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The Chief's Office: League of Legends Ashe/Blitzcrank/Brand

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Re: The Chief's Office - Gordon Freeman; Big Daddy/Little Sister

Postby Angry Police Chief » Thu Jun 02, 2011 12:45 pm

Neither does anyone else in the game (except the later game thug splicers), I don't thing they're weak to electricity, they're just not especially resistant to it.
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Re: The Chief's Office - Gordon Freeman; Big Daddy/Little Sister

Postby Arthur Eld » Thu Jun 02, 2011 4:05 pm

Hmmm. So would you just give the various electrical weapons higher ranks of Damage than the others? The way I see it, they mostly function as linked Damage (Ranged) and Afflictions-probably Dazed/Stunned/Incapacitated, resisted by Fortitude. You could probably get away with dropping Incapacitated to save points.

As is, Big Daddy's would stand a higher chance of resisting those effects than most of Rapture's other denizens, right?
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Re: The Chief's Office - Gordon Freeman; Big Daddy/Little Sister

Postby Angry Police Chief » Thu Jun 02, 2011 5:43 pm

Well there's no chance to resist in Bioshock, some one is either completely immune or always effected. This big daddy would have a higher chance to resist than some minion splicer in M&M, but that's just because of how this game works, I'm not going to penalize him for it.

The way I built Electro Bolt is damage linked to affliction with dazed&vulnerable/stunned&defenseless. That way if their effected you can power attack+finishing attack and crit them, so electricity does lead to more damage. However I just built the Chem Thrower as line area damage with variable descriptor and no afflictions. With plasmids being unlimited resources in this system, it's ammo effects would just be redundant.
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Bioshock - Jack

Postby Angry Police Chief » Fri Jun 03, 2011 9:28 am

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Jack PC - PL 10

Strength 2, Stamina 4, Agility 2, Dexterity 0, Fighting 4, Intellect 0, Awareness 2, Presence 0

Advantages
Beginner's Luck, Equipment 6, Improved Critical 2: Wrench, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 10, Skill Mastery: Athletics

Skills
Close Combat: Wrench: Strength-based Damage 2 10 (+14), Investigation 8 (+8), Perception 6 (+8), Stealth 6 (+8), Technology 10 (+10)

Powers
    Gene Tonics (Multiple Effects)
      Armored Shell: Protection 6
      Natural Camouflage: Concealment 2 (Sight; Blending)
      SportBoost: Enhanced Trait 4 (Athletics +6, Skill Mastery: Athletics; Multiattack added to Strength Damage [4 extra ranks])
      Wrench Jockey: Enhanced Strength 2 (Limited to Damage)
    Plasmids (Array)
      Electro Bolt (Linked Effects)
        Affliction 10 (1st degree: Vulnerable, Dazed, 2nd degree: Defenseless, Stunned, Resisted by: Fortitude; Extra Condition, Ranged; Limited Degree)
        Damage 5: (Ranged)
      Incinerate!: Damage 7 (Perception, Sustained; Fades)
      Insect Swarm: Affliction 7 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Unaware, Resisted by: Will; Cloud Area, Progressive, Ranged; Instant Recovery)
      Telekinesis: Move Object 4 (Throwing Mastery 6; Limited Direction: Attract and Repel, Quirk: Can't grab live people)
      Winter Blast: Affliction 10 (1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, 3rd degree: Paralyzed, Transformed (into Ice), Resisted by: Fortitude; Extra Condition, Ranged)

Equipment
    Wrench: Strength-based Damage 2

    Weapons Array
      Chemical Thrower: Damage 8 (Line Area, Variable Descriptor: Electric/Fire/Cold, Secondary Effect)
      Camera: Enhanced Trait 6 (Insight +10 (+12), Assessment; Feature: Camera)
      Shotgun: Damage 6 (Accurate: +2, Variable Descriptor: Ballistic/Electric/Explosive, Ranged)
      Tommy Gun: Damage 5 (Penetrating 5, Multiattack, Ranged)


Offense
Initiative +6
Chemical Thrower: Line Area Damage 8 (DC 23)
Electro Bolt: Affliction 10, +10 (DC Fort 20)
Electro Bolt: Damage 5, +10 (DC 20)
Incinerate!: (DC 22)
Insect Swarm: (DC Will 17)
Shotgun: +12 (DC 21)
Telekinesis: +10 (DC 20)
Throw, +10 (DC 17)
Tommy Gun: +10 (DC 20)
Winter Blast: +10 (DC Fort 20)
Wrench: +14 (DC 21)

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 8

Power Points
Abilities 28 + Powers 54 + Advantages 22 + Skills 20 + Defenses 26 = 150

Complications
    A Man Chooses: Jack must decide weather to harvest the Little Sisters for his benefit, or rescue them for their own sake.
    A Slave Obeys: Jack is under mental conditioning and must do anything asked of him if it is preceded by the phrase "Would you kindly"

_____________________________________________________________________________________________


Wow, this guys got a lot going on power/equipment wise, and I actually left a bunch out. This plasmid/tonic/weapon combination pretty much is how I play the game, so sorry if you don't see your favorite represented.

