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Eld's builds:Mr. Nobody, Thomas Rhymer, Morph Fiend

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Re: Eld's builds:Thomas Raith, Lucy Kuo, Sanya, Zeke Dunbar

Postby Arthur Eld » Thu May 03, 2012 1:32 pm

Well, yeah, that's part and parcel of being comic relief. Also, he's a lot less annoying in 2 than he is in the first one.
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Postby Arthur Eld » Thu May 03, 2012 3:42 pm

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Malador the Mystic
PL 14 281


Abilities
Strength 0, Stamina 5, Agility 1, Dexterity 1, Fighting 5, Intellect 3, Awareness 10, Presence 2

Powers
Unkillable Immunity 30 (Fortitude), Protection 11 (Impervious Toughness 7) 48
Translation Magic Comprehend Languages 2 (is understood, understands all languages) 4
Magic (Dynamic Array) 112
Scrying Remote Sensing 19 (2,000 miles all senses) 96
Animate Objects Summon 10 (Broad type, Active, Limited, requires objects to animate) 2
Mystic Blast Blast 16 2
Levitation Flight 6 2
Phantasms Selective Illusion 10 (All senses, resisted by Will) 2
Mystic Bonds Snare 16 2
Telekinesis Move Object 18 2
Mystic Passageways Teleport 5 (Extended, Portal, 900 feet/30 miles 2
Transmorgify Ranged Cumulative Affliction 16 (Dazed/Stunned/Transformed, Resisted by Fortitude) 2

Advantages: Ranged Attack 11, Diehard, Fearless, Langauge 4 (base-ancient Atlantean), Ritualist

Skills: Persuasion 6 (+8), Intimidation 8 (+10), Expertise (magic) 16 (+19), Expertise (history) 6 (+9), Insight 4 (+14)

Offense
Initiative +1
Magic +12 Damage 16/Affliction 16/Snare 16

Defense
Dodge 12 (11), Parry 12 (7)
Toughness 16, Fortitude 5, Will 17 (7)

Abilities 54+Powers 164+Advantages 18+Skills 20+Defenses 25=281

Complications
Ego Malador's Insight checks are considered Disabled against anyone attempting to trick him into gloating.

•The undead Atlantean lich from Freedom City, Malador the Mystic is an example of what happens when a dimension's Master Mage goes bad. The result is a very powerful millenia old creature that is incredibly hard to kill who thinks nothign of crushing anything living that stands in his past. Even if he were to actually die, his life force is connected to that golden msk of his, and could easily dominate and erode another creature's will, were they to put the mask on. I didn't stat that up because its really a plot device, like how any number of other villains escape a seemingly certain death.
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Re: Eld's builds:Thomas Raith, Lucy Kuo, Sanya, Zeke Dunbar

Postby IronSledge » Sat May 05, 2012 4:55 am

Arthur Eld wrote:Well, yeah, that's part and parcel of being comic relief. Also, he's a lot less annoying in 2 than he is in the first one.


I hated Zeke so much that when I saw the very first mission in the first game was to escort him somewhere, I electrocuted him instead, which got me a game over. I turned off the game and never played it again.
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Postby Arthur Eld » Sat May 05, 2012 11:29 am

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Patriot
PL 12* 176


Abilities
Strength 15/8, Stamina 15/8, Agility 1, Dexterity 1, Fighting 9, Intellect 0, Awareness 1, Presence 3

Powers
Invulnerable Impervious Toughness 15, Enhanced Stamina 7 29
Super Strength Enhanced Strength 7 14
Supersonic Flight Flight 15 (64,000 MPH, 120 miles per round) 30

Advantages: Benefit 2 (Status, Security Clearance), Connected, Move-by Action, Ranged Attack 6, Ultimate Strength

Skills: Deception 4 (+7), Vehicles 3 (+4), Intimidation 4 (+7), Expertise (civics) 4 (+4), Expertise (tactics) 4 (+4), Perception 4 (+5), Expertise (soldier) 5 (+5), Insight 4 (+5)

Offense
Initiative +1
Unarmed +9 Damage 15

Defense
Dodge 9 (8), Parry 9
Toughness 19, Fortitude 17/3 (1), Will 6 (5)

Abilities 62+Powers 73+Advantages 11+Skills 16+Defenses 14=176

Complications
Secret The Patriot has a secret that could ruin him in the eyes of the public, which would also be bad for him on a very real personal level, due to the nature of his powers.
Paranormal Belief Battery Patriot does have inherent superpowers, but his upper levels are generated by people's belief in him. If this belief falters, so too will his powers.
Responsibility USA LT. Kyle Griffin is beholden to his country, and while he exists somewhat outside of the normal chain of command, he still has to answer to the CIC and other highly-ranked officials.

