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

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Postby Elric » Fri Sep 07, 2007 8:50 pm

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Inferna

Power Level 11

Abilities: STR: 14 (+2), DEX: 14 (+2), CON: 16 (+3), INT: 14 (+2), WIS: 12 (+1), CHA: 18 (+4)

Skills: Bluff 5 (+9), Concentration 9 (+10), Diplomacy 5 (+9), Gather Information 5 (+9), Intimidate 8 (+12), Knowledge [Business] 4 (+6), Knowledge [History] 4 (+6), Knowledge [Technology] 8 (+10), Notice 8 (+9), Pilot 4 (+6), Sense Motive 5 (+6)

Feats: Accurate Attack, All-Out Attack, Contacts, Evasion, Improved Aim, Improved Initiative, Leadership, Power Attack, Precise Shot 2, Startle

Powers: Plasma Control Array:
Disintegration 8 (40 pp)
AP: Blast 12 (Extra: Penetrating)
AP: Strike 11 (Extras: Area- Burst, Penetrating)
AP: Fatigue 10 (Extras: Area- Cloud, Ranged) (25 foot radius) [Heat]
AP: Teleport 6 (20 miles long range; PF: Progression 2- 500 pounds)
AP: Strike 10 (Extra: Aura)

Force Field 8, Flight 4 (100 mph), Immunity 11 [Fire/Heat/Plasma powers and effects]

Combat: Attack +10 [Plasma Blast 12 damage; Disintegrate Fort DC 18/8 damage], Defense 21 (16 flat-footed), Initiative +6, Grapple +12, Knockback -5

Saves: Toughness +11, Fortitude +8, Reflex +9, Will +8

Notes: Here’s Inferna, a mutant villain with the power of Plasma Control (including the ability to briefly turn her body into Plasma to make Teleports), who I added to the inner circle of the Hellfire Club when I ran a Marvel mutants game. She’s definitely a junior member of the inner circle and is trying to become a Queen of the Hellfire Club, but she's not there yet. Note that she’s not as adept professionally as being an inner member of the Hellfire Club would suggest; she gets by on raw power and force of personality.

Note that I'm using Disintegrate with the revised Drain rules from Ultimate Power- targets lose only 1 point from Toughness for every point they fail the Fortitude save by (and note that if you have Impervious Toughness it's 1 rank for every 2 points lost). Disintegrate costs 5 pp/rank as of Ultimate Power- Aura was also modified to cost much more in UP, but the power would fall under the AP limit in either case. If you have her attacking with an unarmed attack using her Aura, I'd treat it as one attack at 12 damage.

The picture is by Celticbolt on deviant art, although it's not up on his site at the moment. His site is here.
Last edited by Elric on Sun Jan 13, 2008 12:52 am, edited 1 time in total.
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Postby Elric » Sun Sep 09, 2007 8:17 pm

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Vendetta
Power Level 10


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

Skills: Bluff 10 (+14), Concentration 12 (+16), Diplomacy 10 (+14), Gather Information 8 (+12), Intimidate 8 (+12), Knowledge [Behavioral Sciences] 8 (+11), Notice 8 (+12), Sense Motive 12 (+16)

Feats: Attack Focus 2 (Ranged), Connected, Defensive Roll 4, Equipment 2, Evasion, Improved Initiative, Precise Shot, Tough, Well-Informed

Powers: Emotion Control Array:
Mental Blast 8 (Flaw: Ranged) (24 pp)
AP: Emotion Control 10 (Extras: Area- Burst, Flaw: Allows Reflex save for half effect)
AP: Emotion Control 10
AP: Illusion 8 (All Senses, Extra: Duration—Sustained, Flaw: Limited—One Subject, Phantasms)
AP: Mental Blast 8 (Flaw: Only on targets feeling strong emotions)
AP: Telepathy 10 & Comprehend 2 [Languages—Speak and Understand all Languages]
AP: Teleport 6 (Accurate; Flaw: Limited to places of strong emotion)

Immunity 1 (Own Powers)
Super-Senses 6 (Danger Sense [Mental], Detect Emotions at Range [Extended x2—1000 foot range increment], Uncanny Dodge [Mental])

Combat: Attack +8 (+10 ranged) [Unarmed 2 dmg, Pistol 4 dmg, Mental Blast Will save/8 dmg], Defense 22 (16 flat-footed), Initiative +6, Grapple +10, Knockback -4

Saves: Toughness +8 (+4 flat-footed), Fortitude +5, Reflex +8, Will +10

Drawbacks: Power Loss: Emotion Control Array, if rendered into an unusually calm emotional state.

