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Taliesin's builds: 3E moved to sister thread

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Postby burner2501 » Sat Mar 08, 2008 1:53 pm

Taliesin wrote:
TheFinalSon wrote:
Taliesin wrote:Yeah, if you're designing the villain to combat your PCs, then it's going to be a different tack then how I would design him as an NPC true to the comics.

As for how I determine ranks of powers or traits for a comic book build, I have an extensive set of benchmarks, with the most popular and famous characters slotted in at various levels. That gives me a good idea of where to slot less popular characters. For example, I'll probably slot in the various damage effects from Mole Man's staves at about 8-10 ranks. Though a moderate threat in FF#1, I don't think most of those powers were able to get past the Thing's Impervious Toughness or Sue's Force Fields, though you can give his laser blast Penetrating, so that it can at least force saves against those opponents, although the ranks should still be around 8-10 or so.


Tal, I don't suppose there's any chance you posting up that set of benchmarks, or is that a trade secret? :wink:


It's in a gigantic Excel spreadsheet right now, so I'll have to clean it up and get it into a post-able format. Maybe I'll write up something as a design diary.


That would be very helpful. :D If you need a hand formatting anything for your benchmark table I wouldn't mind lending a hand.

And, many thanks for your feedback. I want to design Mole Man as a villain not related to any specific heroes or players.
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Postby SCKnight » Sat Mar 08, 2008 2:46 pm

burner2501 wrote:
Taliesin wrote:
TheFinalSon wrote:
Taliesin wrote:Yeah, if you're designing the villain to combat your PCs, then it's going to be a different tack then how I would design him as an NPC true to the comics.

As for how I determine ranks of powers or traits for a comic book build, I have an extensive set of benchmarks, with the most popular and famous characters slotted in at various levels. That gives me a good idea of where to slot less popular characters. For example, I'll probably slot in the various damage effects from Mole Man's staves at about 8-10 ranks. Though a moderate threat in FF#1, I don't think most of those powers were able to get past the Thing's Impervious Toughness or Sue's Force Fields, though you can give his laser blast Penetrating, so that it can at least force saves against those opponents, although the ranks should still be around 8-10 or so.


Tal, I don't suppose there's any chance you posting up that set of benchmarks, or is that a trade secret? :wink:


It's in a gigantic Excel spreadsheet right now, so I'll have to clean it up and get it into a post-able format. Maybe I'll write up something as a design diary.


That would be very helpful. :D If you need a hand formatting anything for your benchmark table I wouldn't mind lending a hand.

And, many thanks for your feedback. I want to design Mole Man as a villain not related to any specific heroes or players.


Must be a really big Excel spreadsheet!
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Postby Taliesin » Sat Mar 08, 2008 7:35 pm

Image
Snot…becoming…drool…

Mole Man
Harvey Rupert Elder

Power Level: 10 (156pp)

Abilities: STR: 14 (+2), DEX: 8 (-1), CON: 18 (+4), INT: 20 (+5), WIS: 12 (+1), CHA: 8 (-1)

Skills: Climb 8 (+10), Computers 8 (+13), Craft [Electronic] 12 (+17), Disable Device 8 (+13), Handle Animal 12 (+11), Knowledge [Earth Sciences] 12 (+17), Knowledge [Technology] 12 (+17), Notice 12 (+13), Survival 8 (+9)

Feats: Attack Focus [Melee] 2, Attack Specialization [Quarterstaff], Defensive Roll 2, Dodge Focus 2, Favored Environment [Underground] 4, Favored Opponent [Surface Dwellers] 2, Inventor, Master Plan, Minions 20 (1,000 Moloids; rank 1, fanatical), Minions 20 (Giganto; rank 10, fanatical)

Powers:
Device 1 [Protective Goggles] (Hard to Lose; 4pp)
Device 5 [Weapon Staff] (Easy to Lose; Power Feat: Restricted 2; 17pp)
Super-Senses 4 (Radar; 4pp)

Devices:

Protective Goggles (5pp total)
Sensory Shield 4 (visual; 4pp)
Super-Senses 1 (Low-Light Vision; 1pp)

Weapon Staff (25pp total)
Blast 10 (Power Feat: Variable Descriptor 2 [any energy]; 22pp)
AP: Strike 2 (Power Feat: Mighty, Thrown; 1pp)
AP: Trip 10 (Extras: Explosion [+1]; Flaw: Range [Touch; -1]; 1pp)
Super-Senses 1 (Danger Sense [Radio]; 1pp)

