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Elric's 2e Builds

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Postby Libra » Tue Dec 23, 2008 10:06 am

Who says the Atomic Think Tank never delivers?

A big fibber, that's who. 8)
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Favor to ask of you.

Postby Shadow13 » Thu Dec 25, 2008 6:19 pm

Elric wrote:Image

Wolverine
“I’m the best there is at what I do…”
Power Level: 10 (150 pp)

Abilities: STR: 20 [16] (+5), DEX: 16 (+3), CON: 26 (+8), INT: 12 (+1), WIS: 20 (+5), CHA: 8 (-1)

Skills: Acrobatics 4 (+7), Climb 4 (+7), Handle Animal 6 (+5), Intimidate 14 (+13), Notice 9 (+14), Sense Motive 5 (+10), Stealth 9 (+12), Survival 7 (+12), Swim 0 (+3), Languages 2 (Chinese, Japanese; base English)

Feats: All-Out Attack, Animal Empathy, Attack Focus 6 (Melee), Diehard, Dodge Focus 5, Fearless, Improved Critical 2 (Claws), Improved Initiative, Rage 2 (Duration- 10 Rounds), Power Attack, Startle, Takedown Attack 2, Uncanny Dodge (Hearing)

Powers: Container 3 (Adamantium Skeleton; Power Feat: Innate) (16 pp)
Adamantium Skeleton: Density 2 [Permanent; +4 Strength, Protection 1 (Extra: Impervious)], Protection 1, Strike 4 (Extra: Penetrating; PF: Mighty; Drawback: Only Lethal Damage)

Regeneration 20 (Bruised 1 per round with no rest, Injured 1 per round with no rest, Staggered 1 round, Disabled 1 round; PF: Persistent)

Immunity 3 (Aging; Disease & Poison—both Limited: Halve rank of effect) (2 pp), Speed 1 (10 mph), Super Senses 7 (Scent [Extended, Acute, Accurate, Track], Low Light Vision, Extended Hearing)

Combat: Attack +5 (+11 Melee) [Claws 9 dmg, 18-20 Crit], Defense 20 (13 flat-footed), Initiative +7, Grapple +16, Knockback -5

Saves: Toughness +10 (1 Impervious), Fortitude +11, Reflex +5, Will +9

Drawbacks: Vulnerable [Magnetism; Uncommon; Major Intensity; 3pp]

Abilities 38 + Skills 15 + Feats 25 + Powers 46 + Combat 20 + Saves 9 -Drawbacks 3= 150 pp

Notes: The irascible Wolverine, as a PC at PL 10, 150 pp. Wolverine is an unkillable killing machine, just as you'd expect. His ranged attack bonus is a little lower than a straight conversion would deserve, but he still has a "professional" level of skill. He doesn't have regeneration from Unconscious because it would make him too powerful. Wolverine weighs about 300 lbs due to his adamantium skeleton. Note that the bonuses to Strength from Density don't add to Climb or Swim checks. His claws can only do lethal damage, which makes sense. Wolverine's claws are only Penetrating 4, so his claws are effectively 13 damage for purposes of bypassing Impervious Toughness.

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 Fortitude save and Endurance). Then just describe going into a rage when you use All-Out Attack and Power Attack at the same time.

Speed 1 makes this the fastest version of Wolverine ever—but you don’t want to be playing a character with 30 foot movement a round and no ranged attacks if you can help it (and you can, for only one pp!).


I really like this build but could you bump it up to a PL 11 165pp? The xmen game that Archangel wants to run is at that level. I dont want to mess this build up becuase I really like the way you built it.
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Postby hero4hire » Thu Dec 25, 2008 7:13 pm

Ummm Shadow? He already made a PL 11 version....