Equipment: Heavy Pistol [+4 Damage; 8ep], Comm-link [1ep], Binoculars [1ep]

Notes: This is Vendetta, an original villain who I used in the PL 8 Marvel mutants game. She was leading a group of supervillains in Los Angeles. Her associate, the supervillain Brick, was openly robbing banks, causing general chaos and assisting a gang against its rivals. Meanwhile, Vendetta assisted from the shadows, with the intent of extorting the city of LA to give Vendetta a position of authority in return for protection. The players tried to foil a bank robbery by the supervillains but end up being chased by the police down Wilshire Boulevard when the villains escape and the players are presumed to be their accomplices!

After wrecking a few police cars, the players escaped the LAPD with the help of a jury-rigged cloaking device. Then the players did some information gathering on the gang the villains were working with and tailed its leaders to the secret hideout of the villains near Griffith Park Observatory and the Hollywood Sign (everything set in LA needs to have at least one scene by the Hollywood Sign, right?). A furious battle ensued and although the villains lost, Vendetta was able to escape by causing one (fast) player to flee in panic, at which point she followed him with her Teleport to escape the battle. Vendetta later broke her associates out of jail, but they fled Los Angeles, apparently unwilling to risk confronting the heroes again.

Her emotion control powers can only cause the emotions Despair, Fear, and Hate. Note that the Mental Blast that she can use on someone feeling strong emotion is Range: Perception- hence, she's interested in using her Area Emotion Control power early in a fight. She's not all that powerful, but to PL 8 characters she's pretty scary- as intended. The artwork is by Storn- see his thread in the Drawing Board forum for other great stuff!
Last edited by Elric on Sun Jan 13, 2008 12:49 am, edited 3 times in total.
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Postby Elric » Sun Sep 09, 2007 8:26 pm

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Brick
Power Level 9.5


Abilities: STR: 32 [18] (+11), DEX: 10 (+0), CON: 18 (+4), INT: 08 (-1), WIS: 10 (+0), CHA: 10 (+0)

Skills: Bluff 4 (+4), Intimidate 10 (+10), Notice 5 (+5), Sense Motive 5 (+5)

Feats: All-Out Attack, Improved Pin, Interpose, Power Attack, Startle, Takedown Attack, Teamwork

Powers:
Enhanced Strength 14, Protection 8 (Extra: Impervious), Immovable 2 (Extra: Unstoppable)

Super Strength 4 (Power Feat: Ground Strike, Heavy Load: 16 tons), Leaping 2 (Jump distance 105/52/26 ft)

Combat: Attack +8 [Unarmed 11 dmg], Defense 17 (14 flat-footed), Initiative +1, Grapple +23, Knockback -12

Saves: Toughness +12 (8 Impervious), Fortitude +10, Reflex +4, Will +5

Notes: Here’s Brick, an "original" Brick. He’s strong as brick, tough as brick, colored similarly to brick, but not made of brick. No one could call him creative—and you couldn’t call the build creative, either, but it gets the job done. The artwork is also by Storn.
Last edited by Elric on Wed Aug 06, 2008 7:45 am, edited 2 times in total.
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Postby Elric » Sun Sep 09, 2007 10:17 pm

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Luke Cage

Power Level 10
(150 pp)

Abilities: STR: 30 (+10), DEX: 14 (+2), CON: 30 (+10), INT: 12 (+1), WIS: 14 (+2), CHA: 14 (+2)

Skills: Bluff 4 (+6), Drive 2 (+4), Gather Information 8 (+10), Intimidate 12 (+14), Investigate 4 (+5), Knowledge [Business] 1 (+2), Knowledge [Civics] 4 (+5), Knowledge [Pop Culture] 4 (+5), Knowledge [Streetwise] 8 (+9), Notice 6 (+8), Sense Motive 8 (+10), Stealth 3 (+5)

Feats: All-Out Attack, Attack Focus 4 (Melee), Contacts, Defensive Attack, Diehard, Dodge Focus, Improved Critical (Unarmed), Improved Initiative, Interpose, Luck, Power Attack, Startle, Stunning Attack, Takedown Attack 2, Teamwork, Ultimate Effort (Ultimate Toughness Save), Uncanny Dodge (Sight)

