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Postby Bladewind » Fri Oct 10, 2008 6:03 pm

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LOEHANN SILVERBACK

Real Name          Leon Silvers
Identity           Secret ID
Hero/Villain       Hero
Origin             Mythical
Allegiance         Seelie Court
Motivation         Duty
Gender             Male
House              Dougal
Height             6'1" (8'0")*
Weight             220 lbs (347 lbs)*
Hair               White
Eyes               Ice Blue
Size               Medium
* Human Size, Fae Size

PL:                11  (165 pp)

ABILITIES:   
STR:               26 (+ 8/+ 2) 
DEX:               12 (+     1)   
CON:               24 (+ 7/+ 2)   
INT:               10 (      0)   
WIS:               14 (+     2)   
CHA:                8 (-     1)

SKILLS: 
Bluff                 (- 1),
Climb                 (+ 8),
Concentration         (+ 2),
Craft
 Structural         6 (+ 6),
Diplomacy             (- 1),
Disguise              (- 1),
Escape Artist         (+ 1),
Gather Info           (- 1),
Handle Animal         (- 1),
Intimidate          2 (+10),
Knowledge
 Tactics            4 (+ 4),
 Technology         2 (+ 2),
Notice                (+ 2),
Prof - Blacksmith   6 (+ 8),
Sense Motive          (+ 2),
Stealth               (+ 1),
Survival              (+ 2),
Swim                  (+ 8)

FEATS: 
Attack Focus (Melee)  (+ 3),
Benefit               (+ 1),    Status – Troll Knight
Benefit               (+ 1),   Strength for Intimidate
Chokehold,
Dedication*,
Diehard,
Endurance             (+ 2),
Equipment             (+ 2),   Gallan Castle (HQ)
Equipment             (+ 1),    Various Weapons
Fearless,
Grappling Finesse,
Improved Sunder,
Interpose,
Luck (+ 4),
Minions (+3),
Oathbound*,
Power Attack,
Second Chance         (+ 1),   2md Chance for Will Saves
Weapon Bind,
Weapon Break
* from Masterminds Manual

POWERS: 
*Regeneration - Ressurection (1/ week) [1],
 - Not versus death by Cold Iron
 Power Feat - Reincarnation

*Immunity [4],
 - Aging, Disease, Cold/ Hot Temperatures

*Super-Senses [3], - Detect Unseelie Fae (Radius, Extended)

*Stoic Demeanor [4],
 - Impervious Protection [4],
 - Mind Shield [4],

*Fae Presence - Emotion Control (Fear Only) [3] - DC:13:will,
 Extra - Area (Burst)
 Extra - Selective (Enemies)
 Flaw - Sense Dependant (Sight)

*Enhanced Strength [12],
*Enhanced Constitution [10],

*Super-Strength [2],

*Regeneration - Bruised/ Unconscious (1/ Round) [2],
*Regeneration - Injured/ Staggered (1/ Round) [2],
*Regeneration - Disabled (1 hour) [2],

*Morph (Human Seeming) [2],

*Comprehend - Objects [1],
 Alt Power - Comprehend - Animals
 Alt Power - Comprehend - Plants

*Boost Impervious Tough [5]

COMBAT:
Attack   + 7  [Unarmed +8 (Bruise)] 
 Melee   +10(+8 unarmed damage)
Defense   20 (15 flat-footed)   
Init     + 1

SAVES: 
Toughness 11 (11 flat-footed) 
Fortitude 15 
Reflex     4 
Will      16

DRAWBACKS: 
Disability - One hand. One eye
Power Loss - Strength - If breaks word
Power Loss - Regen - If breaks word
Vulnerable - Cold Iron

Abilities   12  +
Skills       4 (20 ranks)  +  (5:1)
Feats       29  + 
Powers      75  + 
Combat      34  + 
Saves       25  +
Drawbacks  -14 = 165 / 165

:arrow: Image created by Loehann’s player. The Sidhe in front is a Baroness for whom Loehann was charged with protecting. Her name was Karista, she was of the same noble house (Dougal) and was blind.

:arrow: Skills at 5:1

:arrow: Used a lot of Joshua Dunlow’s god campaign concepts once again; as I did for Tanya Maclaren. I renamed Divine Grace to Stoic Demeanour. His Divine Awareness becomes an ability to determine if a creature of Fae is of the Unseelie or the Seelie court just by looking at them. In terms of my Changeling campaign this was actually a double-edged sword. The player never caught on, but that ability is actually the ability of Unseelie Trolls known as Ogres… Loehann was well on the way to becoming an Ogre but never realized it!

:arrow: Created at PL 11 as he was a Grump. Contrary to my prior statement for Tanya, I view Childings as PL 6-7, Wilders as Pl 8-9 and Grumps as PL 10-12 as a rule. This does not account for truly powerful individuals that might gain power on their own regardless of Seeming. For those unfamiliar, these are equivalents for the above-mentioned game, Changeling. Tanya is PL 10 by the end of her story due to her origins being revealed. Loehann is PL 11 by virtue of being a grump.

:arrow: His magical abilities are a result of the RPG giving all characters some form of the Magical Arts. Loehann’s player chose the Primal Art.

:arrow: His minion, a Pl 3 Glome, is actually rules breaking IMO, but I was looking to give him what was actually in the campaign. It was something that never came up in play, but the hammer that he wielded was actually a dormant fae spirit. The spirit of a massive piece of granite, the granite reforged as a hammer. The spirit could take humanoid form, at which point the hammer was unavailable. However, the spirit was dormant and only serves to give Loehann a damage that hit caps in this build.

