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Blade's Builds - Fun with Symbiotes...

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Postby Bladewind » Sun Oct 26, 2008 7:11 pm

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INANIMAE TEMPLATE

FEATS: 
Equipment (3) - Represents characters home within the Anchor (HQ as it were)

POWERS: 
*Regeneration (True Resurrection) [1 - 1 pt],
 Flaw - Unreliable
 Flaw - Uncontrolled Reincarnation

*Duplication [10 – 11 pts],
 Extra - Continuous
 Extra - Heroic
 Flaw - Permanent
 Flaw - Feedback
 Flaw - Real
 Power Feat - Metamorph

*Super-Movement [2 – 4 pts]
 - Dimensional Travel (Anchor Realm)
 - Trackless

*Immunity - Aging [1 – 1 pt],

DRAWBACK
Weakness – If more than one mile from Anchor: -1/ con per our (lethal) [- 4 pts]

Feats        3 +
Powers      17 –
Drawbacks    4 =
            16 pts



:arrow: Another inspiration from my old Changeling books… The Inanimae are the spirits of trees, stone, rivers, air and fire in a semblance of a human form. The above template represents the basic abilities that they all share. Like the more common creatures of Fae, the characters come from two courts: Sessile and Krofted. Sessile are those spirits whose anchors are untouched – Dryads of the trees, natural rock formations. Krofted represent items that have been crafted but still have a nature spirit bound to it - Totem poles, corner stones of monuments, gargoyles...

:arrow: Unreliable True Resurrection (essentially Resurrection…) means that if the character’s anchor is destroyed there is a good chance that the character cannot come back. However, if the anchor is Krofted into another form with care the character may come back with an entirely new form. This power is largely GM fiat, but I wanted the eventual characters to be “play legal” so I included it. A tree for instance, carved into a totem pole stands a chance of having its dryad survive. If that same tree is later carved into a bow, the dryad may survive again. But if the bow becomes kindling… the dryad’s life is pretty much extinguished.

:arrow: “Natural” inanimae will also have Environmental Adaptation (native environment.)

:arrow: Mythology is the obvious source for extra powers for the various Inanimae. D&D provides excellent inspiration for mechanics and power descriptors.

:arrow: Duplication IMO is the best representation of the symbiotic nature of the relationship between Inanimae and her anchor. Think of a dryad and her tree – whatever one feels, the other feels. The Metamorph feat allows the character to have a humanoid husk (this template should be applied to both forms, even though the Duplication power doesn’t transfer to being able to duplicate twice.) The other form, base form if you will, is the character’s anchor – a more robust and “powerful” tree for instance…

:arrow: Ranks in Morph and/or Disguise will determine how well the character can pass for human.
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Postby Bladewind » Sun Oct 26, 2008 7:29 pm

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DRYAD (KUBERA)

PL: 10  (150 pp)

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

SKILLS: 
Bluff              (+ 3),
Climb              (+ 2),
Concentration      (+ 3),
Diplomacy          (+ 3),
Disguise           (+ 3),
Escape Artist      (+ 2),
Gather Info        (+ 3),
Handle Animal   13 (+16),
Intimidate         (+ 3),
Knowledge
 Nature         13 (+14),
Medicine         6 (+ 9),
Notice          12 (+15),
Search             (+ 1),
Sense Motive       (+ 3),
Stealth         11 (+13),
Survival         9 (+12),
Swim               (+ 2)

FEATS: 
Attack Focus (Melee) (+ 2),
Dodge Focus          (+ 4),
Environmental Adaptation,     Woodlands
Equipment            (+ 3),   Represents character’s home wihin their anchor – HQ…
Favoured Environment (+ 2),   Woodlands (x 2)
Improved Initiative  (+ 1)

POWERS: 
*Regeneration (True Resurrection) [1],
 Flaw - Unreliable
 Flaw - Uncontrolled Reincarnation

*Duplication [10 – 12 pts],
 Extra - Continuous
 Extra - Heroic
 Flaw - Permanent
 Flaw - Feedback
 Flaw - Real
 Power Feat - Metamorph
 Power Feat - Mental Link

*Super-Movement [2]
 - Dimensional Travel (Tree Realm)
 - Trackless

*Immunity - Aging, Need for Sleep [2],

*Transmit (Trees) [4],
 Alt Power - Super-Strength [2],

*Protection [8],
Flaw - Not versus Cold Iron

*Comprehend (Plants & Animals) [4],

*Morph (Tree Shapes) [2],
 Alt Power - Morph (One female humanoid shape) [4],

*Perception Range Damage [8] - DC:18:will,
 Extra - Sleep
 Extra - Alternate Save: Will, 

COMBAT: 
Attack  + 2  [Unarmed +2 (Bruise)]
 Melee  + 4
Defense +19 (12 flat-footed)   
Init    + 6

SAVES: 
Toughness   +10 (10 flat-footed) 
Fortitude   +12 
Reflex      + 6 
Will        + 9

DRAWBACKS: 
Weakness - More than 1 mile from tree: -1 Con/ Hour, Lethal

Abilities    26  + 
Skills       16 (64 ranks)  + 
Feats        13  + 
Powers       65  + 
Combat       14  + 
Saves        20  – 
Drawbacks     4 = 150 / 150


:arrow: My first attempt at using the template posted directly above. One part D&D Dryad (for inspiration), one part White Wolf Kubera (initial idea), one part made up as I went along…

:arrow: Not much to say here, except that I toyed with a group of Dryads being part of a gestalt… the idea being that the parent creature would e a treant composed of the spirits of individual dryads…

:arrow: I haven’t statted the tree (duplicate) yet. That should be relatively simple.