Powers:
Impervious Toughness 10, Super-Strength 1 (AP: Speed 1 (10 mph) & Leaping 1)
Super Strength 3 (Heavy Load: 12.8 tons)

Combat: Attack +6 (+10 melee) [Unarmed 10 dmg; 19-20 Crit], Defense 20 (15 flat-footed), Initiative +6, Grapple +24, Knockback -10

Saves: Toughness +10 (10 Impervious), Fortitude +12, Reflex +6, Will +6

Abilities 54 + Skills 16 + Feats 21 + Powers 19 + Combat 30 + Saves 10= 150

Notes: Here’s Luke Cage as a PC at PL 10, 150 pp. He’d be a fun character to play. His feats give him a lot of options in combat and he has a number of useful skills.
Last edited by Elric on Thu Nov 06, 2008 10:40 pm, edited 7 times in total.
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Postby Elric » Mon Sep 10, 2007 12:13 am

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Black Widow

Power Level 10
(150 pp)

Abilities: STR 12 (+1), DEX 20 (+5), CON 18 (+4), INT 14 (+2), WIS 14 (+2), CHA 18 (+4)

Skills: Acrobatics 5 (+10)*, Bluff 10 (+14/+18)*, Computers 8 (+10), Diplomacy 4 (+8/+12), Disable Device 8 (+12)*, Disguise 4 (+10), Escape Artist 5 (+10), Gather Information 8 (+12), Knowledge [Current Events] 8 (+10), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Stealth 8 (+13)*, Languages 4 (Chinese, English, German, Spanish; base Russian)

Feats: Attack Focus 2 (Ranged), Attack Specialization (Firearms), Attractive, Benefit (Security Clearance), Contacts, Defensive Roll 3, Dodge Focus 6, Equipment 4, Evasion 2, Fearless, Improved Aim, Improved Initiative, Jack of all Trades, Luck, Quick Draw, Quickness 1, Power Attack, Precise Shot, Set Up, Skill Mastery (Acrobatics, Bluff, Disable Device, Stealth), Sneak Attack, Teamwork, Uncanny Dodge (Hearing)

Powers: Device 5 (Widow's Bite; Easy to lose) (15 pp)
Widow's Bite: Stun 8 (Extra: Ranged, PF: Accurate)

Equipment: Assault Rifle: Blast 5 (Extra: Autofire, Feature—Masterwork: +1 to hit), Widow's Line Grapple Gun (Super-Movement 1- Swinging), Masterwork Tools (Disable Device, Disguise)

Combat: Attack +8 (+10 ranged, +12 Widow's Bite/Firearms, +13 Assault Rifle) [Unarmed 1 dmg; Rifle 5 Autofire dmg; Widow’s Bite Fort save DC 18 //+2 damage on Surprise Attack], Defense 23 (14 flat footed), Initiative +9, Grapple +9, Knockback -3

Saves: Toughness +7 (+4 flat-footed), Fortitude +6, Reflex +9, Will +6

Abilities 36 + Skills 24 + Feats 35 + Powers 15 + Combat 30 + Saves 10= 150

Notes: Here’s Black Widow as a PC at PL 10, 150 pp. I gave her Quickness 1 taken as a feat (the Mastermind's Manual has a 1pp powers as feats option). This is the same as the power and represents her great competence with many skills.

Note that she has masterwork tools for Disabled Device and Disguise, which accounts for her total skill bonuses there. Her sneak attack doesn’t benefit her Widow’s Bite. She looks like a lot of fun to play.
Last edited by Elric on Mon Jul 14, 2008 11:13 pm, edited 4 times in total.
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Postby Elric » Mon Sep 10, 2007 5:28 pm

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Beast

Power Level 10
(150 pp)

Abilities: STR: 30 [16] (+10), DEX: 26 [16] (+8), CON: 26 [16] (+8), INT: 22 (+6), WIS: 18 (+4), CHA: 14 (+2)