Elric wrote:Image

Wolverine
“I’m the best there is at what I do…”
Power Level: 11 (165 pp)

Abilities: STR: 20 [16] (+5), DEX: 16 (+3), CON: 26 (+8), INT: 12 (+1), WIS: 20 (+5), CHA: 8 (-1)

Skills: Acrobatics 4 (+7), Climb 7 (+10), Handle Animal 7 (+6), Intimidate 14 (+13), Notice 9 (+14), Sense Motive 5 (+10), Stealth 9 (+12), Survival 7 (+12), Swim 0 (+3), Languages 2 (Chinese, Japanese; base English)

Feats: All-Out Attack, Animal Empathy, Attack Focus 6 (Melee), Diehard, Dodge Focus 4, Fearless, Improved Initiative, Rage 2 (Duration- 10 Rounds), Power Attack, Startle, Takedown Attack 2, Uncanny Dodge (Hearing)

Powers: Container 4 (Adamantium Skeleton; Power Feat: Innate) (21 pp)
Adamantium Skeleton: Density 2 [Permanent; +4 Strength, Protection 1 (Extra: Impervious)], Super-Strength 1, Protection 2, Strike 4 (Extra: Penetrating; PF: Improved Critical 2, Mighty; Drawback: Only Lethal Damage)

Regeneration 20 (Bruised 1 per round with no rest, Injured 1 per round with no rest, Staggered 1 round, Disabled 1 round; PF: Persistent)

Immunity 3 (Aging; Disease & Poison—both Limited: Halve rank of effect) (2 pp), Speed 1 (10 mph), Super Senses 9 (Scent [Extended, Acute, Accurate, Track], Extended Vision, Low Light Vision, Extended Hearing, Ultra Hearing)

Combat: Attack +7 (+13 Melee) [Claws 9 dmg, 18-20 Crit], Defense 21 (14 flat-footed), Initiative +7, Grapple +19, Knockback -6

Saves: Toughness +11 (1 Impervious), Fortitude +12, Reflex +6, Will +9

Drawbacks: Vulnerable [Magnetism; Uncommon; Major Intensity; 3pp]

Abilities 38 + Skills 16 + Feats 22 + Powers 53 + Combat 28 + Saves 11 -Drawbacks 3= 165 pp

Notes: Here’s Wolverine as a PC at PL 11, 165 pp. Wolverine weighs about 300 lbs due to his adamantium skeleton and his heavy load is 800 lbs. Note that the bonuses to Strength from Density don't add to Climb or Swim checks. His claws can only do lethal damage, which makes sense. Wolverine's claws are Penetrating 4, so his claws are effectively 13 damage for purposes of bypassing Impervious Toughness.

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 Fortitude 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 Shadow13 » Fri Dec 26, 2008 4:36 am

Note to self do more research. Sorry about that I only saw the pl 10 version. But then again I have been working alot of overtime for the past few days.
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Elric I have a question for you?

Postby Shadow13 » Fri Dec 26, 2008 8:23 pm

On your Wolverine Build I don't see the 2 levels of Endurance in the feat section. Was that cut out when you posted the build? Also would hide in plain sight be a good feat for Wolverine with all the stealth training he has? Also a rank or 2 in tactics and streetwise?
Im sorry I am just going over the build an making sure I can use every bit I can to surrive the up coming battles with the sentinals and what ever else is thrown at the group. Also thanks for the help n stuff.
Last edited by Shadow13 on Sat Dec 27, 2008 2:36 pm, edited 1 time in total.
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Re: Elric I have a question for you?

Postby Elric » Sat Dec 27, 2008 2:19 pm

Shadow13 wrote:On your Wolverine Build I don't see the 2 levels of Endurance in the feat section. Was that cut out when you posted the build? Also would hide in plain sight be a good feat for Wolverine with all the stealth training he has? Also a rank or 2 in tactics and streetwise?
Im sorry I am just going over the build an making sure I can use every bit I can to surrive he up coming battles with the sentinals and what ever else is thrown at the group. Also thanks for the help n stuff.


