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Woodclaw's 2E - Hercules, Iolaus, Xena, Gabrielle

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Re: Woodclaw's 2E - Starcraft: Jim Raynor (Build #400)

Postby HustlerOne » Sun Aug 28, 2011 1:13 pm

The Ilethryl Knight wrote:Congrats on reaching 400 builds! Excellent work on Starcraft. Keep it up.


I second that. Your starcraft builds really are good. It reminds me a lot of Xarathos great 3E starcraft builds.
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Re: Woodclaw's 2E - Starcraft: Jim Raynor (Build #400)

Postby Woodclaw » Tue Aug 30, 2011 10:57 am

The Ilethryl Knight wrote:Congrats on reaching 400 builds! Excellent work on Starcraft. Keep it up.


HustlerOne wrote:I second that. Your starcraft builds really are good. It reminds me a lot of Xarathos great 3E starcraft builds.


Thanks to both of you. I have no problem to admit that I used Xarathos's work as a basic, the Zergling is pretty much the same build retroengineered to 2E.

I should have something more posted tomorrow.
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#401 Starcraft: Sarah Kerrigan

Postby Woodclaw » Wed Aug 31, 2011 1:56 am

Image
Sarah Kerrigan: Captain Raynor, I've finished scouting out the area, and... you pig!
Jim Raynor: What! I haven't even said anything to you yet.
Sarah Kerrigan: Yeah, but you were thinking it.


Sarah Kerrigan
Sarah Louise Kerrigan, former Ghost #24601

Power Level: 9 (143pp)

Abilities: STR: 16/20 (+3/+5), DEX: 20 (+5), CON: 16 (+3), INT: 14 (+2), WIS: 18 (+4), CHA: 14 (+2)

Skills: Acrobatics 3 (+8), Bluff 3 (+5), Climb 2 (+7), Computers 3 (+5), Concentration 3 (+7), Craft (electronic) 2 (+4), Craft (mechanical) 2 (+4), Disable Device 5 (+7), Drive 3 (+8), Escape Artist 2 (+7), Intimidate 3 (+5), Knowledge (tactics) 5 (+7), Language 3 (Korpulu Common, 2 at GM choice; native: TarKossia Dialect), Medicine 1 (+5), Notice 4 (+8), Pilot 1 (+6), Profession (Black Ops) 5 (+9), Search 6 (+8), Sense Motive 3 (+7), Sleight of Hand 1 (+6), Stealth 3 (+8), Survival 3 (+7), Swim 2 (+7)

Feats: Accurate Attack, Assessment, Beginner's Luck, Chokehold, Cunning Fighter, Defensive Attack, Defensive Roll 2, Dodge Focus 4, Endurance 1, Equipment 11, Finding the Weak Spot, Grappling Block, Improved Aim, Improved Block 1, Improved Defense 2, Improved Initiative 1, Lionheart 1, Luck 1, Power Attack, Precise Shot 1, Set-Up, Sneak Attack 1, Sniper, Teamwork 1, Untapped Potential

Powers:

Psionic Signature (Array 4; PF: Alternate Power 2; 10pp)
-- Base Power: Super-Senses 3 (Danger Sense [mental], Psionic Awareness, Uncanny Dodge [mental])
-- AP: Mental Blast 6 (Flaw: Range 1 [ranged], Tiring; Drawbacks: Psyche Break 4 [overcome her own phobia, DC20])
-- AP: Mind Reading 6


Equipment: Medkit (1ep), Multitool (1ep)

Arsenal (Array; 17ep)
- C-10 "Cannister" Rifle [Sniper Mode] (+5 ballistic damage; crit 18; 100'; Laser Sight, Flash + Sound Suppressor, Targeting Scope, Full Power, Lethal Only)
- C-10 "Cannister" Rifle [Assault Mode] (+5 ballistic damage; crit 20; 50'; Laser Sight, Autofire 1, Full Power, Lethal Only)
- Combat Knife (+1 piercing or slashing damage; crit 19; 10' [thrown]; Mighty)


