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Taliesin's 3E Builds: Moonstone, Binary, Rulk, Wasp, Shang

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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Psistrike » Wed Jul 14, 2010 12:37 pm

More great builds, especially love how easy it is to build Rogue in 3rd edition. Although Wolverine's Perception skill should be +21 total. :wink:
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Taliesin » Wed Jul 14, 2010 12:52 pm

Psistrike wrote:More great builds, especially love how easy it is to build Rogue in 3rd edition. Although Wolverine's Perception skill should be +21 total. :wink:


Thanks for catching the kudos and catching the typos!
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Build 7: Mister Fantastic

Postby Taliesin » Wed Jul 14, 2010 12:55 pm

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Mister Fantastic
PL12


Abilities
Strength 2, Stamina 4, Agility 4, Dexterity 4, Fighting 4, Intellect 12, Awareness 2, Presence 2

Powers
Elastic Body: Protection 6, Impervious, Limited to Physical • 6 points
Plasticity: Elongation 8 (1,800 ft.); Morph 4 (any form, Quirk: Limited to Same Colors); Variable 2 (physical traits, 10 power points, plus changing existing physical trait allocations) • 41 points

Equipment
Headquarters: Baxter Building II • 20 points
    Large; Tou 10, Features: Communications, Computer, Defense System, Dimensional Portal (Negative Zone), Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 3 (DC 30), Workshop.

Advantages
Benefit 2 (independently wealthy), Connected, Eidetic Memory, Equipment 4, Grabbing Finesse, Inventor, Skill Mastery (Technology), Teamwork, Ultimate Effort (Technology)

Skills
Close Combat: Unarmed 4 (+8), Expertise: Science 10 (+22), Investigation 4 (+16), Perception 6 (+8), Persuasion 10 (+12), Technology 10 (+22), Treatment 4 (+16), Vehicles 4 (+8)

Offense
Initiative +4
Unarmed +8, Close, Damage 2 (+12 grab check)

Defense
Dodge 10, Parry 10
Toughness 4 / 10 (Impervious 6)*, Fortitude 10, Will 10
*Limited to Physical.

Power Points
Abilities 68 + Powers 47 + Advantages 13 + Skills 26 + Defenses 26 = Total 180

Complications
Fame: The identity of the Fantastic Four is public knowledge and they enjoy/suffer celebrity status
Obsession: Science
Power Loss: If Mister Fantastic loses his plasticity powers, his Sta, Agi, Dex, and Int all drop 3 points to 1, 1, 1, and 9 respectively.
Relationship: Mister Fantastic is married to Sue Storm, Invisible Woman.

Real Name: Reed Richards

Design Notes:

This is basically modern Mister Fantastic. The lowered skill cap limits basically means that someone like Reed, who was one of the characters who came close to the 2E limits compared to other characters who may not have had as high an ability modifier, will come out less impressive in 3E.
Last edited by Taliesin on Wed Mar 16, 2011 2:54 pm, edited 4 times in total.
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Raws » Wed Jul 14, 2010 1:02 pm

I dont understand the conection between reed's elasticity and his intelect (why does it drop by 3, to 9, in case of powerloss?).
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Taliesin » Wed Jul 14, 2010 1:08 pm

Raws wrote:I dont understand the conection between reed's elasticity and his intelect (why does it drop by 3, to 9, in case of powerloss?).


The popular interpretation is that Reed's power also lets him think in new and more innovative ways than before. There is a scientific link between brain plasticity (in being able to form new synapses) and learning, so I think this is the basis for the interpretation.
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Raws » Wed Jul 14, 2010 1:13 pm

Taliesin wrote:
Raws wrote:I dont understand the conection between reed's elasticity and his intelect (why does it drop by 3, to 9, in case of powerloss?).


The popular interpretation is that Reed's power also lets him think in new and more innovative ways than before. There is a scientific link between brain plasticity (in being able to form new synapses) and learning, so I think this is the basis for the interpretation.