•So I was gonna do a build of the Patriot at a higher, nigh-Superman level, but I decided against that. This is a more accurate conversion (easily tweaked to playable points, too), but really, he's such a simple build that it'd be easy to raise his PL up. That's why he's got the little asterix. If you need him to be PL 14, just raise his Strength and Stamina, and maybe give him a Limit on those powers, similar to the Blue Lantern Corps-he needs a number of people (use Volume from the Measurement chart in the core book) to fuel his enhanced powers. So for Strength and Stamina 17 (raising his PL by 1) he'd need the belief of a 125,000 people. Granted, that's not exactly a lot for someone like the Patriot, so you may want to raise that number. But that would mostly be for an NPC version, a PC build could function as-is, with his potential power loss as a Complication.
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Re: Eld's builds:Thomas Raith, Lucy Kuo, Sanya, Zeke Dunbar

Postby Bladewind » Sat May 05, 2012 11:56 am

Have you done Icon yet? (from paragons)

The only viable way I found of doing it means that her character sheet actually has a folder on my hard drive with different variants, including a few archetypes that she might power stunt...
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Re: Eld's builds:Thomas Raith, Lucy Kuo, Sanya, Zeke Dunbar

Postby Arthur Eld » Sat May 05, 2012 12:30 pm

No, not yet, but Icon is one of the characters I'm working on, at the moment. She's not too terribly complex, I'm actually playing a character in a 2E game that was basically based on her, with multiple Alternate Forms as Alternate Effects of one another.
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Re: Eld's builds:Thomas Raith, Kuo, Sanya, Zeke, Patriot

Postby Bladewind » Sat May 05, 2012 1:06 pm

How do you represent it as a sheet though? Separate sheets for separate forms? (That's the easy way, considering it lets you have all abilities calculated to their effects...) Or one sheet with all the info? (avoids the complaints of multiple characters for the price of one, but slows down game play as you have to recalculate what she can do every other turn...)
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Re: Eld's builds:Thomas Raith, Kuo, Sanya, Zeke, Patriot

Postby Arthur Eld » Sat May 05, 2012 1:15 pm

One sheet, all the info. The onus is on any individual player to make it the easiest for them to work with.

I look it the way I look at Variable. You could write a bunch of pre-arranged forms or allocations out somewhere (on the sheet itself, in a separate sheet, whatev), and lots of people do. But I find it unnecessary. Granted, I only play online, so the 'slowing down' doesn't really become a problem.
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Postby Arthur Eld » Sat May 05, 2012 1:29 pm

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Icon
PL 10 332


Abilities
Strength 0, Stamina 1, Agility 1, Dexterity 1, Fighting 6/3, Intellect 3, Awareness 3, Presence 5/2

Powers
Mystic Enhancements Enhanced Presence 3, Enhanced Fighting 3, Enhanced Close Attack 2, Enhanced Dodge 3, Inspire 2, Luck 3 23
Eternal Hero Immortality 2 (1 week) 4

Archetype Forms (Array, 246 points) 246
Dark King Form Weaken Stamina 12, Enhanced Advantage: Startle, Enhanced Skill (Intimidation 12), Summon Spirits 10 (Active, Horde, Broad type, Multiple Minions, Sacrifice, Mental Link) 241
Trickster Form Illusion 8 (all senses), Immunity 5 (interaction skills), Variable 7 (35 points for alternate physical traits, Move Action) 1
Artificer Form Create 8 (Continuous, Moveable, Innate, Precise Subtle), Enhanced Intellect 5, Enhanced Skills (Technology 10, Expertise (science) 8), Enhanced Awareness 5 1
Champion Form Enhanced Stamina 13, Enhanced Advantages 3 (Fearless, All-out attack, Power Attack), Enhanced Strength 7, Impervious Toughness 9, Leaping 2, Speed 2, Power Lifting 4 1
Great Mother Form Comprehend 3 (Animals 2, Plants), Healing 8, Snare 10 (Burst Area, Requires plant matter), Mind Control 10 (Limited to animals) 1
Horned God Form Burst Area Affliction 10, (Hearing Dependent, Dazed/Compelled/Controlled, Reversible, Limited-targets actions are uncontrolled), Enhanced Presence 4, Enhanced Stamina 5, Enhanced Dexterity 5, Enhanced Agility 5, Enhanced Strength 5, Burst Area Affliction 6 (Hearing Dependent, Fatigued/Exhausted/Asleep, Incurable, Reversible, Activation-move action), Reaction Close Range Perception (sight) Area Mind Control 8 (Limited to controlling Lust), Strength-based Damage 1 1

