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Taliesin's builds: 3E moved to sister thread

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Postby Toj » Sat Oct 28, 2006 5:05 pm

Taliesin wrote:Zealot

Power Level: 13 (187pp)

Abilities: STR: 26 (+8), DEX: 26 (+8), CON: 26 (+8), INT: 14 (+2), WIS: 18 (+4), CHA: 16 (+3)

Skills: Acrobatics 8 (+16), Concentration 12 (+16), Escape Artist 8 (+16), Intimidate 12 (+15), Knowledge [Arcane Lore] 6 (+8), Knowledge [History] 6 (+8), Knowledge [Tactics] 16 (+18), Medicine 4 (+8), Notice 6 (+10), Pilot 4 (+12), Sense Motive 6 (+10), Stealth 8 (+16), Survival 12 (+16)

Feats: Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attractive, Counterattack, Defensive Attack, Defensive Roll 2, Dodge Focus 6, Equipment 3, Evasion, Fearless, Finishing Blow, Improved Critical [Sword] 2, Improved Initiative, Leadership, Power Attack, Quick Draw, Ritualist, Startle

Powers:
Comprehend 2 (Languages 2 [speak, understand, read]; Flaw: Limited [Earth and Kheran languages; -1]; 2pp)
Immunity 1 (Aging; 1pp)

Equipment: Katanas (as sword; 5ep each, 10ep total), Throwing blades (+2 damage, Improved Critical, Mighty, Thrown; 5ep)

Combat: Attack +15; Damage +8 (Unarmed) / +10 (Throwing Blade, 19-20 Crit) / +11 (Katana, 17-20 Crit); Defense +16 (+5 flat-footed); Initiative +8

Saves: Toughness +10 (+8 flat-footed), Fortitude +12, Reflex +12, Will +8

Abilities 66 + Skills 27 (108 ranks) + Feats 29 + Powers 3 + Combat 50 + Saves 12 – Drawbacks 0 = 187

:arrow: I always loved this character; Zealot is kind of what Wonder Woman would be if she had a harder edge. Zealot’s default combat bonuses are pretty well-balanced, letting her use feats to shift her caps around towards the extremes as necessary for the situation. She’s a master of all weapons, including modern firearms, but still prefers her katana and Coda-themed weapons. Zealot’s former magical prowess has been reduced to use of Ritualist in the present day.


Hey Taliesin!

As you know already, I am still fairly new to M&M 2ed. I had already planned on making some comic book characters and Zealot was my first choice. The Wildstorm characters are also some of my most knowledgeable, with Zealot being my favorite fem warrior. Anyway, some thoughts:

You nailed the stats and picked exactly what I was going to do. She has thrown Grifter one-handed over 20ft, broke out of Maul's grasp while he was fairly large, and also tossed Majestic into a concrete wall, causing significant damage to it.

Two things you might have missed, or possibly just didn't do for whatever reason. Zealot, along with her sister Savant, and both 'bulletproof'. Savant was hit with an armor piercing round (penetrating) and got hurt bad, and they even referenced their bulletproof hide.

Additionally, Kherubims have a higher rate of healing. The high Con may work. During a Coda "Blood Dance" the warriors do light slices against each other in a dance, letting their blood fling around, but their high healing rate closes the wounds so fast, that at the end of the dance all the cuts are gone.

The only other possible thing I might add is superior hearing for Zealot.

How does her +15 Attack Bonus fair against your other uber martial artists?

*Edit, just went back and noticed that you did have impervious intially but took it out. If you want to be true to the character, I think having a +4 or +5 would be right.
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Postby Narmio » Sat Oct 28, 2006 6:55 pm

Taliesin wrote:Design Diary Six: Offset Offensive and Defensive PLs

*snip because everyone's just read it anyway*


Some cool thoughts, and totally mechanically viable, too. Instead of players clamouring that they want offence/defence tradeoffs, just build characters with a "default" activation of All-Out or Defensive Attack. I like it. Adds a lot of character to a character's "standard tactics". Perfect examples, too.

Oh, and whoever mentioned using Defensive Attack with an area weapon earlier... Not cool. You can't Defensive Attack with a grenade any more than you can Power Attack with a Mental Blast. Tsk, tsk.
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Postby Taliesin » Sat Oct 28, 2006 8:16 pm

Toj wrote:Two things you might have missed, or possibly just didn't do for whatever reason. Zealot, along with her sister Savant, and both 'bulletproof'. Savant was hit with an armor piercing round (penetrating) and got hurt bad, and they even referenced their bulletproof hide.