SportBoost lets Jack have multiattack on up to 6 ranks of str based damage, so he can use it with the Wrench. Electro Bolt's affliction sets someone up nicely for a powerful followup attack. Incinerate! is perception range because he doesn't actually need to hit someone with it, he snaps his fingers and they're set on fire.

The guns have variable descriptor instead of afflictions associated with their ammo types because it would've been redundant since you can use the plasmids as much as you want. I considered Favored Foe (anyone who's picture you've taken) to go along with the Camera, but I thought it seemed to broad. I didn't include the crossbow because its a little overpowered. It would've made the shotgun obsolete, and I always err on the side of shotgun.

I've got Bioshock 2 on the shelf, so I might finally play it and stat up the Big Sister and Subject Delta. Otherwise not sure what's up next, thinking about doing the classes from Borderlands.
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League of Legends Builds

Postby Angry Police Chief » Mon Oct 03, 2011 2:38 pm

I've been playing a great free game, League of Legends lately. It's a 5 on 5 DotA style RTS (or MOBA) with some real interesting champions. I've been thinking that these characters would be fun to stat up in M&M since I first started and I've finally got around to doing it.

I'm going to try to do all the Champions in alphabetical order, though if there are any requests I'll be happy to get to someone early. I plan to have all champs at PL 8.

As a Caveat, I haven't really done anything with M&M in a few months now, so it may take me a little bit to polish off my old hero building skills. If anyone notices a glaring mistake or simply a way I could've built a power better, feel free to let me know. I also haven't played every Champ yet, so If I screw something up on one of your favorites point it out.

Information about the game can be found at the official website here
And if you want to sign up for free and start playing you can use this link if you feel like giving me a referral.

First up: Akali
Last edited by Angry Police Chief on Mon Oct 03, 2011 2:42 pm, edited 1 time in total.
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LoL - Akali

Postby Angry Police Chief » Mon Oct 03, 2011 2:39 pm

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So many noobs... will matchmaking ever find true balance?
Akali The fist of shadow - PL 8

Strength 2, Stamina 2, Agility 6, Dexterity 4, Fighting 8, Intellect 0, Awareness 2, Presence 2

Advantages
Accurate Attack, Agile Feint, Benefit, Ambidexterity, Equipment 1, Evasion, Improved Initiative, Move-by Action, Takedown, Hide in Plain Sight

Skills
Acrobatics 4 (+10), Athletics 8 (+10), Deception 4 (+6), Perception 6 (+8), Ranged Combat (Mark of the Assassin) 4 (+8), Stealth 8 (+14)

Powers
    Mark of the Assassin: Damage 8 (Ranged, Secondary Effect; Quirk: Secondary effect only applies if target is hit by Akali's melee attack the following round.)
    Crescent Slash: Burst Area Damage 8 (Alternate; Burst Area; Quirk: Burst limited to 5 foot radius)

    Shadow Dance: Teleport 1 (Limited: Can only teleport adjacent to a hostile target)

    Twilight Shroud (Multiple Effects)
      Invisibility 2 (Total concealment from normal vision; Passive; Hide in Plain Sight)
      Protection 4 (+4 Toughness; Sustained)
    Twin Disciplines
      Discipline of Force: Strength-based Damage 4 (Stacks with: Twin Kama's)
      Discipline of Might: Healing 5 (Reaction; Limited: Self Only, Limited: Only useable after damaging an enemy)
Equipment
    Twin Kama's: Strength-based Damage 2 (Split: 2 targets)
Offense
Initiative +10
Crescent Slash, (DC 23)
Discipline of Force, +8 (DC 21)
Mark of the Assassin, +8 (DC 23)
Twin Kama's, +8 (DC 23)
Unarmed, +8 (DC 17)

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 8

Power Points
Abilities 52 + Powers 51 + Advantages 9 + Skills 17 (34 ranks) + Defenses 18 = 147

Akali's back story
There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness - all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world. Akali is one of these shadow warriors, entrusted with the sacred duty of Pruning the Tree - eliminating those who threaten the equilibrium of Valoran.

A prodigious martial artist, Akali began training with her mother as soon as she could make a fist. Her mother's discipline was relentless and unforgiving, but predicated on the fundamental principle: "We do that which must be done." When the Kinkou inducted her into the order at the age of fourteen, she could slice a dangling chain with a chop of her hand. There was no question – she would succeed her mother as the Fist of Shadow. She has had to do much in this role which others might find morally questionable, but to her it is in service of her mother's inviolable doctrine. She now works with her fellows Shen and Kennen to enforce the balance of Valoran. This hallowed pursuit has unsurprisingly led the triumvirate to the Fields of Justice.


_____________________________________________________________________________________________


I've played Akali a bit and she's really fun. She's something of a FOTM right now and is really good at destroying a bad or inexperienced team.

Twilight Shroud was the only power of her's that I had much trouble designing. In game she throws down a smoke bomb with a 10 foot radius or so that gives her, and only her, concealment while she remains in it. This power is kind of hard to design in this system, though I'm probably just rusty. I'm fine with her being able to use it whenever, as the effect isn't really that different. Letting it be always on also gives me a place to dump her toughness bonus since while in the shroud she gains armor and magic resist.