:arrow: AS stated, the 3 points of Equipment should be used on a HQ style home for the drayd that she accesses via her dimensional travel power.
Last edited by Bladewind on Mon Oct 27, 2008 6:21 pm, edited 2 times in total.
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Postby Bladewind » Sun Oct 26, 2008 8:14 pm

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DRYAD'S TREE
PL:             10  (138 pp)

ABILITIES:   
STR:            30 (+10/+ 2) 
DEX:            NA   
CON:            18 (+ 4/  0)   
INT:             2 (    - 4) 
WIS:            16 (+     3)   
CHA:            16 (+     3)

SKILLS: 
Bluff                  (+ 3),
Concentration          (+ 3),
Diplomacy              (+ 3),
Disguise               (+ 3)
Gather Info            (+ 3),
Handle Animal       13 (+16),
Intimidate             (+ 3),
Knowledge
 Nature             13 (+ 9),
Notice              12 (+15),
Search                 (- 4),
Sense Motive           (+ 3),
Survival            10 (+13),
Swim                   (+ 2)

FEATS: 
Animal Empathy,
Benefit                (+ 1) – Charisma Mod for Initiative
Environmental Adaptation, (Woodlands)
Hide in Plain Sight,


POWERS: 
*Regeneration (True Ressurection) [1],
 Flaw - Unreliable, ,
 Flaw - Uncontrolled Reincarnation, ,

*Immuity - Aging, Need for Sleep [2],

*Protection [6],
 Flaw - Not versus Cold Iron, ,

*Impervious Toughness [10],
 Flaw - Not versus Cold Iron, ,

*Comprehend (Plants & Animals) [4],

*Perception Range Damage [10] - DC:20:will,
 Extra - Sleep, ,
 Extra - Alternate Save: Will, ,
 Alt Power - Animal Control (Extra - Area) [10] - DC:20:will,

*Growth [8],
 Extra - Continuos, ,
 Flaw - Permanent, ,

*Concealment (Visual) [10],
 Extra - Continuous, ,
 Flaw - Permanent, ,
 Flaw - Blending (Can't see the tree for the forest…), ,
 Power Feat - Innate, ,

*Super-Senses [8],
 Sight Radius, Direction Sense, Ultravision, ,
 Aura Reading, 

COMBAT: 
Attack    - 2  [Unarmed +10 (Bruise)]   
Defense    20 (15 flat-footed)   
Init      + 3

SAVES: 
Toughness +10 (10 flat-footed) 
Fortitude +15 
Will      +13

DRAWBACKS: 
Weakness - More than 1 mile from tree: -1 Con/ Hour, Lethal 
Disability - Immobile

Abilities     - 2  + 
Skills         12 (48 ranks)  + 
Feats           4  + 
Powers         88  + 
Combat         24  + 
Saves          21  – 
Drawbacks       9 = 138 / 138


:arrow: The dryad’s tree.

:arrow: Made good use of the metamorph feat to completely rewrite the character. I felt it appropriate to leave Ressurection in this build as well. I removed Duplication from the build and dropped the available points by twelve (the cost of the power in the Dryad’s mobile form above).

:arrow: I wanted something a little more than a tree, so I gave it a sleep attack as well as animal control. Essentially, entering the tree’s domain is done perilously… the concealment power is a point spender more than anything else, allowing the tree to be unnoticed among the others that surrounds it.

:arrow: Now... to design a decent Krofted Inanimae in the same vein without being overly redunant...
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Postby JoshuaDunlow » Mon Oct 27, 2008 1:55 pm

Good Job! Dryads Rock. 8)
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Postby Bladewind » Mon Oct 27, 2008 7:18 pm

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LIBERATOR SERIES ANDROID V2.0

Concept             Bizarro Clone
Real Name           N/A
Identity            Secret ID
Hero/Villain        Neither
Origin              Alien
Allegiance          Programming
Motivation          Programming
Gender              Male
Height              6'1"
Weight              225 lbs
Hair                Black
Eyes                Blue
Skin                Chalky White
Size                Medium
Quote               You are in violation of the law - disperse or you will be arrested.
Occupation          Enforcer

PL:                 12 (180 pp)

ABILITIES:   
STR:                40 (+15) 
DEX:                12 (+ 1)   
CON:                34 (+12)   
INT:                NA   
WIS:                10 (  0) 
CHA:                NA

SKILLS: 
Climb                  (+15),
Escape Artist          (+ 1),
Intimidate           4 (+19),
Stealth                (+ 1),
Swim                   (+15)

FEATS: 
All-out Attack,
Attack Focus (Melee)  (+ 7),
Benefit               (+ 1)
Eidetic Memory,
Equipment             (+ 6),
Improved Initiative   (+ 2),
Improved Sunder,
Interpose,
Move-by Action,
Power Attack,
Takedown Attack       (+ 2),

POWERS: 
*Enhanced Strength [30],

*Super-Strength [9],
 Power Feat – Dynamic
 Dynamic Alt Power - Flight [9],
 Dynamic Alt Power - Speed/ Quickness [9],
 Dynamic Alt Power - Penetrating Strength [9],

*Enhanced Constitution [20],

*Immunity [48], Aging, Cold, Disease, Heat, Poison, Radiation, Vacuum Damage (Bullets), Suffocation Will Saves, Interaction Skills

*Variable Super Senses [6] - DC:21:tough,
 AP: Blast (Heat) (Ex - Penetrating, Fl - Distracting) [12],
 Feat (Precise)

*Impervious Toughness [10],
 Flaw - Ablative

Default Sensory Array
 - Analytical Touch - Direction Sense
 - Extended Hearing x8 (factor x20 00)
 - Extended Vision x8 (factor x 20 00)
 - Infravision - Low Light Vision
 - Ultra Hearing - Ultra-Vision, 

COMBAT: 
Attack 5  [Unarmed 12 (Bruise), Heat Vision 10 (Lethal)]   
 Melee +12
Defense 15 (12 flat-footed)   
Init  9

SAVES: 
Toughness 12 (12 flat-footed) 
Fortitude 14 
Reflex 7 
Will 0

DRAWBACKS: 
Vulnerable - Kryptonite
Power Loss - Magic
Minion - No crits, cannot take 10, & die if fail tough check

Abilities   -14  + 
Skills        1 (4 ranks)  +
 Feats       24  + 
Powers      154  + 
Combat       20  + 
Saves         8  + 
Drawbacks    -13 = 180 / 180


:arrow: Liberator Series Androids… in JLA: The Nail, Lexcorps’ answer to the metahuman menace… “developed” by Lexcorps and Will Magnus, these “super robots” were meant to make people feel safe in the midst of the metahumans. In reality, they were Bizarro clones, using DNA from the ship that bore Superman to Earth.

:arrow: I took my Superman (Speeding Bullets) build (which is due for an updated post), stripped it of most skills and polish, turned it into a mindless brute and voila.