Never heard of that before... Thanks for the info!
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Taliesin » Wed Jul 14, 2010 1:46 pm

Oops, missed this question earlier. Not ignoring this on purpose.

DesertGhost wrote:Very well done on Rogue. I like her a lot. Affliction really is a great concept for a power effect. So many wonderful powers can be used with it.

2 questions for Rogue: At what point do the powers become semi-permanent (I assume if she holds on long enough to get the third successive condition - is there a limit to how long she retains powers that she holds onto for lesser times)? How would you handle her being able to absorb several people's powers at once, like she's been known to do (Variable doesn't quite have the point pool to handle it)?


Permanency is a Complication or character change of some sort. Same with her X-treme X-Men Power Recall. The latter basically buys all the permanent powers straight up.

Assuming that the second is a meta-power (total plot device - although when she had Ms. Marvel's powers she regularly added one or two abilities from others she touched, not usually drastically high abilities), and my assumption for the first question is correct, then that is the perfect Rogue.


3E builds usually handle these things as plot devices. It really does simplify things when you don't have to try to account for every possible iteration. If the comic book writers and editors don't, we shouldn't have to. Basically, other iterations of Rogue would be different builds. I had three 2E Rogue builds, for example.
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie

Postby DesertGhost » Wed Jul 14, 2010 1:53 pm

vitruvian wrote:
DesertGhost wrote:Leaping gives you Rank-2 in distance on the Measurements Table. So, Leaping 1 grants a -1 distance (15 ft). Distances double from there.


Sure, but how much ground can you cover using Leaping exclusively as your mode of movement, like Spidey tends to do? A speed equivalent to your level of Leaping, perhaps?

Anyway, I'd want his or Cap's (or Batman's for that matter) running speed to be just below or just above Olympic territory even without Extra Effort, so is that Speed 3 or 4, or do we assume a doubling for just moving and another doubling for an Athletics roll, so Speed 1 or 2?

On the Swinging - he needs to be able to stand a chance of overtaking a getaway car on NYC streets while Swinging, so is that Swinging at 5 or so?


Umm... Leaping covers 15ft at rank one, like I said above. 30ft at rank two, 60ft at rank 3, etc.

The speed bit I also explained. Olympic level would only require an Athletics skill total of +5 to hit the DC 15 as a standard check (taking 10). Thus, just about every character is going to be up there. You'd actually have to take negatives, or not take Athletics, to not be "Olympic." Not a big deal since all heroes are typically way above average athlete anyway.

The swinging part makes sense, though. Since the fastest standard land vehicles have Speed 6, it would make sense that Spidey have at least that much limited to Swinging. A Helicopter has a 7, which is something that Spidey can keep up with, but not really dust. So, 6 possibly allowing an Athletics check to improve swing-speed like running speed by +1 rank. Although, the Marvel Universe RPG released 5 or 6 years ago (maybe longer) had Spidey listed as having a 125mph running speed and a swing speed to match - the benefit of swinging being that he could avoid troublesome obstacles easily, like cars and... buildings. Not sure how canonical that should be considered.
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Build 8: Juggernaut

Postby Taliesin » Wed Jul 14, 2010 2:15 pm

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Juggernaut
PL12


Abilities
Strength 16, Stamina 16, Agility 0, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 2

Powers
Groundstrike: Burst Area Affliction 12 (Resisted by Fortitude; Vulnerable, Defenseless), Instant Recovery, Limited Degree, Limited: Both Juggernaut and targets must be in contact with ground • 4 points
Indestructible: Immunity 92 (Aging, Life Support, Need for Sleep, all Toughness effects) • 92 points
Skullcap: Immunity 20 (Mental effects), Removable (-4 points) • 16 points
Super-Strength: Enhanced Strength 4, Limited to Lifting (lifting Str 20; 25,000 tons) • 4 points
Unstoppable: Burrowing 5 (4 MPH), Penetrating; Enhanced Strength 10, Limited to Resistance checks to maintain forward momentum; Speed 1 (4 MPH) • 16 points