I can't decide if I want lifesteal and spellvamp (abilities where you gain health when you damage an enemy) to be reaction healing, or some kind of source based regeneration. I went with heal for now.

If anyone's got some ideas on those two issues let me know.

Next up: Alistar
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LoL - Alistar

Postby Angry Police Chief » Tue Oct 04, 2011 11:55 am

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Mess with the bull and you get the horns!
Alistar The Minotaur - PL8


Abilities
Strength 6, Stamina 6, Agility -2, Dexterity -2, Fighting 4, Intellect 0, Awareness 2, Presence 2

Advantages
All-out Attack, Close Attack 4, Diehard, Extraordinary Effort, Great Endurance, Power Attack

Skills
Athletics 4 (+10), Insight 2 (+4), Intimidation 4 (+8), Perception 2 (+4)

Powers
    Minotaur (Multiple Effects)
      Large: Growth 4 (Innate; Permanent)
      Tough: Protection 4
    Trample (Multiple Effects)
      Damage 1 (Shapeable Area [6 extra ranks], Reaction (Useable after any other power) [6 extra ranks]; Limited: Area limited to a trail following Alistar along the ground)
      Permeate 3 (Limited: Useable only after any other power, Limited: Only through people/animals/constructs/ etc. not through terrain)
    Triumphant Roar: Targeted Burst Area Healing 8 (Burst Area [4 ranks only], Selective; Quirk: Can only target self, Sense-dependent: Hearing)
    Headbutt: Move Object 8 (Alternate; Damaging; Limited: Only useable with charge, Limited Direction: Away, Close Range)
    Pulverize (Alternate; Linked Effects)
      Affliction 8 (Dazed/Stunned, Resisted by: Fortitude, Burst Area; Limited: Alistar and targets must be in contact with ground, Limited Degree)
      Damage 6 ( Burst Area; Limited: Alistar and targets must be in contact with ground)

    Unbreakable Will: Immunity 95 (Alteration Effects, Entrapment, Sensory Affliction Effects, Toughness Effects; Sustained; Limited - Half Effect [Toughness Only], Limited: Turns off after 4 rounds, Tiring)

Offense
Initiative -2
Grab, +8 (DC Spec 16)
Headbutt, +8 (DC 23)
Pulverize (DC Fort 18) (DC 21)
Trample (DC 22)
Unarmed, +8 (DC 21)

Complications
    Motivation: Doing Good: Philanthropy and raising public awareness
    Relationship: Ayelia

Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 10, Will 6

Power Points
Abilities 16 + Powers 83 + Advantages 9 + Skills 6 (12 ranks) + Defenses 22 = 136

Alistars backstory:
As the mightiest warrior to ever emerge from the Minotaur tribes of the Great Barrier, Alistar defended his tribe from Valoran's many dangers; that is, until the coming of the Noxian army. Alistar was lured from his village by the machinations of Keiran Darkwill, General Boram Darkwill's youngest son, and commander of the Noxian expeditionary force. When Alistar returned, he found his village burning and his family slain. Bellowing with rage, he charged an entire regiment of Noxus's elite, slaughtering them by the hundreds. Only the intervention of some of Noxus's most skilled summoners checked Alistar's rage. Brought in chains to Noxus, Alistar spent the intervening years as a gladiator in the Fleshing, pitted in endless battle for the entertainment of Noxus's wealthy leaders.

Alistar's once noble soul slowly became twisted, and he would have been driven to insanity if not for Ayelia, a young servant girl who befriended him and eventually arranged for his escape. Suddenly free, Alistar joined the newly formed League of Legends to fight as a champion, hoping to one day exact his final vengeance upon Noxus and find the girl who had renewed his hope. Initially unwilling to cater to his celebrity status as a champion, Alistar has since discovered that there is power in fame, and he has become a vocal advocate for those whom the Noxian government treads upon. He also calls to light things that the Noxian military would prefer remain hidden -- something that has made him very unpopular with Noxus's nobles. His charitable work has earned him several philanthropic awards, which serve as an interesting contrast to the rage and destruction he brings to the League of Legends.


_____________________________________________________________________________________________


Alistar's a great champ, but deceptively hard to use. He's one of the best supports in the game and is naturally very tanky thanks to his ultimate. Now that he's free for everyone I've been seeing him quite a bit.

I may have made his passive ability, Trample, a little powerful here, but it seems fine and is pretty close to how it works in game. I made Headbutt useable only on charge mostly for thematic reasons, same reason why Triumphant Roar is sense dependent.

His Ultimate Unbreakable Will is really nice. Ive decided that I'm going to use Alteration Effects, Entrapment, and Sensory Effects as a catch all for crowd control effects. It dosen't cover everything but it's pretty close. I may end up throwing will effects in there eventually as well but that seems a little too broad. I'm mostly doing away with cooldowns and ability durations for these conversions, but for some really powerful abilites like this I think it still needs some kind of governor. hence the tiring and limited rounds. His Ult lasts 7 seconds in the game, but that's only a single round in M&M. That's too short, 4 rounds seem fine.

