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Elric's 2e Builds: 3e combat stats & damage roll option

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Postby luketheduke86 » Sat Feb 16, 2008 10:24 am

Great Gambit Elric! he was always my faveorite X-men as a kid, followed closely by Colossus and Archangel. speaking of..since you did such a good job on your Angel build and chance of an Archangel build? i think he would make a pretty solid lvl 10.
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Postby Godfallen » Sat Feb 16, 2008 10:52 am

JoshuaDunlow wrote:These are some great, lower leveled builds. Interesting you didn't do the hollow bones for Angel there. 1 pt drawback (-1 toughness) basically. But still really nice to see characters powered below PL 10. 8)


actually...due to his durability, as you will see in my Archangel build...the hollow bones don't do anything against his toughness. Angel has a higher durability then most, and has taken hits that would kill a normal person in seconds, and survives high altitude, high speed friction without harm.

what the Hollow bones DO do, however, is make Warren lighter in weight then an average man of his size. Best I could do to rep that was I gave him Gravity Control at 1 rank, and made it personal. It makes take-offs and landings easier, but doesn't really do much more then that..hell...it's not even strong enough to make him walk on his tippy toes.
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Postby Elric » Sun Feb 17, 2008 6:54 pm

luketheduke86 wrote:Great Gambit Elric! he was always my favorite X-men as a kid, followed closely by Colossus and Archangel. speaking of..since you did such a good job on your Angel build and chance of an Archangel build? i think he would make a pretty solid lvl 10.


Thanks. I'm sure I can try Archangel at some point- he would be an appropriate PL 10.

Godfallen wrote:what the Hollow bones DO do, however, is make Warren lighter in weight then an average man of his size. Best I could do to rep that was I gave him Gravity Control at 1 rank, and made it personal. It makes take-offs and landings easier, but doesn't really do much more then that..hell...it's not even strong enough to make him walk on his tippy toes.


My general rule is that since the book lists 60-500 lbs as the weight range for a Medium creature, so for characters in that range I don't use a power to represent being lighter (as you said, there really isn't a good power to use for a character only a bit lighter than normal) or heavier (Density). Wolverine is an exception because my Wolverine build already includes a Container for his adamantium skeleton and at that point you may as well include a bit of Density to show that it makes him heavier. But for a character like Angel (lighter) or Luke Cage (heavier, but not that much heavier) I don't worry about it.
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Postby Elric » Mon Feb 18, 2008 5:31 pm

Elric wrote:Image

Pyro

Power Level 9
(135 pp)

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

Skills: Acrobatics 7 (+10), Bluff 10 (+12), Concentration 8 (+8), Intimidate 8 (+10), Notice 8 (+8), Search 8 (+10), Sense Motive 8 (+8), Stealth 7 (+10)

Feats: Accurate Attack, Defensive Roll 2, Dodge Focus 2, Evasion, Improved Initiative, Luck, Power Attack, Precise Shot 2, Taunt, Teamwork, Uncanny Dodge (Visual)

Powers:
Device 3 [Fire Suit with Flame-thrower; Hard to lose] (12 pp)
Fire Suit: Protection 2, Immunity 6 (Heat environment & Heat damage—Limited: Half effect) (3 pp)
Flame-thrower: Blast 5 (Extra: Line Area, Flaw: Touch)

Fire Control Array: 25 pp (22 base + 3 APs)
Blast 9 (Power Feats: Accurate, Homing, Indirect 2, Split Attack; Drawback (-1): requires a source of flame)
AP: Fire Control 9
AP: Flame Objects (Create Objects at power rank 11, made of fire, that deal 5 dmg; Drawback (-1): requires a source of flame)
AP: Change Device Flame-thrower to: Blast 9 (Extra: Line Area) (net 17 pp) & Leaping 4 (4 pp)

Immunity 1 (Own Powers; Duration: Sustained) (1 pp)

Combat: Attack +7 (+9 Flame Blast) [Unarmed 1 dmg, Blast 9 dmg], Defense 21 (15 flat-footed), Initiative +7, Grapple +8, Knockback -3

Saves: Toughness +7 (+5 flat-footed), Fortitude +6, Reflex +9, Will +6

Abilities 20 + Skills 16 + Feats 14 + Powers 38 + Combat 32 + Saves 15= 135


Turning to X-Villains for a second, my Pyro NPC build gets updated to a PL 9, 135 pp PC build. For Blob I did a separate PC and NPC build, since NPC Blob is PL 9 but is built on under 135 pp. Pyro works fine using one build for both.