Additionally, Kherubims have a higher rate of healing. The high Con may work. During a Coda "Blood Dance" the warriors do light slices against each other in a dance, letting their blood fling around, but their high healing rate closes the wounds so fast, that at the end of the dance all the cuts are gone.

The only other possible thing I might add is superior hearing for Zealot.

How does her +15 Attack Bonus fair against your other uber martial artists?

*Edit, just went back and noticed that you did have impervious intially but took it out. If you want to be true to the character, I think having a +4 or +5 would be right.


Doh! I knew there was a reason I had Impervious in there. I'll tweak it again. That build was half-finished then picked up off the cutting room floor, so I kind of forgot why I had some of the traits in there.

Also, the +15 is pretty good. It's equal to Wonder Woman and Batman and just shy of Lady Shiva. However, Zealot can shift her bonuses like crazy with her feats (something Wonder Woman can also do but Batman cannot do quite as well), and if you read my latest Design Diary, this means that she can effectively be PL15+ either offensively or defensively as the need arises, and can get up to a +20 attack with All-Out Attack.

Thanks again for the suggestions.

EDIT: Okay, slapped 5 ranks of Impervious back on Zealot, gave her 4 more ranks of Notice and Uncanny Dodge to represent her keen (though not superhuman) senses, and added the Dedication feat, since she is a Zealot and a Coda-trained warrior, after all. For those without MaMa, it gives her a +4 to Will saves and Sense Motive checks for any effect causing her to act against her allegiance; she's a stubborn ... er, witch, is all I have to say.
Last edited by Taliesin on Sun Oct 29, 2006 2:01 am, edited 1 time in total.
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Postby Taliesin » Sat Oct 28, 2006 8:22 pm

Narmio wrote:
Taliesin wrote:Design Diary Six: Offset Offensive and Defensive PLs

*snip because everyone's just read it anyway*


Some cool thoughts, and totally mechanically viable, too. Instead of players clamouring that they want offence/defence tradeoffs, just build characters with a "default" activation of All-Out or Defensive Attack. I like it. Adds a lot of character to a character's "standard tactics". Perfect examples, too.

Oh, and whoever mentioned using Defensive Attack with an area weapon earlier... Not cool. You can't Defensive Attack with a grenade any more than you can Power Attack with a Mental Blast. Tsk, tsk.


Thanks for slogging through that Design Diary! The inspiration came from Tonpa's use of those feats to hit his benchmarks, and it was propelled in some part, actually, by a character I only mentioned in passing: Thor. I wanted his attack bonus to be over +15 but didn't want his PL to end up close to 20, and the All-Out Attack as a default setting actually works to get him offensively to PL17.5, since he's too much of a manly man to dodge puny little attacks. :D
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Postby Setothes » Sat Oct 28, 2006 9:53 pm

it probably makes more sense to look at Spider-Man as an offensive PL8 and defensive PL12 who has All-Out Attack than a balanced PL10 who has Defensive Attack. Either way, in terms of the flavor of the character, this offset PL is very appropriate.


Nightcrawler and the Angel could similarly represent people who are harder to hit than expected, but don't hit harder than a normal human, nor have all-that amazing accuracy to make up the full PL disparity for their lack of damage.

And characters like Cyclops, Storm and Havok would epitomize the opposite, 'glass canons' who have devastating attacks (and in Cyclops case, is also amazingly accurate!), but really don't make PL 10 defensively.

Neat concept. About the most defensively traded-off character I've done was a magic item user called Spellbinder, who had the Distracting Flaw on his Force Field, and a high level of the Shield power. He could either have a very high Defense (from Shield) or activate a powerful Force Field, and lose his Dodge bonus. I kinda liked that level of versatility.
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Postby Taliesin » Sun Oct 29, 2006 12:58 am

Setothes wrote:
it probably makes more sense to look at Spider-Man as an offensive PL8 and defensive PL12 who has All-Out Attack than a balanced PL10 who has Defensive Attack. Either way, in terms of the flavor of the character, this offset PL is very appropriate.


Nightcrawler and the Angel could similarly represent people who are harder to hit than expected, but don't hit harder than a normal human, nor have all-that amazing accuracy to make up the full PL disparity for their lack of damage.