Combat: Attack +4 / +6 (Melee) / +8 (Quarterstaff) // +2 (Underground); Damage +4 (Weapon staff) / +10 (Blast) // +2 (vs. Surface Dwellers); Defense +10 (+4 flat-footed) // +2 (Underground); Initiative -1

Saves: Toughness +6 (+4 flat-footed), Fortitude +8, Reflex +2, Will +7

Drawbacks: Disability (Blind, without Protective Goggles; Uncommon, Minor; -1pp), Vulnerable (Visual sensory effects; Uncommon, Major; -3pp)

Abilities 20 + Skills 23 (92 ranks) + Feats 55 + Powers 25 + Combat 24 + Saves 13 – Drawbacks 4 = Total 156

Complications: Enemy (Fantastic Four, others), Hatred (surface dwellers), Responsibility (Moloids, Mutates, other surface rejects)

:arrow: Mole Man is a second-rate mad scientist and mastermind. His weapon staves make him moderately threatening in combat. Mole Man is light-sensitive, but covers this with his protective goggles and compensates with his radar sense. What he does have going for him is an endless horde of Moloids and at least one colossal creature from Monster Island who are utterly devoted to him at his beck and call.

:arrow: The Mole People are weak individually, but they have strength in their numbers.

Moloid (Minion Rank 1, Fanatical)

Power Level: 1 (7pp)

Abilities: STR: 10 (+0), DEX: 8 (-1), CON: 14 (+2), INT: 4 (-3), WIS: 10 (+0), CHA: 4 (-3)

Skills: Notice 4 (+4), Survival 4 (+4)

Feats: Equipment, Interpose, Teamwork

Powers:
Immunity 5 (Mind Control; 5pp)
Super-Senses 2 (Darkvision; 2pp)

Equipment: Club (4ep)

Combat: Attack +0; Damage +2 (Club); Defense +0 (+0 flat-footed); Initiative -1

Saves: Toughness +2, Fortitude +4, Reflex +1, Will +0

Abilities -10 + Skills 2 (8 ranks) + Feats 3 + Powers 7 + Combat 0 + Saves 4 – Drawbacks 0 = Total 7


:arrow: The most notable of the Monster Island mutates under Mole Man’s control is Giganto, a veritable behemoth who is able to slug it out with any of Marvel’s powerhouses.

Giganto (Minion Rank 10, Fanatical)

Power Level: 11 (144pp)

Abilities: STR: 14 [46] (+18), DEX: 8 (-1), CON: 26 [42] (+16), INT: 4 (-3), WIS: 10 (+0), CHA: 4 (-3)

Skills: Intimidate 8 (+13), Notice 4 (+4), Survival 4 (+4)

Feats: All-Out Attack, Fearless, Fearsome Presence 6 (30 ft. radius), Improved Overrun, Power Attack

Powers:
Burrowing 6 (50 MPH; 6pp)
Growth 16 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 49pp)
Immunity 5 (Mind Control; 5pp)
Impervious Toughness 8 (8pp)
Super-Senses 5 (Darkvision, Tremorsense; 5pp)

Growth Effects
-8 Attack and Defense bonus, Grapple +16, Stealth -16, Intimidate +8
Strength +32, Constitution +16, Carrying Capacity +20 Str
Base Movement +20 feet

Combat: Attack +12 / +46 (Grapple) // -8 (size); Damage +18 (Unarmed); Defense +14 (+7 flat-footed) // -8 (size); Initiative -1

Saves: Toughness +16 (+8 Impervious), Fortitude +16, Reflex +1, Will +1

Drawbacks: Disability (Mute; Very Common, Moderate; -4pp)

Abilities 6 + Skills 4 (16 ranks) + Feats 10 + Powers 73 + Combat 52 + Saves 3 – Drawbacks 4 = Total 144
Last edited by Taliesin on Sun Mar 09, 2008 11:26 am, edited 2 times in total.
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Postby Taliesin » Sat Mar 08, 2008 7:38 pm

burner2501 wrote:That would be very helpful. :D If you need a hand formatting anything for your benchmark table I wouldn't mind lending a hand.


I should be able to generate a streamlined list for the Design Diary...I won't be including every character or build in it, just the major ones.

