, Defensive Roll 5, Elusive Target, Equipment 2, Evasion 1, Inspire 2, Instant Up, Leadership, Luck 2, Move-By Action, Power Attack, Redirect, Set-Up, Sneak Attack 2, Stunning Attack, Takedown Attack 2

Powers:
Audial Burst Dazzle 5 [Power Loss: Unable To Speak -1, A.P.: Affects Objects Burst Drain Toughness 3, Power Loss: Unable To Speak -1]

Equipment:
Motorcycle [Speed +1]

Initiative/Defense: +4/22 [16]
Saves: FORT +6, REF +10, WILL +8, TOUGH +8
Attack/Damage: +8/+3

DVD Commentary:
Gotta give a nod to BARON's Black Canary build, my primary source for this one, though she's obviously been pumped up a bit.

My Black Canary makes her a compliment to Ollie, a perfect partner for him while he's blasting away from a range. Dinah is built to do three things well - investigate, goonsweep, and boost Ollie with Leadership and Inspire. Her Canary Cry is her big-hitting attack, but everyone has to make sure to cover their ears if she pulls it out - it's not selective and it hurts like a mother.

Another note is that, like Ollie, Dinah has a defensive trade-off - she's slightly more nimble than he is, and equally capable martial arts-wise as the Arrow himself.

May 21, 2007: Updated Dinah already, giving her a Dazzle [which she should have] instead of that Disintegration.
Last edited by kerianvalentine on Mon May 21, 2007 8:31 pm, edited 1 time in total.
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Postby Psistrike » Mon May 21, 2007 3:26 pm

I pity her parents when she was growing up, must have had a lot of broken windows and televisions over the years. :lol:
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