And characters like Cyclops, Storm and Havok would epitomize the opposite, 'glass canons' who have devastating attacks (and in Cyclops case, is also amazingly accurate!), but really don't make PL 10 defensively.

Neat concept. About the most defensively traded-off character I've done was a magic item user called Spellbinder, who had the Distracting Flaw on his Force Field, and a high level of the Shield power. He could either have a very high Defense (from Shield) or activate a powerful Force Field, and lose his Dodge bonus. I kinda liked that level of versatility.


All good examples, yeah...I'm thinking about if there's a way to do this without having the actual names of the feats giving the wrong idea of what it is meant to do in each situation. But now I have to look back and see how I'd redo some of those characters now that I'm not stuck in the mindset of making them balanced off/def. Glad you liked the concept.
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Postby Tonpa » Sun Oct 29, 2006 1:02 am

Taliesin wrote:Design Diary Six: Offset Offensive and Defensive PLs


Taliesin, Wonderfull stuff you put up here. The designdiary is just berfect and really essential reading for players and GM:s alike. Must say that your writing style is really clear and goes nicely to the point.

Again: You RULE!!!
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Postby Taliesin » Sun Oct 29, 2006 1:42 am

Tonpa wrote:
Taliesin wrote:Design Diary Six: Offset Offensive and Defensive PLs


Taliesin, Wonderfull stuff you put up here. The designdiary is just berfect and really essential reading for players and GM:s alike. Must say that your writing style is really clear and goes nicely to the point.

Again: You RULE!!!


Hey, I'm really glad the diary was clear and readable. Large expanses of text like that could get dull and troublesome to read. Again, thanks for the inspiration that spawned the diary and new lines of thinking for me.
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Postby Toj » Sun Oct 29, 2006 5:22 am

Taliesin wrote:Doh! I knew there was a reason I had Impervious in there. I'll tweak it again. That build was half-finished then picked up off the cutting room floor, so I kind of forgot why I had some of the traits in there.

Also, the +15 is pretty good. It's equal to Wonder Woman and Batman and just shy of Lady Shiva. However, Zealot can shift her bonuses like crazy with her feats (something Wonder Woman can also do but Batman cannot do quite as well), and if you read my latest Design Diary, this means that she can effectively be PL15+ either offensively or defensively as the need arises, and can get up to a +20 attack with All-Out Attack.

Thanks again for the suggestions.

EDIT: Okay, slapped 5 ranks of Impervious back on Zealot, gave her 4 more ranks of Notice and Uncanny Dodge to represent her keen (though not superhuman) senses, and added the Dedication feat, since she is a Zealot and a Coda-trained warrior, after all. For those without MaMa, it gives her a +4 to Will saves and Sense Motive checks for any effect causing her to act against her allegiance; she's a stubborn ... er, witch, is all I have to say.


Looks great Taliesin! A real tough cookie. And you're right about her being stubborn.... er, I mean a *****.

I also enjoyed your last diary a lot. You actually think a lot like me when creating characters, or I think a lot like you. :lol:

Before I even begin, I always create be benchmarks and charts on where I think so and so fits in the big scheme compared to everyone else. I think it's essential when creating comic characters.

Keep'em comin!
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Postby Taliesin » Sun Oct 29, 2006 1:20 pm

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You superhero in San Diego, this is the dress code.

Fairchild
Caitlin Fairchild

Power Level: 10 (150pp)

Abilities: STR: 10 [34] (+12), DEX: 10 [18] (+4), CON: 10 [34] (+12), INT: 18 (+4), WIS: 14 (+2), CHA: 14 (+2)

Skills: Computers 12 (+16), Gather Information 8 (+10), Intimidate 4 (+6), Investigate 8 (+12), Knowledge [Technology] 8 (+12)

Feats: All-Out Attack, Attractive, Interpose, Leadership, Power Attack, Teamwork

Powers:
Enhanced Strength 24 (24pp)
Enhanced Dexterity 8 (8pp)
Enhanced Constitution 24 (24pp)
Impervious Toughness 6 (6pp)
Super-Senses 1 (Communication Link [with Freefall, only senses pain]; 1pp)
Super-Speed 1 (5pp)
Base Power: Deflect 1 (0pp)
Super-Strength 6 (Heavy Load: ~100 tons; 12pp)

Combat: Attack +8; Damage +12 (Unarmed); Defense +8 (+4 flat-footed); Initiative +4 [+8]

Saves: Toughness +12 (+6 Impervious), Fortitude +12, Reflex +8, Will +6

Abilities 16 + Skills 10 (40 ranks) + Feats 6 + Powers 80 + Combat 32 + Saves 8 – Drawbacks 0 = Total 150

Complications: Responsibility (leader of Gen13)

:arrow: Fairchild’s tradeoffs allow her to hold her own for at least a short time with even Majestic-level superhumans. In many ways, she’s a lot like Power Girl, except that she’s also a genius with computers and electronics. Her origins sound like something out of a teeny chick movie: mousy nerd becomes drop-dead gorgeous powerhouse.