:arrow: Once again, I’ve made no attempt to concert the chimerical rules to MnM. The character can simply shift from human seeming to fae mien at will. Loehann very rarely assumed Human form if he could avoid it.

:arrow: Galan Castle is an actual place in Rosemere Quebec, the city where Loehann’s player lived at the time and we both went to grade school. It wasn’t a castle in the sense of towers and dungeons, but it was made of stone, had a very large area of land around it, etc. It so fit the character.
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Postby LeopoldKain » Fri Oct 10, 2008 8:32 pm

Bladewind wrote:Image



I like this build alot :D
Please look at this stuff:
Red and Wolf ; Kain's Builds
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Postby Bladewind » Fri Oct 10, 2008 8:35 pm

Thank you !
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Postby Bladewind » Sat Oct 11, 2008 7:57 am

Image forthcoming...

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SYRINX

Concept          Converted Changeling Satyr and “These New Dark Ages” Character
Real Name        Barbara Townsend
Identity         Secret ID
Hero/Villain     Hero
Origin           Mythical
Allegiance       Seelie Court
Motivation       Thrills
Gender           Female
Court/ House     Seelie/ NA
Height           5'6"
Weight           117 lbs
Hair             Auburn
Eyes             Green
Size             Medium
Quote            A life without love, is no life at all
Occupation       Singer

PL:              9  (135 pp)

ABILITIES:   
STR:             12 (+     1) 
DEX:             18 (+ 4/+ 1)   
CON:             16 (+ 3/+ 1)   
INT:             10 (      0)   
WIS:             12 (+     1) 
CHA:             20 (+ 5/ +1)

SKILLS: 
Acrobatics            4 (+ 8)
Bluff                13 (+18)*
Climb                   (+ 1)
Concentration           (+ 1)
Carft
 Artistic             3 (+ 3)
Diplomacy            11 (+16)*
Disguise                (+ 5)
Escape Artist         3 (+ 7)
Gather Info             (+ 5)
Handle Animal           (+ 5)
Intimidate              (+ 5)
Knowledge
 Current Event        2 (+ 2)
 Popular Culture      4 (+ 4)
 Streetwise           1 (+ 1)
Notice               10 (+11)
Perform
 Dance               10 (+15)
 Singing              8 (+13)
 String Instruments   7 (+12)
 Wind Instruments    14 (+19)
Sense Motive          6 (+ 7)
Sleight of Hand       4 (+ 8)
Stealth                 (+ 4)
Survival                (+ 1)
Swim                    (+ 1)
* The +8 for Attractive is included here.

FEATS: 
Attack Focus (Melee)   (+ 2)
Attractive             (+ 2)
Dodge Focus            (+ 3)
Elusive Target
Endurance              (+ 2)
Equipment              (+ 2) As appropriate, she carried bolas as her main weapon.
Evasion                (+ 1)
Improved Initiative    (+ 1)
Skill Mastery          (+ 1) Perform Skills
Ultimate Effort        (+ 1) Wind Instruments
Well Informed

POWERS: 
*Enhanced Dexterity [6]
*Enhanced Constitution [3]
*Enhanced Charisma [8]

*Regeneration - Ressurection (1/ week) [1]
 - Not versus death by Cold Iron 
 Power Feat - Reincarnation 

*Immunity [5]
 - Aging Poison Disease Cold/ Hot Temperatures 

*Commanding Presence [3]
 - Impervious Protection [3]
 - Mind Shield [3]

*Passionate Presence - Emotion Control (Lust Only) [4] - DC:14:will
 Extra - Area (Burst)
 Flaw - Sense Dependant (Sight) 

*Emotion Control [3] - DC:13:will
 Flaw - Performance Check Req'd
 Drawback - Power Loss - If cannot perform (- 1)

*Power Reserve - Passionate Presence/ Emotion Control [5]
 Flaw - Performance Check Req'd
 Drawback - Power Loss - without Pan Pipes (- 1)
 Power Feat - Reserve (Portal Passage) 

*Super Senses: Low Light Vision [1]

*Speed [2]

*Leaping [4]

*Teleport [1]
 Extra - Portal
 Flaw - Limited to creating passageways through objects 

COMBAT: 
Attack    + 3  [Unarmed +1 (Bruise)] 
 Melee    + 5 (Melee)
Defense    19 (13 flat-footed)   
Init      + 8
 

SAVES: 
Toughness + 6 (6 flat-footed) 
Fortitude + 9 
Reflex    + 8  (Evasion, Elusive Target)
Will      + 7

DRAWBACKS: 
Vulnerable - Cold Iron

COMPLICATIONS
Passion’s Curse
Weakness – Cold Iron

Abilities 11  + 
Skills 21 (84 ranks)  +
Feats 17  + 
Powers 54  + 
Combat 18  + 
Saves 16  + 
Drawbacks -2 = 135 / 135


:arrow: Continuing my line of converted former Changeling characters, we have Syrinx. Syrinx was a character of my sig other sometime ago in a brief Changeling game and then in a D20 System Mix game (We had D&D, D20, Star Wars among others freely romping together – it worked because it was mostly freeform, the system benchmarking the character abilities. As a result, the character’s abilities are a mix of D&D and Changeling.

:arrow: Standard stuff for the most part. She uses some of the same rules I’ve been using for the other Changelings. Essentially a Quasi-Deity if benchmarked against Joshua Dunlow’s god-campaign guidelines, she has the slightly reduced Immortality, the Commanding Presence (instead of Divine Grace – it’s more of a ‘you can’t bring yourself to attack with your full power’ kind of thing in terms of descriptor, even if the mechanic is Protection and Mind Shield. She adds a Passionate Presence to that, which is Joshua Dunlow’s Divine Presence mechanic. The rest is unique to the character. She does not gain any particular super-senses, I’m reserving those mostly for nobles.