Advantages: Attractive, Beginner's Luck, Connected, Ranged Attack 2, Taunt

Skills: Deception 3 (+8/+10), Athletics 4 (+4), Persuasion 3 (+8/+10), Expertise (science) 2 (+5), Expertise (history) 8 (+11), Expertise (philosophy) 4 (+7), Expertise (Teacher) 5 (+8)

Offense
Initiative +1

Defense
Dodge 7/4 (3), Parry 7/4 (1)
Toughness, Fortitude 3 (2), Will 7 (4)

Abilities 28+Powers 273+Advantages 6+Skills 15+Defenses 10=332

Complications
Power Loss Sylvia's powers come from the gem embedded in her hand. Were it to be removed or damaged, her powers would vanish.
Animus When using her powers, an archetype 'totem mask' appears over Sylvia, an outline of light that precludes her using her powers subtly.
D.I.D. Using her powers to call up archetypes also influences Sylvia's personality, with consequences ranging from the professionally inappropriate to the potentially dangerous.

•Icon is an interesting Paragons character, if only because she's not a paranormal character. Sylvia Browning is a professor and archaelogist who discovered an amulet near the Black Sea that bonded with her hand Mysterious figures attacked her expedition, but were driven back by her new powers. Since then, she returned to her old life, using her powers to help people, but sometimes running into problems. The use of her Horned God powers made her hedonistic and primal, which led to ultimately losing her job after several affairs with students. Now she works for various paranormal organizations, a sort of super-powered scholar for hire.

•Icon seems like a complex build, but she's really not. She can do a lot of things, and the trick is to figure out when she needs to do any given thing, and thus, what form to use. And anytime she needs a new form, like Firebringer or Skyfather, she can power-stunt it. With all the points of her Dark King Form, she can get pretty much any power she needs. I resisted the urge to optimize her other builds, although prospective GMs could certainly make those tweaks.
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Re: Eld's builds:Thomas Raith, Kuo, Sanya, Zeke, Patriot, Icon

Postby Bladewind » Sat May 05, 2012 1:39 pm

Nicely done'!!
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Postby Arthur Eld » Mon May 07, 2012 11:52 am

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Cole MacGrath
PL 11 187


Abilities
Strength 2, Stamina 5, Agility 5, Dexterity 5, Fighting 9, Intellect 1, Awareness 1, Presence 1

Powers
Kinetic Pulse Move Object 6, Close Range, Reach 9
Static Thrusters Flight 2 (Gliding) 1

Blast Cone Area Damage 8, Linked to Cone Area Close Move Object 8, Limited-one direction, away from Cole 24
Rockets Blast 11, Burst Area 8 1
Grenades Burst Blast 9 1
Lightning Bolt Precise Blast 7, Improved Critical, Accurate 1
Thunder Drop Burst Area 2 Damage 8-Limited damage is reduced by one rank every ten feet, Limited-Cole must drop from a height of at least twenty feet to use this power 1

Electricity Sponge Healing 8 (Move Action, Personal, Source-Electricity) 8

Electricity Drain Close Nullify All Electronics 12, 12
Bio Leech Weaken Stamina 11(Grab-Based, Quirk, only on targets that run on bio-electricity) 1
Pulse Heal Healing 8, Others Only 1
Arc Restraint Close Range Snare 11, Distracting 1

Urban Explorer Movement 3 (Wall Crawling 2, Safe Fall, Innate) 7

Induction Grinding Speed 4 (Limited-only on certain surfaces) 2

Electro-radar Senses 8 (Detect Electricity, Radius, Extended, Detect RFI Energy, Extended Radius) 8

