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Taliesin's builds: 3E moved to sister thread

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Postby Taliesin » Fri Nov 09, 2007 9:20 pm

Image
Were you watching, Johnny?

May

Power Level: 10 (118pp)

Abilities: STR: 20 (+5), DEX: 14 (+2), CON: 14 (+2), INT: 10 (+0), WIS: 10 (+0), CHA: 16 (+3)

Skills: Bluff 8 (+11), Climb 4 (+9), Handle Animal 12 (+15), Intimidate 8 (+11), Pilot 8 (+10), Ride 12 (+14), Survival 8 (+8), Swim 8 (+13)

Feats: Animal Empathy, Attractive (Cute), Defensive Roll 3, Improved Overrun, Power Attack, Taunt, Teamwork

Powers:
Device 3 “Ship’s Anchor” [Easy to Lose] (Power Feat: Restricted [Strength 20+]; 10pp)
Summon Minion 2 (dolphins; Power Feat: Progression 2 [5 minions]; 6pp) Mr. Dolphin
AP: Summon Minion 2 (dolphins; Extra: Horde [+1]; Flaw: Action [Full; -1]; Power Feat: Progression 2 [5 minions]; 1pp) Everyone, Please Applaud!

Devices:

Ship’s Anchor (15pp total)
Spinning 4 (8pp)
Strike 5 (Power Feat: Mighty; 6pp)
AP: Strike 5 (Extra: Targeted Area [Trail; +1]; Flaw: Distracting [-1]; Power Feat: Mighty; 1pp) Restive Rolling

Combat: Attack +10; Damage +5 (Unarmed) / +10 (Anchor); Defense +10 (+5 flat-footed); Initiative +2

Saves: Toughness +6 (+2 flat-footed) // +4 (Spinning), Fortitude +6, Reflex +6, Will +3

Optional Traits:
Feats: Challenge (Instant Block) (1pp)
Impervious Toughness 6 (Flaw: Tension [-1]; 3pp) Faultless Defense
Leaping 1 (Power Feat: Zigzag 1; 2pp)
Super Movement 1 (Air Walking; Flaw: Limited [to one move action; -1]; 1pp)
AP [Strike]: Strike 5 (Extra: Autofire [+1]; Flaw: Overdrive [-1]; Power Feat: Mighty; 1pp) Ultimate Spoiled Child
AP [Summon]: Summon Minion 6 (whale; Flaw: Overdrive [-1]; 1pp) Great Yamada Attack
AP [Summon]: Summon Minion 1 (crew; Extra: Horde [+1]; Flaw: Instant Kill [-1]; Power Feat: Progression 4 [25 minions]; 1pp) May and the Jolly Crew

Abilities 24 + Skills 17 (68 ranks) + Feats 9 + Powers 17 + Combat 40 + Saves 11 – Drawbacks 0 = Total 118 (+ Optional 10)

Complications: Hatred (bald men), Responsibility (Johnny)

:arrow: May’s a spoiled little girl who nevertheless (and frighteningly) has the strength to lift a ship’s anchor, which she uses as her weapon of choice. Aside from this rather straightforward and brutal fighting style, May can also summon various sea creatures, notably dolphins and whales, to help her in battle.
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Postby luketheduke86 » Fri Nov 09, 2007 10:05 pm

Taliesin wrote:
luketheduke86 wrote:very nice Guilty Gear builds Tal!!

though Jam's quote alongside her ....um 'pose' is almost NSFW :oops: lol


Well, I can't claim credit for the suggestive quote or the naughty pose...I will gladly claim credit for mixing the two. :P

leave it to you :wink:

i have been enjoying your Guilty Gear builds (though i've only played it a few times..) and i know your planning on building more and was wondering if your going to build my fave Zato-1 perhaps?
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Postby Taliesin » Fri Nov 09, 2007 11:09 pm

Yeah, I'm working my way towards the weirder characters. :) Zato/Eddie is one of the builds I'm intending to do, along with the other original characters Baiken and Chipp. The ones from later in the series I might or might not do on this run, but I'm hoping to build Johnny and a couple others.
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Postby Libra » Sat Nov 10, 2007 5:28 am

Yeah, I'm working my way towards the weirder characters. :)


Trust fighting games. Just when you think they've reached the plateau of eccentricity you look up and see the next slope.

Perhaps I should try my hand at them, in that case? :wink: :mrgreen:
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Postby Servitor_2152 » Sun Nov 11, 2007 12:35 pm

Libra wrote:
Yeah, I'm working my way towards the weirder characters. :)


Trust fighting games. Just when you think they've reached the plateau of eccentricity you look up and see the next slope.