Skills: Acrobatics 8 (+16), Climb 5 (+15), Computers 4 (+10), Craft [Chemical] 4 (+10), Craft [Electronic] 4 (+10), Diplomacy 8 (+10), Knowledge [Life Sciences] 8 (+14), Knowledge [Physical Sciences] 4 (+10), Knowledge [Technology] 8 (+14), Medicine 3 (+7), Notice 6 (+10), Perform [Keyboards] 2 (+4), Sense Motive 6 (+10), Languages 6 (French, German, Latin, Japanese, Russian, Spanish; base English)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus 6 (Melee), Defensive Roll 2, Dodge Focus 3, Eidetic Memory, Evasion, Grappling Finesse, Inventor, Jack of All Trades, Luck, Move by Action, Takedown Attack, Teamwork

Powers: Enhanced Strength 14, Enhanced Dexterity 10, Enhanced Constitution 10, Super Senses 2 (Acute Scent, Low Light Vision)

Super-Strength 2 (Heavy load: 3.2 tons)
AP: Leaping 1 & Speed 1 (10 mph) & Super-Movement 1 (Wall Crawling))

Combat: Attack +4 (+10 melee) [Unarmed 10 damage], Defense 20 (14 flat-footed), Initiative +8, Grapple +20 (+22 with Super-Strength AP), Knockback -5

Saves: Toughness +10 (+8 flat-footed), Fortitude +8, Reflex +9, Will +7

Abilities 42 + Skills 19 + Feats 22 + Powers 41 + Combat 22 + Saves 4= 150

Notes: Here's Beast as a PC at PL 10, 150 pp. This is more of a classic Beast- no secondary mutation here. He’s pretty good in combat but he’s very vulnerable to being surprise-attacked. Beast is going to shine out of combat because of his skills. He could be used as part of the X-Men or the PL 10 Avengers—in particular, the X-Men could really use his versatility.

Note that Steve has said that you should add Acrobatics to your jumping distance before multiplying for Leaping (see here).
Last edited by Elric on Fri Jan 18, 2008 12:30 am, edited 5 times in total.
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Postby Elric » Mon Sep 10, 2007 7:25 pm

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Quicksilver

Power Level 10
(150 pp)

Abilities: STR: 14 (+2), DEX: 18 (+4), CON: 18 (+4), INT: 12 (+1), WIS: 10 (+0), CHA: 14 (+2)

Skills: Acrobatics 4 (+8), Bluff 12 (+14), Knowledge [Streetwise] 8 (+9), Notice 6 (+6), Search 4 (+5), Sense Motive 8 (+8), Languages 2 (English, German; base Romani)

Feats: Attack Focus 4 (Melee), Attack Specialization 2 (Unarmed), Dodge Focus 10, Endurance, Evasion 2, Fast Overrun, Improved Overrun, Instant Up, Move-by Action, Set Up, Taunt, Teamwork 2, Tough, Uncanny Dodge (Visual)

Powers:
Displacement (Drawback: only while capable of taking free actions and moving) (3 pp)

Super-Movement 2 (Wall Crawling 1 & Water Walking—Limited: only while running) (2pp)

Super Speed 8 (2500 mph; Power Feats: Alternate Power x3, Moving Feint) (44 pp)
Super-Speed Array:
Rapid Attack (40 foot radius) (16 pp)
AP: Flurry of BlowsStrike 6 (Extra: Autofire on Strength and Strike (8 pp), Power Feat: Mighty, Drawback: no “walking the fire” use) (14 pp)
AP: Air Control 8 (Heavy Load: 3.2 tons) (16 pp)
AP: Concealment 7 (all Visual senses, all Radio senses, Sonar; Limited: only when using all-out movement) (7 pp)

Combat: Attack +4 (+8 melee, +12 Unarmed) [Unarmed 2 dmg, Flurry 8 Autofire damage], Defense 25 (13 flat-footed), Initiative +36, Grapple +10, Knockback -2

Saves: Toughness +5, Fortitude +6, Reflex +14, Will +5

Abilities 26 + Skills 11 + Feats 29 + Powers 49 + Combat 18 + Saves 17= 150

Notes: Here’s Quicksilver as a PL 10, 150 pp PC. This was an easy character to build—he’s a one-trick pony so it was hard finding enough abilities to get him to cost 150 pp! He’s exceedingly hard to hit, but he’ll really feel it if you hit him. On offense he has to choose between using Rapid Attack and doing low damage while hitting a lot of targets and using his Strike power and doing high damage to one target. He can perform routine actions at 500 times normal speed.