Hostile Environment Suit (22pp)
- Armor Lining (Protection 2)
- Life support (Immunity 9 [life support])
- Personal Cloaking (Concealment 4 [Visual, Power Loss 1 (requires a Psion)])
- Psionic Enhanced Frame (Enhanced Strength 4 [Power Loss 1 (requires a Psion)])


Multi-Spectrum Visor (8ep)
- Flash Visor (Sensory Shield 2 [visual])
- Visor (Super-Senses 4 [Infravision, Ultravision, Extended 1 [visual])
- Built-In Equipment (Commlink, GPS, "Black Box" Recorder)

4ep in mission equipment

Combat: Attack +10; Damage +3/+5 (unarmed), or by weapon of choice; Defense +11 (+4 Flat-footed); Initiative +9

Saves: Toughness +7/+5 without armor (+5/+3 Flat-footed), Fortitude +6, Reflex +6, Will +7/+11 [Lionheart]

Drawbacks: Vulnerable (Mind Reading [Common, +50%]; -3pp)

Abilities 38 + Skills 17 (68 ranks) + Feats 40 + Powers 10 + Combat 34 + Saves 7 - Drawbacks 3 = 143

Complications:
  • Fame (legendary assassin): even before defecting to the Sons of Korhal, Kerrigan was already a legend among the members of the Ghost program
  • Fear (her own powers): Kerrigan involuntarily killed her parents, which makes her very afraid to use her powers again
  • Love (Jim Raynor): why do you think she reach out to him while she was morphed into the Queen of Blades
  • Loyal (to Mengsk): Kerrigan is very devoted to Arcturus Mengsk, too bad he want her dead
  • Wanted (by the Confederacy): all the members of the Sons of Korhal were on the Confederacy blacklist, Kerrigan was probably a bit higher than many of the others since they created her in the first place

:arrow: ok this is pretty much Kerrigan stats at time of New Gettysburg she's a pretty powered up version of your standard Ghost, at least under the phisical profile. Kerrigan is PL9 on offensive, but only PL8 on defense, to keep her in line with their base unit build

:arrow: see, Kerrigan was extremly afraid of her own power, which was understandable since the first time she used them she killed her mother and lobotomized her father, so she rarely used them at all. To compensate she had to work extra hard, making her a lot more dangerous than the usual Ghosts. According to Tosh, Kerrigan was already a legend before defecting to the Sons of Kohral

:arrow: opposite to the mayority of Ghosts, who are a one-man operation, Kerrigan tend to work pretty well within a team

:arrow: after defecting, Mengsk partially deactivated Kerrigan mind implants, which caused her to lose the Dedication feat, instead I gave her the Lionheart feat

:arrow: probably this can be a good base to work on version of Kerrigan in her current de-zerged state, except that her mind powers will be a lot more powerful
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Re: #395 Starcraft: Terran Marine

Postby Woodclaw » Thu Sep 01, 2011 6:01 am

Woodclaw wrote:Image
You want a piece of me, boy?

Terran Marine

Power Level: 6 (70pp)

Abilities: STR: 16/22 (+3/+6), DEX: 14 (+2), CON: 16 (+3), INT: 10 (+0), WIS: 12 (+1), CHA: 10 (+0)

Skills: Climb 2 (+5), Disable Device 2 (+2), Drive 2 (+4), Intimidate 5 (+5), Knowledge (streetwise) 3 (+3), Knowledge (tactics) 4 (+4), Language 1 (Koprulu Common; native: Colony Dialect), Notice 4 (+5), Profession (military) 2 (+3), Sense Motive 3 (+4), Survival 3 (+4), Swim 1 (+4)

Feats: All-Out Attack, Attack Focus 1 (ranged), Crushing Pin, Dodge Focus 2, Equipment 11, Improved Block 1, Improved Grab, Improved Sunder, Lionheart 1, Power Attack, Teamwork 1

Equipment:

C-14 "Impaler" (Array; 19ep)
- Gauss Rifle (+6 ballistic damage; crit 20; 60'; Autofire 1, Penetrating [3 ranks], Full Power, Lethal Only, Special [need recoil compensator, see notes])
- Bayonet (+1 piercing and slashing damage; crit 19; Mighty, Extended Reach 1)