Coming up next: Amumu
Last edited by Angry Police Chief on Tue Oct 04, 2011 5:33 pm, edited 3 times in total.
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LoL - Amumu

Postby Angry Police Chief » Tue Oct 04, 2011 1:10 pm

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Let me give you a hug
Amumu The Sad Mummy - PL8


Abilities
Strength 4, Stamina -, Agility -2, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 4

Advantages
Benefit, Cipher 2, Close Attack 4, Defensive Attack, Improved Defense, Improved Initiative, Seize Initiative, Teamwork

Skills
Insight 4 (+4), Perception 4 (+4)

Powers
    Curse of the Sad Mummy
      Affliction 8 (Linked; Hindered/Immobile, Resisted by: Will; Burst Area; Instant Recovery, Limited Degree)
      Damage 8 (Linked; Burst Area)
      Bandage Toss (Alternate; Multiple Effects)
        Elongation 2 (Elongation: 15 feet; Custom Extra: If Amumu hits with bandage toss he can pull himself to his target as a free action.)
        Linked Effects
          Affliction 8 (Dazed/Stunned; Alternate Resistance (Dodge); Limited Degree)
          Damage 6
      Tantrum: Damage 8 (Alternate; Burst Area; Quirk: Burst Limited to 10 foot radius)
    Cursed Touch: Weaken 4 (Affects: Defenses, Resisted by: Will; Broad, Reaction (Effects target hit by a regular melee attack), Simultaneous)

    Despair: Burst Area Damage 6 (Burst Area, Sustained; Quirk: Burst limited to 10 foot radius)

    Yordle Mummy (Multiple Effects)
      Undead: Immunity 31 (Aging, Fortitude Effects, Innate)
      Yordle: Shrinking 4 (Permanent, Innate)
      Protection 10 (+10 Toughness)

Offense
Initiative +2
Bandage Toss, +8 (DC Dog 18) (DC 21)
Cursed Touch, +8 (DC Will 14)
Tantrum, (DC 23)
Despair, (DC 21)
Grab, +8 (DC Spec 14)
Unarmed, +8 (DC 19)

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will 8

Power Points
Abilities 12 + Powers 130 + Advantages 11 + Skills 4 (8 ranks) + Defenses 14 = 171

Complications
    Amnesia: Amumu has no memory of his life before becoming a mummy
    Sadness: Amumu is overcome by sadness and cries constantly.


Amumu's backstory
Perhaps one of the oddest champions in the League of Legends is the Yordle known as Amumu. His life before joining the League remains unknown... especially to Amumu. All he remembers is that he woke up alone inside a pyramid within the Shurima Desert. He was entwined in mummy wrappings and he could not feel his heart beat. Furthermore, he felt a deep sadness that he could not entirely explain; he knew he missed his parents, though he could not remember who they were. Dropping to his knees, Amumu wept into his bandages. No matter what he did, it seemed he could never stop his tears or sadness. Eventually he stood up, determined to wander the world to discover his past. Amumu traveled all across southern Valoran - a feat that is not easily dismissed.

While Amumu still hasn't learned much about his past, he has learned a great deal about who he has become. He is most assuredly undead, though he harbors none of the evil characteristics typical of undead beings. He also seems to keep trouble at arm's length; Amumu was able to traverse all of Southern Valoran without so much as a single bad thing happening to him. He was just sad, and the people and beings he encountered eventually shared his sadness. Ultimately, he made his way north across the Great Barrier to the Institute of War, the home of the League. Amumu's story was compelling to the summoners he met there, and they invited him to take part in a League Judgment. His success within the League as a champion has given Amumu something he desired: a home. With his present (un)life secured, he now hopes the friends he has made will help him discover his past.


_____________________________________________________________________________________________


Probably the best tank in the game, Amumu is a CC machine. A good Amumu ultimate can end a teamfight before it begins.

Even though it doesn't really have much effect in LoL, I've decided I'll give the undead champs no fortitude and immunity to fort effects, to comply with M&M's norms. Amumu's powers are pretty straightforward, he basically just has a lot of Affliction and AoE effects. The fact that none of them are selective cuts down on their usefulness somewhat. That's why I didn't bother putting any limitations on to how often he could use his ultimate, Curse of the Sad Mummy.

I put his toughness bonus in Yordle Mummy instead of Tantrum (where it should be) so i could make Tantrum an AE.

Up next: Anivia
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LoL - Anivia

Postby Angry Police Chief » Tue Oct 04, 2011 2:47 pm

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Some say the world will end in fire; Some say in ice.
Anivia The Cryophoenix PL 8


Abilities
Strength 0, Stamina 2, Agility 0, Dexterity 0, Fighting 4, Intellect 2, Awareness 2, Presence 2

Advantages
Animal Empathy, Benefit, Status, Favored Environment: Cold, Speed of Thought

Skills
Insight 8 (+10), Perception 6 (+8), Ranged Combat [Frostbite] 8 (+8)

