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Character du jour: Jarod

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Postby Beleriphon » Wed Jul 11, 2007 7:26 am

Kreuzritter wrote:no, he breaks out the beam cannon vs. prime towards the end. might be able to apply for the full round or distracting flaws, given he had to set it up before firing


Good to know, I must have completely missed that part.
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Postby Beleriphon » Wed Jul 11, 2007 8:15 am

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"All hail Megatron"

DEVASTATOR

POWER LEVEL: 13 (214 power points)
ABILITIES: STR: 40 (+15) DEX: 10 (+0), CON: 40 (+15), INT: 10 (+0)
WIS: 10 (+0), CHA: 10 (+0)
COMBAT: Attack +5, Defense +7 (+2 flat-footed), Initiative +0
SAVES: Toughness +15, Fortitude --, Reflex +7, Will +7
SKILLS: Concentration 6 (+6), Intimidate 11 (+11), Knowledge [Tactics] 6 (+6), Notice 10 (+10), Sense Motive 10 (+10)
LANGUAGES: English; Base: Cybertronian
FEATS: Accurate Attack, Rage 1

POWERS:
Growth 13 (E: Continuous; F: Permanent; PF: Innate)
Immunity 30 (Fortitude effects)
Morph 5 (PF: Metamorph [Modified M1 Abrams Main Battle Tank])
Impervious Toughness 12
Main Gun – Blast 17 (PF: Alternate Power 5, Progression 2 [Range – 500-ft/rank; 8500-ft range increments])
[a] Cannon – Blast 12 (E: Burst)
[a] Missile Pods – Blast 11 (E: Explosion; PF: Progression [Area – 25-ft/rank radius; 275-ft radius])
[a] Chain Gun – Blast 12 (E: Autofire)
[a] Chain Gun Pan – Blast 12 (E: Cone)
[a] Super-strength 4

Modified M1 Abrams Main Battle Tank wrote:Growth 13 (E: Continuous; F: Permanent; PF: Innate)
Immunity 30 (Fortitude effects)
Morph 5 (PF: Metamorph [Modified M1 Abrams Main Battle Tank])
Impervious Toughness 12
Main Gun – Blast 17 (PF: Alternate Power 5, Progression 2 [Range – 500-ft/rank; 8500-ft range increments])
[a] Chain Gun – Blast 12 (E: Autofire)
[a] Super-strength 4
Speed 3


SUMMARY
Abilities 21 + Skills 11 (44 ranks) + Feats 2 + Powers 129 + Combat 40 + Saves 14 – Drawbacks 0 = 217

:arrow: To make things really confusing Devastator identifies himself as such in the movie, but the toys call him Brawl, and the above artwork calls him Demolisher. It would appear that nobody could decide to call the poor fellow before they added his dialogue's subtitles, and thus he gets mislabeled somewhere. No matter his name this bad boy is can take a beating and dish one out. He has more ways to deal damage than a rabid mongoose in a sack full of cobras.
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Postby Kreuzritter » Wed Jul 11, 2007 8:27 am

from what i've read, they did decide on brawl for the comics and toys, but weren't able to get the decision to the studio before the movie was done
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Postby Beleriphon » Wed Jul 11, 2007 9:07 am

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BONECRUSHER

POWER LEVEL: 13 (210 power points)
ABILITIES: STR: 38 (+14) DEX: 10 (+0) CON: 32 (+11) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3)
COMBAT: Attack +4 (Melee +8), Defense +7 (+2 flat-footed), Initiative +0
SAVES: Toughness +15, Fortitude +11, Reflex +7, Will +8
SKILLS: Craft [Structural] 4 (+4), Intimidate 8 (+17), Notice 8 (+10), Sense Motive 7 (+9)
LANGUAGES: English; Base: Cybertronian
FEATS: Attack Focus [Melee] 4, Improved Grab, Improved Grapple, Improved Pin, Weapon Bind

POWERS
Growth 12
Immunity 30 (Fortitude Effects)
Morph 5 (PF: Metamorph [Buffalo Anti-Mine Vehicle])
Impervious Toughness 10
Super-strength 3
Protection 4
Speed 3
Super-movement [Trackless] (F: Limited to asphalt/concrete roads)
Blast 10 (PF: Alternate Power)
[ap] Trip 14 (F: Touch; PF: Extended Reach 4, Improved Trip)