Confederate Marine Corps Powered Combat Suit (32pp)
- Armor Plating (Protection 3 [Impervious 4])
- Flash Visor (Sensory Shield 2 [visual])
- Life support (Immunity 9 [life support])
- Power Servos (Density 3 [Permanent], adds Immovable 1 [Unstoppable] and Super-Strength 1 [heavy load: 1000 lbs])
- Starlight Visor (Super-Senses 1 [Low-Light Vision])
- Built-In Equipment (Commlink, Flashlight, Multitool, "Black Box" Recorder)


4ep in mission equipment

Combat: Attack +5 (+6 ranged); Damage +3/+6 (unarmed), or by weapon of choice; Defense +5 (+2 Flat-footed); Initiative +2

Saves: Toughness +7 (Impervious 5)/+3 without armor, Fortitude +5, Reflex +4, Will +3/+7 [Lionheart]

Abilities 18 + Skills 8 (32 ranks) + Feats 22 + Powers 0 + Combat 16 + Saves 6 + Drawbacks 0 = 70

:arrow: the Marine is a obvious first choice, being the most basic unit in the game (not to mention one of the most efficient) and probably the most iconic and - for me at least - being the prototypical sic-fi warrior in mass produced Power Armor

:arrow: as much as I love the final result this build incarnates some of the problems I have with sci-fi settings, namely the blurred line between Device and Equipment. The CMC Power Suit would be a devie in any setting, but here is just a piece of equipment, which is a bit odd considering the mass of advantages it provides

:arrow: yet this build allowed me to use some ideas I had for Power Armors: I based the whole deal on a Density power which - in my opinion - simulates the working of a PA very nicely

:arrow: the Impaler is a bit of a stretch, in theory a human without a PA can use it, but the recoil will be too great. my personal way to simulate it is recoil compensation: for each point of difference between the Impaler damage and the user strength bonus the user will suffer a -1 to the attack roll (e.g. the unarmored marine above will suffer a -3), using the weapon mounted on some kind of bracing will reduce this penality at GM discretion

:arrow: ok for those who think that the marines need some extra boost, here we have the Stimpack and the Combat Shield, both upgrades boost the Marine to PL7 as long as they last

Stimpack (Boost 4 [Attack Bonus, Personal, Slow Fade 2 (5 minutes), Side Effect (damage)]; 4ep)

:arrow: I used the Stimpack to increase the Attack bonus because it was simpler and more realistic than giving sime strange kind of damage boost, plus using Power Attack and Autofire the Marine actually deals more damage

M98 Ballistic Combat Shield (Shield 2 [Dedicated Dodge, Ablative (Total), Slow Fade 2 (5 hits)]; 5ep)

:arrow: I decided to make the shield Ablative to keep the idea closer to the RTS (where it provides extra HP) and because I didn't like the idea of giving the marines a temporary boost to attack and a permanent one to defense

:arrow: the Slow Fade PF here increments the number of hits that the shield can absorb befor losing 1pp of efficiency, overall the Shield can absorb 25 hits before breaking.


Update to the Marine adding the extra equipment.
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#402 Starcraft: Tychus Findlay

Postby Woodclaw » Thu Sep 01, 2011 9:09 am

Welcome to the Koprulu Sector continues with the "face" of Starcraft 2.

Image
I'm a bad man!

Tychus J. Findlay

Power Level: 7 (94pp)

Abilities: STR: 20/26 (+5/+8), DEX: 14 (+2), CON: 18 (+4), INT: 12 (+1), WIS: 14 (+2), CHA: 12 (+1)

Skills: Bluff 4 (+5), Climb 2 (+7), Computers 1 (+2), Disable Device 3 (+4), Drive 5 (+7), Gamble 4 (+6), Intimidate 7 (+8), Knowledge (streetwise) 6 (+7), Knowledge (tactics) 4 (+5), Language 1 (Koprulu Common; native: Mar Sara Dialect), Notice 4 (+6), Profession (military) 2 (+4), Search 3 (+4), Sense Motive 3 (+5), Stealth 3 (+5), Survival 3 (+5), Swim 1 (+6)