:arrow: The powers listed from Speed onward may seem a little off in regard to the rest of the build. That’s the Changeling Arts in a conversion form. She had Wayfare 3. This amounted to a power called Hopscotch (Leaping), Quicksilver (Speed), and Portal Passage (which allowed the creation of portals through objects up to 10 feet thick). The concept of converting Realms to MnM is a little beyond my attention span at the moment, as they are more a series of limitations that get bought off. However, those same realms really granted flavour and precision to what the various characters could do with their Arts.

:arrow: Syrinx’s Power Reserve is meant to represent that while any kind of performance that she puts on, or any time she walks into a room, she stirs emotions. By pulling out her Pan Pipes, she can hit her caps with those powers, and exceed her power level (note the trade-offs). With her full Emotion control, as well as with the Power Reserve, I added a Power Loss and a Flaw. She must be able to Perform (Check Required) and she has cannot use her Powers without the medium (Power Loss). I did not want two full flaws. (The Power Loss are 1 pt values each.)

:arrow: Hm. My first attempt at using a Power Reserve and I actually think it works.

:arrow: Her immunity to poison is meant more to represent an immunity to the effects of alcohol. She can still get drunk, but she is never hung-over, will never get liver poisoning and the like. However, since poison is a one-point immunity, I went with it. She is thus immune to all mundane poisons. I would rule that the character does not have to roll to avoid the effects of alcohol. She is drunk when the player says she is, and can consume vast quantities that would put the average person well under the table before slurring her words – if she wants to.

:arrow: I gave her a weakness to Cold Iron above and beyond her Vulnerability to it. This is in keeping with my views of Superman’s vulnerability to Krytonite. The presence of the Green K causes him to collapse but he can sometimes overcome up it with effort. However, a Kryptonite Bullet will harm him. I would rule that one or the other can be in play – Cold Iron shackles render her almost completely powerless, while a cold iron dagger will be her undoing. She gets a HP for the former, extra PP at character creation for the latter.

:arrow: I could have (and should have) added ranks in Profession – she was a singer at clubs in both games she was in, but alas, I ran out of points. Same thing for a few Performance-related Challenges. At least I stayed within my own guidelines on this one! ;)
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Postby JoshuaDunlow » Sat Oct 11, 2008 8:42 am

Looking good, keep it up. I like this last one, or perhaps its just a fondness for lusty fae performers. :wink:
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Postby Bladewind » Sat Oct 11, 2008 8:45 am

lol. Thanks for the props.

I found a pic that would reinforce that notion, not entirely sure that it's a good idea to use it, so I'm still searching.

Glad to see people enjoying the builds. I get traffic judging by the hit count on the thread (I'm not that egotisical to hit my own thread thousands of times...)

The comments are appreciated.
Last edited by Bladewind on Sat Oct 11, 2008 3:24 pm, edited 1 time in total.
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Postby Bladewind » Sat Oct 11, 2008 1:24 pm

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LORD OF NEVERMIND
PL:            11  (224 pp)

ABILITIES:   
STR:            8 (- 1) 
DEX:           14 (+ 2)   
CON:           14 (+ 2)   
INT:           18 (+ 4)   
WIS:           16 (+ 3)   
CHA:           16 (+ 3)

SKILLS: 
Bluff           4 (+ 7),
Climb             (- 1),
Concentration     (+ 3),
Craft
Artistic        6 (+10),
 Chemical      10 (+14),
Diplomacy       8 (+11),
Disguise          (+ 3),
Escape Artist     (+ 2),
Gather Info     8 (+11),
Handle Animal     (+ 3),
Intimidate     14 (+17),
Knowledege
 Arcane Lore   16 (+20),
Notice         12 (+15),
Search          2 (+ 6),
Sense Motive    8 (+11),
Stealth           (+ 2),
Survival          (+ 3),
Swim              (- 1)

FEATS: 
Artificer,
Assessment,
Attack Focus (Melee) (+ 2),
Benefit              (+ 2), Status – Noble, Member of the Shadow Court
Connected,
Elusive Target,
Equipment            (+ 5),  Use for a large HQ with all the trimmings.
Fearless,
Luck                 (+ 4), You get 4 “Free” GM Fiats.
Master Plan,
Minions              (+ 3), 75 pt Mortal Agent
Minions              (+ 5), 100 x 45 pt followers (use Fomor from Freedom’s Most Wanted)
Ritualist,
Sneak Attack (+ 2),

CHALLENGES:
Conversational Paralysis (Bluff)
Durable Lie (Bluff)
Combat Diplomacy (Diplomacy)
Forceful Intimidation (Intiidation)
Mass Intimidation (Intimidaton)


POWERS: 
*Devices - Easy to Lose (Amulets) [10],

*Regeneration - Ressurection (1/ week) [1],
 - Not versus death by Cold Iron
 Power Feat - Reincarnation

*Immunity [4], - Aging, Disease, Cold/ Hot Temperatures

*Commanding Presence [6],
 - Impervious Protection [6],
 - Mind Shield [6],

*Eerie Presence - Emotion Control (Fear Only) [4],
 Extra - Area (Burst)
 Flaw - Sense Dependant (Sight)

*Super-Movement - Dimensional Travel - Umbra [1],

*Super-Senses - Inter-Dimensional Sight, Hearing [2],

*Mental Transform (Memory Alteration) [15] - DC:25:will,
 Alt Power - Pain (Perception Range Stun - Concentration Duration) [7] - DC:17:will,
 Alt Power - Illusion (All Senses) - Fl: Phantasms. PF; 25 ft Range) [10] - DC:20:will,