And, many thanks for your feedback. I want to design Mole Man as a villain not related to any specific heroes or players.


No problem. In the meantime, here's how I would stat up the actual Mole Man.
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Postby TheFinalSon » Sat Mar 08, 2008 9:44 pm

If I were you, Burner, I'd just use Taliesin's. They don't call him the best for nothing! :)
Chronicles of Fate
"When the world ends, the battle begins."
E'en when the story's told,
The battle's lost or won,
He who'll never let it end,
You know - Final Son
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Postby SCKnight » Sat Mar 08, 2008 10:14 pm

Taliesin wrote:Image
Snot…becoming…drool…

Mole Man
Harvey Rupert Elder

Power Level: 10 (156pp)

Abilities: STR: 14 (+2), DEX: 8 (-1), CON: 18 (+4), INT: 20 (+5), WIS: 12 (+1), CHA: 8 (-1)

Skills: Climb 8 (+10), Computers 8 (+13), Craft [Electronic] 12 (+17), Disable Device 8 (+13), Handle Animal 12 (+11), Knowledge [Earth Sciences] 12 (+17), Knowledge [Technology] 12 (+17), Notice 12 (+13), Survival 8 (+9)

Feats: Attack Focus [Melee] 2, Attack Specialization [Quarterstaff], Defensive Roll 2, Dodge Focus 2, Favored Environment [Underground] 4, Favored Opponent [Surface Dwellers] 2, Inventor, Master Plan, Minions 20 (1,000 Moloids; rank 1, fanatical), Minions 20 (Giganto; rank 10, fanatical)

Powers:
Device 1 [Protective Goggles] (Hard to Lose; 4pp)
Device 5 [Weapon Staff] (Easy to Lose; Power Feat: Restricted 2; 17pp)
Super-Senses 4 (Radar; 4pp)

Devices:

Protective Goggles (5pp total)
Sensory Shield 4 (visual; 4pp)
Super-Senses 1 (Low-Light Vision; 1pp)

Weapon Staff (25pp total)
Blast 10 (Power Feat: Variable Descriptor 2 [any energy]; 22pp)
AP: Strike 2 (Power Feat: Mighty, Thrown; 1pp)
AP: Trip 10 (Extras: Explosion [+1]; Flaw: Range [Touch; -1]; 1pp)
Super-Senses 1 (Danger Sense [Radio]; 1pp)

Combat: Attack +4 / +6 (Melee) / +8 (Quarterstaff) // +2 (Underground); Damage +4 (Weapon staff) / +10 (Blast) // +2 (vs. Surface Dwellers); Defense +10 (+4 flat-footed) // +2 (Underground); Initiative -1

Saves: Toughness +6 (+4 flat-footed), Fortitude +8, Reflex +2, Will +7

Drawbacks: Disability (Blind, without Protective Goggles; Uncommon, Minor; -1pp), Vulnerable (Visual sensory effects; Uncommon, Major; -3pp)

Abilities 20 + Skills 23 (92 ranks) + Feats 55 + Powers 25 + Combat 24 + Saves 13 – Drawbacks 4 = Total 156

Complications: Enemy (Fantastic Four, others), Hatred (surface dwellers), Responsibility (Moloids, Mutates, other surface rejects)

:arrow: Mole Man is a second-rate mad scientist and mastermind. His weapon staves make him moderately threatening in combat. Mole Man is light-sensitive, but covers this with his protective goggles and compensates with his radar sense. What he does have going for him is an endless horde of Moloids and at least one colossal creature from Monster Island who are utterly devoted to him at his beck and call.

:arrow: The Mole People are weak individually, but they have strength in their numbers.

Moloid (Minion Rank 1, Fanatical)

Power Level: 1 (7pp)

Abilities: STR: 10 (+0), DEX: 8 (-1), CON: 14 (+2), INT: 4 (-3), WIS: 10 (+0), CHA: 4 (-3)

Skills: Notice 4 (+4), Survival 4 (+4)

Feats: Equipment, Interpose, Teamwork

Powers:
Immunity 5 (Mind Control; 5pp)
Super-Senses 2 (Darkvision; 2pp)

Equipment: Club (4ep)

Combat: Attack +0; Damage +2 (Club); Defense +0 (+0 flat-footed); Initiative -1

Saves: Toughness +2, Fortitude +4, Reflex +1, Will +0

Abilities -10 + Skills 2 (8 ranks) + Feats 3 + Powers 7 + Combat 0 + Saves 4 – Drawbacks 0 = Total 7


:arrow: The most notable of the Monster Island mutates under Mole Man’s control is Giganto, a veritable behemoth who is able to slug it out with any of Marvel’s powerhouses.