:arrow: Fairchild’s Communication Link with Freefall is more like a Life Sense-type power, communicating the physical condition of one another rather than actual verbal communication. Fairchild would have more ranks of Attractive if she weren’t so clueless about it.

:!: Update 4/6/09 :!: Quick touch up of a really old build, simplifying her combat line and adding a touch of Super-Speed.
Last edited by Taliesin on Mon Apr 06, 2009 6:19 pm, edited 1 time in total.
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Postby Taliesin » Sun Oct 29, 2006 3:36 pm

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What’s Fairchild got that I don’t?

Freefall

Power Level: 8 (116pp)

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

Skills: Acrobatics 8 (+11), Bluff 8 (+10), Disable Device 4 (+5), Handle Animal 6 (+8), Knowledge [Popular Culture] 6 (+7), Knowledge [Streetwise] 6 (+7), Knowledge [Theology and Philosophy] 2 (+3), Sleight of Hand 4 (+7), Stealth 4 (+7)

Feats: Challenge (Perfect Balance), Defensive Roll 2, Dodge Focus 4, Evasion, Luck, Minions 12 (Qeelocke, rank 6, fanatical), Set-Up, Taunt

Powers:
Gravity Control 8 (Dynamic; Extras: Damaging [+1], Selective Attack [+1]; Power Feats: Environmental Adaptation [low gravity]; 34pp)
DAP: Deflect 8 (slow and fast projectiles; Extra: Area [+1]; Power Feat: Selective; 2pp)
DAP: Flight 4 (Extras: Affects Others [+1], Area [Burst; +1], Range [+1]; Flaw: Levitation [-1]; Power Feat: Selective; 2pp)
Super-Senses 1 (Communication Link [with Fairchild, only senses pain]; 1pp)

Combat: Attack +4; Damage +8 (Gravity Control); Defense +8 (+2 flat-footed); Initiative +3

Saves: Toughness +4 (+2 flat-footed), Fortitude +4, Reflex +7, Will +3

Abilities 18 + Skills 12 (48 ranks) + Feats 23 + Powers 39 + Combat 16 + Saves 8 – Drawbacks 0 = 116

:arrow: Freefall’s power is particularly devastating in a team environment, thanks to the Selective Attack Extra, allowing her to wreak havoc with the opposition while leaving her allies unaffected. Even when operating by herself, Freefall can crush foes with a Damaging Gravity Control and Deflect projectiles to protect her glass jaw.

:arrow: Freefall has a sort of sensory link with Fairchild that lets each of them know the general physical condition of the other.

:arrow: Qeelocke is an obvious transposition of Lockheed, pet of the X-Men’s Shadowcat, but has powers similar to the Inhuman pet, Lockjaw. Qeelocke resembles a green cat or rat and is smarter than your average pet, apparently capable of understanding human speech, even if it cannot speak. Also unlike other animals, it doesn’t have the No Hands Drawback due to its prehensile forepaws.

Qeelocke (Minion Rank 6, Fanatical)
Power Level: 3 (90pp)
Abilities: STR: 10 [2] (-4), DEX: 16 (+3), CON: 10 (+0), INT: 10 (+0), WIS: 12 (+1), CHA: 6 (-2)
Skills: Acrobatics 8 (+11), Climb 8 (+4), Notice 4 (+5), Stealth 8 (+11)
Feats: Acrobatic Bluff, Set-Up
Powers:
Shrinking 8 (Extras: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 9pp)
Super-Senses 1 (Low-Light Vision; 1pp)
Super-Movement 2 (Wall-Crawling 2; 4pp)
Teleport 18 (Extra: Portal [+2]; Flaw: Long-Range [-1]; 54pp)
AP: Super-Movement 3 (Dimensional Movement 3; Extra: Portal [+2]; 1pp)
Combat: Attack +2 // +2 (size); Damage -4 (Unarmed); Defense +2 (+1 flat-footed) // +2 (size); Initiative +3
Saves: Toughness -4 (size), Fortitude +2, Reflex +5, Will +1
Drawbacks: Disability (mute; Very Common, Moderate; -4pp)
Abilities 4 + Skills 7 (28 ranks) + Feats 2 + Powers 69 + Combat 8 + Saves 4 – Drawbacks 4 = 90
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Postby Toj » Sun Oct 29, 2006 5:37 pm

Hey Taliesin, I have a question for you.