*ESP (200k Range) [9],
 Flaw - Medium (mirror)

AMULET – STAFF OF POWER [8],
*Perception Range Damage (Mystical) [12],
 Power Feat - Precise
 Alt Power - Teleport Portal (PF: Change Direction/ Velocity Easy) [8]

COMBAT: 
Attack         + 4  [Unarmed -1 (Bruise)]
        Melee  + 6 
Defense        +16 (13 flat-footed)   
Init           + 2

SAVES: 
Toughness      + 8 (8 flat-footed) 
Fortitude      + 8 
Reflex         + 5 
Will           + 9

DRAWBACKS: 
Vulnerable - Cold Iron
Weakness - Mundane World (-1 con/ round - lethal)

COMPLICATIONS
Weakness – Cold Iron

Abilities          26  + 
Skills             22 (88 ranks)  + 
Feats/Challenges   35  + 
Powers            113  + 
Combat             20  + 
Saves              15  – 
Drawbacks           7 = 224 / 224


:arrow: First, compared to others here, I hardly consider myself good enough to handle requests. But I couldn’t resist… This is double-posted from my submission to rkane_1's thread

:arrow: My take is, any villain of this nature is not really going to waste his time in a direct confrontation. Feats like Master Plan and Minions were no-brainers. In keeping with that, using the Fomor from the Freedom’s Most Wanted preview for his minions seems appropriate.

:arrow: I initially was going to fit him into a Pl 11/ 165 point package, but I said to myself… nahhh. He’s the Big Bad. He’ll be PL 11 at whatever point total he comes in at… It doesn’t really bother me as much as it might, all things considered. If the players get in close with him, he’s virtually done for.

:arrow: In keeping with my own current obsession with Changeling the Dreaming and rKane_1's reference to White Wolf’s Umbra, I went with what would be an Unseelie Sidhe of House Ailil.

:arrow: He can’t hit for beans – but he doesn’t have to. His powers are mostly Perception Range and he has a frickin’ horde of minions to wear down the PCs.

:arrow: Same reasoning behind Complications and Drawbacks as my other Changelings. If the player’s somehow realize and then manage to slap on some iron hand-cuffs they’re in luck. If they then drag Nevermind into the mundane world, he’s up out of luck.

:arrow: The trick for me was to make the mortal world version interesting without a simple power loss drawback. Instead, he can’t survive for extended periods in our world, having no mortal Seeming, to borrow a Changeling term. (Hence the Weakness to the Mortal World.) I was sorely tempted to use my old stand-by of Duplication, but resisted.

:arrow: So, as a villain, the Lord of Nevermind plots from his home dimension. He has a minion capable of operating on this side of the “Umbra” and looks like his master. Once the PCs manage to track down the source of their woes, well, they have to contend with an army of Fomor (even if they are PL 4/40 pts each) and then Big Bad.

Heh.

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LORD OF NEVERMIND - MORTAL AGENT

PL: 5  (75 pp)

ABILITIES:   
STR:          8 (- 1) 
DEX:         12 (+ 1)   
CON:         14 (+ 2)   
INT:         14 (+ 2)   
WIS:         12 (+ 1)   
CHA:         16 (+ 3)

SKILLS: 
Bluff         8 (+11),
Climb           (- 1),
Concentration   (+ 1),
Diplomacy     8 (+11),
Disguise        (+ 3),
Escape Artist   (+ 1),
Gather Info   2 (+ 5),
Handle Animal   (+ 3),
Intimidate    8 (+11),
Notice        8 (+ 9),
Search        2 (+ 4),
Sense Motive  4 (+ 5),
Stealth         (+ 1),
Survival        (+ 1),
Swim            (- 1)

FEATS: 
Assessment,
Attack Focus (Melee) (+ 2),
Elusive Target,
Equipment            (+ 1), Weapons as appropriate
Sneak Attack         (+ 1)

POWERS: 
*Regeneration - Ressurection (1/ week) [1],
 - Not versus death by Cold Iron, ,
 Power Feat - Reincarnation, ,

*Super-Movement - Dimensional Travel - Umbra [1],

*Mental Transform (Memory Alteration) [9] - DC:19:will,
 Alt Power - Illusion (All Senses) - Fl: Phantasms. PF; 25 ft Range) [6] - DC:16:will

COMBAT: 
Attack   + 3  [Unarmed -1 (Bruise)]   
 Melee   + 5
Defense  +11 (10 flat-footed)   
Init     + 1

SAVES: 
Toughness + 2 (2 flat-footed) 
Fortitude + 8 
Reflex    + 5 
Will      + 5

DRAWBACKS: 
Vulnerable - Cold Iron

COMLICATION:
Weakness – Cold Iron

Abilities   16  + 
Skills      10 (40 ranks)  + 
Feats        6  + 
Powers      23  + 
Combat       8  + 
Saves       14  – 
Drawbacks    2 = 75 / 75


:arrow: The Mortal Agent can be considered an aspect of the Big Bad, and is in fact simply a watered down version of same. He fits RKane_1's criteria for his Big Bad in the mortal world – he has illusion powers and can cause memory loss.
Last edited by Bladewind on Sat Oct 11, 2008 3:21 pm, edited 3 times in total.
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Postby Libra » Sat Oct 11, 2008 1:56 pm

Brilliant work Bladewind. :D
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Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Postby Bladewind » Sat Oct 11, 2008 3:11 pm

Thanks Libra !