Giganto (Minion Rank 20, Fanatical)

Power Level: 11 (144pp)

Abilities: STR: 14 [46] (+18), DEX: 8 (-1), CON: 26 [42] (+16), INT: 4 (-3), WIS: 10 (+0), CHA: 4 (-3)

Skills: Intimidate 8 (+13), Notice 4 (+4), Survival 4 (+4)

Feats: All-Out Attack, Fearless, Fearsome Presence 6 (30 ft. radius), Improved Overrun, Power Attack

Powers:
Burrowing 6 (50 MPH; 6pp)
Growth 16 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 49pp)
Immunity 5 (Mind Control; 5pp)
Impervious Toughness 8[/i] (8pp)
[b]Super-Senses 5
(Darkvision, Tremorsense; 5pp)

Growth Effects
-8 Attack and Defense bonus, Grapple +16, Stealth -16, Intimidate +8
Strength +32, Constitution +16, Carrying Capacity +20 Str
Base Movement +20 feet

Combat: Attack +12 / +46 (Grapple) // -8 (size); Damage +18 (Unarmed); Defense +14 (+7 flat-footed) // -8 (size); Initiative -1

Saves: Toughness +16 (+8 Impervious), Fortitude +16, Reflex +1, Will +1

Drawbacks: Disability (Mute; Very Common, Moderate; -4pp)

Abilities 6 + Skills 4 (16 ranks) + Feats 10 + Powers 73 + Combat 52 + Saves 3 – Drawbacks 4 = Total 144


Ah, the insane Mole Man. The guy who can command giant lava monsters and clay men.
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requests?

Postby djday45 » Sun Mar 09, 2008 7:14 am

Just a quick messege to say I love your builds. I'm not sure if you take requests but here goes for two of my favourite Marvel villains, Count Nefaria in his full powered state and the Grey Gargoyle.

rgds
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Postby burner2501 » Sun Mar 09, 2008 9:37 am

Taliesin wrote:Image
Snot…becoming…drool…

Mole Man
Harvey Rupert Elder

Power Level: 10 (156pp)

Abilities: STR: 14 (+2), DEX: 8 (-1), CON: 18 (+4), INT: 20 (+5), WIS: 12 (+1), CHA: 8 (-1)

Skills: Climb 8 (+10), Computers 8 (+13), Craft [Electronic] 12 (+17), Disable Device 8 (+13), Handle Animal 12 (+11), Knowledge [Earth Sciences] 12 (+17), Knowledge [Technology] 12 (+17), Notice 12 (+13), Survival 8 (+9)

Feats: Attack Focus [Melee] 2, Attack Specialization [Quarterstaff], Defensive Roll 2, Dodge Focus 2, Favored Environment [Underground] 4, Favored Opponent [Surface Dwellers] 2, Inventor, Master Plan, Minions 20 (1,000 Moloids; rank 1, fanatical), Minions 20 (Giganto; rank 10, fanatical)

Powers:
Device 1 [Protective Goggles] (Hard to Lose; 4pp)
Device 5 [Weapon Staff] (Easy to Lose; Power Feat: Restricted 2; 17pp)
Super-Senses 4 (Radar; 4pp)

Devices:

Protective Goggles (5pp total)
Sensory Shield 4 (visual; 4pp)
Super-Senses 1 (Low-Light Vision; 1pp)

Weapon Staff (25pp total)
Blast 10 (Power Feat: Variable Descriptor 2 [any energy]; 22pp)
AP: Strike 2 (Power Feat: Mighty, Thrown; 1pp)
AP: Trip 10 (Extras: Explosion [+1]; Flaw: Range [Touch; -1]; 1pp)
Super-Senses 1 (Danger Sense [Radio]; 1pp)

Combat: Attack +4 / +6 (Melee) / +8 (Quarterstaff) // +2 (Underground); Damage +4 (Weapon staff) / +10 (Blast) // +2 (vs. Surface Dwellers); Defense +10 (+4 flat-footed) // +2 (Underground); Initiative -1