You're welcome. That build was originally an NPC build and built on over 165 pp. That was a long time ago, so the comments that you see on the same page (about him having Endurance 2) were posted at the time and reflect the earlier build. I find Hide in Plain Sight to be essentially a supernatural level of skill at hiding and I wasn't trying to go for uber-ninja Wolverine, so I didn't give it to him.

He probably deserves a few ranks of Knowledge [Streetwise]. Tactics I'd just call a background as having served as a soldier more than a skill he uses in the present, but I might give him 1 rank so he occasionally knows something untrained characters would not). You can drop some other skill ranks a bit and take those.
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Postby Shadow13 » Sat Dec 27, 2008 2:37 pm

Yeah your build was easy to put on Hero labs and I have tweaked a few things with what I am doing in the game. But I wanted to ask you since you made this butt kicking build.
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Postby Elric » Mon Jan 05, 2009 3:42 pm

Image

Wrestler (Generic)

Power Level 6 (90 pp)

Abilities: STR: 18 (+4), DEX: 16 (+3), CON: 20 (+5), INT: 10 (+0), WIS: 10 (+0), CHA: 16 (+3)

Skills: Acrobatics 8 (+11), Bluff 4 (+7/+11), Diplomacy 4 (+7/+11), Gather Information 8 (+11), Intimidate 8 (+11), Notice 4 (+4), Sense Motive 4 (+4)

Feats: Accurate Attack, Acrobatic Bluff, All-out Attack, Attack Focus 6 (Melee), Attack Specialization 2 (Grappling), Attractive, Benefit (Fame), Contacts, Defensive Attack, Distract (Intimidate), Dodge Focus 4, Evasion, Grappling Finesse, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Interpose, Luck, Move-by Action, Power Attack, Prone Fighting, Redirect, Set-Up, Startle, Stunning Attack, Takedown Attack, Ultimate Effort (Toughness save)

Combat: Attack +2 (Melee +8) [Unarmed 4 dmg, 19-20 crit], Defense 17 (12 flat-footed), Initiative +7, Grapple +16, Knockback -2

Saves: Toughness +5, Fortitude +6, Reflex +4, Will +2

Abilities 30 + Skills 10 + Feats 36 + Combat 10 + Saves 4= 90

Notes: Here’s a generic pro-wrestler turned superhero at PL 6, 90 pp. This build could be used in a PL 6 campaign, or could be used as a starting point for a higher PL and likely super-powered wrestler build.

This build is inspired by the movie The Wrestler, where the picture is from. The movie is very good and well-acted if somewhat depressing (though you may not want to bring the women-folks to it as there’s one very violent/bloody scene). The Wrestler is only in limited release now; it comes out in widespread release on January 16.
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Postby luketheduke86 » Tue Jan 13, 2009 9:26 am

I've said it before and i'll say it again.... your generic builds are awesome! Not only are they good characters in their on right but they're great to use if you need a starting off point for higher level characters. Keep it up Elric!
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Postby Elric » Wed Jan 14, 2009 1:25 am

Image

Psionic (Generic)
"We are living in a dream. Make sure yours isn’t a nightmare!”
Power Level 10 (150 pp)

Abilities: STR: 10 (+0), DEX: 12 (+1), CON: 14 (+2), INT: 20 (+5), WIS: 24 (+7), CHA: 14 (+2)

Skills: Bluff 8 (+10), Concentration 12 (+19), Craft [Chemical] 12 (+17), Diplomacy 8 (+10), Knowledge [Life Sciences] 8 (+13), Knowledge [Technology] 4 (+9), Medicine 8 (+15), Notice 4 (+11), Sense Motive 8 (+15)

Feats: Dodge Focus 3, Eidetic Memory, Inventor, Trance, Ultimate Effort (Will save), Uncanny Dodge (Mental)