Feats: All-Out Attack, Crushing Pin, Diehard, Distract 1 (Intimidate), Dodge Focus 1, Equipment 12, Improved Block 1, Improved Grab, Improved Grapple, Improved Sunder, Lionheart, Power Attack, Startle, Stunning Attack, Teamwork 1, Withstand Damage

Equipment:

Arsenal (Array; 27ep)
- Gauss Gatling (+7 ballistic damage; crit 20; 70'; Laser Sight, Autofire 2, Full Power, Lethal Only, Special [need recoil compensator, see notes])
- Shredder Grenades (+6 explosive and slashing damage; crit 20; 20'; Ricochet 1, Area [explosion, targeted], Penetrating, Full Power, Lethal Only)


Confederate Marine Corps Powered Combat Suit (32pp)
- Armor Plating (Protection 3 [Impervious 4])
- Flash Visor (Sensory Shield 2 [visual])
- Life support (Immunity 9 [life support])
- Power Servos (Density 3 [Permanent], adds Immovable 1 [Unstoppable] and Super-Strength 1 [heavy load: 1800 lbs])
- Starlight Visor (Super-Senses 1 [Low-Light Vision])
- Built-In Equipment (Commlink, Flashlight, Multitool, "Black Box" Recorder)


1ep in mission equipment

Combat: Attack +6; Damage +5/+8 (unarmed), or by weapon of choice; Defense +6 (+3 Flat-footed); Initiative +2

Saves: Toughness +8 (Impervious 5)/+4 without armor, Fortitude +6, Reflex +4, Will +5/+9 [Lionheart]

Drawbacks: Weakness (life support linked to the armor [Common, -1 CON per minute]; -6pp)

Abilities 30 + Skills 14 (56 ranks) + Feats 27 + Powers 0 + Combat 22 + Saves 7 - Drawbacks 6 = 94

Complications:
  • A deal with the devil: Tychus knows that his vital functions are linked to his armor and that he has to follow Mengsk orders, but he doesn't like it at all
  • Addiction (alcohol, cigars, possibly others): Tychus seem capable to abuse any narcotic he can get his hands on. Also has a history for abusing Stimpacks
  • Friendship (Jim Raynor): quite possibly the only bond that Tychus will never betray, almost...
  • Greedy: Tychus always think about the money first
  • Rivalry (the Raiders, especially Horner and Swann): none among the Raynor's Raiders likes Tychus, but Matt Horner and Rory Swann are probably his most vocal opponents

:arrow: Tychus is quite complex character, he has lot s of hidden sides, a very hidden agenda and some enigmatic elements, but everything is usually so wrapped up in the most pig-headed, cigar-chomping bastard you'll ever met that few people even stop to gave him a second look

:arrow: overall Tychus can be considered the apex of the Terran Marine concept, at least as far as shooting, ass-kicking and be rude go

:arrow: I placed Tychus on the same PL as Jim since they looked and worked as a very well balanced team during the whole game, still Tychus arsenal allows him to dish out more damage, which is pretty much in line with the character concept. On the other hand, Jim is a more rounded character, while Tychus tend to be just a walking siege engine

:arrow: speaking of siege engines, I haven't included the Odin for obvious reason I'm still debating if it can be considered a mecha or it's better to handle it with the basic vehicle rules. Given how little Tychus used it I think that the weapon will be worth 0pp and be considered a borrowed piece of equipment
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#403 Starcraft: the Queen of Blades

Postby Woodclaw » Wed Sep 07, 2011 6:39 am

Image
Once again I stand atop the broken bodies of my enemies... Victorious but not unscarred. The Earth-borne Directorate has been destroyed. And the Overmind lies dead and trampled beneath the ashes of Char. As for my unlikely allies, I think that I shall allow them a reprieve. For in time I will seek to test their resolve, and their strengths. - They will all be mine in the end, for I am the Queen of Blades. None shall ever dispute my rule again.

