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Taliesin's 3E Builds: Moonstone, Binary, Rulk, Wasp, Shang

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Re: Taliesin's 3E Builds: Venom, Goblin, Bullseye, Madrox

Postby Taliesin » Mon Sep 27, 2010 8:51 am

Aedan wrote:Hey Taliesin,

These are great builds of my favorite characters. You must have a lot of time on your hands :wink:.

Thanks for the awesome work, good job!


Thanks. I'm actually pretty busy. Most of these builds were completed some time ago, and all I'm doing at this point is converting them to a format that I can post here. The occasional build like Multiple Man required some alteration because the rules changed between draft and publication.

Meskalamdug wrote:
Kenpo Wolf wrote:Thanks for doing my request, which was Multiple Man. Great job but I would think he would have a higher pl but what do I know since I don't have my head around all the rules yet :(


The PL sets the limits for the maximum capabilities of a character, since Madrox is pretty much a normal guy, and basically a one-man minion army, he really shouldn't be any higher than 6. His point cost is pretty high,however, so that shows is real potential much better than the PL.


Yes, I made mention of this in the Design Notes. Jamie is PL6 because he's basically a well-trained but normal guy, but his cost is equal to a PL13+ character. The Summon power as constructed for him is really quite potent, so he can probably tangle with a legitimate PL10 character and do very well.
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Re: Taliesin's 3E Builds: Venom, Goblin, Bullseye, Madrox

Postby twilock » Tue Sep 28, 2010 12:51 pm

Just a side note. I have noticed that all of your characters with the adamantium skeleton seem to have the weakness against magnetism. I think they should also take a penalty to athletics (swim) as well or at least have a complication like : not as buoyant when swimming, could result in fatigued.

This has been a recurring theme for wolverine at least. I don't think it should be a weakness as it doesn't come up very often, but definitely should be in as a complication.
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Re: Taliesin's 3E Builds: Venom, Goblin, Bullseye, Madrox

Postby Taliesin » Tue Sep 28, 2010 12:57 pm

twilock wrote:Just a side note. I have noticed that all of your characters with the adamantium skeleton seem to have the weakness against magnetism. I think they should also take a penalty to athletics (swim) as well or at least have a complication like : not as buoyant when swimming, could result in fatigued.

This has been a recurring theme for wolverine at least. I don't think it should be a weakness as it doesn't come up very often, but definitely should be in as a complication.


? Weakness is a complication.
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Re: Taliesin's 3E Builds: Venom, Goblin, Bullseye, Madrox

Postby twilock » Tue Sep 28, 2010 1:27 pm

Taliesin wrote:
twilock wrote:Just a side note. I have noticed that all of your characters with the adamantium skeleton seem to have the weakness against magnetism. I think they should also take a penalty to athletics (swim) as well or at least have a complication like : not as buoyant when swimming, could result in fatigued.

This has been a recurring theme for wolverine at least. I don't think it should be a weakness as it doesn't come up very often, but definitely should be in as a complication.


? Weakness is a complication.


Your right. I have a tendency to thing of Weakness as a complication that has a clearly defined rules effect. As a opposed to a Complication that is more narrative based. Both have the potential to reward hero points, I just tend to think of them a little differently in my head. Looking back at what I posted I didn't even stick to that when I was posting. Need more sleep I think.
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Build 51: Colossus

Postby Taliesin » Wed Sep 29, 2010 7:30 pm

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Colossus
PL11


Abilities
Strength 4 [15], Stamina 4 [15], Agility 1, Dexterity 1, Fighting 7, Intellect 1, Awareness 1, Presence 1

Powers
Fastball Special: Alternate Effect of Lifting Strength, Affects Others Only Leaping (rank equal to 19 minus subject’s Mass) • 1 point
Organic Steel Form: Activation (Move, -1 point) • 67 points total
    Invulnerability: Enhanced Stamina 11, Immunity 5 (cold, heat, starvation and thirst, suffocation), Impervious Toughness 15 • 42 points
    Super-Strength: Enhanced Strength 15, 4 ranks Limited to Lifting (lifting Str 19; 12,000 tons) • 26 points
Transformation Healing: Healing 4, Reaction to assuming normal identity, Limited to Self • 16 points

Advantages
All-Out Attack, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Interpose, Languages 1 (English; base: Russian), Teamwork

Skills
Expertise: Artist 8 (+9), Ranged Combat: Throwing 10 (+11), Technology 4 (+5), Vehicles 4 (+5)

Offense
Initiative +5
Fastball Special +11, Ranged, Damage 7 or other
Unarmed +7, Close, Damage 15

Defense
Dodge 7, Parry 7
Toughness 15 (Impervious), Fortitude 15, Will 7

Power Points
Abilities 40 + Powers 84 + Advantages 8 + Skills 13 + Defenses 12 = Total 157

Complications
Prejudice: Mutant.
Weakness: Colossus is susceptible to magnetic effects and vibranium.