:arrow: The equipment represent a mind control device that enabled the clones to be deployed. It also gave a communicator that allowed them the semblance of speech.

:arrow: Being ablative, the creature’s Toughness drops with each absorbed hit. Essentailly, these things are meant to hit fast, “not engage in prolonged battles with metahumans"

:arrow: Other than that... standard bruiser to slow the PCs down.
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Postby Bladewind » Mon Oct 27, 2008 7:46 pm

Bladewind wrote:Image
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Character Name     Superman
Concept            Elseworlds - Speeding Bullets - Variation
Real Name          Bruce Wayne
Identity           Secret ID
Hero/Villain       Hero
Origin             Alien
Allegiance         Belief System
Motivation         Responsibility of Power
Gender             Male
Age                29
Height             6'1"
Weight             225 lbs
Hair               Black
Eyes               Blue
Size               Medium
Quote              It's not who I am inside, but what I do,
                   that defines me.
Occupation         Superhero, Philanthropist
1st Appearance     Speeding Bullets
Nationality        American
Ethnicity          Kryptonian
Campaign           JLA: Altered Origins

PL:            10  (215 pp)

ABILITIES:   
STR:               40 (+15) 
DEX:               13 (+ 1)   
CON:               31 (+10)   
INT:               16 (+ 3)   
WIS:               14 (+ 2)   
CHA:               15 (+ 2)

SKILLS:   
Bluff              10 (+12), 
Climb                 (+15),
Computers           5 (+ 8), 
Concentration         (+ 2),
Craft
 Artistic           2 (+ 5),
Diplomacy          10 (+12),
Disguise              (+ 2),
Drive               1 (+ 2),
Escape Artist         (+ 1),
Gather Info         5 (+ 7),
Handle Animal         (+ 2),
Intimidate          7 (+ 9),
 Civics             4 (+ 7),
 History            4 (+ 7),
 Life Sciences      4 (+ 7),
 Physical Sciences  4 (+ 7),
 Technology         6 (+ 9),
Medicine            2 (+ 4),
Notice              5 (+ 7),
Perform
 Acting             4 (+ 6),
 Oratory            2 (+ 4),
Profession          2 (+ 4),
Search              6 (+ 9),
Sense Motive        5 (+ 7),
Stealth               (+ 1),
Survival            4 (+ 6),
Swim                  (+15)

FEATS: 
All-out Attack,
Attack Focus (Melee)  (+ 1),
Attractive            (+ 2),
Benefit               (+ 7),  Wealth x6, Status
Eidetic Memory,
Equipment             (+ 6), (Fortress/ Wayne Manor)
Improved Initiative   (+ 3),
Interpose,
Inventor,
Move-by Action,
Power Attack

POWERS: 
*Enhanced Strength [30],

*Super-Strength [9],
 Power Feat – Dynamic
 Dynamic Alt Power - Flight [9],
 Dynamic Alt Power - Speed/ Quickness [9],
 Dynamic Alt Power - Penetrating Strength Damage [9],

*Enhanced Constitution [20],

*Immunity [13],
 Aging, Cold, Disease, Heat, Poison, Radiation, Vacuum Damage (Bullets), Suffocation

*Variable Super Senses [5],
 AP: Blast (Heat) (Ex - Penetrating, Fl - Distracting) [10] - DC:25:tough,
 Feat (Precise)

*Impervious Toughness [10],

Default Sensory Array
 - Analytical Touch
 - Direction Sense
 - Extended Hearing x7 (factor x200)
 - Extended Vision x7 (factor x 200)
 - Infravision
 - Low Light Vision, 

COMBAT: 
Attack    + 9  [Unarmed 13 (Bruise), Heat Vision 10 (Lethal)]
 Melee    +10 
Defense   +15 (12 flat-footed)   
Init      +13

SAVES: 
Toughness +10 (10 flat-footed) 
Fortitude +12 
Reflex    + 7 
Will      + 7

DRAWBACKS: 
Vulnerable - Kryptonite
Power Loss - Magic

COMPLICATIONS:
Responsibility
Reputation
Red Stellar Radiation

Abilities  19  + 
Skills     19 (76 ranks)  + 
Feats      25  + 
Powers    120  + 
Combat     28  + 
Saves      13  - 
Drawbacks   9 = 215 / 215


:arrow: Yes, this is an excuse to do a Superman build without holding to cannon or previous/ other builds on the boards.

:arrow: I start with the Elseworlds Comic as depicted by the picture for this post. I think that the concept would be better served by the Ultimate Superman costume from ths Wizards magazine article... it’s fairly obvious that I’m not a fan of the Superman costume they use at the end of the comic.

:arrow: Speeding Bullets is the basis of this character, and it serves for those looking for a build for that comic. However, he’s also the Superman of my campaign world. Lois Lane is not a factor in this character's history - hers is more Kathy Kane's role in Bruce's life.

:arrow: The main differences between this build and that comic’s version is that Luthor does not become the Joker. I have plans for Luthor. Plans that are very similar to the premise behind the Nail... It’s also several years that the Man of Steel functions as the Dark Knight in my world before shedding that particular shell.

:arrow: His attractive feat can also be described as Trustworthiness or Influence. As Bruce Wayne his money lets him get away with far more than he would normally be able to. Likewise his Acting and Oratory skills work into the persona of billionaire playboy.

:arrow: The Equipment represents Wayne Manor and the Batcave – which, in this reality becomes Wayne Manor with the Fortress of Solitude beneath.

:arrow: And, no, Bruce doesn’t wear glasses. ;)

:arrow: In terms of the build, I would like to mention that I permist the progression feat for extended senses in a variable array (instead of the power being ranked and thus limited). This is to permit the character to have the latitude to have multiple senses available while restricting things like True Sight... It's a house rule that works for the character. I'd also allow it in other characters as it's not unbalancing.

:arrow: This build is linked twice in my index. Once for Elseworlds, and once for my Campaign World.

:arrow: Modified it to PL 12...