Queen of Blades
Sarah Louise Kerrigan, formely Ghost #24601

Power Level: 12 (210pp)

Abilities: STR: 24 (+7), DEX: 24 (+7), CON: 24 (+7), INT: 18 (+4), WIS: 20 (+5), CHA: 16 (+3)

Skills: Acrobatics 2 (+9), Bluff 5 (+8), Climb 2 (+9), Computers 2 (+6), Concentration 3 (+8), Craft (electronic) 1 (+5), Craft (mechanical) 1 (+5), Disable Device 1 (+5), Escape Artist 1 (+8), Intimidate 7 (+10), Knowledge (current events) 4 (+8), Knowledge (life sciences) 2 (+6), Knowledge (tactics) 7 (+11), Language 3 (Koprulu Common, 2 at GM choice; native: TarKossia Dialect), Medicine 1 (+6), Notice 4 (+9), Profession (Black Ops) 2 (+7), Search 3 (+7), Sense Motive 4 (+9), Sleight of Hand 1 (+8), Stealth 2 (+9), Survival 4 (+9), Swim 2 (+9)

Feats: Accurate Attack, Assessment, Attack Focus 2 (melee), Attack Specialization 1 (unarmed), Beginner's Luck, Chokehold, Cunning Fighter, Defensive Attack, Dodge Focus 6, Follow-Up Strike, Grappling Block, Improved Block 1, Improved Defense 2, Improved Initiative 1, Lionheart 1, Power Attack, Sneak Attack 1, Takedown Attack 2

Powers:

Class 12 Psionic Signature (Array 15; PF: Alternate Power 5; 36pp)
-- Base Power: Heart of the Swarm (Communication 13 [200 billion miles]; PF: Rapid 3 [1000x speed], Selective; Extra: Area [omnidirectional], Two-Way)
-- AP: Telepathy 10 (200,000 miles)
-- AP: Cloaking (Concealment 6 [all visual and mental senses])
-- AP: Dominate (Mind Control 9; PF: Mind Link; Extra: Sensory Link)
-- AP: Mind Flay (Mental Blast 10; Flaw: Range 1 [ranged])
-- AP: Psionic Storm (Blast 8; Extra: Area [burst, general])
-- AP: Telekinesis (Move Object 10; Extra: Damaging)


Swarm Senses (Super-Senses 4 [Psionic Awareness, Zerg Awareness, Danger Sense (Mental), Uncanny Dodge 1 (Mental)]; 4pp)
Regeneration 5 (Bruised 1 [1 round], Injured/Staggered 1 [20 minutes], Disabled 1 [5 hours], Resurrection 1 [1 week, not if slayed by the powers of the Void]; PF: Diehard, Regrowth; 7pp)

Highly Mutable D.N.A. (Variable 3 [multiple powers with the Zerg descriptor]; Flaw: Action 1 [full round]; 15pp)
Queen of Blades form (Power setting, 15pp)
-- Blade Wings (Additional Limbs 2; Flaw: Limited [only for atttacking])
-- Burrowing 2 (2.5 mph; PF: Alternate Power 1)
---- AP: Speed 1 + Leaping 1
-- Claws (Strike 1; PF: Mighty, Improved Critical 2; Extra: Penetrating [5 ranks])
-- Scales (Protection 2)


Combat: Attack +10 (+12 melee, +12 unarmed); Damage +7 (unarmed), or by power of choice; Defense +13 (+4 Flat-footed); Initiative +11

Saves: Toughness +9, Fortitude +8, Reflex +8, Will +9/+13 [Lionheart]

Abilities 66 + Skills 16 (64 ranks) + Feats 26 + Powers 62 + Combat 34 + Saves 6 + Drawbacks 0 = 210

Complications:
  • Enemy (Jim Raynor): Raynor is quite possibly the only being in the universe with a decent chance to bring Kerrigan down, simply because burried deeply inside her there is still something human waiting to give him the few seconds needed to finish the job
  • Enemy/Hatred (Mengsk): before her transformation Kerrigan considered Mengsk as a sort of surrogate father and he pretty much feed her to the Swarm
  • Enemy (the Protoss, espcially Zeratul): aside from the racial hatred between Protoss and Zergs, Kerrigan has some personal scores to settle with Zeratul
  • Fear (destiny and the Xel'Naga): Kerrigan seem to be extremly worried about the return of the Xel'Naga and her possible role as an agent of fate
  • Arrogant and Heartless: Kerrigan is pretty full of herself and doesn't empathize with anyone anymore
  • Responsibility (queen of the Swarm): as the Queen of Blades, Kerrigan is responsible for the survival of the Swarm