If most fighting games have a slope of eccentricity, Guilty Gear has a friggin' cliff face.

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Postby Doctor Vile » Mon Nov 12, 2007 7:37 am

What system do you play Guilty Gear on Tally? Is it the Wii? I use to play alot of Streetfighter and Mortal Kombat back in the day on arcade and this looks alot like SF so I was thinking I may enjoy it.

I have a Wii, so if it's on that I might check into it.
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Postby Servitor_2152 » Mon Nov 12, 2007 8:44 am

Doctor Vile wrote:What system do you play Guilty Gear on Tally? Is it the Wii? I use to play alot of Streetfighter and Mortal Kombat back in the day on arcade and this looks alot like SF so I was thinking I may enjoy it.

I have a Wii, so if it's on that I might check into it.


Guilty Gear XX: Accent Core was released in Japan for the Wii, but I'm not sure the American version has made it over here yet. Aside from that, all GG games released so far have been on either the Playstation or the PS2 (to the best of my knowledge). Guilty Gear 2 should be coming out on the XBox 360 sometime next year.
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Postby Taliesin » Mon Nov 12, 2007 11:23 am

Doctor Vile wrote:What system do you play Guilty Gear on Tally? Is it the Wii? I use to play alot of Streetfighter and Mortal Kombat back in the day on arcade and this looks alot like SF so I was thinking I may enjoy it.

I have a Wii, so if it's on that I might check into it.


Accent Core came out on the Wii and the PS2. The Wii version is a lot less buggy, so I'd recommend it for that alone. Just make sure to have a Classic Controller or an arcade stick, since the waggle controls are very gimmicky.
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Postby Libra » Mon Nov 12, 2007 12:39 pm

I think that's rather the point.

Gimmiks sell, after all. . . 8)

(I'm a Playstation Man myself, since the very first one, indeed.)
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Postby Taliesin » Mon Nov 12, 2007 3:56 pm

I never even liked control pads for fighting games, and always shelled out for good arcade-quality sticks for games on the PS2 and way back in the day for the Dreamcast, so you can imagine that as much as I like the Wii, I hate using the Wii-mote for fighting games.
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Postby Taliesin » Mon Nov 12, 2007 4:06 pm

Taliesin wrote:Image
I’m the Juggernaut, bitch!

Juggernaut

Power Level: 14 (210pp)

Abilities: STR: 32 [40] (+15), DEX: 8 (-1), CON: 36 [40] (+15), INT: 8 (-1), WIS: 8 (-1), CHA: 8 (-1)

Skills: Intimidate 16 (+17), Knowledge [Tactics] 8 (+7), Profession [Soldier] 8 (+7)

Feats: Attack Focus [Melee] 6, Fast Overrun, Improved Overrun, Power Attack, Startle

Powers:
Device 3 “Armor” [Hard to Lose] (12pp)
Device 3 “Helmet” [Hard to Lose] (12pp)
Force Field 10 (Extra: Impervious [+1]; 20pp)
Growth 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp)
Immovable 15 (Extra: Unstoppable [+1]; 30pp)
Immunity 22 (Aging, Entrapment, Fatigue effects, Life Support, Need for Sleep, Starvation and Thirst; 22pp)
Regeneration 15 (Recovery Rate 15 [Bruised 1, Injured 4, Disabled 6, Staggered 4]; Power Feat: Regrowth; 16pp)
Super-Strength 4 (Heavy Load: 100 tons; Power Feat: Groundstrike; 9pp)

Growth Effects
Size: Large, Mass x8, Base movement +5 feet, Space 10 ft., Reach 10 ft.
Strength +8, Constitution +4, Carrying Capacity +5
-1 Attack and Defense bonus, Grapple +4, Stealth -4, Intimidate +2

Devices:

Armor (15pp total)
Impervious Toughness 15 (15pp)

Helmet (15pp total)
Mind Shield 15 (15pp)

Combat: Attack +4 / +10 (Melee) // -1 (size); Damage +15 (Unarmed); Defense +4 (+2 flat-footed) // -1 (size); Initiative -1

Saves: Toughness +15 (Impervious) // +10 (Impervious, Force Field), Fortitude +15, Reflex +0, Will +0 // +15 (Impervious, vs. mental)

Abilities 40 + Skills 8 (32 ranks) + Feats 10 + Powers 134 + Combat 16 + Saves 2 – Drawbacks 0 = Total 210

Complications: Reputation (criminal past); formerly: Hatred (Charles Xavier), Obsession (greed)

:arrow: The old-school indestructible Juggernaut is back! He has an ungodly Toughness bonus derived from both his Constitution and his force field, in addition to full life support, an aggressive healing factor, and immunity to entrapment and fatigue effects. Juggernaut’s armor makes his base Toughness Impervious and his helmet protects him from his only weakness: mental attacks.