When you are creating a comic book hero or villain, how do you initially decide the PL?

For instance, for me, when I am deciding on someone I first determine where they are in the great scheme of heroes.

Generally that involves a few things.
Who should they be stronger than? Who are they faster than? Where does their skill fall compared to others? After that, I determine the combat part.

Generally, when stat'in out street heroes, I compare them to the likes of characters like Nightwing and Captain America. The more powerful ones, I look at them compared to people like Wonder Woman, Superman, etc.

The only major *scratch of the head* I have with your stats is that of Spider-Man. In my opinion, and the opinion of some very knowledgeable comic-geeks (that's actually a compliment), Spider-Man is elite Street-Level, possibly even greater, moving to Mid-Tier. He takes more than 5 out of 10 on the likes of people like Cap, Daredevil, Lady Shiva, Iron Fist, Deathstroke, etc.

Your thoughts?
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Postby Taliesin » Sun Oct 29, 2006 7:59 pm

Toj wrote:Hey Taliesin, I have a question for you.

When you are creating a comic book hero or villain, how do you initially decide the PL?

For instance, for me, when I am deciding on someone I first determine where they are in the great scheme of heroes.

Generally that involves a few things.
Who should they be stronger than? Who are they faster than? Where does their skill fall compared to others? After that, I determine the combat part.

Generally, when stat'in out street heroes, I compare them to the likes of characters like Nightwing and Captain America. The more powerful ones, I look at them compared to people like Wonder Woman, Superman, etc.

The only major *scratch of the head* I have with your stats is that of Spider-Man. In my opinion, and the opinion of some very knowledgeable comic-geeks (that's actually a compliment), Spider-Man is elite Street-Level, possibly even greater, moving to Mid-Tier. He takes more than 5 out of 10 on the likes of people like Cap, Daredevil, Lady Shiva, Iron Fist, Deathstroke, etc.

Your thoughts?


So if I understand what you're saying, you think Spidey is statted out too weak. It's kind of hard to tell when you lump Cap, Daredevil, Shiva, Iron Fist, and Deathstroke all into one category. Captain America is definitely not street-level. He leads the friggin' Avengers and goes fights side-by-side with Thor!

Cap owns Spidey at least 8 out of 10. Deathstroke nearly so. Cap is nearly superhuman and Deathstroke borderline, so they are nearly as strong and fast as Spidey, plus they're both more experienced and trained than Spidey. Shiva is about a wash; she's far, far better trained than Spidey but she isn't nearly as strong. Iron Fist and Daredevil are the only ones I'd say Spidey can wins over; neither are close to him in strength and their superior training doesn't quite bridge that gap. My statting reflects this.

Some of my Design Diaries already explain how I go about statting out a character. I'll reiterate some of it and tailor it to your question, using Spidey as a running example.

First off, I don't set a PL off the bat for two reasons. One: it's a decent, but not a perfect reflection of who can beat who. Second, there's no comic book benchmark or corollary to PL; comic book power levels are really more reflective of ranks in Powers or of Save DCs in general.

I start with the ability scores first. These are well-covered in various handbooks and easily measured. 20 is the realistic human max (good for Batman's Str and Con) and 25 is the legendary human max (good for Cap's physical scores). 40 is my cut-off for most metahumans and superhumans...it's a +15 bonus, which is twice the legendary human max (+7) and three times the realistic human max (+5), so it provides a good window. Furthermore, anything higher starts venturing into cosmic realms, more suitable for cosmic-level beings. So stats like Hulk's starting Str and Brainiac's Int are set at 40.