Advantages: Defensive Attack, Defensive Roll 3, Extraordinary Effort, Improved Defense, Luck, Move-by Action, Precise Attack (ranged, cover) Skill Mastery (Athletics), Takedown

Equipment: Amp (Strength-based Damage 3, Improved Critical, Reach)

Skills: Acrobatics 4 (+9), Athletics 8 (+10), Intimidation 5 (+6), Insight 2 (+3), Investigation 4 (+5), Perception 6 (+7), Stealth 3 (+8), Ranged Combat (powers) 6 (+11)

Offense
Initiative +5
Amp +9 Damage 5
Rockets +11 Damage 11
Lightning Bolt +13 Damage 7

Defense
Dodge 13 (8), Parry 12 (3)
Toughness 8/5, Fortitude 8 (3), Will 8 (7)

Abilities 58+Powers 78+Advantages 11+Skills 19+Defenses 21=187

Compications
Fame Or infamy, as the case may be.
Enemy The Beast, Bertrand
Relationship Zeke, Nix, Kuo
Weakness Water-immersion in water is potentially fatal for Cole, and can disrupt his powers as well.
Limited Charge Prolonged use of his powers, or being in an area devoid of electricity can leave Cole unable to access most of his powers.

•This build represents Cole maybe halfway through inFAMOUS 2, before using the Power Transfer device. Most of the powers he gains through using that are more or less redundant, in M&M terms. Ice Launch is just 2 ranks of Leaping, which is actually fairly useful combined with his Static Thrusters power. But otherwise, this says 'iconic' Cole to me fairly well.

•Because he's mostly a solo character (even in inFAMOUS 2 with the two helper Conduits and the much more competent Zeke), Cole's overpointed, because he's doing a lot on his own. Going toe-to-toe with other Conduits, storming militia hideouts and fortified strongholds, basically traversing an entire city on his own, Cole sees a lot of mileage in combat. He's still no melee god, but with the Amp, he's PL 7 on offense with it, which is enough for most of the mook types that he faces. But in combat, he should mostly keep moving and blasting away, often with his Area powers because he'll frequently be out-numbered. He gets Defensive Attack and Improved Defense simply because when he wants to, he's damn hard to hit, despite being undercapped slightly on Defense.
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Postby Arthur Eld » Wed May 09, 2012 10:35 am

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Black Anubis
PL 12 202


Abilities
Strength 4, Stamina 8, Agility 2, Dexterity 2, Fighting 5, Intellect 2, Awareness 0, Presence 0

Powers
Shadow Tar Acid Ranged Affects Objects Weaken Toughness 8, Linked to Blast 8, Accurate 41

Shadow Tar Manipulation (Array, 28 points)
Shadow Smother Ranged Cumulative Affliction 8, Resisted by Fortitude, Fatigued/Exhausted/Incapacitated 24
Shadow Blasts Blast 10, Accurate 1
Shadow-Form Ghosts Create 10 1
Shadow Drain Ranged weaken Stamina 8 1
Shadow Blindness Visual Dazzle 10, Accurate 1

God-like Body Protection 2 2
Shadow Lift Flight 7 (250 MPH) 14

Advanages: All-out Attack, Artificer, Assessment, Diehard, Fearless, Power Attack, Ranged Attack 10, Ritualist, Startle, Language (English, base is Egyptian)

Skills: Deception 6 (+6), Persuasion 2 (+2), Investigation 8 (+10), Intimidaton 10 (+10), Expertise (magic) 12 (+14), Perception 4 (+4), Insight 4 (+4)

Offense
Initiative +2
Unarmed +5 Damage 4
Shadow Tar Acid +14 Damage 8 & Weaken 8

Defense
Dodge 13 (11), Parry 13 (8)
Toughness 10, Fortitude 8, Will 10 (10)

Abilities 46+Powers 85+Advantages 19+Skills 23+Defenses 29=202

•Black Anubis was born as Oth, a child of the god Anubis and a human woman. He sought to take his father's power and position, but was found out and mummified, entombed, as punishment. His name was stricken from memory, until an intruder, millenia later, found the lost Temple of Oth. This intruder called himself Loki, and he inducted Oth into the Shadow Pantheon, a group of ancient gods, the few survivors. They plunged their world into chaos, but were eventually confronted by forces greater than their own, so they fled the Earth. The Pantheon mostly disbanded, its members going their own way, and eventually Black Anubis found his way to Freedom City, folowing the Alterniteens. He seeks to gain followers and control the dead, so that he might capture the Navigatrix and travel dimensions freely.