Saves: Toughness +6 (+4 flat-footed), Fortitude +8, Reflex +2, Will +7

Drawbacks: Disability (Blind, without Protective Goggles; Uncommon, Minor; -1pp), Vulnerable (Visual sensory effects; Uncommon, Major; -3pp)

Abilities 20 + Skills 23 (92 ranks) + Feats 55 + Powers 25 + Combat 24 + Saves 13 – Drawbacks 4 = Total 156

Complications: Enemy (Fantastic Four, others), Hatred (surface dwellers), Responsibility (Moloids, Mutates, other surface rejects)

:arrow: Mole Man is a second-rate mad scientist and mastermind. His weapon staves make him moderately threatening in combat. Mole Man is light-sensitive, but covers this with his protective goggles and compensates with his radar sense. What he does have going for him is an endless horde of Moloids and at least one colossal creature from Monster Island who are utterly devoted to him at his beck and call.

:arrow: The Mole People are weak individually, but they have strength in their numbers.

Moloid (Minion Rank 1, Fanatical)

Power Level: 1 (7pp)

Abilities: STR: 10 (+0), DEX: 8 (-1), CON: 14 (+2), INT: 4 (-3), WIS: 10 (+0), CHA: 4 (-3)

Skills: Notice 4 (+4), Survival 4 (+4)

Feats: Equipment, Interpose, Teamwork

Powers:
Immunity 5 (Mind Control; 5pp)
Super-Senses 2 (Darkvision; 2pp)

Equipment: Club (4ep)

Combat: Attack +0; Damage +2 (Club); Defense +0 (+0 flat-footed); Initiative -1

Saves: Toughness +2, Fortitude +4, Reflex +1, Will +0

Abilities -10 + Skills 2 (8 ranks) + Feats 3 + Powers 7 + Combat 0 + Saves 4 – Drawbacks 0 = Total 7


:arrow: The most notable of the Monster Island mutates under Mole Man’s control is Giganto, a veritable behemoth who is able to slug it out with any of Marvel’s powerhouses.

Giganto (Minion Rank 10, Fanatical)

Power Level: 11 (144pp)

Abilities: STR: 14 [46] (+18), DEX: 8 (-1), CON: 26 [42] (+16), INT: 4 (-3), WIS: 10 (+0), CHA: 4 (-3)

Skills: Intimidate 8 (+13), Notice 4 (+4), Survival 4 (+4)

Feats: All-Out Attack, Fearless, Fearsome Presence 6 (30 ft. radius), Improved Overrun, Power Attack

Powers:
Burrowing 6 (50 MPH; 6pp)
Growth 16 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 49pp)
Immunity 5 (Mind Control; 5pp)
Impervious Toughness 8[/i] (8pp)
[b]Super-Senses 5
(Darkvision, Tremorsense; 5pp)

Growth Effects
-8 Attack and Defense bonus, Grapple +16, Stealth -16, Intimidate +8
Strength +32, Constitution +16, Carrying Capacity +20 Str
Base Movement +20 feet

Combat: Attack +12 / +46 (Grapple) // -8 (size); Damage +18 (Unarmed); Defense +14 (+7 flat-footed) // -8 (size); Initiative -1

Saves: Toughness +16 (+8 Impervious), Fortitude +16, Reflex +1, Will +1

Drawbacks: Disability (Mute; Very Common, Moderate; -4pp)

Abilities 6 + Skills 4 (16 ranks) + Feats 10 + Powers 73 + Combat 52 + Saves 3 – Drawbacks 4 = Total 144


Very impressive! I'm sure I could not have done as well with a Mole Man build. It's also great to see the Moloids and Giganto with him. :o :D

TheFinalSon wrote:If I were you, Burner, I'd just use Taliesin's. They don't call him the best for nothing! :)


I wholeheartedly agree with you, Final Son. :D

The thing I like the most is how Tal formats them with the devices and such so they are very easy to picture when read. Some of the builds by other people are hard for me to get my head wrapped around. I'd even go as far as to say I find the way Tal formats them easier to read than the templates in the official M&M books.
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Re: requests?