Powers: Force Field 10, Super-Senses 2 (Danger Sense [Mental], Mental Awareness)
Quickness 4 (25x speed, Flaw—Limited [Mental Tasks only]) (2 pp)

Spatial Control Array: 10 pp base + 1 AP= 11 pp
Teleport 5 (500 ft move action/5 miles extended teleport) (10 pp)
AP: Deflect Attacks: Force Field gains Extra: Impervious (10 pp)

Mental Array: 33 pp base + 7 APs= 40 pp
Telepathy 10 (Extra: Action—Move Action, Power Feat: Subtle) + Comprehend 1 (Languages- speak all languages) (33 pp)
AP: Emotion Control 8 (Extras: Area—Burst, Selective Attack) (32 pp)
AP: ESP 6 (20 miles, Visual & Audio, Extras: Duration—Sustained, Simultaneous) (30 pp)
AP: Illusion 6 (all senses; Extra: Selective Attack, Power Feats: Progression 2 [25 ft radius]) (32 pp)
AP: Mental Blast 8 (32 pp)
AP: Mind Control 10 (Extra: Conscious, Power Feats: Mental Link, Subtle) (32 pp)
AP: Telekinesis 8 (Extras: Damaging, Range—Perception; Power Feat: Precise; Heavy Load 3.2 tons) (33 pp)
AP: Teleport 8 (Extra: Portal (+2), Power Feat: Progression [10 ft x 10 ft]) (33 pp)

Combat: Attack +2, Defense 18 (13 flat-footed), Initiative +1, Grapple +2, Knockback -6 (-11 w/ Deflect Attacks AP)

Saves: Toughness +12 (+2 without Force Field), Fortitude +5, Reflex +6, Will +10

Abilities 34 + Skills 18 + Feats 8 + Powers 65 + Combat 14 + Saves 11 = 150

Notes: Here’s a generic telekinetic/telepathic Psion at PL 10, 150 pp, with a Spatial Control theme. I gave him Teleport rather than the archetype’s Flight power, with an alternate power making his Force Field Impervious, which represents bending the space around him to deflect attacks. This can lead to interesting choices in combat, since he can be quite mobile with Teleport or better protected but slow.

For his origin, one potential story consistent with his skills has him as a medical researcher who was working on a drug to treat epilepsy. He was sure it would work, but FDA approval was years away; to demonstrate its safety, he tried the drug himself. After taking an injection, he passed out, and after he woke up something very strange had happened to him…

Simultaneous is an extra on ESP from Ultimate Power that makes it so you can use both ESP and your normal senses at the same time. The picture is of Prodigy from the X-Men.
Last edited by Elric on Sat Feb 14, 2009 11:41 pm, edited 2 times in total.
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Postby Dreaming Psion » Wed Jan 14, 2009 8:33 am

Strangely enough, the combination of a chemist/inventor isn't something i've seen too reguarlarly associated with that of a psychic. One glaring thing that jumps out at me is that the inventor feat won't be of any real use without ranks in Knowledge: technology.
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Postby Elric » Wed Jan 14, 2009 10:06 am

Dreaming Psion wrote:Strangely enough, the combination of a chemist/inventor isn't something i've seen too reguarlarly associated with that of a psychic. One glaring thing that jumps out at me is that the inventor feat won't be of any real use without ranks in Knowledge: technology.


That's a good point, thanks. I think the bigger problem is actually that I had dropped his Quickness from rank 4 to rank 2 to save pp. Since you can take 20 on invention design checks and you can take 10 on (non-Jury rig) construction checks, if your Knowledge [Technology] score is 10 or fewer points below your relevant Craft score, you'll be fine as long as you have enough Quickness to take 20 in a reasonable amount of time. So I changed him back to Quickness 4, and added a few ranks of Knowledge: Technology so he's better than that 10 point skill differential.