:arrow: well this is Kerrigan as the Queen of Blades (or the Queen B***h of the universe in her own words), she's fast, deadly and god help you if you even think about crossing her

:arrow: overall PL11 might seem low, but keep in mind that in my personal book the characters from Starcraft rarely goes beyond PL9 (Zeratul and Fenix are quite possibly the only exceptions)

:arrow: the Variable strcture simulate that Kerrigan as "peak of the Zerg foodchain" can consciouscly alter her D.N.A. to get some new abilities (like enhanced Regeneration)

:arrow: the Hart of the Swamr power is my attempt to simulate Kerrigan's control over the Swarm, it allows her to communicate with all the Zergs within a 200 milion miles radius (probably enough to cover the whole Char star system) and can go even further with a Queen to act as a relay, in some other cases this can be considered an X trait

:arrow: Kerrigan has lost some of her human feats and skills with the transformation, this is a combined effect of her new unhinged personality (Set-Up and Teamwork doesn't suit her any longer), others are just skills that are probably getting rusty (I don't see her using much of her Crafts right now)

:arrow: now a little personal consideration. Kerrigan has probably on of the most interesting evolutions in videogame history in the first chapter of Starcraft she was pretty much your standard tough girl character, strong and skilled, with a dark past, but in the end nothing more than a glorified dog soldier; then she evolved into a one-woman engine of destruction, spiced with a good dose of black humor, as she was infested; then again in Brood War she became the true motor behind the whole story; in Starcraft 2 she is the Big Bad and the Vengeful Past rolled into one, with just a bit of Damsel in Distress (st least from Raynor P.O.V.).

:idea: after HusterOne suggestion I decided to revision Kerrigan a little bit, now she's PL12 on offensive, but I kept her on PL11 on defense to keep her more in line with her human version. I also take the chance to slightly tweak her skill and feats. In particular I add the Follow-Up Strike and Takedown Attack that should transform her into a sort of whirlwind of destruction across the battlefield
Last edited by Woodclaw on Fri Sep 09, 2011 11:22 am, edited 2 times in total.
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Re: Woodclaw's 2E - Starcraft: Kerrigan, Tychus, Queen of Blades

Postby HustlerOne » Wed Sep 07, 2011 1:18 pm

Woodclaw your Kerrigan build looks great. Just one question. Why is the Queen of Blades only PL11?
Seems kind of low to me. She's probably the most powerful character in Starcraft.

Other than that small nitpick you nailed her.
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Re: Woodclaw's 2E - Starcraft: Kerrigan, Tychus, Queen of Blades

Postby Woodclaw » Wed Sep 07, 2011 2:35 pm

HustlerOne wrote:Woodclaw your Kerrigan build looks great. Just one question. Why is the Queen of Blades only PL11?
Seems kind of low to me. She's probably the most powerful character in Starcraft.

Other than that small nitpick you nailed her.


Well, many of my builds tend to point toward the lower end of the scale in terms of PL. Plus, as I tried to explain above, I don't think that any character in the Starcraft universe should be above PL9 (with the only possible exception of Fenix and Zeratul who are most likely PL10), which means that Kerrigan is still at the top of the power scale.
The big deal about Kerrigan is that she's rarely alone, she usually have at least a personal guard of Hydralisks, when not the whole might of the Swarm to back her up. Which means that she should be considered a PL11 surrounded by tons of Fanatical Minions. Pretty much the same deal I used with my Xenomorph Queen some time ago.

Still I see your point and I'm considering revising Kerrigan at PL12, at least under the physical profile, given her hands on approach to problems and the need to constantly keep the swarm in check, I think that her psionic abilities should be a little less powerful.
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Re: Woodclaw's 2E - Starcraft: Kerrigan, Tychus, Queen of Blades

Postby HustlerOne » Thu Sep 08, 2011 11:59 am

Kerrigan being at PL 12 sounds about right to me. In the Paragons book someone at PL12 is stated to be able take on a small army. Jim Raynor really needed that army to take her on at the end of Starcraft 2.