:idea: Update October 27 2008 - Back down to PL 10, a few more points, and rounded off the character with my current take on the effects of Red Stellar Energy.
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Postby Bladewind » Sat Nov 01, 2008 7:06 am

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DRIDER
PL: 8  (120 pp)

ABILITIES:   
STR:           16 (+ 3/- 1) 
DEX:           16 (+     3)   
CON:           22 (+ 6/+ 4)   
INT:           14 (+     2)   
WIS:           16 (+     3)   
CHA:            8 (-     1)

SKILLS: 
Bluff             (- 1),
Climb          10 (+ 9),
Concentration     (+ 3),
Diplomacy         (- 1),
Disguise          (- 1),
Escape Artist     (+ 3),
Gather Info       (- 1),
Handle Animal     (- 1),
Intimidate      4 (+10),
Knowledge
 Arcane Lore   10 (+12),
Notice          6 (+ 9),
Search            (+ 2),
Sense Motive      (+ 3),
Stealth         2 (+ 5),
Survival          (+ 3),
Swim              (- 1)

FEATS: 
Ambidexterity,
Artificer,
Attack Specialization (+ 2), - Snare
Benefit               (+ 1), - Constitution Modifier for Intimidate Check
Fearsome Presence     (+ 3),
Ritualist,
Dodge Focus           (+ 4)

POWERS: 
*Super-Momvement [3],
 - Sure Footed x2
 - Wall Crawling

*Super-Senses (Tremorsense, Spatial Awareness Danger Sense) [8],

*Growth [4],
 Extra - Continuous
 Flaw - Permanent
 Power Feat - Innate

* Magic (Divine) [8],
 Base Power - Perception Range Damage (Alt Save - Will) [5] - DC:15:will,
 Alt Power - Penetrating Touch Damage (Alt Save - Will) [8] - DC:18:will,
 Alt Power - Summon Minion (Monstrous Spiders), Prog x2 [6], Alt Power - ESP [4],
 Alt Power - Nullify Magic [8], Alt Power - Mind Control [8] - DC:18:will,
 Alt Power - Light of Truth Alt Power - Fog of Forgetfulness
 Alt Power - Snare (Feats: Tether, Innate) [6] - DC:16:ref,
 Alt Power - Drain Strength (Bite) [8] - DC:18:fort

COMBAT: 
Attack     + 2 [Unarmed +3 (Bruise)]   
           + 6 Snare
           +10 Grapple
Defense     16 (11 flat-footed)   
Init       + 3

SAVES: 
Toughness  + 6 (6 flat-footed) 
Fortitude  +10 
Reflex     + 7 
Will       +11

DRAWBACKS:   
Disability - Monstrous Appearance

COMPLICATIONS:
Outcast/ Enmity – Drow Society

Abilities     20  + 
Skills         9 (36 ranks)  + 
Feats         13  + 
Powers        52  + 
Combat        12  +
 Saves        16  – 
Drawbacks      2 = 120 / 120

:arrow: The version that I actually intend to use will be using the Mastermind Optional rule of 5/1 skills instead of the regular 4/1. For this build, I made that choice as an afterthought so actually had the build 4/1 in Notepad, so it’s posted as such above. Below are the 5/1 skill ranks.
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DRIDER (skills 5/1)
SKILLS: 

Bluff               (- 1),
Climb            10 (+ 9),
Concentration       (+ 3),
Diplomacy           (- 1),
Disguise            (- 1),
Escape Artist       (+ 3),
Gather Info         (- 1),
Handle Animal       (- 1),
Intimidate        8 (+14), (Constitution Modifier)
Knowledge: 
 Arcane Lore     10 (+12),
 Drow Lore        2 (+ 4),
Notice            6 (+ 9),
Search              (+ 2),
Sense Motive        (+ 3),
Stealth           5 (+ 8),
Survival            (+ 3),
Swim                (- 1)


:arrow: A D&D 3.5 Conversion of a Drider. I left out a few of the abilities as they don’t quite work in an MnM context – Detect Evil, Good, Chaos, Order and Magic for instance are less useful versus their point cost.

:arrow: As a point saver, I added some of the Drider’s natural abilities into the magic array – Snare and Drain Strength which are essentially Webbing and a Poison Bite. I worked an Innate feat into the Snare – note this applies to Snare, not the magic array.

:arrow: D&D spells, obviously, do not translate well into MnM. At least not directly. The spells in the array are an attempt to maintain some of the flavour of a Drow Cleric cum Drider. Light of Truth is unlikely to be an actual ray of light, but the power’s description works for my purposes, and I can’t come up with a good alternative for the moment.

:arrow: I will admit that I don’t feel totally justified in the Drawback, but simply wanted to remain within the 120 power point framework so conceded it,. On a like note, although I did make the creature Large via Growth, I did not see a need to pay for Extra Limbs as they are a descriptor for the character without any real benefit – other than Wall Crawling and Sure Footed which were purchased.

:arrow: The Con modifier for the Intimidate score was mostly because I wanted to reduce the Charisma score of the Drider from the Monster Manual’s depiction, and because the Strength modifier didn’t do anything for the skill. I figure Constitution is a suitable alternative as it would be based on the creature’s apparent hardiness versus any real ability.

:arrow: This was created as a foil and challenge to (Agent) Ana Tarasova.

:arrow: For those wanting to up the ante, a group of these things should have at least some ranks in Teamwork. The leader should also have Inspire, Leadership and Mastermind as the creatures do not hit several of their caps…
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Postby Bladewind » Sat Nov 01, 2008 7:20 am

JoshuaDunlow wrote:Good Job! Dryads Rock. 8)


Yup. 8)

Thanks for the props.
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Postby Bladewind » Sat Nov 01, 2008 9:06 am

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VULCAN
Star Trek Racial Template
PL: 8  (24 pp)

SKILLS: 
Computers   (+ 2),
Diplomacy   (+ 4),
Intimidate   (+ 2),
Knowledge
 Vulcan History   (+ 4),
 Vulcan Lore   (+ 4)

FEATS: 
Endurance (+ 2),
Fearless,
Trance

VULCAN RACIAL ABILITIES
*Mind Meld (Touch Dependent Mind Reading) [8] - DC:18:will,
 Alt Power - Mind Meld (Perception Range) [4] - DC:14:will,
 Alt Power - Mind Meld (Restore Memories) [2] - DC:12:will,
Alt Power - Transfer Katra (Duplication) [8] - DC:18:will
 - Ex: Survival Fl: Requires Host Will Save Survival Only



*Nerve Pinch (Damage - Sleep) [6] - DC:21:tough,

*Immunity Aging, Poison (Half Strength each) [2],

*Super-Strength [1]


Skills     4 (16 ranks)  + 
Feats      4  + 
Powers    16  +
        = 24 / 24


:arrow: Taken directly from the build of Master T’Kara and reduced to eventually fit a PL 8 base character, this my take on Vulcan Racial abilities.