Also note that Inventor can be used to jury-rig inventions without making Knowledge checks at all.
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Postby Libra » Wed Jan 14, 2009 2:45 pm

Keep your excellent work coming Elric. :D
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Postby Elric » Wed Jan 21, 2009 12:21 am

Image

Elementalist (Fire/Earth, Generic)

Power Level 10 (150 pp)

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

Skills: Bluff 8 (+10/+14), Concentration 12 (+14), Craft [Structural] 4 (+7), Diplomacy 4 (+6/+10), Gather Information 8 (+10), Knowledge [Earth Sciences] 8 (+11), Notice 4 (+6), Sense Motive 4 (+6), Survival 4 (+6)

Feats: Accurate Attack, All-Out Attack, Attack Focus (Ranged), Attractive, Dodge Focus 4, Improved Initiative, Move-By Action, Power Attack, Taunt, Track

Powers: Immunity 6 (Environmental Condition [Heat], Fire damage)

Alternate Form 5 [Fire/Earth Form, Sustained] (25 pp)
Fire/Earth Form Traits (25 pp total)
Protection 9, Strike 1 (Extras: Duration 2—Sustained, Aura, Power Feat: Selective) [Flame Aura] (5 pp)
Flight 5 (250 mph) (10 pp) (AP: Burrowing 6 [50 MPH] & Super-Strength 2)

Fire/Earth Control Array (28 pp + 9 APs= 37 pp)
Blast 11 (Power Feats: Accurate 2, Indirect 2, Precise, Variable Descriptor [fire/earth]) (28 pp)
AP: Blast 8 (Extra: Area—Burst, Power Feats: Indirect 2, Variable Descriptor [fire/earth]) & Immunity 1 (Own Blast Power) (28 pp)
AP: Dazzle 11 (Visual; PF: Accurate 2, Indirect 2, Precise, Variable Descriptor [smoke/fire flare]) (28 pp)
AP: Earth Control 13 (100 tons; Power Feat: Precise) (27 pp)
AP: Fire Control 13 (Power Feat: Precise) (27 pp)
AP: Healing 10 (Flaw: Personal, Drawback: Power Loss [when not in contact with earth and not near source of flame, -1 pp]) (9 pp)
AP: Intensify Energy Aura: Increase Strike Aura by 7 ranks (28 pp)
AP: Obscure 10 (Visual; up to 1 mile radius, Extra: Independent (+0), Power Feats: Reversible, Variable Descriptor [smoke/debris]) (22 pp)
AP: Snare 11 [Earth] (Power Feat: Accurate 2, Indirect 2, Precise, Reversible) (28 pp)
AP: Shape Earth: Transform 13 (Reshape Earthen Materials, base 3 pp/rank; Extra: Duration—Continuous, Flaws: Range—Touch, Action—Full Action, Power Feat: Precise) (5 tons) (27 pp)

Combat: Attack +4 (+5 Ranged, +9 Blast/Dazzle/Snare) [Blast 11 dmg, Dazzle Reflex DC 21, Snare Reflex DC 21], Defense 19 (13 flat-footed), Initiative +6, Grapple +4, Knockback -5

Saves: Toughness +11 (+2 outside of Alternate Form), Fortitude +7, Reflex +8, Will +6

Abilities 22 + Skills 14 + Feats 13 + Powers 68 + Combat 18 + Saves 15 = 150

Notes: Here’s an generic Elementalist, who uses Fire and Earth, as a PL 10, 150 pp PC. The picture is Magma from the X-Men, who this build is inspired by, though it’s not meant to represent Magma in particular. Like most elementalists, she has a lot of alternate powers in a main elemental control array and you should feel free to power stunt more to cover other tricks that she can pull off.
Last edited by Elric on Sat Feb 14, 2009 11:37 pm, edited 2 times in total.
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Postby Libra » Wed Jan 21, 2009 11:18 am

She's certainly hot stuff, Elric. 8)

(Ooops, I should probably save that sort of thing for J-Mart. :wink: )
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