"It may not be tomorrow, darlin'. It may not even happen with an army at my back. But rest assured: I'm the man who's going to kill you some day. I'll be seein' you."

- Raynor's vow of vengeance against Kerrigan 8)
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Re: Woodclaw's 2E - Starcraft: Kerrigan, Tychus, Queen of Blades

Postby Woodclaw » Fri Sep 09, 2011 7:16 am

HustlerOne wrote:Kerrigan being at PL 12 sounds about right to me. In the Paragons book someone at PL12 is stated to be able take on a small army. Jim Raynor really needed that army to take her on at the end of Starcraft 2.

"It may not be tomorrow, darlin'. It may not even happen with an army at my back. But rest assured: I'm the man who's going to kill you some day. I'll be seein' you."

- Raynor's vow of vengeance against Kerrigan 8)


Kerrigan got an update.
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Re: Woodclaw's 2E - Starcraft: Kerrigan, Tychus, Queen of Blades

Postby peteyrock » Mon Sep 19, 2011 4:16 pm

Dude! So cool
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Re: Woodclaw's 2E - Starcraft: Kerrigan, Tychus, Queen of Blades

Postby Woodclaw » Tue Sep 20, 2011 1:13 am

peteyrock wrote:Dude! So cool


Thanks and for all that still follow this thread I'm sorry but RL is throwing me some curve balls lately and I got hooked to Assassin Creed 2, which is sucking my free time like a vampire.
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Re: Woodclaw's 2E - Starcraft: Kerrigan, Tychus, Queen of Blades

Postby Nareik123 » Tue Sep 20, 2011 4:17 am

I know the feeling Woodclaw, it's all good. Space Marine is theifing all my time. Stupid addictive multiplayer!

To be frank, I thought PL11 was fair for the Queen of Blades. As you have mentioned, a basic marine should be around PL5 in the terms of skills and attack bonuses (same as a soldier, maybe higher due to advanced training) with a crap ton of equipment. Zeratul almost outfought the QoB in a 1 on 1 and I don't expect him to be anything higher than a PL10. Otherwise, I like what you've done with the builds.
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Re: Woodclaw's 2E - Starcraft: Kerrigan, Tychus, Queen of Blades

Postby Woodclaw » Tue Sep 20, 2011 9:04 am

Nareik123 wrote:I know the feeling Woodclaw, it's all good. Space Marine is theifing all my time. Stupid addictive multiplayer!

To be frank, I thought PL11 was fair for the Queen of Blades. As you have mentioned, a basic marine should be around PL5 in the terms of skills and attack bonuses (same as a soldier, maybe higher due to advanced training) with a crap ton of equipment. Zeratul almost outfought the QoB in a 1 on 1 and I don't expect him to be anything higher than a PL10. Otherwise, I like what you've done with the builds.


Thanks for the feedback, but my Terran Marines are actually PL6, they might temporariyl climb up to PL7 with Shields and Stimpacks.
"Yes, it's a bloody flying alligator setting fire to my city!"

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#404 Starcraft: Zeratul

Postby Woodclaw » Sun Sep 25, 2011 12:46 pm

Image
James Raynor...I bring tidings of doom. I have pierced the veil of the future and beheld only... oblivion. Yet one spark of hope remains. You will hold her life in your hands... And though justice demands that she die for her crimes, only she can save us.

Zeratul

Power Level: 10* (165pp)

Abilities: STR: 18 (+4), DEX: 18 (+4), CON: 18 (+4), INT: 16 (+3), WIS: 20 (+3), CHA: 14 (+2)

Skills: Acrobatics 5 (+9), Climb 4 (+8), Concentration 3 (+8), Diplomacy 5 (+7), Intimidate 6 (+8), Knowledge (history) 6 (+9), Knowledge (tactics) 4 (+7), Knowledge (technology) 2 (+5), Knowledge (theology & philosophy) 5 (+8), Language 2 (Khalani, Koprulu Common; native: Nerazim), Medicine 1 (+6), Notice 3 (+8), Pilot 2 (+6), Profession (warrior) 3 (+8), Search 5 (+8), Sense Motive 4 (+9), Stealth 7 (+11), Survival 2 (+7), Swim 3 (+7)