Advantages
Close Attack 4, Power Attack, Startle

Skills
Expertise: Military 6 (+6), Intimidation 12 (+14)

Offense
Initiative +0
Groundstrike, Burst Area, Affliction 14
Unarmed +8, Close, Damage 16

Defense
Dodge 4, Parry 4
Toughness Immune, Fortitude 16, Will 4

Power Points
Abilities 76 + Powers 132 + Advantages 6 + Skills 9 + Defenses 8 = Total 231

Complications
Hatred: Charles Xavier.
Obsession: Greed.
Reputation: Criminal past.

Real Name: Cain Marko

Design Notes:

There’s no Immovable/Unstoppable in 3E, so I custom-built Juggernaut’s version out of constituent effects. Juggernaut is probably closer to a PL14 adversary than PL12, but he is meant to only hit defensive caps, and I’ve used Immunity instead of a rank 20+ Impervious Toughness.
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Tyrant Lizard King » Wed Jul 14, 2010 2:19 pm

Whoa! So Juggs straight-up can't be hurt, physically?

Awesome builds, as usual.
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby UnkindMirror » Wed Jul 14, 2010 2:20 pm

I don't know if you've noticed my post about that in another thread, but the description for Damage explicitly mentions AEs for Strength Damage.
So while it would only be a 3 point saving in this case, you could make that Groundstrike an AE of Strength Damage.

Or do you prefer to have it as a completely separate effect, even though it is mutually exclusive with Strength Damage?
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Taliesin » Wed Jul 14, 2010 2:29 pm

UnkindMirror wrote:I don't know if you've noticed my post about that in another thread, but the description for Damage explicitly mentions AEs for Strength Damage.
So while it would only be a 3 point saving in this case, you could make that Groundstrike an AE of Strength Damage.

Or do you prefer to have it as a completely separate effect, even though it is mutually exclusive with Strength Damage?


I saw the post and agree. But the builds in the rulebook all treat these Strength AEs separate from Str. I was just making the builds as similar as possible to how they're built in the rules for compatibility reasons. Basically, I wanted these to be the Marvel equivalent of the DC builds in flavor and style.

Had I decided to redo all the DC builds as well, I'd probably change how I'd approach some things, like AEing Groundstrike off Str Damage the way it was in 2E.

P.S. AEing just doesn't roll off my mental tongue the way APing does.
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Taliesin » Wed Jul 14, 2010 2:30 pm

Tyrant Lizard King wrote:Whoa! So Juggs straight-up can't be hurt, physically?

Awesome builds, as usual.


Yeah, I went that direction, even though I gave him something like +24 Toughness in 2E. I might go back to that, but there's that soft cap at 20 again. I really want something like Darkseid's Omega Effect at rank 24 or so.
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Tyrant Lizard King » Wed Jul 14, 2010 2:32 pm

Taliesin wrote:
Tyrant Lizard King wrote:Whoa! So Juggs straight-up can't be hurt, physically?

Awesome builds, as usual.


Yeah, I went that direction, even though I gave him something like +24 Toughness in 2E. I might go back to that, but there's that soft cap at 20 again. I really want something like Darkseid's Omega Effect at rank 24 or so.


I'm not current on a lot of Marvel, so I didn't know if he'd just basically been made invincible or what. That's why I asked. Also, I might have to take some inspiration from your builds when I get to my high-powered characters.

Also, "soft cap at 20?" What soft cap? :mrgreen:
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby UnkindMirror » Wed Jul 14, 2010 2:34 pm

Quick tangent, what's your take on Multiattack? Its benefits seem to be entirely independent from the base effect rank, so I'm having a bit of trouble understanding why it's not a Flat Extra.
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