Powers
    Cryophoenix (Multiple Effects)
      Flight 1 (Wings)
      Protection 6
    Glacial Storm (Linked Effects)
      Damage 8 ( Burst Area, Ranged)
      Environment 1 (Cold (Extreme), Impede Movement (1 rank), Radius: 30 feet; Ranged)
      Crystalize: Create 8 (Alternate; Impervious; Limited: to creating a wall of ice)
      Flash Frost (Alternate; Linked Effects)
        Affliction 8 (Hindered/Stunned, Resisted by: Fortitude; Line Area; Instant Recovery, Limited Degree)
        Damage 6 (Line Area)
      Frostbite (Linked Effects)
        Damage 4 (Ranged)
        Damage 4 (Ranged, Stacks with: Damage 4; Limited: Only applies if Anivia damaged the target with a different power in the previous round)
    Rebirth: Immortality 18 (Return after 12 seconds; Limited: Upon death Anivia is transformed into an egg with her normal toughness and 0 active defenses. If the egg is destroyed Anivia will not resurrect)

Offense
Initiative +2
Flash Frost (DC Fort 18) (DC 21)
Frostbite, +8 (DC 19(DC 23))
Glacial Storm (DC 23)

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8, Will 10

Power Points
Abilities 24 + Powers 95 + Advantages 5 + Skills 11 (22 ranks) + Defenses 24 = 120

Anivia's backstory
n most lore, the phoenix is a creature of fire that rises from its own ashes. What few know, however, is that phoenixes are elemental beings, formed by the eternal essences of their native world. Anivia was conceived on a world such as this - a being of the coldest winter, a creature of pure elemental ice. On her world, Anivia was the protector of the frozen wastes and all those with the spirit to endure in such unforgiving places. She was consulted as a creature of great wisdom, one who could not die and who had seen the world renewed several times. Somehow, Anivia knew that the day would come when she would be plucked from her home and pulled across worlds, and when that day came, she received the call with grace. Seeing the imbalance and injustice on Runeterra, a world lacking elemental protectors, Anivia took her place at the League of Legends.

Since her arrival, the Cryophoenix has chosen to live among the highest peaks of the Northern Ironspike Mountains, adjacent to the frozen wastes of Freljord. She has openly claimed this territory as her own protectorate. Surprisingly, Anivia has struck up a friendship with the yeti of this region - a friendship that grows deeper and deeper with each passing moon. She has formed a close bond with two League champions: Nunu (and Willump) and the nomad princess Ashe. In a move that caught the League by surprise, the Cryophoenix recently entreated the summoners of the Institute of War to research a means in bringing across others of her elemental fellows. As a champion, Anivia is revered with a sense of awe by most, but is not the most popular as most consider her unapproachable.


_____________________________________________________________________________________________

Anivia's not a champion I've ever played or even seen much of. As far as I know she's considered pretty underpowered at the moment, after previously being pretty overpowered. My experience with her is mostly limited to MacLaren's hilarious troll Anivia guide.

Anivia nicely comes in right at 15pp/level. Her Frostbite makes a nice auto attack equivalent, and does double damage if Anivia hurt her target the previous round. Rebirth is a cool take on the Immortality power. The rest of her abilities are pretty straightforward.

Up next: Annie
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Re: The Chief's Office - League of Legends: Akali through Anivia

Postby Saltcrow » Tue Oct 04, 2011 3:47 pm

Loving those builds ;)

I play Akali as one of my mains myself.
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Re: The Chief's Office - League of Legends: Akali through Anivia

Postby Angry Police Chief » Tue Oct 04, 2011 5:24 pm

Saltcrow wrote:Loving those builds ;)

I play Akali as one of my mains myself.


Thanks man.

I have Akali and have played with her a few times, but I need to get some different runes so I can start with both her passives active. When I do I'll probably start using her more, I just hate having to start with Doran's Blade for the spell vamp. I need some flat AD reds anyway.
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LoL - Annie

Postby Angry Police Chief » Wed Oct 05, 2011 1:42 pm

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Have you seen my bear Tibbers?
Annie The Dark Child - PL8


Abilities
Strength -2, Stamina 0, Agility 0, Dexterity 0, Fighting 4, Intellect 2, Awareness 0, Presence 0

Advantages
Accurate Attack, Animal Empathy, Improved Initiative, Ranged Attack 6

Skills
Deception 6 (+6), Expertise: Magic 6 (+8), Perception 4 (+4)

Powers
    Child: Shrinking 4 (Innate; Permanent)

    Disintegrate: Damage 10 (Ranged)
    Incinerate: Damage 8 (Alternate; Cone Area)

    Molten Shield (Multiple Effects)
      Damage 4 (Accurate 4, Reaction)
      Protection 8 (+8 Toughness)
    Pyromania: Affliction 8 (Dazed/Stunned, Resisted by: Fortitude; Ranged, Reaction; Instant Recovery, Limited: Only occurs every fifth spell, Limited Degree)

    Summon Tibbers (Linked Effects)
      Affliction 10 (Dazed/Stunned, Resisted by: Fortitude; Ranged; Instant Recovery, Limited Degree)
      Damage 10 (Ranged)
      Summon 6 (Controlled, Heroic, Ranged; Tiring)

Offense
Initiative +4
Disintegrate, +6 (DC 25)
Incinerate, (DC 23)
Molten Shield, +12 (DC 19)
Pyromania, +6 (DC Fort 18)
Summon Tibbers, +6 (DC 25) (DC Fort 20)

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8, Will 10

Power Points
Abilities 10 + Powers 129 + Advantages 9 + Skills 8 (16 ranks) + Defenses 24 = 180