Spidey's physical scores are all obviously superhuman, but not extraordinarily so. He's not as strong or as durable as Rogue (Str & Con about 30-34). His Dex is something that can be argued, but I decided to keep it at the same bonus as his Str and Con. Since it doesn't affect PL, it's a non-issue anyway. I think having a 28 in Str, Dex, and Con is pretty reasonable for Spidey. He's also pretty intelligent, but not best in nation level, so 18 seems appropriate. His Wis and Cha are about average or just above.

Once I figure out the ability scores, I often tackle any signature powers. Again, I use the same benchmark as my stats, so a rank 15 power is going to be my limit for most superheroes. This is the rank of Professor X's Telepathy and Magneto's Magnetic Control, even Silver Surfer's Cosmic Energy Control. All the powers that are best in the world rank in at 15. Rank 10 is the rank for a signature power of most superhumans. Rank 5 is a secondary power or the power rank of someone really young and inexperienced.

Spidey's powers are mostly peripheral. His web-shooters can create object and snare. This power rank is set at about 10, since it is his signature attack, and should be strong enough to hold any non-super, but it's nowhere near best in world rank 15.

After that, I move on to attack and defense bonuses. My benchmarks reflect those in the core book. 1-4 is basic training, 5-8 is professional, 9-12 is expert, 13-15 is mastery, and 16+ is best in the world. Most martial artists are going to be capped at 13-15. Batman is at +15. Someone like Shiva has 16+. Superhumans like Thor and Wonder Woman might get to 16+ with All-Out or Accurate Attack. Those with seemingly superhuman aim like Bullseye and Hawkeye are at 16+.

Spidey isn't formally trained, but he has a lot of natural talent. His attack bonus is going to be in the 5-8 range...but defensively, he's a master at avoiding attacks, so that should be at 13-15. I apply Favored Environment and Defensive Attack as his default setting to bring his defense up to +15 while dropping his attack down to about +4. He can always choose to forgo some of his defense for attack, but Spidey is always more of a defensive ace than an offensive juggernaut.

Only after that do I look at PL. Usually, if I applied my benchmarks appropriately, the PL will turn out looking pretty good, too. Generally, purely street-level heroes are going to end up PL6-9, superhero groups like the X-Men and Teen Titans around PL8-11, and elite superhero groups like the JLA end up around PL11-15.

Spidey's PL is determined by his combat value. He does +12 damage thanks to Sneak Attack, and has a +7 attack bonus unarmed (leaving room for Favored Environment, which can bring it up to +9, expert level). With his web-shooters, he has a rank 10 Snare and a +9 attack bonus, with the similar tradeoffs possible. He has a Toughness of +9 and a Defense of +10 (also leaving room for FE). With Defensive Attack factored in, he'd hit +15 defense but sacrifice his attack bonus down to +2 and +4, respectively. FE gives him a +2 to either attack or defense, since he's obviously better in the city. This comes out to PL10. It sounds right. Spidey is clearly superior to all street-level heroes and would fit in perfectly PL-wise with most superhero teams like the X-Men and FF. He's not quite Avengers level, at least not with the big guns like Thor, Iron Man, etc.

The only possible addition I'd make to Spidey is Accurate Attack, but really, he doesn't need it. With Spidey's ridiculously high Acrobatic Bluff bonus, he'll be catching his opponents flat-footed most of the time.


Of all my characters, I think Wolverine and Spidey, due to my recent revisions, are the most appropriately benchmarked and built.
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Postby Taliesin » Sun Oct 29, 2006 10:33 pm

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Guess no one’s going to fall for the “I’m a lesbian” brush-off again…

Rainmaker

Power Level: 8 (120pp)

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

Skills: Acrobatics 8 (+10), Bluff 4 (+6), Concentration 6 (+9), Handle Animal 10 (+11), Knowledge [History] 8 (+10), Knowledge [Tactics] 7 (+9), Languages 1 (English; base: Apache), Notice 4 (+7), Ride 4 (+6), Stealth 4 (+7), Survival 8 (+11), Swim 8 (+10)

Feats: All-Out Attack, Attractive, Dodge Focus 4, Teamwork, Track

Powers:
Device 2 “Amplifier Armbands” [Hard to Lose] (Power Feat: Restricted [to those with Lightning Blast]; 9pp)
Weather Control 7 (Dynamic; Mix-and-Match Environments 3pp/rank, 500 ft. radius; Distraction [precipitation], Hamper Movement [wind], Reduced Visibility [rain]; 22pp)
DAP: Air Control 7 (2pp)
DAP: Blast 7 [Lightning] (2pp)
DAP: Flight 7 (1,000 MPH; 2pp)
DAP: Water Control 7 (2pp)