Moving Feint is from Ultimate Power. Moving Feint: You can substitute twice the power rank of a movement effect with this power feat for your Bluff check modifier when making a check to feint in combat. You must use the effect to move during the round in which you feint, making the attempt a full round action (a move action to move plus a standard action for the feint check).

So Quicksilver can roll a feint as a standard action at +16, provided that he's already used a move action to move that round. I think it would make sense to have opponents resist this with best of 2*(rank of highest active movement power) and Sense Motive and Steve endorses that approach here.

Displacement is a Sustained power from Ultimate Power—essentially a limited version of Concealment (Visual). It represents him moving so quickly that he’s very hard to target. Displacement: You can create a visual distortion that causes you to appear in an area adjacent (about 5 feet away) from where you actually are. This provides total concealment in that opponents attacking your apparent position have a 50% miss chance and your actual position is difficult to detect (use the guidelines under the Concealment effect description). This power is not quite as useful as true invisibility as your displaced image is still present; anyone seeing it knows you are nearby, just not necessarily where. You can shift the position of your displaced image as a free action once each round, but it must always remain within 5 feet of your actual position.
Last edited by Elric on Sun Feb 08, 2009 5:49 pm, edited 6 times in total.
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Postby Elric » Tue Sep 11, 2007 12:09 am

Northrop Grumman Space Technology Center: Redondo Beach, California

The Blackbird sets down outside the facilities. “Good thing we were visiting Warren in New Mexico,” Cyclops says. “Let’s hope we’re not too late to stop whatever’s happening.” Professor X had contacted the X-Men amidst reports of an attack on the defense contractor’s satellite design headquarters.

Bamf! Nightcrawler reappears. “Find out anything, Kurt?” Cyclops asks. Kurt’s habit of teleporting to scout around while Scott was landing the plane was a little distracting to Scott, but having a scout as quick as Kurt was always useful.

“Lots of cops stationed outside the front entrance, but it seems like they’re waiting for backup before going inside. They weren’t paying much attention to anything coming from this direction—none of them saw me. A Northrop Grumman security vehicle was overturned and looks as if it had been thrown quite a ways.”

Wolverine holds up a fist and snarls “Well, looks like they’re still here”, his words accompanied by a pointed metallic *SNIKT* as his blades extend. “Don’t worry, Scott. I’ll try not’ta kill’em”
“all” he adds under his breath, the word hidden by the sound of the claws sliding back into their sheaths. A single drop of blood falls to the floor as he rubs his (now-whole) knuckles. Cyclops just glares at him, or you presume he would be glaring if you could see underneath his omnipresent visor.

Rogue, the last of the four, steps forward. “Yeah, Logan, you’re sure tough. Now, the two of you want to come with, or are Kurt and I going to have to do this by our lonesome?”

The X-Men surmount the walls of the facility, with Rogue grabbing Cyclops and Wolverine each by an arm and flying and Nightcrawler teleporting. As they get closer to the center, Wolverine looks quizzical “Someone’s been eating McDonald’s here. Recently, too—since the time when Professor X contacted us. Seems familiar, but I can’t figure out who it is.”
When the X-Men reach the center of the facility, they see a hangar used for loading and unloading. The doors are open. Well, make that broken off the hinges. A large truck is parked in the middle of the hangar. Rogue settles to the ground and drops off Cyclops and Wolverine—at least they can behave themselves a little bit! As she does so, two familiar figures, one dwarfing the other, emerge from the facility.

Wolverine exclaims “Blob. I knew it! I could smell you a mile away, you fatso!”
Blob looks hurt. "Hey, don't call Blob fat! Blob have glandular issue."
Cyclops is irritated once again. "Wolverine, is that really necessary? We're here to stop them, not insult them."
Wolverine grins “Whatever you say, your Royal Majesty.”

The silence is broken by the other familiar foe. “If it isn’t you meddlesome twerps,” Pyro sneers. “You should be helping us—we’re here to steal working copies of these satellites, which are being designed to track mutants, so that Magneto can disable them in the future.”

“Not so fast, mein freund”, the perceptive Nightcrawler replies. “If this was really a project critical to mutant security, and only that, then why wouldn’t you have sought our help? You have darker motives here.”

Pyro smirks. “Very well. Stand aside if you want to live.”

“You’ll know we’ll never do that,” Cyclops responds. “And you’re outnumbered.”