I also gave Pyro a 'rocket jump' type effect he can do with his Flamethrower.
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Postby Elric » Wed Feb 20, 2008 6:19 pm

Elric wrote:Image

Toad

Power Level 9
(135 pp)

Abilities: STR: 16 (+3), DEX: 24 (+7), CON: 16 (+3), INT: 14 (+2), WIS: 10 (+0) CHA: 14 (+2)

Skills: Acrobatics 12 (+19), Bluff 8 (+10), Climb 5 (+8), Computers 4 (+6), Craft [Electronics] 4 (+6), Craft [Mechanical] 4 (+6), Knowledge [Technology] 8 (+10), Notice 8 (+8), Perform [Comedy] 3 (+5), Sense Motive 8 (+8), Stealth 8 (+15)

Feats: Acrobatic Bluff, Attack Focus 6 (Melee), Attack Specialization 3 (Spittle), Challenge (Fast Taunt), Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion, Grappling Finesse, Improved Initiative 2, Improved Trip, Move by Action, Redirect, Set Up, Sneak Attack, Taunt, Teamwork 2, Uncanny Dodge (Hearing)

Powers: Additional Limb 1 (Tongue; Power Feats: Extended Reach x2, Innate) (4 pp), Super-Movement 1 (Wall Crawling 1)

Leaping 3 (AP: Swimming 1 (2.5 mph) & Enhanced Skill 2: Swim 8 (+11))

Dazzle 8 (Visual, Flaw: Full-Round Action) [Spittle] (8 pp)
AP: Strike 3 (Power Feat: Mighty) & Super-Strength 2 (Heavy Load: 920 lbs) (8 pp)

Combat: Attack +4 (+10 melee/Spittle) [Strike 6 dmg, Dazzle Reflex DC 18 // +2 dmg on Surprise Attack], Defense 23 (13 flat-footed), Initiative +15, Grapple +17, Knockback -2

Saves: Toughness +5 (+3 flat-footed), Fortitude +5, Reflex +11, Will +5

Abilities 34 + Skills 18 + Feats 35 + Powers 19 + Combat 18 + Saves 11= 135


Continuing with X-Villains, my Toad NPC build gets updated to a PL 9, 135 pp PC build. This is definitely inspired by the movie version- he's awfully good for a Toad build. Despite his appearance, Toad has high Charisma—he definitely has presence. Think of this build of Toad as if he were almost as badass as, say, Darth Maul.
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Postby Elric » Fri Feb 22, 2008 6:51 pm

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Juggernaut
"I'm the... you know the story."
Power Level 12 (180 pp)

Abilities: STR: 44 [36] (+17), DEX: 8 (-1), CON: 44 [40] (+17), INT: 8 (-1), WIS: 10 (+0), CHA: 8 (-1)

Skills: Intimidate 16 (+17), Notice 6 (+6), Sense Motive 6 (+6), Stealth 0 (-5)

Feats: All-Out Attack, Attack Focus 4 (Melee), Dodge Focus, Fast Overrun, Improved Overrun, Power Attack, Startle, Tough 2

Powers:
Growth 4 (Extra: Continuous, Flaw: Permanent, PF: Innate) (13pp) Growth Effects: Size: Large, Strength +8, Constitution +4, Carrying Capacity x2, -1 Attack and Defense, Grapple +4, Stealth -4, Intimidate +2, Knockback -4)
Immovable 2 (Extra: Unstoppable) (4 pp), Immunity 91 (All physical and energy damage—Limited: halve rank of effect, Life Support, Need for Sleep, Starvation and Thirst) (51 pp)
Super-Strength 3 (AP: Immunity 5 (Entrapment, Sustained) + Speed 1 (10 mph)) (7 pp total)
Super-Strength 1 (Heavy Load: 179 tons; Power Feat: Groundstrike) (3pp)

Device 3 [Helmet, Hard to Lose] (12pp)
Helmet: Mind Shield 15 (Extra: Continuous, Flaw: Permanent) (15pp)