I'm having more and more fun with these.
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Postby Bladewind » Sun Oct 12, 2008 11:08 am

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JOHANNE LEGAULT

Concept          Changed Human - Twi'Lek Dark Jedi
Real Name        Johanne Legault
Identity         Public ID
Hero/Villain     Neither
Origin           Change
Allegiance       Xalraun
Motivation       Power, Survival
Species          Twi'lek
Skin             Green
Hair             Bald
Eyes             Blue

PL: 8  (135 pp)

ABILITIES:   
STR: 12 (+ 1) 
DEX: 15 (+ 2)   
CON: 14 (+ 2)   
INT: 12 (+ 1)   
WIS: 14 (+ 2)   
CHA: 16 (+ 3)

SKILLS: 
Bluff              4 (+ 7),
Climb                (+ 1),
Computers          2 (+ 3),
Concentration      3 (+ 5),
Diplomacy          4 (+ 7),
Disable Device     4 (+ 5),
Disguise             (+ 3),
Escape Artist        (+ 2),
Gather Info        6 (+ 9),
Handle Animal        (+ 3),
Intimidate         7 (+10),
Knowledge
 Sith Lore         4 (+ 5),
Notice               (+ 2),
Search               (+ 1),
Sense Motive         (+ 2),
Sleight of Hand    4 (+ 6),
Stealth            7 (+ 9),
Survival           4 (+ 6),
Swim                 (+ 1)

FEATS: 
Accurate Attack,
All-out Attack,
Attack Focus (Melee) (+ 2),
Authority            (+ 2)*,
Connected,
Contacts,
Defensive Attack,
Dodge Focus          (+ 4)
Equipment            (+ 2), Uniform (+4 Impervious Toughness, Sutble)
Favored Opponent     (+ 2), Assigned Target
Improved Block       (+ 1),
Power Attack,
Precise Shot         (+ 2),
Sneak Attack         (+ 2),
Trance,
 * Authority is a variant on the Attractive Feat – 2 skills per rank gain a +4 bonus
   vs. anyone who should be influenced and suitably impressed by the characters rank
   and credentials. The character can apply multiple ranks to the same two skills.

POWERS: 
*Lightsaber - Easy to Lose Device [3],
 Power Feat - Restricted - Force Array

*Force Array (Telekinesis) [8],
 Alt Power - Personal Boost (Any Physical Trait) (EX: Total Fade) [8],
 Alt Power - Personal Boost (Super-Speed) (Array - Rapid Strike, Takeaway) [3],
 Alt Power - Selective Illusion (2 senses) (FL: Phantasms) [8],
 Alt Power - Subtle, Conscious Mind Control (FL: Duration -1) [7] - DC:17:will,
 Alt Power - Trip (EX: Knockback) [8] - DC:18:ref,

*Super Senses [5],
 - Detect Force (Mental, Ranged, Assessment)
 - Force Awareness (Mental)
 - Low-Light Vision *Immunity [2],
- Disease, Poison

LIGHTSABER [3],
*Corrosion [4],
 Power Feat - Precise
 Alt Power (Force Array) - Deflect (Ranged Attacks) [8],
 Alt Power (Force Array) - Reflective Deflect (Energy Attacks) [8],


COMBAT:
Attack     + 5  [Unarmed    + 1 (Bruise)]   
 Melee     + 7  [Lightsaber + 4 (Corrosion)]
Defense    +17  [11 flat-footed] 
Init       +14  [Including +12 from Force Arrayed Super-Speed)

SAVES: 
Toughness  + 6 (6 flat-footed) + 4 Impervious (Uniform)
 Fortitude +10 
Reflex     +11 
Will       + 6

DRAWBACKS: 

COMPLICATIONS:
Apprentice – Johanne is an operative of Xalraun, with attendant restrictions

Abilities   23  + 
Skills      13 (52 ranks)  + 
Feats       24  + 
Powers      38  + 
Combat      16  + 
Saves       21  – 
Drawbacks    0 = 135 / 135


:arrow: I’m on a kick of converting old PCs and NPCs from my favourite campaigns. Johanne was an NPC from a New Dark Ages Campaign. Visit the GM’s campaign website at www.beasthold.org.

:arrow: Full credit for the pic the Campaign’s GM and his Poser skills.

:arrow: Johanne was a simple enough conversion, having come from a D20 game. She was a Jedi Guardian 4, Sith Warrior 1, Emperor’s Hand 3. The restrictions on Sith and Hands was lifted due to the nature of the campaign. (So was the Human restriction on Emperor’s Hands.)

:arrow: In creating this build, I actually took the BaB progression, Saves, and abilities and as set them into as many direct translations as possible. Time consuming, but the result is almost identical to the original’s character sheet. This even equated to Skill Points. By some crazy math calculation I translated her powers into 52 Skill Points of Force Powers, and transferred the balance over into regular skills, reducing one or two to make this character fit into 135 Power Points (yeah, I know, should have been 120 for the PL, but I’m not trying to make a “Playable Character”).