Buffalo Anti-Mine Vehicle wrote:Growth 12
Immunity 30 (Fortitude Effects)
Morph 5 (PF: Metamorph [Robot])
Impervious Toughness 10
Super-strength 3
Protection 4
Speed 4
Trip 14 (F: Touch; PF: Extended Reach 4, Improved Trip)


SUMMARY
Abilities 24 + Skills 7 (28 ranks) + Feats 8 + Powers 120 + Combat 38 + Saves 13 – Drawbacks 0 = 210

:arrow: Bonecrusher is the Decepticon's resident grappler. He'll come in trip you, and then throw down with the grappling. He'd have Chokehold, but what with the Autobots not needing to breath and all its kind of pointless, and he generally just squish the humans so again not much point.
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Postby Servitor_2152 » Wed Jul 11, 2007 12:52 pm

Glee. :D

I picked up the Bumblebee action figure for the movie out of a sense of tradition (over the years I've owned a bunch of Bumblebees), but after seeing these builds and remembering how much fun all these characters were in the movie, I may have to go out and pick up a few more.
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Postby Beleriphon » Fri Jul 20, 2007 11:36 am

Beleriphon wrote:LUKE SKYWALKER

POWER LEVEL: 10 (150 power points)
ABILITIES: STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2)
COMBAT: Attack +6 (Melee +8, Lightsaber +12), Defense +0 (+0 flat-footed), Initiative +3
SAVES: Toughness +6 (+2 flat-footed), Fortitude +4, Reflex +8, Will +6
SKILLS: Acrobatics 8 (+11), Craft [Mechanical] 4 (+5), Knowledge [Arcane Lore[ 4 (+5), Notice 8 (+11), Pilot 8 (+11), Sense Motive 8 (+11)
LANGUAGES: Basic
FEATS: Acrobatic Bluff, Attack Focus [Melee] 2, Attack Specialization 1, Defensive Roll 4, Improved Defense, Move-by Action, Power Attack, Takedown Attack

POWERS
-- Lightsaber [Easy to Lose 4] --
POWER[7] Strike 7 (E: Penetrating; PF: Accurate; Mighty)
Enhanced Feats [Improved Critical 2, Improved Sunder, Weapon Break]
Deflect 14 (E: Free, Reflection; F: Limited to Reflect blaster bolts; PF: Alternate Power 2, Uncanny Dodge [Mental]; DB: Powerloss without Lightsaber -3)
[ap] Telekinesis 11 (E: Perception)
[ap] Mind Control (E: Conscious, Continuous; PF: Subtle 2)

SUMMARY
Abilities 24 + Skills 10 (40 ranks) + Feats 12 + Powers 82 + Combat 12 + Saves 10 – Drawbacks 0 = 150

:arrow: The first of my Star Wars builds will be setting my benchmarks for Star Wars. For a mid to late EU Luke increase him up to PL 12 with appropriate increases to relevent abilities and powers. I'd also tack on a number of extra APs to his Telekenisis. This ultimately represents Luke at the end of Return of the Jedi.
:arrow: June 1, 2007: Luke gets an update with some UP goodness. He now hits his defensive caps with his lightsaber and deflect actions. I've intentionally removed his redirect blaster bolts back at guys, that strikes me as more of a power stunt since he really only does it once in RotJ. Luke also ends up being slight more expensive then a starting character is suggested, but with this build you could still have some fun by tweaking the points to work as a starting PC.
:arrow: EDIT: July 19, 2007 - Luke gets put back down to 150 power points. I really don't think he should cost more than that. In doing so Luke is completely screwed if he loses his lightsaber since he quite literally unable to defend himself without using Improved Defense. That said, with the lightsaber Luke can defend himself from damn near anything that would be fighthing him, and as a bonus because its all Deflect I'm pretty sure that he can deflect critical hits.