Devices:

Amplifier Armbands (10pp total)
Blast 4 [Lightning] (Power Feat: Precise, Split Attack; 10pp)

Combat: Attack +5; Damage +2 (Unarmed) / +11 (Blast); Defense +13 (+4 flat-footed); Initiative +2

Saves: Toughness +3, Fortitude +6, Reflex +6, Will +5

Abilities 28 + Skills 18 (72 ranks) + Feats 8 + Powers 32 + Combat 26 + Saves 8 – Drawbacks 0 = 120

:arrow: Default combat settings (All-Out Attack 4; oPL10, dPL6): Attack +9; Damage +2 / +11; Defense +9; Toughness +3.

:arrow: The obvious Storm analogue in Gen 13, Rainmaker has a “semi-wide” (3pp/rank) Weather Control array using the Mix-and-Match Environments rules. She wears specially-constructed armbands that help her better control her lightning Blasts. Rainmaker is a bit of a light-weight defensively, even more so after taking her tradeoff.
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Postby Toj » Mon Oct 30, 2006 6:15 am

Taliesin wrote:So if I understand what you're saying, you think Spidey is statted out too weak. It's kind of hard to tell when you lump Cap, Daredevil, Shiva, Iron Fist, and Deathstroke all into one category. Captain America is definitely not street-level. He leads the friggin' Avengers and goes fights side-by-side with Thor!


Yeah, I think your Spidey is too weak. :)
I don't want to debate you, but Spider-Man would take all those (yes, I lumped them for a reason) more than 5 out of 10.

Cap is the epitome of street level. He is maxium human potential in basically all categories, including fighting ability. *Note, "Human", not super-human. That's what makes his street level. As for leading the Avengers, he does that not based on his power, but his leadership and tactical mind. Plastic Man fights next to Superman in the JLA....

Taliesin wrote:Cap owns Spidey at least 8 out of 10. Deathstroke nearly so. Cap is nearly superhuman and Deathstroke borderline, so they are nearly as strong and fast as Spidey, plus they're both more experienced and trained than Spidey. Shiva is about a wash; she's far, far better trained than Spidey but she isn't nearly as strong. Iron Fist and Daredevil are the only ones I'd say Spidey can wins over; neither are close to him in strength and their superior training doesn't quite bridge that gap. My statting reflects this.


Yeah, I disagree, but that's ok. If you mean they are nearly as strong as fast as Spidey meaning 1/10th of his strength and speed... well.... you get my point. I do understand that their skill helps them a lot, but it's not enough to compensate (IMO) for Spidey's Strength, Speed, and experience.

Taliesin wrote:Some of my Design Diaries already explain how I go about statting out a character. I'll reiterate some of it and tailor it to your question, using Spidey as a running example.

First off, I don't set a PL off the bat for two reasons. One: it's a decent, but not a perfect reflection of who can beat who. Second, there's no comic book benchmark or corollary to PL; comic book power levels are really more reflective of ranks in Powers or of Save DCs in general.

I start with the ability scores first. These are well-covered in various handbooks and easily measured. 20 is the realistic human max (good for Batman's Str and Con) and 25 is the legendary human max (good for Cap's physical scores). 40 is my cut-off for most metahumans and superhumans...it's a +15 bonus, which is twice the legendary human max (+7) and three times the realistic human max (+5), so it provides a good window. Furthermore, anything higher starts venturing into cosmic realms, more suitable for cosmic-level beings. So stats like Hulk's starting Str and Brainiac's Int are set at 40.


Yep, that's a good way to do it.

Taliesin wrote:Spidey's physical scores are all obviously superhuman, but not extraordinarily so. He's not as strong or as durable as Rogue (Str & Con about 30-34). His Dex is something that can be argued, but I decided to keep it at the same bonus as his Str and Con. Since it doesn't affect PL, it's a non-issue anyway. I think having a 28 in Str, Dex, and Con is pretty reasonable for Spidey. He's also pretty intelligent, but not best in nation level, so 18 seems appropriate. His Wis and Cha are about average or just above.


Well, here is where we start to disagree, but that's ok. I think Spider-Mans physical scores ARE extaordinary. 10-15 tons in strength, 15 times more agile than a human, taken punches from the Juggernaut, Hulk, etc. Owned the X-men by his lonesome....