Feats: Accurate Attack, Attack Focus 2 (melee), Attack Specialization 1 (Warp Blade), Benefit 1 (rank: Prelate of the Dark Templars), Cunning Fighter, Defensive Attack, Dodge Focus 4, Equipment 4, Evasion, Follow-Up Strike, Improved Feint, Improved Initiative 1, Power Attack, Sneak Attack 1, Takedown Attack 1, Trance, Veteran Fighter

Challenges: Accelerated Climb 1

Powers:

Nerazim Physiology (Container 1 [Passive]; PF: Innate; 6pp)
-- Longevity (Feature 1 [about 1000 years])
-- Nutrition Assimilation (Immunity 1 [Starvation & Thirst])
-- Psionic Voice (adds Selective to normal speech)
-- Super-Senses 2 (Darkvision)

Nerazim Senses (Super-Senses 2 [Uncanny Dodge 1 (visual), Void Awareness]; 2pp)

Dark Templar Cloaking (Concealment 6 [all visual and mental senses]; 12pp)
Void Mastery (Array 9; PF: Alternate Power 1; 19pp)
-- Base Power: Blink (Teleport 6 [600'/200 miles]; PF: Change direction, Change Velocity, Turnabout, Evasion 1)
-- AP: Void Prison (Stun 6; Extra: Ranged)


Equipment:

Dark Templar Armor (18ep)
- Warp Blade (+2 Slashing damage; crit 18; Mighty, Affect Insubstantial 1, Penetrating [6 ranks], Power Loss 2 [requires a Void user])
- Psionic Field and Zerg Hides (Force Field 3 [Impervious 6], Power Loss 1 [requires a psion])


Combat: Attack +8 (+12 melee); Damage +4 (unarmed), or by weapon of choice; Defense +11 (+4 Flat-footed); Initiative +8

Saves: Toughness +7/+4 without armor, Fortitude +7, Reflex +7, Will +9

Abilities 44 + Skills 18 (72 ranks) + Feats 24 + Powers 39 + Combat 30 + Saves 10 + Drawbacks 0 = 165

Complications:
  • Enemy (Khalai fundamentalist): some fringe groups of Khalai Protoss - like the Tal'Darim - still hate the Dark Templars
  • Guilt (Raszagal's death): Zeratul was forced to kill Raszagal, the former matriarch of the Dark Templars to free her from Kerrigan's mind control
  • Hatred (Kerrigan): aside from the racial hatred, Zeratul has a personal score to settle with the Queen of Blades
  • Honor (code of the Dark Templars): as expected Zeratul upholds the code of the Dark templars as strictly as possible - which means helping other Protoss, even those who hates him and try to kill him
  • Quirk (speaks in riddles): Zeratul has the habit to speak in riddles and condrums, since he prefers that others reach the truth on their own instead of simply giving it to them. Lots of people find this very unnerving
  • Responsibility (Prelate of the Dark Templars): Raszagal's death made Zeratul the de facto leader fo the Dark Templars

:arrow: ok this a sort of mea culpa for not posting anything for the past 20 days but I have major RL problems (my father was operated 2 days ago), a half-build of Zeratul has been sitting in my HD for a while so this one might contain some bugs

:arrow: like all my cloaking based builds, Zeratul is undercapped one full PL on defense to strees is reliance on stealth and deception. It's worth noticing that Zeratul as a full mental Concealment as well as a Visual one, because the Dark templars tend to cut their psionic appendages to sever their link to the Khala

:arrow: I've kept the Warp Blade as a piece of equipment to make it coherent with my Zealot build and to allow Zeratul to execute Blade attacks after teleporting

:arrow: The feat selection is very limited since I can't really picture any particular fighting style to fit Zeratul, perhaps after the next chapter I will come back and fix this

:arrow: to differentiate the Nerazim from the Khalai I'm goign to revise the Zealot racial container a little
Last edited by Woodclaw on Sat Apr 28, 2012 3:19 am, edited 1 time in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

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