Luke gets another update bringing him to 150 power points again. I like him at this level, and his current abilities mimic Return of the Jedi quite well.
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Postby Beleriphon » Fri Jul 20, 2007 2:02 pm

Beleriphon wrote:DARTH VADER

POWER LEVEL: 13 (198 power points)
ABILITIES: STR: 20/7 (+5/-2), DEX: 12 (+1), CON: 18/7 (+4/-2), INT: 15 (+2), WIS: 17 (+3), CHA: 16 (+3)
COMBAT: Attack +8 (Lightsaber +12), Defense +7 (+4 flat-footed), Initiative +1
SAVES: Toughness +12, Fortitude +12, Reflex +6, Will +11
SKILLS: Craft [Electronic] 8 (+10), Craft [Mechanical] 8 (+10), Intimidate 12 (+15), Knowledge [Arcane Lore] 8 (+10), Notice 8 (+11), Pilot 12 (+13), Sense Motive 8 (+11)
LANGUAGES: Basic
FEATS: Accurate Attack, All-out Attack, Attack Specialization [Lightsaber], Benefit [Dark Lord of the Sith, Security Clearance], Fearless, Move-by Action, Power Attack, Startle, Takedown Attack 1

POWERS
-- Lightsaber [Easy to Lose 4] --
Strike 7 (E: Pentrating; PF: Accurate, Mighty)
Enhanced Feats [Improved Critical 2, Improved Sunder, Weapon Break]

-- Vader's Armour [Hard to Lose X] --
Enhanced Strength 14
Enhanced Constitution 12
Protection 8 (E: Impervious 4)
Immunity 9 [Life Support]

Deflect 12 (E: Free +2, Reflection; F: Limited to Reflecting blaster bolts)
[ap] Telekinesis 16 (E: Damaging 12, Perception; F: Full round; PF: Precise)
[ap] Blast 12 (E: Burst; DB: Powerloss without free material -2)
[ap] Super-senses [Detect The Force 2, Extended Detect 2]

DRAWBACKS
Weakness: 1 Con loss without armour each round [Uncommon, Major] -7

SUMMARY
Abilities 12 + Skills 16 (64 ranks) + Feats 11 + Powers 115 + Combat 30 + Saves 21 – Drawbacks -7 = 198 / 198

:arrow: And now we have the third best movie villain of all time, according to the AFI. I like how Vader turned out, and I really like the armour. Without his armour he'll die within seven rounds, but inside of the armour he's a terror to behold.
:arrow: My design for Vader was one of brute force, he's very much the Emperor's broadsword. When you want a minion killed in a public manner you send in Vader, when you want a rebellion crushed beneath the iron boot heel or The New Order you send in Vader. When you want a quite assissination you don't send in Vader. At any rate his feats reflect this blunt instrument approach. He has almost finesse and will rely largely on his rage or his Power Attack to get the job done.
:arrow: Vader is a proficient combatent although relies largely on dealing large amounts of damage occasionally, instead of smaller amounts more frequently. Of course his perception range Telekinesis at +12 (so thats DC 27 toughness saves), which he will generally reserve for executing minions due to gross incompetence.
:arrow: Vader gets a big update with by cutting a few points from his build, and reworking his powers as an Array.
:arrow: Another update on Vader reduces his total costs even further. He's almost right in line for a balance PL13 character. Spiffy.


Another Star Wars update.
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Postby Beleriphon » Fri Jul 20, 2007 3:36 pm

Beleriphon wrote:MACE WINDU

POWER LEVEL: 12 (232 power points)
ABILITIES: STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4)
COMBAT: Attack +4 (Melee +8, +14 Lightsaber), Defense +8 (+2 flat-footed), Initiative +3
SAVES: Toughness +7 (+3 flat-footed), Fortitude +8, Reflex +13, Will +10
SKILLS: Bluff 8 (+12), Diplomacy 8 (+12), Gather Info 6 (+10), Intimidate 6 (+10), Knowledge [Arcane Lore] 10 (+11), Knowledge [Civics] 6 (+7), Notice 8 (+11), Sense Motive 8 (+11)
LANGUAGES: Basic
FEATS: All-out Attack, Attack Focus [Melee] 4, Attack Specialization 2 [Lightsaber], Connected, Critical Strike, Defensive Attack, Defensive Roll 4, Dodge Focus 4, Elusive Target, Interpose, Power Attack, Move-by Action, Takedown Attack 2

POWERS
-- Purple Bladed Lightsaber of Doom [Easy to Lose 4] --
Strike 7 (E: Penetrating; PF: Accurate, Mighty)
Enhanced Feats [Improved Critical 2, Improved Sunder, Weapon Break]