:arrow: I’ve only listed traits that are modified – no combat, abilities or other attributes are listed unless they are somehow modified (such as skills and feats) from a standard character.

:arrow: Unlike all of my other posted builds, values listed with Skills are ranks without modifiers.

:arrow: Vulcans should have high Will saves.

Update 2008/11/04
:arrow: Same update as applied to Master T’Kara’s racial abilities adjusted for PL.

:arrow: For 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. Essentially the primary character will die soon after using the power. I attribute Spock’s “lending” McCoy his abilities to Hero Point expenditure.
Last edited by Bladewind on Wed Nov 05, 2008 6:25 pm, edited 2 times in total.
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Postby Bladewind » Sat Nov 01, 2008 9:14 am

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ORION SLAVE GIRL
PL: 8  (43 pp)

SKILLS: 
Acrobatics            (+ 9),
Bluff                 (+11),  (Attractive x 2)
Concentration         (+ 5),
Diplomacy             (+ 8), (Attractive x 2)
Escape Artist         (+ 3),
Gather Info           (+ 6),
Intimidate            (+ 5),
Investigate           (+ 2),
Knowledge
 Behavioral Sciences  (+ 5),
Perform
 Dance                (+12),
 Singing              (+ 3),
Sense Motive          (+ 5),
Sleight of Hand       (+ 2),
Stealth               (+ 6)

FEATS: 
Animal Empathy,
Assessment,
Attractive     (+ 2),
Distract       (+ 1), (Bluff)
Elusive Target,
Endurance      (+ 1),
Fascinate      (+ 1), (Bluff)
Leadership,
Master Plan

POWERS: 
*Nauseate [4] - DC:14:fort,
 Extra - Action x3 (Reaction)
 Extra - Linked to Drain Will
 Extra - Area
 Flaw - Limitited to those attracted to men
 Flaw - Limited - Sense Dependent (Olfactory)
 Flaw - Sicken

*Drain Will [7],
 Extra - Ranged
 Extra - Linked to Nauseate
 Flaw - Limited to those attracted to women

 *Immunity - Radiation [1]

DRAWBACKS: 
Init Penalty - -4 Init vs females

Skills     17 (68 ranks)  + 
Feats      10  + 
Powers     16  + 
Drawbacks - 1 = 43 / 43


:arrow: As with the Vulcan template, I’ve only listed traits that are modified – no combat, abilities or other attributes are listed unless they are somehow modified from a standard character(such as skills and feats).

:arrow: Also like the Vulcan template, these stats are taken from a character I created, Angelique. Interestingly, in the original version of that character, she was a heroic Jedi as noted when I posted T’Kara. With these stats (and the rest of the bits that go with Anelique) I doubt she could be portrayed as anything but a Dark Jedi.

:arrow: Again like the Vulcan Template, values listed with Skills are ranks without ability modifiers. Feat modifiers are applied.

:arrow: Supposedly, Vulcan females are immune to the effects of the nauseate power. I’d go for a simple GM fiat on that or for a HP from the player. Probably the former.

:arrow: Orion Slave Women should have high Charisma

:arrow: The Leadership and Master Plan feats are meant to represent the fact that, despite all appearances to the contrary, Orion women rule their society.

:arrow: Likewise, Knowledge (Tactics, Streetwise) and other skills are likely to exist for an Orion Woman.
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Postby Bladewind » Sat Nov 01, 2008 10:41 am

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ANGELIQUE
Allegiance            Dark Side of the Force
Species               Orion
Skin                  Green
Hair                  Black

Quote:
 "We're like animals. Vicious. Seductive. They say that no human male can resist us."

PL:                   8  (165 pp)

ABILITIES:   
STR:                  12 (+ 1) 
DEX:                  16 (+ 3)   
CON:                  16 (+ 3)   
INT:                  14 (+ 2)   
WIS:                  10 (  0)   
CHA:                  20 (+ 5)

SKILLS: 
Acrobatics             9 (+12),
Bluff                 11 (+16),
Climb                    (+ 1),
Concentration          5 (+ 5),
Craft
 Artistic              1 (+ 3),
Diplomacy              8 (+13),
Disable Device         1 (+ 3),
Disguise                 (+ 5),
Drive                  2 (+ 5),
Escape Artist          3 (+ 6),
Gather Info            6 (+11),
Handle Animal            (+ 5),
Intimidate             5 (+10),
Investigate            2 (+ 4),
Knowledge
 Behavioral Sciences   5 (+ 7),
 Life Sciences         3 (+ 5),
 Physical Sciences     3 (+ 5),
Medicine               3 (+ 3),
Dance                 12 (+17),
Singing                3 (+ 8),
Search                 2 (+ 4),
Sense Motive           5 (+ 5),
Sleight of Hand        2 (+ 5),
Stealth                6 (+ 9),
Survival               2 (+ 2),
Swim                     (+ 1)

FEATS: 
Animal Empathy,
Assessment,
Attack Focus (Melee)   (+ 1),
Attack Specialization  (+ 1), Lightsaber
Attractive             (+ 2),
Defensive Roll         (+ 4),
Defensive Strike,
Distract               (+ 1),
Dodge Focus            (+ 4),
Elusive Target,
Endurance              (+ 1),
Fascinate              (+ 1), Bluff
Fearless,
Improved Grab,
Improved Throw,
Instant Up,
Interpose,
Master Plan,
Minions                (+ 1), Lightsaber Hilt
Power Attack,
Prone Fighting,
Redirect,
Takedown Attack        (+ 1),
Trance,
Weapon Break

POWERS: 
*Lightsaber - Easy to Lose Device [4],
 Power Feat - Restricted - Angelique's DNA
 Power Feat - Benefit - 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,
 Alt Power - Suffocate [5] - DC:15:fort,