Complications
    Relationship: Her parents

Annie's backstory
In the time shortly before the League, there were those within the sinister city-state of Noxus who did not agree with the evils perpetrated by the Noxian High Command. The High Command had just put down a coup attempt from the self-proclaimed Crown Prince Raschallion, and a crack down on any form of dissent against the new government was underway. These political and social outcasts, known as the Gray Order, sought to leave their neighbors in peace as they pursued dark arcane knowledge. The leaders of this outcast society were a married couple: Gregori Hastur, the Gray Warlock, and his wife Amoline, the Shadow Witch. Together they led an exodus of magicians and other intelligentsia from Noxus, resettling their followers beyond the Great Barrier to the northern reaches of the unforgiving Voodoo Lands. Though survival was a challenge at times, the Gray Order's colony managed to thrive in a land where so many others would have failed.

Years after the exodus, Gregori and Amoline had a child: Annie. Early on, Annie's parents knew there was something special about their daughter. At the age of two, Annie miraculously ensorcelled a shadow bear - a ferocious denizen of the petrified forests outside the colony - turning it into her pet. To this day she keeps her bear Tibbers by her side, often keeping him spellbound as a stuffed doll to be carried like a child's toy. The combination of Annie's lineage and the dark magic of her birthplace have given this little girl tremendous arcane power. It is this same girl who now finds herself as one of the most sought-after champions within the League of Legends - even by the city-state who would have exiled her parents had they not fled beforehand.



Tibbers - PL 6

Abilities
Strength 6, Stamina 6, Agility -2, Dexterity -2, Fighting 4, Intellect -2, Awareness 0, Presence 2

Advantages
All-out Attack, Fearless, Great Endurance, Improved Critical 2: Maul: Strength-based Damage 2, Power Attack, Teamwork

Skills
Athletics 4 (+10), Close Combat: Unarmed 2 (+6), Intimidation 8 (+10)

Powers
    Sunfire Cape (Multiple Effects)
      Damage 6 (Burst Area; Permanent, Quirk: Burst limited to 10 feet)
      Protection 2 (+2 Toughness)

Offense
Initiative -2
Sunfire Cape, (DC 21)
Grab, +4 (DC Spec 16)
Unarmed, +6 (DC 21)

Defense
Dodge 4, Parry 4, Fortitude 8, Toughness 8, Will 4

Power Points
Abilities 24 + Powers 27 + Advantages 7 + Skills 7 (14 ranks) + Defenses 12 = 77


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Annie is the quintessential AP carry. She's easy to use, has great burst, great AOE, multiple stuns, and she's the cheapest champ in the game. Pretty much everyone that plays LoL should know how to play Annie. If she ever got a Big Daddy + Little Sister skin she'd probably become my new main.

Her Molten Shield gives her some nice survivability, and anyone who attacks her at close range takes damage. Pyromania adds a stun to every fifth power. Summon Tibbers drops Annie's pet demon bear on top of someone, with damage and a stun. Then Tibbers get to start pounding on them.

Up next: Ashe
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LoL - Ashe

Postby Angry Police Chief » Wed Oct 05, 2011 7:13 pm

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Take a good look. It's the last you're going to get!
Ashe The Frost Archer - PL 8


Abilities
Strength 0, Stamina 2, Agility 0, Dexterity 2, Fighting 2, Intellect 0, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Attractive, Connected, Equipment 1, Improved Aim, Improved Critical 4: Frost Shot, Improved Initiative, Leadership, Move-by Action, Ranged Attack 6

Skills
Athletics 6 (+6), Insight 4 (+6), Perception 8 (+10)

Powers
    Enchanted Crystal Arrow (Linked Effects)
      Burst Area Affliction 8 (Hindered/Stunned, Resisted by: Fortitude; Burst Area [6 ranks only], Extended Range 3, Ranged, Indirect 2: any point, directed away; Limited Degree)
      Damage: Burst Area Damage 8 (Burst Area [6 ranks only], Extended Range 3, Ranged, Indirect 2: any point, directed away; Tiring)
      Hawkshot: Remote Sensing 4 (Alternate; Affects: Visual Senses, Range: 500 feet; Simultaneous; Noticeable)
    Focus: Enhanced Trait 4 (Improved Critical 4(Frost Shot))

    Frost Bow (Easily Removable)
      Frost Shot (Linked Effects)
        Affliction 8 (Hindered/Athletics Disabled, Resisted by: Fortitude; Ranged; Instant Recovery, Limited Degree)
        Damage 8 (Ranged)
      Volley (Alternate; Linked Effects)
        Affliction 8 (Hindered/Athletics Disabled, Resisted by: Fortitude; Cone Are; Instant Recovery, Limited Degree)
        Damage 8 (Cone Area)

Equipment
Armor (+4 Toughness)

Offense
Initiative +4
Enchanted Crystal Arrow, (DC Fort 18) (DC 23)
Frost Shot, +8 (DC Fort 18) (DC 23)
Unarmed, +2 (DC 15)
Volley, (DC Fort 18) (DC 23)

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 8

Power Points
Abilities 20 + Powers 56 + Advantages 15 + Skills 9 (18 ranks) + Defenses 30 = 130