Array 50 – Force Powers
[dap] [83pp]Deflect 17 (E: Free, Reflection; F: Limited reflection to blaster bolts; PF: Uncanny Dodge [Mental]; DB: Powerloss without lightsaber -3)
[dap] [24pp] Strike 12 (E: Cone)
[dap] [3pp] Leaping 3
[dap] [99pp] Telekinesis 33 (E: Perception)
[dap] [24pp] Strike 12 (E: Burst)

SUMMARY
Abilities 34 + Skills 15 (60 ranks) + Feats 24 + Powers 121 + Combat 16 + Saves 22 – Drawbacks 0 = 232 / 232

:arrow: With his wide array going Mace can deflect blaster bolts and toss around battle droids with shocking ease. Over all he's build a combat monster, and his feats and abilities show that easily. While he's not going to hit as often in combat as Yoda (relatively speaking) the Might portion of his lightsabre lets him add his modest strength bonus to the damage portion of that attack. Also note that his power much more tightly focused, and I've given him leaping outside of his array. He certinaly seems to be good at that whole leaping from stupidly tall places with hurting himself thing. At any rate he should put up a good fight with anybody foolish enough to cross him.
:arrow: July 20, 2007 update: Mace's points get cut, and his options go up. Yay!


Another update, Mace gets his powers arranged in an Array.
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Postby Beleriphon » Fri Jul 20, 2007 5:34 pm

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Millennium Falcon (Heavily Modified Corellion Engineer Corporation YT-1300 light freighter) (135ep/27pp)
Strength: 60 (2ep)
Speed: Flight 12 (F: Limited to extra-atmospheric travel; PF: Alternate Power 2) (26ap)
[ap]Flight 7 (F: Limited to atmospheric travel)
[ap]Space Travel 6 [Medium Interstellar](F: Check required - Computers)
Toughness: +30 (+5 Impervious)
Size: Colossal (4ep)
Features: Hidden Compartments 3 [DC35], Navigation System (+5 bonus) (4ep)
Powers:
Seinar Fleet Systems Active Sensor System - Super-senses 24 [Analytical Radio 2, Analytical Vision 2, Detect (Variable) Radio 2, Extended Radio 9 (190,000 miles), Extended Vision 5, Microscopic Vision 4] (PF: Variable descriptor) (25ep)
Imperial IFF Transponder - Illusion [Radio] 10 (10ep)
Navicomputer - Enhanced Skills 8 [Computer Use] (E: Limited to plotting hyperspace courses) (1ep)
ISD Liberator's Armour Plating - Protection 5 (E: Imprevious 5) (10ep)
Military Grade Shield Generator - Force Field 7 (7ep)
Life Support Systems - Immunity 9 [Life support] (9ep)
Modified CEC AG-2G quad laser cannons - Blast 15 (E: Targeted Burst; F: Touch; PF: Alternate Power 2, Progression 5 [7500-ft. radius]) (37ep)
[ap]BlasTech Ax-108 "Ground Buzzer" blaster cannon - Blast 7 (E: Autofire 3; F: Limited to when ship is grounded)
[ap]Arakyd ST2 concussion missile launchers - Blast 12 (E: Homing; F: Full round)

:arrow: For Star Wars ships I'm using the UP variant that Space Travel speeds are basically broken into 6 categories: Rank 1 - Slow Interplanetary, Rank 2 - Medium Interplanetary, Rank 3 - Fast Interplanetary, Rank 4 - Slow Interstellar, Rank 5 - Medium Interstellar, and Rank 6 - Fast Interstellar. Slow speeds will net you travel times in the months or years range, medium speeds are with in the days to weeks range, and fast speeds are the few hours range. The Falcon falls squarely into Medium Interstellar. Just like the vast majority of Star Wars vessels. Where she really shines is the ability to calculate incredibly complicated hyperspace routes very fast.
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Postby Beleriphon » Sat Jul 21, 2007 4:35 am