ORION RACIAL ABILITIES
*Nauseate [5] - DC:15:fort,
 Extra - Action x3 (Reaction)
 Extra - Linked to Drain Will
 Extra - Area
 Flaw - Limited to those attracted to men
 Flaw - Limited - Sense Dependent (Olfactory)
 Flaw - Sicken

*Drain Will [7],
 Extra - Ranged
 Extra - Linked to Nauseate
 Flaw - Limited to those attracted to women

*Immunity - Radiation [1],

LIGHTSABER [4],
*Corrosion [4] - DC:19:tough,
 Power Feat - Precise, Split Attack, Mighty
 *Enhanced Feats - Improved Block (+) [3],
 Alt Power (Force Array) - Deflect (Ranged Attacks) [8],
 Alt Power (Force Array) - Reflective Deflect (Energy Attacks) [8]

COMBAT: 
Attack      + 6  [Unarmed +1 (Bruise)]   
 Melee      + 7
 Lightsaber + 9
Defense     +16 (11 flat-footed)   
Init        +15

SAVES: 
Toughness 7 (3 flat-footed) 
Fortitude 9 
Reflex 7 
Will 7

DRAWBACKS: 
Init Penalty: -4 Init vs females

Abilities      28  + 
Skills         17 (85 ranks)  + 
Feats          32  + 
Powers         56  + 
Combat         16  + 
Saves          17  – 
Drawbacks       1 = 165 / 165

LIGHTSABER HILT (MINION)[1]
*Penetrating Damage [4],
*Communication [7],


:arrow: The minion feat represents that Angelique’s Lightsaber is coded for her use only. Anyone trying to open it will be on the receiving end of a rank 4 penetrating damage attack (technically requiring an attack roll, but I might request a reflex save instead even though it’s not represented by the build.)

:arrow: Angelique’s Lightsaber is double bladed. I represent this with the Split Attack feat.

:arrow: I’ve made a few references to this character in other posts, and now that I’m finally posting it, I’ve added Force Choke (as represented by Suffocate). This simply reinforces my belief that she would be much Darker than in the original campaign.

:arrow: I’ll repeat for the sake of the actual posted character that she was heroic in the Campaign, but I would see her slipping into Darkness pretty quickly ever since the episode of Enterprise added to the Orion Slave Girl mythos. A lot of what went into the character’s development continuously tested her. Her lightsaber had a virtual dark taint to it (and was red – but that was more in a fashion statement kind of way, in and of itself leaning toward the Dark Side). Her very body induced chemical reactions that stimulated emotional states. But the player made choices: She chose not to manipulate opponents even though her abilities allowed her to. She chose to take extra care with her lightsaber.

:arrow: I guess in the end, this build isn’t meant to be a conversion of the campaign version of Angelique, but more of a Dark Jedi variant… I’ll leave the name in place for now.

:arrow: I easily resisted the temptation of adding Force Lighting to this build – first Darth Vader and Darth Maul don’t have it. Second, this character will be about subtlety. 8)

:arrow: Although I expect much the same reaction that T’Kara generated, I think the idea of a Dark Jedi Orion Slave Girl is kind of neat. With her Master Plan feat, and the tendency of Orion women to rule from behind the scenes she could probably out-deceive Darth Sidious. (Well, conceptually at least.)
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Postby Bladewind » Sat Nov 01, 2008 3:32 pm

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BLADEVERSE HAWKGIRL

Concept           Variant Hawkgirl
Real Name         Karen Carter
Identity          Secret ID
Hero/Villain      Hero
Origin            Mutation
Allegiance        Children of Justice
Motivation        Justice
Gender            Female
Hair              Red
Eyes              Green
Size              Medium

Quote:            The Justice League Lives!

PL:               11  (165 pp)

ABILITIES:   
STR:              16 (+ 3) 
DEX:              22 (+ 6)   
CON:              16 (+ 3)   
INT:              12 (+ 1)   
WIS:              14 (+ 2)   
CHA:              16 (+ 3)

SKILLS: 
Acrobatics        10 (+16),
Bluff              9 (+12),
Climb                (+ 3),
Computers          2 (+ 3),
Concentration        (+ 2),
Diplomacy          4 (+ 7),
Disguise             (+ 3),
Escape Artist      5 (+11),
Gather Info        5 (+ 8),
Handle Animal        (+ 3),
Intimidate           (+ 3),
Investigate        4 (+ 5),
Knowledge
 Streetwise        3 (+ 4),
 Tactics           1 (+ 2),
Medicine           2 (+ 4),
Notice             5 (+ 7),
Pilot              5 (+11),
Profession         4 (+ 6),
Search             5 (+ 6),
Sense Motive         (+ 2),
Stealth              (+ 6),
Survival             (+ 2),
Swim                 (+ 3)

FEATS: 
Accurate Attack,
Attack Focus (Melee) (+ 3),
Attractive           (+ 1),
Dodge Focus          (+ 5),
Equipment            (+ 2),
Evasion              (+ 1),
Improved Initiative  (+ 2),
Leadership,
Move-by Action,
Power Attack

POWERS: 
*Device - Easy to Lose - Cowl [4],
*Device - Easy to Lose - Melee Weapon [2],

*Flight [7],
 Flaw - Wings
 Power Feat - Dynamic
 Dynamic Alt Power - Super-Strength, (Feat: Wing Buffet) [3],

*Telepathy [5] - DC:15:will,
 Alt Power - Telelocation [10]

*Impervious Will [10],

*Immunity - Cold, Friction Heat [2],

COWL [4],
*Super-Senses [20],
 Vision - Analytical, Counters Concealment [4],
 Direction Sense, Distance Sense, Infravision, Danger Sense [4],
 Radio, Time Sense, Ultra Hearing, Ultravision [3],
 Extended Vision x 2 (1000 ft) [2],
 Extended Hearing x 2 (1000 ft) [2],

Immunity - Visual Dazzle [5],

MACE [2],
*Damage [8] - DC:26:tough,
 Power Feat - Mighty
 Power Feat - Thrown

EQUIPMENT
*Body Armour - (Protection) Subtle x1 [8],
*Comm Link, 

COMBAT: 
Attack      + 8  [Unarmed +3 (Bruise)]
Melee       +11   
Defense     +19 (12 flat-footed)   
Init        +14

SAVES: 
Toughness   +11 (11 flat-footed) 
Fortitude   + 9 
Reflex      +10 
Will        +14

DRAWBACKS: 

COMPLICATIOns:
Phobia – Fire

Abilities    36  + 
Skills       14 (56 ranks)  + 
Feats        18  + 
Powers       51  + 
Combat       24  + 
Saves        22  – 
Drawbacks     0 =
165 / 165


:arrow: Some time ago, I ran a campaign based loosely on the Superman/Batman Storyline where Lightning Lord, Saturn Queen and Cosmic King altered the past and turned Supers and Bats into villains. The other addition to this was a variant on the campaign where the JLA had been destroyed by Faust and years later, the sole survivor was fighting back with created metahumans.