The smirk doesn’t leave Pyro’s face. “All the better. And you can’t count.” Rogue gets a tingling sense in her head and tries to shout a warning as a streak of gooey spittle comes hurtling through the air!

Next…

The X-Men (Cyclops, Nightcrawler, Rogue, Wolverine) vs. The Brotherhood of Evil Mutants (Avalanche, Blob, Pyro, Toad)
Last edited by Elric on Tue Sep 11, 2007 8:04 pm, edited 2 times in total.
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Postby Elric » Tue Sep 11, 2007 12:29 am

Tale of the Tape:

Cyclops, Power Level 10 (150 pp)

Abilities: STR: 12 (+1), DEX: 14 (+2), CON: 18 (+4), INT: 12 (+1), WIS: 16 (+3), CHA: 18 (+4)

Skills: Acrobatics 8 (+10), Concentration 9 (+12), Diplomacy 4 (+8), Drive 4 (+6), Knowledge [Tactics] 11 (+12), Notice 10 (+13), Pilot 8 (+10), Sense Motive 10 (+13), Stealth 4 (+6)

Feats: Assessment, Attack Focus [Ranged] (2), Attack Specialization [Optic Blasts] (2), Defensive Roll (3), Dodge Focus (6), Evasion, Improved Initiative, Inspire (4), Luck, Leadership, Master Plan, Power Attack, Teamwork (2), Uncanny Dodge [Sight]

Powers: Optic Blast Array (28 pp)
Blast 10 (Extra: Targeted Line Area, Partial Extra: Penetrating +6, Flaw- Uncontrolled), AP: Blast 10 (Extra: Autofire, Partial Extra: Penetrating +6, Flaw- Uncontrolled) (26 pp), AP: Deflect 13 [All Projectiles; Extras: Ranged, Action—Move Action; Flaws- Uncontrolled, Limited: No Melee Attacks] (26 pp)

Immunity 1 (Own Powers and Havok’s Powers)
Device 3 [Ruby Quartz Visor, Easy to Lose; Feature: Cyclops gets +4 (+5 total) on opposed rolls to avoid being disarmed] (10 pp)
Ruby Quartz Visor: Removes Uncontrolled Flaw to each power in Optic Blast Array (10 pp); Also, adds Power Feats to Blast powers: Accurate Attack, Improved Aim, Precise Shot (2), Ultimate Effort [Ultimate Aim]

Combat: Attack +4 (+6 ranged, +10 Optic Blasts) [Unarmed 1 dmg; Optic Blast 10 Autofire dmg; Area Optic Blast 10 dmg], Defense 23 (14 flat-footed), Init +6, Grapple +5, Knockback -3, Move 30 feet move action
Saves: Toughness +7 (+4 flat-footed), Fortitude +6, Reflex +9, Will +9

Nightcrawler, Power Level 10 (140 pp) (edit- I accidentally built Nightcrawler on 140 pp instead of 150 pp and I used the 140 pp build for this fight)

Abilities:
STR: 16 (+3), DEX: 26 (+8), CON: 16 (+3), INT: 12 (+1), WIS: 16 (+3), CHA: 14 (+2)

Skills: Acrobatics 12 (+20), Bluff 8 (+10), Climb 5 (+8), Concentration 4 (+7), Diplomacy 4 (+6), Knowledge [Theology & Philosophy] 4 (+5), Notice 8 (+11), Pilot 1 (+9), Sense Motive 8 (+11), Stealth 8 (+16), Languages (English, Latin; Base: German)

Feats: Acrobatic Bluff, Attack Focus [Melee] (7), Attack Specialization [Unarmed] (2), Defensive Attack, Defensive Roll (3), Dodge Focus (7), Elusive Target, Evasion (2), Extra Limb [Tail], Grappling Finesse, Hide in Plain Sight, Improved Initiative, Luck, Martial Strike (3), Redirect, Set Up, Sneak Attack, Takedown Attack, Taunt, Teamwork, Ultimate Defense, Uncanny Dodge [Hearing]