Combat: Attack +3 (+7 Melee) [Unarmed 17 dmg], Defense 15 (12 flat-footed), Initiative -1, Grapple +33, Knockback -15

Saves: Toughness +19, Fortitude +17, Reflex +0, Will +2 (+17 vs. Mental, 15 Impervious vs. Mental)

Abilities 50 + Skills 7 + Feats 12 + Powers 90 + Combat 18 + Saves 3 = 180

Notes: Here’s Juggernaut at PL 12, 180 pp. This isn't a PC build, because I’d strongly recommend against allowing this build as a PC. Juggernaut is ludicrously powerful—he’s not immune to damage, but he’s close, since he has a +19 Toughness save and halves damage against him. So you need an attack that does 12 damage for him to fail his Toughness save on a 1. To have a chance to stun him, an attack needs to do 20 damage.

Note that due to Juggernaut’s size penalties, he’s bought 4 ranks of base attack and 5 ranks of base Defense (and 1 rank of Dodge Focus) to get the above bonuses. One re-envisioning of note: Juggernaut has about half a dozen fewer ranks in Immovable than a straight conversion would deserve. Juggernaut doesn’t benefit much from Immovable—for example, he doesn’t need to resist Knockback better since it already takes an attack that does over 30 damage to knock him back. Unstoppable Immovability is pretty poorly designed in that it doesn’t help you move anyone else unless they have Immovable of their own that it can negate.
Last edited by Elric on Wed Aug 11, 2010 6:40 pm, edited 2 times in total.
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Postby JoshuaDunlow » Fri Feb 22, 2008 9:01 pm

Wow juggy kicks ass. And i like how you AP'd the Entangle Immunity off of the Super strength.
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Postby Libra » Sat Feb 23, 2008 9:19 am

Keep up the excellent work Elric. :D
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Postby Elric » Sun Feb 24, 2008 10:03 pm

Elric wrote:Image

Sabretooth

Power Level 11
(165 pp)

Abilities: STR: 24 (+7), DEX: 16 (+3), CON: 26 (+8), INT: 12 (+1), WIS: 16 (+3), CHA: 8 (-1)

Skills: Bluff 10 (+9), Climb 8 (+15), Computers 4 (+5), Intimidate 16 (+15), Notice 12 (+15), Sense Motive 8 (+11), Stealth 10 (+13), Survival 8 (+11), Swim 4 (+11)

Feats: All-Out Attack, Attack Focus 6 (Melee), Chokehold, Dodge Focus, Diehard, Improved Initiative 2, Power Attack, Startle, Rage 2 (10 Rounds), Takedown Attack, Uncanny Dodge (Scent)

Powers:
Immunity 3 (Aging, Half effect from Poison and Disease) (2 pp), Leaping 1, Protection 4, Speed 1 (10 mph), Strike 3 (Power Feats: Mighty, Improved Critical)

Super Senses 9 (Scent [Extended, Acute, Accurate], Tracking [Scent], Infravision, Low-Light Vision, Extended Hearing, Ultra Hearing),
Regeneration 21 (Bruised 1 per round with no rest, Injured 1 per round with no rest, Staggered 1 round; Disabled 1 round; Power Feats: Persistent, Regrowth)

Combat: Attack +6 (+12 Melee) [Claws 10 dmg, 19-20 Crit], Defense 20 (15 flat-footed), Initiative +11, Grapple +19, Knockback -6

Saves: Toughness +12, Fortitude +12, Reflex +5, Will +9

Abilities 42 + Skills 20 + Feats 18 + Powers 43 + Combat 30 + Saves 12= 165


Continuing with X-Villains, my Sabretooth NPC build gets updated to a PL 11, 165 pp PC build. This is a version of him without the adamantium skeleton (I think he’s a better character without it). He’s a very scary combatant with great stats, senses, and regeneration.

Hopefully your GM rules that Rage that gives a +4 Str bonus can let you exceed your PL limits on offense because it also decreases your Defense by 2, as Steve Kenson suggests would be a fair house rule here. If not, drop the Rage feats and take something else (say, +1 Reflex save and Endurance). Then just describe going into a rage when you use All-Out Attack and Power Attack at the same time.
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Postby Elric » Tue Feb 26, 2008 11:17 pm

JoshuaDunlow wrote:Wow juggy kicks ass. And i like how you AP'd the Entangle Immunity off of the Super strength.