Postby Taliesin » Sun Mar 09, 2008 12:21 pm

djday45 wrote:Just a quick messege to say I love your builds. I'm not sure if you take requests but here goes for two of my favourite Marvel villains, Count Nefaria in his full powered state and the Grey Gargoyle.

rgds
Dean


I kind of take requests. I keep a list of everything that's requested, but I don't get to them by date of request or anything but just do whichever characters strike my fancy.
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Postby Taliesin » Sun Mar 09, 2008 12:23 pm

burner2501 wrote:The thing I like the most is how Tal formats them with the devices and such so they are very easy to picture when read. Some of the builds by other people are hard for me to get my head wrapped around. I'd even go as far as to say I find the way Tal formats them easier to read than the templates in the official M&M books.


Heh, and I noticed a couple typos just as you posted that.

I try to do my best to keep the build as transparent and readable as possible, given the limited formatting capabilities of a message board, as it helps cut down the confusion.
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Postby Taliesin » Mon Mar 10, 2008 1:58 pm

Image
Good night, sugah!

Rogue
Anna Marie, post-Messiah Complex (clean slate)

Power Level: 10 (155pp)

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

Skills: Acrobatics 4 (+6), Computers 4 (+4), Investigate 4 (+4), Knowledge [Streetwise] 4 (+4), Knowledge [Tactics] 4 (+4), Languages 2 (French, Russian; base: English), Pilot 6 (+8)

Feats: All-Out Attack, Attack Specialization [Unarmed], Attractive, Equipment, Leadership, Power Attack, Teamwork

Powers:
Mental Duplication 12 (Flaws: Sustained [-1], Split Personality [-1]; 12pp)
Linked Power: Transfer 12 (all powers to all powers; Extra: Alternate Save [Will; +0]; Flaws: Side-Effect [Stun; -1], Tainted [-1]; 72pp)

Equipment:
Commlink (1ep)
Jumpsuit and gloves (0ep)

Combat: Attack +6 / +8 (Unarmed); Damage +2 (Unarmed); Defense +8 (+4 flat-footed); Initiative +2

Saves: Toughness +2, Fortitude +5, Reflex +5, Will +5

Abilities 20 + Skills 7 (28 ranks) + Feats 7 + Powers 84 + Combat 28 + Saves 9 – Drawbacks 0 = Total 155

Complications: Accident (harm to people she touches), Reputation (mutant prejudice)

:arrow: The new current Rogue, after the events of Messiah Complex, has only her power theft ability, with neither the imprints of Ms. Marvel nor of Sunfire. The other significant change is that Rogue’s touch is no longer lethal and presumably does not produce a permanent transfer either. I’m not using an Aura for this build, since the use of Transfer is generally a conscious decision by Rogue and requires skin to skin contact, making incidental contact a rarity (and a Complication, perhaps).
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Postby Narsil » Tue Mar 11, 2008 1:06 am

Some great builds in this thread, though I haven't had a chance to look at all of them.

Though I must ask; us there any chance of any of the Endless from the Sandman graphic novels being done in this?
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Postby Taliesin » Tue Mar 11, 2008 7:24 am

Narsil wrote:Some great builds in this thread, though I haven't had a chance to look at all of them.

Though I must ask; us there any chance of any of the Endless from the Sandman graphic novels being done in this?


Maybe, although their powers are so abstract and cosmic in scope that they would be difficult to describe mechanically. I see a less rigorous system being more suited to a game incorporating the Endless.
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Postby TheFinalSon » Tue Mar 11, 2008 7:54 am

Hey Taliesin, I hate to be pesky, but do you have any idea when we might see that Design Journal with the benchmark table up? Also, is it only going to address PLs themselves, or is it also going to have kind of a continuum of such things as ability scores and powers, like benchmarks of what well-known characters have the lowest and highest STR, Knowledge skill, and Blast power?
Chronicles of Fate
"When the world ends, the battle begins."
E'en when the story's told,
The battle's lost or won,
He who'll never let it end,
You know - Final Son
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Postby Taliesin » Tue Mar 11, 2008 9:03 am

TheFinalSon wrote:Hey Taliesin, I hate to be pesky, but do you have any idea when we might see that Design Journal with the benchmark table up? Also, is it only going to address PLs themselves, or is it also going to have kind of a continuum of such things as ability scores and powers, like benchmarks of what well-known characters have the lowest and highest STR, Knowledge skill, and Blast power?


No, not PLs at all. Mainly ability scores and power ranks. The save DC side of things.

And I'll try to get it out this week. I wanted to write some discussion on how those figures were derived.
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