:!: Update 11/12/07 :!: I removed the Immunity to damage from Juggernaut’s build because I felt that it overlapped far too much with his Toughness that he gets from Constitution anyway. He’s practically tireless, so I couldn’t drop his Constitution. Instead, I just jacked his Toughness way up, to +25 total, which still will allow really powerful forces to damage him on occasion.


Been playing around with my benchmarks a bit and want to update some old builds, starting with the once again large and in charge Juggy!
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Postby Libra » Tue Nov 13, 2007 3:55 am

I never even liked control pads for fighting games, and always shelled out for good arcade-quality sticks for games on the PS2 and way back in the day for the Dreamcast, so you can imagine that as much as I like the Wii, I hate using the Wii-mote for fighting games.


I'll take your word for that, since my taste in arcade games tends towards the pistoleering section and I've never used a Wii. :wink:
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Postby Taliesin » Tue Nov 13, 2007 12:41 pm

Taliesin wrote:Image
Is father angry at me? Or is Thor about to lay a beatdown on me?

Hercules

Power Level: 15 (212pp)

Abilities: STR: 40 (+15), DEX: 14 (+2), CON: 40 (+15), INT: 10 (+0), WIS: 10 (+0), CHA: 18 (+4)

Skills: Acrobatics 8 (+10), Intimidate 12 (+16), Knowledge [History] 8 (+8), Knowledge [Theology and Philosophy] 11 (+11), Languages 1 (English; base: Greek), Notice 4 (+4), Ride 8 (+10), Survival 12 (+12)

Feats: All-Out Attack, Attractive, Benefit (Status: Olympian God and Son of Zeus), Chokehold, Diehard, Equipment 8, Improved Aim, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Startle, Stunning Attack, Weapon Bind

Powers:
Device 1 “Golden Mace” [Magic, Adamantine] (Easy to Lose; Power Feat: Indestructible; 4pp)
Immortality 5 (5pp)
Impervious Toughness 10 (10pp)
Leaping 5 (5pp)
Regeneration 6 (Recovery Rate 6 [Bruised 1, Injured 2, Disabled 3]; 6pp)
Super-Strength 5 (Heavy Load: 100 tons; Power Feat: Groundstrike; 11pp)

Devices:

Golden Mace (5pp total)
Strike 3 (Power Feats: Mighty, Thrown; 5pp)

Equipment:

Vehicle “Chariot” (40ep)
Strength: 35; Speed: 7; Defense: 9, Toughness: 15; Size: Large; Powers: Flight 7, Immunity 9 (Life Support), Space Travel 1, Super-Movement 2 (Dimensional Movement 2)

Combat: Attack +12; Damage +15 (Unarmed) / +18 (Mace); Defense +12 (+6 flat-footed); Initiative +2

Saves: Toughness +15 (+10 Impervious), Fortitude +19, Reflex +6, Will +6

Abilities 72 + Skills 16 (64 ranks) + Feats 21 + Powers 41 + Combat 48 + Saves 14 – Drawbacks 0 = Total 212

Complications: Enemy (Ares), Rivalry (Thor)

:arrow: Hate to say it, but Hercules is really a poor man’s Thor. He’s supposed to be a rival, but Thor is at least his equal in nearly every way. Hercules’ golden mace can’t hold a candle to Mjolnir. They’re nearly equals in terms of fighting skill. Hercules should be stronger than Thor, but he’s not, and Thor has a magic belt to trump Herc. Hercules is probably the better wrestler, whoop-de-doo. Hercules is also rather one-dimensional as a fighter, especially with no reliable method of inflicting ranged damage since he has forsworn use of the bow.

:!: Update 11/13/07 :!: Upped Herc’s physical stats a little bit, as well as his offensive PL.


Just some more benchmarking on my powerhouse builds.
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Postby JackGiantkiller » Tue Nov 13, 2007 1:06 pm

Taliesin wrote:Image
I’m the best there is at what I do…in this case, target practice dummy.