:arrow: The Force Array and the basis of the Lightsaber are from Taliesin’s thread. I substituted Precise for Mighty, and slightly altered the abilities of the Deflect. This was to have it fit in a campaign where there would be ballistic weapons as well as laser guns. The restriction on the sabre could easily be seen as a Benefit. It grants the wielder access to the Force Array powers. This is actually burrowed from another of Taliesin’s builds, specifically Wonder Woman’s bracers. The Super-Speed in the Force Array grants iterative attacks (essentially) and those little bursts of Speed that the Jedi used in Episode 1.
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Postby Bladewind » Mon Oct 13, 2008 6:01 pm

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THORION OF NEW ASGARD
PL: 16  (240 pp)

ABILITIES:   
STR:                24 (+ 7) 
DEX:                14 (+ 2)   
CON:                28 (+ 9)   
INT:                12 (+ 1)   
WIS:                14 (+ 2)   
CHA:                16 (+ 3)

SKILLS: 
Bluff                  (+ 3),
Climb                1 (+ 8),
Concentration          (+ 2),
Craft
 Structural          2 (+ 3),
Diplomacy              (+ 3),
Disguise               (+ 3),
Escape Artist          (+ 2),
Gather Info            (+ 3),
Handle Animal          (+ 3),
Intimidate          15 (+22),
Knowledge
 Arcane Lore         1 (+ 2),
 History             3 (+ 4),
Medicine             2 (+ 4),
Notice                 (+ 2),
Ride                 2 (+ 4),
Search                 (+ 1),
Sense Motive         2 (+ 4),
Stealth                (+ 2),
Survival             8 (+10),
Swim                   (+ 7)

FEATS:
All-Out Attack,
Assessment,
Attack Focus (Melee)   (+ 3),
Attack Specialization  (+ 1), Mjollnir
Benefit                (+ 1), Strength modifier for Intimidate
Chokehold,
Dedication*,
Diehard,
Dodge Focus            (+ 5),
Elusive Target,
Favored Opponent       (+ 2), Residents of Apokalips & Niffelheim
Improved Block         (+ 1),
Improved Critical      (+ 1), Hammer
Improved Disarm,
Improved Grapple,
Improved Initiative    (+ 2),
Improved Trip,
Move-By Attack
Minions                (+ 5), Mother Box
Power Attack,
Rage                   (+ 5),
Seize Initiative,
Takedown Attack        (+ 2),
Throwing Mastery       (+ 2),
Untapped Potential**
Weapon Break
 * Mastermind’s Manual
** Hero High Yearbook

POWERS:
*Device - Hard to Lose - Mjollnir [6],
 Power Feat - Restricted (Worthy Wielders), ,

*Immovable [4],

*Immunity [11],
 - Aging, Enviromental Cold & Heat Damage, Disease, Poison, ,
 - Fatigue Effects, Pressure, ,

*Protection [7],
*Impervious Toughness [16],

*Super-Strength [10],
 Power Feat - Shockwave, ,
 Power Feat - Thunderclap, ,
 Power Feat - Countering Punch, ,
 Alt Power - Source Blast (Penetrating/ Tiring), ,
 Alt Power - Penetrating Strike [10]

MJOLLNIR [6],
*Penetrating Strike [12] - DC:34:tough,
 Power Feat - Mighty, ,
 Power Feat - Indestructible, ,
 Alt Power - Corrosion [8] - DC:18:fort,
 Alt Power - Blast (PF Returning (Instead of Mighty) [12] - DC:27:tough

COMBAT: 
Attack     +11  [Unarmed +7 (Bruise)]
           +14  Melee
           +16  Mjollnir Melee
           +13  Mjollnir Ranged
Defense    +20 (12 flat-footed)   
Init       +10

SAVES: 
Toughness  +16 (16 flat-footed) 
Fortitude  +15 
Reflex     +11 
Will       +10

DRAWBACKS: 
Vulnerable - Radion

COMPLICATION
Weakness - Radion

Abilities  48  +
Skills      9 (36 ranks)  + 
Feats      44  + 
Powers     88  + 
Combat     32  + 
Saves      23  – 
Drawbacks   4 = 240 / 240


:arrow: I pronounce his name with the “i” as “EYE” and not “EEE.” No idea why that’s important to me. ;)

:arrow: Although based on an Amalgam that did appear, I have interpreted my own version of the merging of Thor and Orion.

:arrow: This amalgam fails to capture many of the aspects of both characters – and this was intentional. This character cannot control the weather, fly or pilot that really funky device that Orion uses. However, in keeping with Orion’s access to the Astro Force, Thorion can generate a blast of energy akin to Darkseid’s Omega Beams.

:arrow: I’m not sure what I have in store in terms of history for this character. However, the Mother Box (of which I pilfered a version from the boards) hides the fact that he is actually not the handsome specimen that all believe him to be… It is also contained within the circuitry of his helm.) The Mother Box I have on my PC is 135 points, this one would be more 75 points and would have specific powers instead of Variable Power.

:arrow: As mentioned, Mjollnir gives no control over the weather. It also has two unspent PP. I wanted to put an Absorption Effect on it, limited to Source Based attacks (such as Darkseid’s Omega Beams) but realized I already capped his Toughness. Perhaps I’ll add a Neutralize effect instead. Other (unrelated) ideas for those points were a sustained Personal Boost (Total Fade) to his Unstoppable Immovable. I also considered a variant to Blast in the mechanic of the Super-Speed alt power of Rapid Strike.

:arrow: New Gods are supposedly susceptible to something called Radion. I used it the same way I use Kryptonite and Cold Iron in my previous builds.