Complications
    Responsibility: Queen of her people
    Hunted: By both of her opposing tribes

Ashe's backstory
One of the perennial favorites of summoners in the League of Legends is the Freljordian beauty known as Ashe. She is a direct descendant of Avarosa - one of three legendary sisters who each claimed dominion over the scattered tribes dwelling in the icy tundra of northern Valoran. Ashe mirrors her ancestor's unparalleled mastery of the bow, earning her the title of the Frost Archer the way Avarosa did during her era. Ashe is a literal Princess amongst her people, though she prefers to be addressed by outsiders as her tribal title rather than any form of royal moniker. There are those in Freljord, however, that would prefer to address Ashe as the late Frost Archer; the other two tribes that are descendants from the Three Sisters are historically sworn enemies of Ashe and her people. Having survived more than one assassination attempt in her life, Ashe is always aware of her surroundings regardless of where she is.

Ashe originally came to the Institute of War in service of the League summoners, seeking enough influence and favor to finally bring peace to her realm - one that has endured civil strife since Avarosa and the Time of the Three Sisters. With countless victories under her belt, she has started to put the influence she has earned in the League to use. Rumors abound that Ashe has begun to associate herself with fellow champion Tryndamere outside of the Fields of Justice. While she denies such talk as frivolous, all eyes will remain on Ashe now that her success in the League may finally allow her to restore lasting peace to her people.


_____________________________________________________________________________________________

Here's Ashe, the first champion everyone plays in LoL. She's pretty much the face of the game, though Katarina seems to be the poster girl lately. Personally I haven't picked her up since finishing the tutorial, but she's always a top tier champ and is free almost every week.

I gave her Enchanted Crystal Arrow indirect 2 because it can pass through any terrain, so that's pretty much the same effect. Hawkshot is noticeable because you can see the hawk spirit. I used Athletics Disabled on Frost Shot to keep people from running but it's pretty meh. I'm sure I'm forgetting a way to slow people down other than hindered, so if anyone knows one other than controlled let me know.

Ashe is the first appearance of the soon to be ubiquitous Attractive advantage.

Up next: Blitzcrank
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LoL - Blitzcrank

Postby Angry Police Chief » Sat Oct 08, 2011 10:11 pm

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The time of Man has come to an end
Blitzcrank The Great Steam Golem


Abilities
Strength 6, Stamina -, Agility 0, Dexterity -2, Fighting 6, Intellect 0, Awareness -2, Presence 0

Advantages
All-out Attack, Close Attack 2, Eidetic Memory, Power Attack, Fast Grab, Improved Grab

Skills
Intimidation 2 (+4), Technology 6 (+6)

Powers
    Mana Barrier (Saving Throw: Toughness; Impervious)

    Overdrive (Multiple Effects)
      Speed 2
      Strength Effect (Multiattack [2 extra ranks])
    Robot (Multiple Effects)
      Growth 4 (Innate; Permanent)
      Immunity 30 (Fortitude Effects)
      Protection 10 (+10 Toughness)
    Rocket Grab (Multiple Effects)
      Affliction 8 (Vulnerable/Stunned, Resisted by: Fortitude; Grab-based, Instant Recovery, Limited Degree)
      Elongation 3 (Advantages: Fast Grab, Improved Grab; Limited (Right arm only))
      Enhanced Ability 2 +2 STR (Limited to grabs)
      Power Fist (Linked Effects; Alternate Effect)
        Affliction 8 (Dazed/Prone, Resisted by: Fortitude; Instant Recovery, Limited Degree)
        Strength-based Damage 2 (Advantages: Improved Critical 2)
    Static Field: Damage 3 (Accurate 2, Indirect 2, Reach (melee) 2, Reaction)
    Static Burst (Alternate; Linked Effects)
      Silence: Affliction 8 (Power Impaired/Power Disabled/Transformed (Can't activate powers), Resisted by: Will; Burst Area; Instant Recovery)
      Damage 8 (Burst Area;Tiring)

Offense
Initiative +0
Grab, +8 (DC Spec 18)
Power Fist, +8 (DC Fort 18) (DC 23)
Rocket Grab, +8 (DC Fort 18)
Static Burst, (DC Will 18) (DC 23)
Static Field: Damage 3, +12 (DC 18)
Unarmed, +8 (DC 21)

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 10, Will 8

Power Points
Abilities -2 + Powers 93 + Advantages 5 + Skills 4 (8 ranks) + Defenses 20 = 120

Blitz's backstory
The city of Zaun is a place where both magic and science have gone awry. The unchecked nature of experimentation has taken its toll on the city. However, Zaun's lenient restrictions allow their researchers and inventors the leeway to push the bounds of science at an accelerated rate, for better or worse. It was under these conditions that a team of doctoral students from Zaun's College of Techmaturgy made a breakthrough in the field of intelligent steam automation. Their creation, the steam golem Blitzcrank, was developed to exercise judgment on-the-fly in order to assist with Zaun's hazardous waste reclamation process, since so often the conditions did not allow for human supervision. However, he soon began exhibiting unforeseen behaviors.