Real Name: Piotr Rasputin

Design Notes: Colossus’ Fastball Special is a fancy way of mechanically representing Colossus throwing a teammate as a Slam attack, using Colossus’ attack bonus and conferring the movement speed to his teammate. The rank of Leaping is determined the same way that throwing distance is determined: Strength minus mass. The speed for Leaping tops out at rank 7, and that limits the movement contribution to Slam as well, although higher ranks will mean that the subject will travel further, as usual.
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Re: Taliesin's 3E Builds: Goblin, Bullseye, Madrox, Colossus

Postby Dreaming Psion » Wed Sep 29, 2010 8:09 pm

I like that fastball special trick, it's very nice. Escape Artist- didn't that get folded into Sleight of Hand though?
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Re: Taliesin's 3E Builds: Goblin, Bullseye, Madrox, Colossus

Postby Samson » Wed Sep 29, 2010 8:22 pm

Awesome build...as per usual. 8)
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Re: Taliesin's 3E Builds: Goblin, Bullseye, Madrox, Colossus

Postby Aedan » Wed Sep 29, 2010 8:24 pm

Dreaming Psion wrote:Escape Artist- didn't that get folded into Sleight of Hand though?


I think your reading it too fast. It says Expertise: Artist
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Re: Build 51: Colossus

Postby UnkindMirror » Wed Sep 29, 2010 11:46 pm

Taliesin wrote:Transformation Healing: Healing 4, Reaction to assuming normal identity, Limited to Self • 16 points

It bugs me a bit that for the same price one could get Regeneration 16 instead, for a much greater benefit.

And while I think that Regeneration is too cheap for the benefit it provides, if the cost was double, or even triple, I'd still take Regeneration 8 or 5 over this construct.
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Re: Build 51: Colossus

Postby Aedan » Thu Sep 30, 2010 8:56 am

UnkindMirror wrote:
Taliesin wrote:Transformation Healing: Healing 4, Reaction to assuming normal identity, Limited to Self • 16 points

It bugs me a bit that for the same price one could get Regeneration 16 instead, for a much greater benefit.

And while I think that Regeneration is too cheap for the benefit it provides, if the cost was double, or even triple, I'd still take Regeneration 8 or 5 over this construct.


You know, I hope that DCA was just the 'test drive' for the new rules. Most companies don't get the chance to do that but this could be a great opportunity to see how well the rules work, then change the things that have been an issue when 3e actually releases in December. Like Communication costing the same as Insubstantial and Regeneration costing much less than Healing. Then there are the rulings like does Dazed actually cause your Sustained powers to short out? If so, why are they the same price as Permanent powers? Etc.
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Re: Build 51: Colossus

Postby Taliesin » Thu Sep 30, 2010 9:08 am

UnkindMirror wrote:
Taliesin wrote:Transformation Healing: Healing 4, Reaction to assuming normal identity, Limited to Self • 16 points

It bugs me a bit that for the same price one could get Regeneration 16 instead, for a much greater benefit.

And while I think that Regeneration is too cheap for the benefit it provides, if the cost was double, or even triple, I'd still take Regeneration 8 or 5 over this construct.


It was an unfortunate combination of streamlining Regen and nerfing Healing that resulted in this. Well, that and the removal of lethal damage.

Alas, I don't think I could tweak Regen sufficiently to reflect this particular construct.
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Re: Taliesin's 3E Builds: Goblin, Bullseye, Madrox, Colossus

Postby Samson » Thu Sep 30, 2010 9:27 am

I think in DCA/M&M3e, Healing and Regeneration should have been folded into the same power under Healing (Regen is really just an advanced form of healing really), with Healing being more or less the "base" and Regeneration being treated like a extra or something.

Hell, I don't know.
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Re: Taliesin's 3E Builds: Goblin, Bullseye, Madrox, Colossus

Postby Taliesin » Thu Sep 30, 2010 9:45 am

Making Regen just Reaction Self Healing or Free Action Self Healing isn't a bad idea.

After all, there was a general move to eliminate redundant effects, so why not this one?
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Re: Taliesin's 3E Builds: Goblin, Bullseye, Madrox, Colossus

Postby Samson » Thu Sep 30, 2010 9:54 am

Exactly. its not like the two powers are not related in concept. I think its VERY redundant to keep them separate and it obviously can cause issues. Maybe its something GR can look into.
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Re: Taliesin's 3E Builds: Goblin, Bullseye, Madrox, Colossus

Postby Aedan » Thu Sep 30, 2010 3:17 pm

Taliesin wrote:Making Regen just Reaction Self Healing or Free Action Self Healing isn't a bad idea.

After all, there was a general move to eliminate redundant effects, so why not this one?


How would you handle the Healing effect while unconscious, or otherwise incapable of taking Free Actions? If I can figure this out, then I'm going to do away with Regeneration as a power for any of my games. Characters can take various extras on Healing.
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