:arrow: Karen was one of those metahumans. Essentially, a resistance liaison to Dr Martin Jonas, Karen was discovered. Instead of a public execution, her death was arranged by allowing her to gain access to an experimental project – a matter teleporter. In a really bad imitation of a classic movie, Karen was trapped within the mechanism at the same time a test was being conducted with a hawk. Dying and intermixed with avian DNA, Karen’s life was saved by a blood transfusion from Dr Jonas. Essentially, her latent metagene was tapped, her form was stabilized and she was this JLA;s Hawkgirl…

:arrow: Here, she is adapted for the Bladeverse. No change to her origin, but the backstory changes. Essentially, she was a Lexcorp employee who caught wind of evidence that would help Superman indict him once and for all… The rest of the origin plays out, with Dr Jonas being replaced with his better-known alter ego of John Jones…

:arrow: Her cowl is something that I've always thought Hawkgirl should have and I think actually does - a means to increase sight and other senses.

:arrow: Her mace is actually less powerful than most Hawkgirl variants as ot "only" deals damage.
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Postby Bladewind » Sun Nov 02, 2008 7:11 pm

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RAVEN

Alternate Name:     Rachel Braddock

PL:                 9  (165 pp)

ABILITIES:   
STR:                10 (  0) 
DEX:                16 (+ 3)   
CON:                12 (+ 1)   
INT:                14 (+ 2)   
WIS:                16 (+ 3)   
CHA:                14 (+ 2)

SKILLS: 
Bluff                2 (+ 4),
Concentration          (+ 3),
Diplomacy            4 (+ 6),
Disguise             2 (+ 4),
Escape Artist        4 (+ 7),
Gather Info          4 (+ 6),
Handle Animal        4 (+ 6),
Intimidate             (+ 2),
Investigate          2 (+ 4),
Knowledge
 Arcane Lore        10 (+12),
Medicine             2 (+ 5),
Notice               4 (+ 7),
Search               2 (+ 4),
Sense Motive           (+ 3),
Stealth              2 (+ 5),
Survival             6 (+ 9)

FEATS: 
Hide in Plain Sight,
Inspire                (+ 2),
Ritualist,
Track

POWERS: 
*Morph - One Alternte Form (Elven Appearance) [2],
 Alt Power - Morph - One Alternate Form (Demonic Form)

*Immunity - Aging, Poison, Disease [3],

*Super-Senses [6],
 Flaw - Noticeable (Limited to Elven or Demonic form)
 - Aura Reading, Trace Teleport

*Super-Senses [1],
 - Low Light Vision

*Teleport [10],
 Flaw - Full Action (-2)

*Healing [8],
 Power Feat - Persistent
 Extra - Energizing
 Extra - Restoration
 Extra - Total
 Flaw - Empathic
 Flaw - Limited to Others
 Alt Power - Perception Range Damage - Limited to Unseelie Form [8] - DC:23:tough,

*Regeneration (Recovery Bonus) [9],
 Recovery Rate - Bruised/ Unconscious - no action [6],
 Recovery Rate - Injured/ Staggered - 5 minutes [4],
 Recovery Rate - Disabled - 20 minutes [3],
 Recovery Rate - Ability Damage - 1 hour [2],

*Elven Grace [8],
 - Impervious Protection [8],
 - Mind Shield [8],

*Seelie Presence [8] - DC:18:will,
 Power Feat - Selective
 Flaw - Limited to Elven Form
 - Emotion Control (Limited to one Emotion - Hope)
 - Extra: Burst - Flaw: Sense Dependent
 Alt Power - Unseelie Presence (Despair) [8] - DC:18:will

COMBAT: 
Attack      + 3  [Unarmed +0 (Bruise)]   
Defense     +13 (11 flat-footed)   
Init        + 3

SAVES: 
Toughness   + 9 (9 flat-footed) 
Fortitude   + 6 
Reflex      + 6 
Will        +14

DRAWBACKS: 

COMPLICATIONS:
Physically Underage
Dark Secret – Unseelie Nature

Abilities    22  + 
Skills       12 (48 ranks)  + 
Feats         5  + 
Powers       95  + 
Combat       12  + 
Saves        19  – 
Drawbacks     0 = 165 / 165


:arrow: An excuse to try a variant on the traditional Teen Titans Raven. She has the familiar power set – minus the soul self (for now anyway). She also has a few extras that go toward explaining her in the Bladeverse. She is the sister of Meggan Braddock. As such, the Bladeverse Raven has a deep seated Fae heritage. I was inspired (yet again) by Joshua Dunlow’s god campaign rules.

:arrow: The concept of Seelie and Unseelie also owes itself to my geek factor and the rather large body of reading that I’ve accumulated. There is also, of course, Changeling: The Dreaming that influenced the concept.

:arrow: Raven’s traditional Demonic Heritage is represented by an Unseelie side. Mechanically, this is a few alternate powers that serve to reverse her to a truly dark and twisted creature capable of inflicting great harm. The truly evil part of it is that Raven does not lose her ability to heal in her Unseelie mien. She just chooses not to use it.

:arrow: Raven also has a Fae Form just a Meggan does. She is able to shift into it at will. As an alternate power of that form she has her Unseelie form. A bit of a cheat perhaps, but I don't feel that wo forms form the Morph power justifies more points - especially since there are set circumstances tht will limit access to those forms.