Thanks. I've been enjoying doing X-Villains too much- time to take a break from the X-Men theme for villains. So expect some more villains as PC builds for the rest of the week.
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Postby Elric » Wed Feb 27, 2008 11:58 pm

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Ra’s al Ghul

Power Level 10 (150 pp)

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

Skills: Bluff 12 (+16)*, Craft [Chemical] 12 (+19)*, Diplomacy 8 (+12), Gather Information 12 (+16)*, Intimidate 10 (+14), Investigate 8 (+15), Knowledge [History] 8 (+15), Knowledge [Technology] 4 (+11), Medicine 4 (+9), Notice 8 (+13), Sense Motive 10 (+15)*, Languages 8 (English, Chinese, French, German, Japanese, Latin, Russian, Spanish; Base: Arabic)

Feats: Attack Focus 7 (Melee), Benefit (Wealthy), Connected, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Equipment, Evasion, Improved Initiative, Inventor, Jack of All Trades, Leadership, Luck, Master Plan, Skill Mastery (Bluff, Craft [Chemical], Gather Information, Sense Motive), Tough, Uncanny Dodge (Hearing), Weapon Bind, Well-Informed

Powers:
Container 1: Lazarus Pit EnhancementEnhanced Strength 2, Enhanced Constitution 2, Immunity 1 (Aging) (5 pp)

Equipment: Sword (Strike 3, Improved Critical, Mighty; 5ep)

Combat: Attack +6 (+13 Melee) [Sword +7 dmg, 19-20 crit], Defense 22 (14 flat-footed), Initiative +7, Grapple +17, Knockback -4

Saves: Toughness +8 (+6 flat-footed), Fortitude +7, Reflex +7, Will +10

Drawbacks: Power Loss (Lazarus Pit Enhancement, if not refreshed by immersion in Lazarus Pits; Uncommon, Minor; -1pp)

Abilities 52 + Skills 26 + Feats 31 + Powers 5 + Combat 26 + Saves 11 – Drawbacks 1 = 150

Notes: Here’s Ra’s Al Ghul as a "PC build" at PL 10, 150 pp. He’s a brilliant mastermind and a capable but not exceptional combatant. In most games you’re not going to be able to use Ra's as a PC, though :)

This build of Ra’s loses some of his physical ability scores in addition to his immunity to aging if he doesn’t refresh the ability with immersion in the Lazarus Pits—I figure that this provides a mechanism for why finding Lazarus Pits is an imperative.

The key to getting Ra’s to come in at PL 10, 150 pp was not including his equipment, minions, or sidekick (Ubu) in the build. If you’re using him as an NPC he should have a lot of resources, including equipment, headquarters, and Lazarus Pits (I’m not giving them stats- they’re mainly a plot device). He should also have appropriate minions—probably either Thugs, Ninjas, or Assassins, depending on how much of a threat you want them to be. The Assassin minion is PL 5 and has Power Attack, which makes it much more of a threat than most minions. Ra’s will always have an Ubu as a Sidekick. Treat Ubu as a villain, not a minion.

Ubu
Power Level 7


Abilities: STR: 18 (+4), DEX: 14 (+2), CON: 18 (+4), INT: 10 (+0), WIS: 14 (+2), CHA: 10 (+0)

Skills: Acrobatics 4 (+6), Intimidate 8 (+8), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+6)

Feats: All-Out Attack, Attack Specialization (Firearms), Defensive Roll 2, Dodge Focus 2, Elusive Target, Equipment 4, Improved Initiative 1, Interpose, Power Attack, Teamwork, Tough

Equipment:
Sword (+3 damage, Mighty, Improved Critical), Assault Rifle (Blast 5 (Extra: Autofire))

Combat: Attack +7 (+9 Firearms), [Unarmed 4 dmg, Sword 7 dmg, 19-20 crit, Rifle 5 Autofire dmg], Defense 17 (13 flat-footed), Initiative +6, Knockback -3