Wolverine

Power Level: 11 (165pp)

Abilities: STR: 16 [20] (+5), DEX: 20 (+5), CON: 26 (+8), INT: 14 (+2), WIS: 20 (+5), CHA: 8 (-1)

Skills: Climb 4 (+7), Handle Animal 12 (+11), Intimidate 16 (+15), Knowledge [Streetwise] 8 (+10), Language 4 (German, Japanese, Russian, Spanish; base: English), Notice 12 (+17), Pilot 4 (+9), Stealth 8 (+13), Survival 12 (+17)

Feats: Animal Empathy, Attack Focus [Melee] 6, Beginner’s Luck, Dodge Focus 6, Evasion, Improved Initiative, Rage 2 (10 rounds), Startle, Takedown Attack 2

Powers:
Container 2 “Claws” (Flaw: Side Effect 1 [always occurs; Damage; -2]; 8pp)
Density 2 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Affects Insubstantial, Innate; 8pp)
Immunity 3 (Aging, Disease, Poison; 3pp)
Regeneration 16 (Recovery Rate 16 [Bruised 3, Injured 4, Staggered 4, Disabled 5]; Power Feats: Diehard; 17pp)
Super-Senses 7 (Normal Hearing 2 [Extended, Uncanny Dodge]; Low-Light Vision, Scent 4 [Danger Sense, Tracking 2]; 7pp)

Claws (10pp total)
Strike 2 (Extra: Penetrating [+1]; Power Feat: Improved Critical, Mighty 5; 10pp)

Density Traits:
+4 Strength, +1 Impervious Toughness, Mass x1.5

Combat: Attack +7 / +13 (Melee); Damage +7 (Strike, 19-20 Crit) // +2 (Rage); Defense +13 (+4 flat-footed); Initiative +9

Saves: Toughness +9 (+1 Impervious), Fortitude +12, Reflex +9, Will +9

Drawbacks: Vulnerable (Magnetic effects; Uncommon, Major; -3pp)

Abilities 44 + Skills 20 (80 ranks) + Feats 21 + Powers 43 + Combat 28 + Saves 12 – Drawbacks 3 = Total 165

Complications: Enemy (Sabretooth, numerous others), Prejudice (mutant), Temper (berserker rage)

:arrow: I opted to go the ultra-fast berserker route with my Wolverine build, not least because of his incarnation in the arcade fighting games. Wolverine is near peak human in Strength, Dexterity, and Wisdom, the latter to reflect his keen intuition and gut feeling, and has a superhuman Constitution. His adamantium-laced skeleton I’ve handled using Density, to reflect the added Strength he gets from having that solid frame, a rank of Impervious Protection, and the fact that he carries around half again his weight in adamantium. He also gets a rank of Affects Insubstantial, as incorporeal characters have difficulty phasing through adamantium.

:arrow: In combat, Wolverine is pretty well-balanced. He’s exceptionally skillful with all melee weapons and besides his claws, has wielded a katana on occasion. Rage brings his damage up to its cap, and he can maintain it for ten rounds. If he can’t finish off his foe in that time, Wolverine usually gets handed a beatdown while he's fatigued. He also has two ranks of Takedown Attack so he can mow through all those ninjas he inevitably ends up facing.

:arrow: Wolverine’s claws are in a Container, and he can extrude or retract them as a Free action by activating or deactivating that Container. In addition, the Container has a -2 Side Effect on one rank, as the claws cause him damage (quickly Regenerated) every time he extrudes them.

:arrow: Despite a hundred and more years of experiences, Wolverine has Beginner’s Luck to cover all the various skills he has picked up. I feel this to actually be quite appropriate; any time an enemy from his past shows up and triggers a Complication, Wolverine will get a Hero Point which he can then use on Beginner’s Luck and reveal some skill he has picked up in the past. Note that I’ve pared his Languages down to 4 ranks, as well, so he can also use Beginner’s Luck on his Languages skill now.

:!: Update 9/25/07 :!: I decided that All-Out Attack, while appropriate, is a bit redundant on top of Rage. Wolverine could be legitimately built with either All-Out Attack and Power Attack or just Rage, and I went with the latter mostly for flavor and because there aren’t enough characters who use that feat. I also shuffled his ability scores around a little bit.


if I may ask...why do you have Mighty 5 on him? I was under the impression one only had to buy multiple levels of Mighty on a ranged attack, not on a melee attack.
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Postby Elric » Tue Nov 13, 2007 1:11 pm

JackGiantkiller wrote:if I may ask...why do you have Mighty 5 on him? I was under the impression one only had to buy multiple levels of Mighty on a ranged attack, not on a melee attack.

Taliesin has bought Mighty 5 so that the penetrating extra applies to all of Wolverine's damage (including the damage from strength). Otherwise, it would only apply based on his strike ranks. Also, you probably can skip quoting the entire character build- that takes up a lot of space.
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