:arrow: I didn't set any mechanic around changing allegiance from the Seelie and Unseelie Court. A complication or the Involuntary Transform drawback seem appropriate enough... I'll probably edit them in at some point.
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Postby Bladewind » Wed Nov 05, 2008 6:25 pm

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Postby Bladewind » Wed Nov 05, 2008 6:38 pm

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BREVEN LYSANDER
PL:                8  (180 pp)

ABILITIES:   
STR:              12 (+ 1) 
DEX:              18 (+ 4)   
CON:              14 (+ 2)   
INT:              16 (+ 3)   
WIS:              14 (+ 2)   
CHA:              13 (+ 1)

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

FEATS: 
Accurate Attack
Attack Focus (Melee) (+ 2)
Defensive Attack
Dodge Focus          (+ 1)
Equipment            (+ 5)
Evasion              (+ 1)
Grappling Finesse
Hide in plain sight
Improved Block       (+ 1)
Improved Disarm
Improved Grapple
Improved Initiative  (+ 1)
Improved Pin
Improved Throw
Improved Trip
Power Attack
Quick Draw           (+ 1)
Redirect
Track
Uncanny Dodge

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

*Super Senses [5]
 - Uncontrolled Precognition
 - Detect Force (Mental Ranged Assessment)
 - Force Awareness (Mental)*Concealment [2]
 - Force Sense (Mental)

*Super-Movement [3]
 - Sure-Footed x2 Trackless

*Leaping [2]
*Telelocation (20 mile radius) [6]
 Flaw - Limited to Force Sensitive Individuals

*Force Array (Telekinesis) [8]
 Power Feat - Dynamic
 Dyn Alt Power - Personal Boost (Any Physical Trait) (EX: Total Fade) [8]
 Dyn Alt Power - Personal Boost (Combat Feats) [4]
 Dyn Alt Power - Subtle Conscious Mind Control (FL: Duration -1) [7] - DC:17:will
 Dyn Alt Power - Trip (EX: Knockback) [8] - DC:18:ref
 Dyn Alt Power - Dissipate Energy (Sustained Imper Prot) [8]
 Dyn Alt Power - Subtle Mind Reading (Move Action) [7] - DC:17:will
 Dyn Alt Power - Imperv Mind Shield [8]
 Dyn Alt Power - Total Healing (PF - Persistent) [5]
 Dyn Alt Power - Energizing Healing (PF - Stabalize) [5]
 Dyn Alt Power - Probability Control [4]

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    + 6  [Unarmed +1 (Bruise)]   
          + 7 Melee
Defense   +18 (13 flat-footed)   
Init      + 8

SAVES: 
Toughness + 2 (2 flat-footed) 
Fortitude + 9 
Reflex    +11 
Will      + 7

DRAWBACKS: 

COMPLICATIONS
Hunted (Jedi)
Jedi Code

Abilities     27  + 
Skills        16 (64 ranks)  + 
Feats         25  + 
Powers        67  + 
Combat        26  + 
Saves         19  – 
Drawbacks      0 = 180 / 180



:arrow: Breven is the main reason I statted various Star Wars characters – I’ve actually done a bunch of other Star Wars d20 conversion including Darth Maul and Darth Vader. I’ve no real intention of posting these others as they don’t benchmark against superheroes well. I’ve benchmarked them against each other though, and in that sense they are more or less playable.

:arrow: Build-wise Breven is a departure from my other Jedi builds in that his entire Force Array is dynamic. He also has some healing powers not present in my other conversions. Essentially, I used more of the game mechanics to build him than the movie references to Force powers. A lot of his skill and power goes into hiding his abilities and being able to act from the sidelines with a great deal of subtlety. Bear in mind we played weekly for three months before anyone even knew he was a Jedi. And if you play a Jedi you want to use the Force, let me tell you…

:arrow: Breven is unique among my Jedi builds as he does not get Attack Specialization (Lightsaber). This feat, to me, translates as the D20 bonus that a character gets for building their own Saber. Something that Breven never did. He wielded the saber given to him by his master, a blue blade.

:arrow: On a similar note his fighting ability is based on defense – Aikido mixed in with Fencing for using the saber.

:arrow: His equipment consisted of a blaster and various other items – we never had to pay for a ship. He also had a small HQ with the equivalent of the progression feat giving him access to the last few Jedi Safehouses.

:arrow: Breven Lysander was a Jedi that I played in a Star Wars D20 campaign between the theatrical release of Attack of the Clones and Revenge of the Sith. It was set just before A New Hope chronologically and culminated with us being the heroes that obtained the plans to the Death Star. The Padawan of one of the last remaining Jedi Breven was sent to hide in plain sight acting as a soldier and scout in the Rebellion armies. As a Padawan, Breven knew Anakin and they had been reasonably good friends.

We’d always been under the assumption that there was an Imperial spy among us, but this was never confirmed. Likewise we never fully trusted our Imperial contact… As a result, even the other players were never aware that there was a Jedi among them… although everyone suspected. It was a paranoid game as befitted the era and the premise.

When we had finally obtained the plans and were trying to get out of the Imperial stronghold, we found the body of our informant. This effectively laid to rest any uncertainty about his true loyalties. He had died of Lightsaber-inflicted wounds… As we scrambled for our ship, we heard mechanical breathing from behind even as we were pinned down by Stormtroopers…

The rest of that scene was one of the best role-playing experiences that I’ve ever had… Someone belted out of character that if there was actually a Jedi among us that now would be a good time to pull a lightsaber and clear a path. I responded with a mock sound of saber powering up just as the GM tossed me a note – if Breven fought Vader, he would be most likely killed. However, since the story was crucial to the movie continuity happening he conceded a few house rules to Breven’s fight with Vader. Breven would never roll below 10 for the duration of the combat, he could not botch a roll and the rest of the team would still have to fight their way out. On the flip side, Vader could not botch his rolls either… Yes, it became a combat. but there was about ten minutes segue into that combat that really rocked and the fight quickly became more about the story than a series of die rolls… Being the guy who got to fight Vader was all kinds of awesome.

Man, that was fun.

The GM also played the follow up series to the hilt as well. Some of the same heroes were still around and there were other new additions. It was tragic and demoralizing when Vader’s new “assistants” almost destroyed our characters. They wore battle-armour variants of the red Imperial Guard uniforms – one lost his helmet to reveal Breven beneath! It was however, a clone, and we dubbed him Brevven Nightshadow. He became our nemesis throughout that campaign as Vader was otherwise occupied.
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Bladewind
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