Saves: Toughness +7 (+5 flat-footed), Fortitude +6, Reflex +4, Will +4
Last edited by Elric on Tue Dec 02, 2008 2:15 am, edited 2 times in total.
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Postby AmericanYeti » Thu Feb 28, 2008 7:55 pm

I've been following your thread for a while, and I like your builds and fights a lot. The idea to play it from the standpoint of a group is genius, and it really helped me get a handle on the rules. I also like the PC versions of the heroes, it helps illustrate that you don't need 300 pp to do somebody like Superman. Keep it up.
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Postby JackGiantkiller » Fri Feb 29, 2008 4:19 pm

Elric wrote:Hopefully your GM rules that Rage that gives a +4 Str bonus can let you exceed your PL limits on offense because it also decreases your Defense by 2, as Steve Kenson suggests would be a fair house rule here. If not, drop the Rage feats and take something else (say, +1 Reflex save and Endurance). Then just describe going into a rage when you use All-Out Attack and Power Attack at the same time.


I think I'll be using this house rule from now on. Mostly, without it, as you say, Rage is a non starter as a feat.
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Postby Elric » Fri Feb 29, 2008 9:01 pm

AmericanYeti wrote:I've been following your thread for a while, and I like your builds and fights a lot. The idea to play it from the standpoint of a group is genius, and it really helped me get a handle on the rules.


Thanks! That's what I was hoping to get out of doing the fights that way.
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Postby Elric » Sat Mar 01, 2008 11:39 pm

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Lady Shiva

Power Level 11 (165 pp)

Abilities: STR: 16 (+3), DEX: 20 (+5), CON: 18 (+4), INT: 14 (+2), WIS: 22 (+6), CHA: 14 (+2)

Skills: Acrobatics 12 (+17)*, Bluff 8 (+10), Concentration 9 (+15), Gather Information 8 (+10), Intimidate 15 (+17)*, Knowledge [Streetwise] 8 (+10), Medicine 2 (+8), Notice 8 (+14), Sense Motive 12 (+18)*, Stealth 8 (+13)*, Language 2 (Chinese, Japanese; base: English)

Feats: Accurate Attack, Acrobatic Bluff, Assessment, Attack Focus 2 (Melee), Attack Specialization 2 (Unarmed), Blind-Fight, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Elusive Target, Evasion 2, Grappling Finesse, Improved Critical 4 (Unarmed), Improved Initiative 2, Luck, Martial Strike 3, Move-By Action, Power Attack, Second Chance (Interaction skill resistance), Skill Mastery (Acrobatics, Intimidate, Sense Motive, Stealth), Startle, Takedown Attack 2, Trance, Ultimate Defense, Uncanny Dodge (Hearing)

Powers:
Super-Senses 1 (Danger Sense, Visual)
Leopard Blow: Add Extra: Alternate Save—Fortitude to 6 Unarmed Damage, Flaw: Full-Round Action, Drawback—only lethal damage (-1 pp) (2pp)

Combat: Attack +10 (+12 melee, +16 Unarmed) [Unarmed 6 dmg, 16-20 Crit], Defense 26 (16 flat-footed), Initiative +13, Grapple +17, Knockback -3

Saves: Toughness +6 (+4 flat-footed), Fortitude +6, Reflex +12, Will +10

Abilities 44 + Skills 23 + Feats 40 + Powers 3 + Combat 42 + Saves 13 = 165

Notes: Here’s Lady Shiva as a PL 11, 165 pp PC. She’s incredibly lethal, as you’d expect. She’s almost impossible to feint or trick, she criticals on a quarter of her attack rolls, her attack and defense bonuses are phenomenal, and she has the powerful Leopard Blow to force Fortitude saves.

Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited- only attack rolls, Limited- only attacks rolls against you) (1 pp) taken as a feat. Ultimate Defense: After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.

Martial Strike is from the Mastermind’s Manual and adds 1 to unarmed damage per rank. I wouldn’t normally give a character three ranks in it, but Shiva is an exception. Note that Leopard Blow is a ‘floating extra’ on unarmed damage with a flaw on it, so I’m using the fractional cost rules, which is why it costs 1 pp per 2 ranks (this is exactly what Steve says you should do for ‘flawing an extra’, see here).

The picture is of Lady Shiva and Black Canary. Unfortunately for Dinah, if these are my builds she’s about to get owned.
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