:arrow: Thorion is essentially made to fight and bring down opponents. Hard.
Last edited by Bladewind on Fri Nov 14, 2008 6:04 am, edited 1 time in total.
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Postby Bladewind » Fri Oct 24, 2008 6:30 pm

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VALKYRIE

Character Name         Valkyrie
Concept                Marvel Valkyrie with JD's God Like rules
Real Name              Sian Bowen
Identity               Secret ID
Hero/Villain           Hero
Origin                 Quasi Mythical
Allegiance             New Asgard
Gender                 Female
Age   
Height                 6'3"
Weight                 475 lbs
Hair                   Blonde
Eyes                   Blue
Size                   Medium

PL:                    15  (230 pp)

ABILITIES:   
STR:                   24 (+ 7) 
DEX:                   16 (+ 3)   
CON:                   16 (+ 3)   
INT:                   14 (+ 2)   
WIS:                   14 (+ 2)   
CHA:                   14 (+ 2)

SKILLS: 
Bluff                     (+ 2),
Climb                     (+ 7),
Concentration             (+ 2),
Diplomacy               4 (+ 6),
Disguise                  (+ 2),
Escape Artist             (+ 3),
Gather Info               (+ 2),
Handle Animal           6 (+ 8),
Intimidate              8 (+10),
Knowledge
 History                2 (+ 4),
 Tactics               10 (+12),
Notice                  8 (+10),
Perform
 Singing                2 (+ 4),
Ride                    8 (+11),
Search                    (+ 2),
Sense Motive            4 (+ 6),
Stealth                   (+ 3),
Survival                  (+ 2),
Swim                      (+ 7)

FEATS: 
Benefit        (+ 1),     Status (Demi-Goddess)
Dedication,
Equipment      (+ 2),    Various Equipment
Luck           (+ 4),
Sidekick       (+ 7)     Aragorn (Pegasus)

POWERS: 
*Device - Mystic Sword [3],

*Limited Immortality [5],
 Immunity - Aging, Disease, Cold/ Hot Temperatures, Poison [5],

*Super Senses [3],
 - Cosmic Awareness (Radius, Extended) [3],

*Dimensional Movement [2],
 - All Lands of the Dead, ,
 Power Feat - Progression x3 (1000 lbs), ,

*Divine Grace [6],
 Mind Shield [6],
 Impervious Protection [6],

*Divine Presence [6] - DC:16:will,
 Emotion Control (Despair), ,
 Flaw - One Emotion only, ,
 Flaw - Sense Dependant, ,
 Extra - Area (Burst), ,

*God Sphere - Chooser of the Slain [5],
 Power Feat - Dyanmic, ,
 Dynamic Alt Power - God Sphere - Combat, ,

*Mental Link - Valkryior [1],
 Power Feat - Progression x3 (All Valkryior), ,

*Super-Strength [7],
Alt Power - Penetrating Strike [7] - DC:22:tough

COMBAT: 
Attack     +11  [Unarmed +7 (Bruise)]   
Defense    +16 (13 flat-footed)   
Init       + 3

SAVES: 
Toughness  + 9 (9 flat-footed) 
Fortitude  +13 
Reflex     +13 
Will       +13

DRAWBACKS: 

Abilities  38  + 
Skills     11 (52 ranks)  + 
Feats      15  + 
Powers    101  + 
Combat     34  + 
Saves      31  – 
Drawbacks   0 = 230 / 230


:arrow: This started as a Sif/ Big Barda Amalgam to compliment my Thorion build… Then I decided that I liked Valkyrie as a subsistute to Sif. Then I realized that the only things build-wise that Barda would really bring would be Apokaliptian Armour, a Mother-Box and a Mega-Rod. So I pulled back and started to make a Valkyrie build. But I’m a fan of Joshua Dunlow’s god campaign notes…

:arrow: Valkyrie is benchmarked against Thorion, not against her “rightful” place in the Pantheon hierarchy of Joshua Dunlow’s campaign guide.

:arrow: Her mystic sword is left unstatted on purpose – there are several options available, from a simple magical weapon to something lightsaber-esque to anything that fits the moment really. (Bear in mind that the intention is that the sword can be changed off panel or between stories.)

:arrow: I fudged a little with her god-spheres, alternating one variable power off of another. It works here, IMNSHO, because of the character concept. Valkyrie is supposed to be an awesome warrior, and she is a chooser of the slain. Both of these go hand in hand within the context of Norse mythology. Therefore, she has the “Chooser of the Slain Descriptor” which could give her various precog powers, death touches, portals to the underworld and most likely a morph effect that allows her to pass for whatever image would be most appropriate – Feklar for Klingons, a Valkyrior for Vikings, a cloaked skeleton with a scythe… On the flip, those same points can turn her into a devastating combatant.

:arrow: Most of the rest of the build is to bring it in line with the Marvel character.

:arrow: If I really wanted to, I suppose I could get another four points available by using the Radion weakness as in Thorion's build to add a little bit of a Barda element and then used the sword as a Mega Rod variant...
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Postby Bladewind » Fri Oct 24, 2008 7:16 pm

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MASTER T'KARA

Concept        Vulcan Jedi - Converted from Star Wars d20 (Consular 8/ Investigator 5/ Master 3)
Real Name      T'Kara
Identity       Public ID
Hero/Villain   Hero
Origin         Alien/ Training
Allegiance     Jedi Council
Motivation     Responsibility
Gender         Female
Species        Vulcan
Height   
Weight   
Hair           Black
Eyes           Green
Size            Medium

PL:            13  (210 pp)

ABILITIES:   
STR:            14 (+ 2) 
DEX:            12 (+ 1)   
CON:            14 (+ 2)   
INT:            18 (+ 4)   
WIS:            14 (+ 2)   
CHA:            12 (+ 1)

SKILLS: 
Acrobatics       4 (+ 5)
Bluff            2 (+ 3)
Climb              (+ 2)
Computers        2 (+ 6)
Concentration      (+ 2)
Diplomacy       10 (+11)
Disguise           (+ 1)
Escape Artist      (+ 1)
Gather Info     12 (+13)
Handle Animal      (+ 1)
Intimidate       6 (+ 7)
Investigate     10 (+14)
Knowledge
 Jedi Lore       8 (+12)
 Vulcan History  6 (+10)
 Vulcan Lore     8 (+12)
Medicine         4 (+ 6)
Notice          10 (+12)
Search           5 (+ 9)
Sense Motive     8 (+10)
Sleight of Hand  1 (+ 2)
Stealth          6 (+ 7)
Survival         2 (+ 4)
Swim               (+ 2)