Spider-Man may not have the skill of Cap, but his speed allows him to be just as good, if not better offensively AND defensively. I know with M&M, stats bonuses don't count as part of attack and defense bonuses anymore, but you can still make it reflect anyway. For instance, you could give Spider-Man a higher Dex, for obvious reasons, but also (if I am reading correctly), could give him a power feat that kinda links towards his Dex.

Tell me if I am doing this right....

Let's say Spider-Man has a Dex of 10 [30] (+10 bonus).

Attack and Defense based on his experience
Attack +2
Defense +2

Enhanced Dexterity +20 [Power Feats: Dodge Focus +10, Attack Focus +10, Flaw: Linked to Dex bonus]
*You would also link all those other agility based feats to his dex, so if he were to lose it, he would lose the feats

So that gives him the Cap for PL 12 of
Attack +12 (+7)*
Defense +12 (+17*)
*Defensive Attack +5 Defense / -5 Attack

That way, when he is caught by surprise (cancel out his Spider Sense like Venom), he loses it, just like he would lose it if his Dex was drained. Same thing for his attack focus being linked to his Dex. Like I said, it's his speed that makes him so formidable, not too mentioned having that offensive strength to pack a wallup as well. 8)

Taliesin wrote:After that, I move on to attack and defense bonuses. My benchmarks reflect those in the core book. 1-4 is basic training, 5-8 is professional, 9-12 is expert, 13-15 is mastery, and 16+ is best in the world. Most martial artists are going to be capped at 13-15. Batman is at +15. Someone like Shiva has 16+. Superhumans like Thor and Wonder Woman might get to 16+ with All-Out or Accurate Attack. Those with seemingly superhuman aim like Bullseye and Hawkeye are at 16+.

Spidey isn't formally trained, but he has a lot of natural talent. His attack bonus is going to be in the 5-8 range...but defensively, he's a master at avoiding attacks, so that should be at 13-15. I apply Favored Environment and Defensive Attack as his default setting to bring his defense up to +15 while dropping his attack down to about +4. He can always choose to forgo some of his defense for attack, but Spidey is always more of a defensive ace than an offensive juggernaut.


Another differing view, but it doesn't mean I'm right. :lol:
When I am figuring attack and defense bonus, I look at it in two ways. First, what is their combat skill. Spider-Man is relatively low on the totem pole, like you said, but his physical abilities make up for it. Now this is no longer the case in 2d Ed, but you can still stat someone that way by giving them an attack and defense bonus based on a super power (like I mentioned earlier). So Spidey might have an attack and skill bonus of only +5, but his physical stats boost it up (IMO) above Cap levels; at least for defense.

Maybe it's not possible to do via M&M, but I am pretty sure I have seen some write-ups like this.

Taliesin wrote:Spidey's PL is determined by his combat value. He does +12 damage thanks to Sneak Attack, and has a +7 attack bonus unarmed (leaving room for Favored Environment, which can bring it up to +9, expert level). With his web-shooters, he has a rank 10 Snare and a +9 attack bonus, with the similar tradeoffs possible. He has a Toughness of +9 and a Defense of +10 (also leaving room for FE). With Defensive Attack factored in, he'd hit +15 defense but sacrifice his attack bonus down to +2 and +4, respectively. FE gives him a +2 to either attack or defense, since he's obviously better in the city. This comes out to PL10. It sounds right. Spidey is clearly superior to all street-level heroes and would fit in perfectly PL-wise with most superhero teams like the X-Men and FF. He's not quite Avengers level, at least not with the big guns like Thor, Iron Man, etc.


Avengers level? Beast, Wasp, Ant-Man... those were all Avengers too.. :)

All in all, I positively LOVE your write-ups. I think you're Spider-Man fits the Spider-man mold, but just not "my" interpretation of where he fits in compared to others. Spider-Man is one of the hardest guys to hit in comics, and because of his Spider Sense, it's hard to bring his defense down at all. There is no need to adjust, I just wanted to give you my view. From reading all your diaries etc, you just seem like the type who likes discussing this stuff. Maybe once I actually have a full grasp of adding up powers etc, I'll tackle Spider-Man. I think Cap, Wolverine, and Spider-Man all are close in terms of one-on-one fights, to I would probably have my Spider-Man around PL 12.

Anyway, keep up the great work. Awesome Gen-13 write-ups!
Toj
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