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COUNT DOOKU

POWER LEVEL: 12 (205 power points)
ABILITIES: STR: 10 (+0), DEX: 14 (+2), CON: 12 (+1), INT: 16 (+3), WIS: 14 (+2), CHA: 16 (+3)
COMBAT: Attack +5 (Lightsaber +12), Defense +9 (+4 flat-footed), Initiative +2
SAVES: Toughness +7 (+1 flat-footed), Fortitude +5, Reflex +11, Will +9
SKILLS: Diplomacy 8 (+11), Intimidate 8 (+11), Notice 8 (+10), Sense Motive 8 (+10)
LANGUAGES: Basic
FEATS: Accurate Attack, Assessment, Attack Specialization 5 [Lightsaber], Connected, Defensive Attack, Defensive Roll 6, Dodge Focus 1, Improved Defense 2, Improved Disarm 1, Move-by Action

POWERS:
-- Lightsaber [Easy to Lose 4] --
Strike 7 (E: Penetrating; Accurate, Mighty)
Enhanced Feats 4 [Improved Critical 2, Improved Sunder, Weapon Break]

Array 46 – Force Powers [92pp]
[dap] [83pp] Deflect 17 (E: Free, Reflection; F: Limited to reflecting blaster bolts; PF: Uncanny Dodge [Mental]; DB: Powerloss without lightsaber -3)
[dap] [9pp] Force Lighting – Strike 7 (PF: Extended Range 2)
[dap] [60pp] Telekinesis 20 (E: Perception)

SUMMARY:
Abilities 22 + Skills 8 (32 ranks) + Feats 20 + Powers 109 + Combat 26 + Saves 20 – Drawbacks 0 = 205

:arrow: Dooku is a fencer, and its sometimes hard to reconcile that with the fact with the Jedi style of lightsaber combat. I think I've done a good job of this, and his feats allow him a much great degree of defense that one would expect from a Makashi master.
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Postby JoshuaDunlow » Sat Jul 21, 2007 9:22 am

Great Starwards builds, i just had one thought though. On Doku's force lightning, or any force wielders force lightning. Couldn't it have split attack? I have seen just about all the starwars movies myself, but i just thought perhaps the force lightning could be used on more than 1 target if they were close enough.
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Postby Beleriphon » Sat Jul 21, 2007 2:25 pm

JoshuaDunlow wrote:Great Starwards builds, i just had one thought though. On Doku's force lightning, or any force wielders force lightning. Couldn't it have split attack? I have seen just about all the starwars movies myself, but i just thought perhaps the force lightning could be used on more than 1 target if they were close enough.


I know, it funky like that but the way I've always seen it myself is striking at a single target normally. I was actually going to make it a cone, but decided that it would actually end up covering too large an area.
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Postby Beleriphon » Sat Jul 21, 2007 3:01 pm

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AYLA SECURA

POWER LEVEL: 10 (165 power points)
ABILITIES: STR: 10 (+0), DEX: 16 (+3), CON: 14 (+2), INT: 12 (+1), WIS: 16 (+3), CHA: 18 (+4)
COMBAT: Attack 2 (Melee 5, Lightsaber +11), Defense +5 (+2 flat-footed), Initiative +3
SAVES: Toughness +6 (+2 flat-footed), Fortitude +5, Reflex +10, Will +7
SKILLS: Acrobatics 8 (+11), Knowledge [Arcane Lore] 6 (+7), Notice 9 (+12), Sense Motive 8 (+11)
LANGUAGES: Basic; Base: Twi'lek
FEATS: Accurate Attack, Acrobatic Bluff, Ambidexterity, Attack Focus [Melee] 3, Attack Specialization 2 [Lightsaber], Defensive Attack, Defensive Roll 4, Dodge Focus 2, Move-by Action, Takedown Attack 2

POWERS
-- Dual Lightsabers [Hard to Lose 5] --
Strike 9 (E: Penetrating; PF: Accurate, Mighty, Split Attack)
Enhanced Feats [Improved Critical 2, Improved Sunder, Weapon Break]

Deflect 14 (E: Free, Reflection; F: Limited reflection to blaster bolts; PF: Alternate Power, Uncanny Dodge [Mental]; DB: Powerloss without lightsaber -3)
[ap] Telekinesis 15 (E: Perception; PF: Precise)

SUMMARY
Abilities 26 + Skills 8 (32 ranks) + Feats 18 + Powers 89 + Combat 10 + Saves 14 – Drawbacks 0 = 165