•Black Anubis is only a demigod, so he's not quite the world-beater he wants to be, but he still makes a potent threat to the AlterniTeens and other lower PL teams. Given his MO, his schemes can feel world-changingly epic though. He's a dangerous combatant, as a linked Weaken Toughness and Damage power is nothing to sneeze at, and he can cause all kinds of undead, mystic mischeif with his Ritualist power. But he should always feel like a guy who's trying to move up somewhere, and his schemes should revolve around getting more power, however he can.
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Postby Arthur Eld » Wed May 09, 2012 11:39 am

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Una, Queen of the Netherworld
PL 15 424


Abilities
Strength 2, Stamina 5, Agility 1, Dexterity 1, Fighting 6, Intellect 3, Awareness 11, Presence 6

Powers
Astral Form Remote Sensing 26 (all senses, Dimensional 3, Flaw-body is left defenseless) 107
Translation Spell Comprehend Languages 2 (Is understood, understands all langauges) 4
Force Field Sustained Protection 14 (Impervious Toughness 19) 33
Sustaining Magics Immunity 11 (life support aging) 11

Dark Lord Magic (Dynamic Array, 113 points)
Scrying Remote Sensing 19 (all senses, Dimensional 3) 99
Element Control Perception Move Object 18 (6 kilotons, Quirk-only earth, fire, water, or air) 2
Force Blast Blast 18 2
Mental Blast Perception Will Damage 13 2
Mystic Bonds Snare 18 (Reversible) 2
Mystic Passage Movement 3 (Space Travel) 2
Mystic Portal Teleport 15 (Extended, Portal, 120 miles/32,000 miles) 2
Weather Control Environment 17 (500 mile ares, Heat , Cold , Impede Movment 1, Selective) 2

Dimensional Conqueror Movement 3 (Dimensional) 7
Air-Walking Subtle Flight 1 3

Mystic Senses Senses 1 (Magical awareness) 1

Advantages: Attractive, Contacts, Defensive Attack, Ranged Attack 11, Ritualist, Trance, Well-Informed

Skills: Persuasion 8 (+14/+16), Investigation 13 (+16), Intimidation 8 (+14), Expertise (magic) 18 (+21), Insight 4 (+15), Sleight of Hand 8 (+9)

Offense
Initiative +1
Magic +12 Damage 18/Snare 18

Defense
Dodge 11 (10), Parry 11 (5)
Toughness 19/5, Fortitude 10 (5), Will 19 (8)

Abilities 70+Powers 279+Advantages 17+Skills 30+Defenses 28=424

•Una is what Black Anubis wants to me. A dimensional ruler whose empire spans several dimensions, she is a potent force in the interdimensional and mystic communities. She frequently confronts Adrian Eldrich, but due to being outmanuevered by him once before in a duel, she is forbidden to directly attack the Earth.
Last edited by Arthur Eld on Wed May 09, 2012 12:41 pm, edited 1 time in total.
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Re: Eld's builds:Patriot, Icon, Cole MacGrath, Black Anubis, Una

Postby HustlerOne » Wed May 09, 2012 12:28 pm

Nice 3E conversion of Una. I loved her premise as a transdimensional ruler. That and you gotta respect someone who started out as a lowly slave to become ruler of whole entire worlds.

The only odd thing is how expensive she turned out to be. I thought she would be closer to her original 300points from 2E. That Astral Form really looks expensive.
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Re: Eld's builds:Patriot, Icon, Cole MacGrath, Black Anubis, Una

Postby Arthur Eld » Wed May 09, 2012 12:41 pm

Its not that odd, its just how some powers cost a lot more in 3E to get the same effect. Remote Sensing is a big one, and it should be I actually trimmed a few things from Una's build in the conversion process (instead of giving her 4 Element Move Object powers, I just gave her one), and I almost cut out her other Remote Sensing power, the non-Astral Form one, because Astral Form does that better, but I figured she might want to use Remote Sensing and keep her body mobile. I suppose I could drop the non array Remote Sensing, up the one in the array to 26 ranks, and slap the Limited-body is Defenseless Flaw on the top 7 ranks. But I try to keep the conversions truer to the source material than that.
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