Powers:
Super Movement 1 (Wall Crawling), Super Senses 1 (Low-Light Vision)
Teleport Array (15 pp)
Teleport 8 (Flaw: Short-Range Only, 800 feet as move action, Power Feats: Change Direction, Change Velocity, Progression 2—can carry 500 lbs, Turnabout) (13 pp)
AP: Teleport 4 (Extra: Accurate; Flaw: Short Range only, 400 feet as a move action, Power Feats: Change Direction, Change Velocity, Progression 2—can carry 500 lbs, Turnabout) (13 pp)
AP: Stun 12 (Flaw: Full-Round Action, Drawback: Fails if target over 500 lbs) (11 pp)

Combat: Attack +1 (+8 melee, +12 Unarmed) [Unarmed +6 dmg, Stun Fort DC 22 //+2 dmg on Surprise Attack], Defense 24 (14 flat-footed), Init +12, Grapple +16, Knockback -3

Saves: Toughness +6 (+3 flat-footed), Fortitude +6, Reflex +11, Will +7

Rogue, Power Level 10 (150 pp)

Abilities: STR: 34 [9] (+12), DEX: 12 (+1), CON: 36 [14] (+13), INT: 10 (+0), WIS: 12 (+1), CHA: 14 (+2)

Skills: Bluff 8 (+10/+14), Computers 4 (+4), Diplomacy 4 (+6/+10), Intimidate 8 (+10), Knowledge: Streetwise 5 (+5), Notice 8 (+9), Pilot 4 (+5), Sense Motive 5 (+6), Languages 2 (French, Russian; base: English)

Feats: All Out Attack, Attractive, Evasion, Improved Initiative (2), Interpose, Leadership, Power Attack, Takedown Attack, Teamwork

Powers:
Enhanced Strength 25, AP: Fatigue 12 (Flaw: Full-Round Action) (12 pp) linked to Drain 12 (All Mutant Powers; Flaws: Full-Round Action, Distracting; Power Feat: Slow Fade) (13 pp)
Enhanced Constitution 22, Impervious Toughness 11,
Super Strength 3 [Strength for lifting 49; Heavy Load 11.2 tons], Flight 5 (250 mph), Super-Senses 1 (Danger Sense [Mental])

Combat: Attack +8 [Unarmed +12 dmg, Fatigue/Drain Fort DC 22], Defense 17 (14 flat-footed), Init +9, Grapple +23, Knockback -12

Saves: Toughness +13 (Impervious 11), Fortitude +13, Reflex +7, Will +7

Wolverine , Power Level: 10 (150 pp)

Abilities: STR: 20 [16] (+5), DEX: 16 (+3), CON: 28 (+9), INT: 12 (+1), WIS: 20 (+5), CHA: 8 (-1)

Skills: Climb 0 (+3), Handle Animal 5 (+4), Intimidate 13 (+12), Notice 10 (+15), Sense Motive 7 (+12), Stealth 9 (+12), Survival 6 (+11), Swim 0 (+3), Languages (Chinese, Japanese)

Feats: All-Out Attack, Animal Empathy, Attack Focus [Melee] (8), Diehard, Dodge Focus (6), Fearless, Improved Initiative, Rage 2 [10 Rounds], Power Attack, Startle, Takedown Attack (2), Uncanny Dodge [Scent]

Powers: Container 4 (Adamantium Skeleton; Power Feat: Innate) (21 pp)
Adamantium Skeleton: Permanent Density 2 [+4 Strength, Protection 1 (Extra: Impervious)]; Protection 2; Strike 4 (Extra: Penetrating; PF: Improved Critical 3, Mighty; Drawback: Only Lethal Damage), AP: Super-Movement 1 (Wall-Crawling 1)]

Regeneration 22 (Bruised 1 per round with no rest, Injured 1 per round with no rest, Staggered 1 round, Disabled 1 round; Ability Damage 1 hour, PF: Persistent)
Immunity 2 (Aging, Poison), Speed 1, Super Senses 7 (Scent [Extended, Acute, Accurate, Track], Low Light Vision, Extended Hearing)

Combat: Attack +3 (+11 Melee) [Claws +9 dmg, 17-20 Crit], Defense 19 (12 flat-footed), Init +7, Grapple +16, Knockback -6

Saves: Toughness +11 (1 Impervious), Fortitude +12, Reflex +5, Will +9

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

VS
Avalanche, PL: 9
Abilities: STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0)

Skills: Bluff 10 (+10), Climb 7 (+10), Concentration 4 (+5), Drive 8 (+9), Intimidate 8 (+8), Knowledge [Earth Sciences] 8 (+9), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+5), Survival 4 (+5), Languages [Greek]