:arrow: Yay for EU characters. Ayla is, as far as I can tell, the only Jedi character to wield two weapons during the entire movie saga as a regular form of combat. In terms of that I've just opted to go with the idea that she can deal slightly more damage to a single target with two lightsabers, since really at that point chopping some mooking in half twice really doesn't make a whole lot of difference.
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Postby Beleriphon » Sat Jul 21, 2007 3:52 pm

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Incom T65 X-wing Space Superiority Starfighter (91ep/19pp)
Strength: 40
Speed: Flight 12 (F: Limited to extra-atmospheric travel; PF: Alternate Power 2) (26ap)
[ap]Flight 7 (F: Limited to atmospheric travel)
[ap]Space Travel 6 [Medium Interstellar](F: Check required - Computers)
Defense: +6
Toughness: +23 (+6 Impevious)
Size: Gargantuan (3ep)
Features: Navigation System (+5 bonus) (1ep)
Powers:
Taim & Bak KX9 Laser Cannons - Blast 10 (E: Autofire 2 [interval]; PF: Alternate Power 2, Progression [range - 250-ft/rank; 2500-ft range increments]) (43ep)
[ap] Quad Fire Taim & Bak KX9 Laser Cannons - Blast 15
[ap] Krupx MG7 proton torpedo launchers - Blast 12 (E: Explosion)
Chempat "Defender" deflector shield generator - Force Field 12(E: Impervious 6) (18ep)

:arrow: The workhorse of the Rebel Alliance, and coolest fighter craft ever, the X-wing is tough and packs a nasty punch. Using this as the base I can only imagine how terrible TIEs are going to be. ;)
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Postby fireinthedust » Sat Jul 21, 2007 6:18 pm

Beleriphon: I want to preface this with "you are my hero" for doing all this.
However, earlier in your work you asked for comments, and as I've just found this link, and only partly skimmed through it, here's what I've found so far to ask about:


1) Drizzt: one of his blades does frost damage (icing death, from the white dragon of the same name); the other is traditionally a defending blade (dynamic array: strike and deflect bonus).
Also I'd put Gwyn as a Sidekick, freeing up more points for every. single. combat. feat. available. That and jack of all trades, as he's often written doing things DnD rangers/drow shouldn't be able to do.

2) The Borg: they're really star trek's version of zombies: they bite you, you become one of them and loose your consciousness. The whole queen-thing from First Contact can be done, however, if you have her as the main character (telepathy, etc.) with incredible numbers of minions. Heck, just put X minions and give her high stats (she took on Data, right?). Otherwise, if you're going for just the collective, go for Hive Mind.
Hive mind the trait can work for so many critters (the borg, Aliens' xenomorphs, etc.), and I don't know if it's statted out.

3) Luke Skywalker: I've been stressing about this guy, too. Strike is big, and he can do @force grip@, telekinesis, minor leaping, and some weird aiming stuff (new power? you know you want to!). The part that gets me is R2 as a sidekick, and the Xwing which he's always got; in the books that's his vehicle and sidekick duo. 1st ed I thought deflection made strikeing someone else easy, but I don't know for 2nd ed. Although I think you could shave off loads of points with Lightsabre: array, dynamic array, whatever for deflect and strike, plus corrosion for when he's cutting through bulkheads (it won't otherwise come up in combat, really, with the PL cap).
Do you have his stats from the d20 star wars book? Most of them are statted as uber high-level, though they don't really need to be. Han can have higher stats, use Chewy as a sidekick, the millenium falcon can take up loads of points to equal him out with Luke. I mean, how would you stat Serenity?

4) Requests: Galactus, Dr. Doom (original, I don't think Ultimate did as good a job there as they did with Cap and the others), Skeletor and He-man/She-ra (with battle cat and, let's face it, as many villains as you can: stinkor, beast man, man at arms, teela, the whole shebang!). Also... I dunno! Darkwing Duck, did that work out? The Scooby gang?

5) Not a question, but I read an article recently that said Einstein would be a 5th level expert (physics), and that aragorn wouldn't be higher than 5th level (I mean, if he's challenged by orcs with your build, what the heck do the orcs he's fighting look like?! oohh... wait, could you do some Cave Troll builds?).
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