Over time, the scientists were able to identify a demonstrated learning process, and Blitzcrank fast became a celebrity. As is sadly often the case though, credit for the golem's creation was scooped up by another - Professor Stanwick Pididly - though most now know the truth. In the wake of the ensuing legal maelstrom, it became evident that neither party truly had the steam golem's best interests at heart, and Blitzcrank humbly petitioned for personal autonomy. Backed by overwhelming support from the public, it took the liberal Council of Zaun only a few weeks to declare Blitzcrank a fully-independent, sentient entity. A unique being, the golem left Zaun, distressed by the controversy and feeling there was no place he could fit in. His travels led him to the one location in Valoran where unique beings have a place -the League of Legends. Fortunately, he was easily able to adapt his design to suit the rigors he would face on the Fields of Justice.


_____________________________________________________________________________________________

Ah, Blitzcrank. I like his design a lot but unfortunately I'm just no good at hitting those hooks.

For his Rocket Grab ability I took a page from my DMC Nero build and built it as elongation, fast grab, and a grab based affliction. He also gets some extra strength to help with the grab check. Overdrive's multiattack has 2 extra ranks so it can be used with Power Fist. Static Field hits someone nearby with a lightning bolt each round, or can do damage and silence in a burst.

I probably would've given him a few more skill ranks, and maybe a bit more damage on Static Field, but he was right at 15pp/r so I left it how it is.

Up next: Brand
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LoL - Brand

Postby Angry Police Chief » Mon Oct 10, 2011 3:50 pm

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is it hot in here or is it just me?
Brand The Burning Vengence


Abilities
Strength 0, Stamina 4, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 2

Advantages
All-out Attack, Benefit, Cipher, Improved Initiative, Ranged Attack 2

Skills
Intimidation 6 (+8), Perception 6 (+6)

Powers
    Blaze: Damage 4 (DC 19; Sustained, Perception, Reaction, Limited: Duration limited to 3 rounds)

    Burning Vengence
      Immortality 1 (Return after 2 weeks; Limited: Requires a vessel to posses)
      Immunity 2 (Aging, Environmental Condition: Heat)
      Protection 2 (+2 Toughness)
    Sear (Linked Effects)
      Affliction 10 (Dazed/Stunned, Resisted by: Fortitude; Ranged; Instant Recovery, Limited Degree)
      Damage: Damage 10 (Ranged)
      Conflagration: Damage 8 (Alternate; Burst Area [6 ranks only], Rranged; Limited: Burst only activates if target is effected by Blaze [6 ranks only])
      Pillar of Flame: Damage 8 (Alternate; Burst Area, Ranged; Limited: Does only 6 ranks of damage if target is not effected by Blaze)
      Pyroclasm: Damage 8 (Alternate; Shapeable Area 2, Secondary Effect; Quirk: Secondary effect only effects targets that the area passes through twice, Tiring)

Offense
Initiative +4
Blaze, (DC 19)
Conflagration, (DC 23)
Pillar of Flame, (DC 23)
Pyroclasm, (DC 23)
Sear, +2 (DC 25) (DC Fort 20)
Unarmed, +4 (DC 15)

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 6, Will 10

Power Points
Abilities 20 + Powers 61 + Advantages 5 + Skills 6 (12 ranks) + Defenses 28 = 120

Complications
    Motivation: Destruction: Brand simply wants the world to burn.
    Identity Crisis: Brand is a spirit possessing the body of Kegan Rodhe.

Brand's backstory
In a faraway place known as Lokfar there was a seafaring marauder called Kegan Rodhe. As was his people’s way, Kegan sailed far and wide with his fellows, stealing treasures from those unlucky enough to catch their attention. To some, he was a monster; to others, just a man. One night, as they sailed through the arctic waters, strange lights danced over the frozen wastes. There was something hypnotic about them; it was something that drew them to it like moths to a flame. Trekking across the frozen waste, they came to a cave covered in ancient runes. Though the meaning of the runes was long lost to them, Kegan led the way inside. Inside a perfect cage of ice floated a dancing column of flame. There was no way such a thing should be burning, especially not in this place. However, its movement was as hypnotic as a siren's song, captivating and seductive. While the others stayed back, Kegan could not help but approach it while holding out his hand...

That is the last thing Kegan Rodhe remembers, for now his body belongs to Brand. It is a creature of olden times--perhaps even a casualty of the Rune Wars. It is known in ancient texts as the Burning Vengeance. It is a creature of pure fiery hate that exists for no other reason than to lay low the world of men and yordles. No one is quite sure how Brand found his way to Valoran, but he began his predations at once. Overcome by Demacian forces, he was given a choice: fight within the confines of the League or die. Naturally, he chose to use his destructive powers in the League, for now...


_____________________________________________________________________________________________

Brand is a powerful nuker with great range, and excellent team fighting ability. He's currently among the strongest mage choices in the game.

Blaze is a DoT he places on anyone that gets hit by one of his powers. The rest of his powers have additional effects if the target is effected by Blaze. Sear is his most powerful ability, and also stuns anyone effected by Blaze. Pyroclasm sends out a fireball that bounces between targets, effecting each target up to twice depending on it's path.

Brand also comes in at 15pp/level.

Up next: Caitlyn
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