FEATS: 
Attack Focus (Melee)  (+ 2)
Attack Specialization (+ 1) Lightsaber
Contacts
Defensive Roll        (+ 6)
Dodge Focus           (+ 2)
Endurance             (+ 2)
Fearless
Improved Sunder
Power Attack
Takedown Attack       (+ 2)
Trance
Uncanny Dodge
Well-Informed

POWERS: 
*Lightsaber - Easy to Lose Device [4]
 Power Feat - Benefit - Force Array

*Super Senses [3]
 - Detect Force (Mental Ranged Assessment)
 - Force Awareness (Mental)

*Force Array (Telekinesis) [11]
 Alt Power - Personal Boost (Any Physical Trait) (EX: Total Fade) [11]
 Alt Power - Personal Boost (Super-Speed) (Array - Rapid Strike Takeaway) [4]
 Alt Power - Subtle Conscious Mind Control (FL: Duration -1) [10] - DC:20:will
 Alt Power - Trip (EX: Knockback) [11] - DC:21:ref
 Alt Power - Dissipate Energy (Sustained Imper Prot) [13]

LIGHTSABER [4]
*Corrosion [4] - DC:19:tough
 Power Feat - Precise Mighty Thrown
*Enhanced Feats - Improved Block (+) [3]
 Alt Power (Force Array) - Deflect (Ranged Attacks) [11]
 Alt Power (Force Array) - Reflective Deflect (Energy Attacks) [11]

VULCAN RACIAL ABILITIES
*Mind Meld (Touch Dependent Mind Reading) [12] - DC:22:will
 Alt Power - Mind Meld (Perception Range) [3] - DC:13:will
 Alt Power - Mind Meld (Restore Memories) [3] - DC:13:will
 Alt Power - Transfer Katra (Duplication) [12] - DC:22:will
 - Ex: Survival Fl: Requires Host Survival Only Will Save
*Nerve Pinch (Damage - Sleep) [9] - DC:24:tough
*Immunity Aging Poison (Half Strength each) [2]

COMBAT: 
Attack         +11  [Unarmed +2 (Bruise)]   
 Melee         +13
 Lightsaber    +15
Defense        +21 (14 flat-footed)   
Init           +17 (Super-Speed Array)

SAVES: 
Toughness      + 8 (2 flat-footed) 
Fortitude      +13 
Reflex         +10 
Will           +18

DRAWBACKS: 

Abilities       24  + 
Skills          26 (104 ranks)  + 
Feats           22  + 
Powers          62  + 
Combat          40  + 
Saves           36  – 
Drawbacks        0 = 210 / 210


Update 2008/11/04

:arrow: After reading Joshua Dunlow’s comments, I’d made some changes to T’Kara mainly to remove the illusion ability from the Force Array and to polish the character. This particular build now leans more heavily toward combat than subterfuge.

:arrow: The other change was to the Transfer Katra ability. I was inspired to use one of my preferred powers: Duplication. The Requires Host flaw permits a Will save and the Survival Only flaw means that this is only to be attempted when actually dying. The will save means that the host gets a will save to resist. Essentially the primary character will die soon after using the power. I attribute Spock’s “lending” McCoy his abilities to Hero Point expenditure.

:arrow: The Vulcan Racial Template will be updated accordingly
Last edited by Bladewind on Wed Nov 05, 2008 6:23 pm, edited 1 time in total.
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Postby JoshuaDunlow » Fri Oct 24, 2008 9:45 pm

A vulcan jedi? Not that that isn't an interesting idea.. But thats so like an oxymoron.. i think. Though the vulcans do have some limited psychic ability, they don't have the emotional influence to be a jedi. I think they would be limited Force users, and wouldn't have access to the sensory disciplines. That required higher intuition and empathy. Though they'd be great at more analytical force powers, i could definetly see them having improved kinetic abilities and mind defences.
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Postby Bladewind » Sat Oct 25, 2008 5:34 am

Point taken.

Dark Jedi - I totally agree. Being emotionally detached and logical, no Vulcan could really be tempted by the Dark Side unless they lose their emotional balance. I could see the above Jedi functioning as part of the Knights though.

The concept was part of a campaign that would be more forgiving then a "serious" Star Wars campaign.

But, I definitely agree with your points about mentality versus Force Array. I shall have to go back and tweak the build.

And, on the matter of cross mythos characters... we'll mention the Orion slave girl trained as a Jedi (created before Enterprise added to the mythos...) that is also sitting on my PC. The character danced (literally) a very fine line between Light and Dark, was set up/ created to fall to the Dark Side rapidly but through good role-playing justfied herself as one of the bravest Knights in the sector... But, in light of the appearance of Orions on Enterprise, I don't think the character could be true to the species any longer and not stray toward the Dark Side.

The Jedi builds that have been posted here actually come from a campaign I was part of, These New Dark Ages. Picture the Wild Cards virus meeting the setting concept of Torg. Instead of set areas becoming otherwordly paradigms or individuals mutating, the world's mythology and magic is revitalized. Suddenly elves, dwarves, magic devices and the like exist in the world's existing infrastructure collapses to the wayside, mostly useless on a global scale.

Hence the reason why it works in that context. Again though, the notes about the Vulcan's Force Array is well taken.
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