Feats: Defensive Roll (2), Equipment (2), Improved Block (2), Improved Initiative, Improved Sunder, Luck, Teamwork (2), Weapon Break

Powers: Disintegration 9 (Flaw: Ineffective vs. Organic Material) (27 pp), AP: Environmental Control 9 [Distract DC 10 & Hamper Movement—one half speed], AP: Shapeable Area Trip 9 [Extra: Range Perception, Drawback: doesn’t work against flying targets], AP: Nauseate 9 (Extra: Ranged)

Super-Senses 3 (Tremorsense—Accurate Ranged Touch)

Combat: Attack +9 [Gauntlets +4 dmg, Nauseate Fort DC 19], Defense 19 (15 flat-footed), Init +5, Grapple check +12, Knockback -4, Move 30 feet move action

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

Equipment: Uniform & Helmet [+4 Toughness; 4 ep], Gauntlets (Mighty Strike 1) (2 ep), 4 more ep

Drawbacks: Vulnerable [Reflected Vibrations; Uncommon Occurrence; Moderate Intensity; 2pp]

The Blob, PL: 9
Abilities: STR: 32 [14] (+11) DEX: 14 (+2) CON: 14 (+2) INT: 08 (-1) WIS: 10 (+0) CHA: 08 (-1)

Skills: Bluff 13 (+12), Intimidate 13 (+12), Notice 7 (+7), Sense Motive 7 (+7)

Feats: All-Out Attack, Chokehold, Crushing Pin, Distract [Intimidate], Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Interpose, Power Attack, Stunning Attack, Taunt, Teamwork, Ultimate Effort [Ultimate Toughness Save]

Powers: Density 9 (+18 Strength, +4 Toughness, Impervious Toughness 4, Immovable 3, Super-Strength 3; Permanent, PF: Innate)
Immovable 5, Protection 8 (Extra: Impervious, Drawback: Impervious can’t “bounce” critical hits), Super Strength 2 (Heavy load: 33 tons)

Combat: Attack +7 [Unarmed +11 dmg], Defense 14 (12 flat-footed), Init +6, Grapple check +23, Knockback -21, Weight 1250 lbs, Move 30 ft as a move action

Saves: Toughness +14 (12 Impervious), Fortitude +10, Reflex +6, Will +4

Pyro, PL: 9

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

Skills: Acrobatics 6 (+9), Bluff 9 (+12), Concentration 6 (+6), Intimidate 7 (+10), Notice 8 (+8), Search 8 (+10), Sense Motive 8 (+8), Stealth 5 (+8)

Feats: Defensive Roll (2), Dodge Focus (2), Evasion, Improved Initiative, Taunt, Teamwork, Tough, Uncanny Dodge (Sight)

Powers: Device 8 [Fire Suit with flame-thrower; Hard to lose; Restricted—Flame-thrower functions as the equipment chapter flame-thrower for anyone else]
Fire Suit: Protection 2, Immunity 6 (Fire damage—Limited: Half effect; Heat environment), Sensory Shield 1 (Dazzle: Visual)
Flame-thrower: Blast 8 (Extra: Line Area) (Power Feats: Progression 7- reduce range), AP: Leaping 4

Fire Control Array: (Power Feats: Accurate, Accurate Attack, Homing, Power Attack, Precise Shot (2), Split Attack; Drawback: Requires a source of flame)
Fire Control 9, AP: Blast 9, AP: Flame Objects (Create Objects that are made of fire and deal 4 dmg)

Immunity 1 (Own Powers)

Combat: Attack +7 (+9 Flame Blast) [Unarmed +1 dmg, Blast +9 dmg], Defense 21 (15 flat-footed), Init +7, Grapple +8, Knockback -3, Move 30 ft move action, Leap 275 feet running long jump/ 137 feet standing long jump/ 68 feet high jump

Saves: Toughness +7 (5 flat-footed), Fortitude +6, Reflex +8, Will +6

Toad, PL: 9

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] 3 (+5), Craft [Mechanical] 3 (+5), Escape Artist 3 (+10), Knowledge [Technology] 3 (+5), Notice 8 (+8), Perform [Comedy] 4 (+6), Sense Motive 8 (+8), Stealth 8 (+15), Swim 9 (+12), Survival 8 (+8)

Feats: Acrobatic Bluff, 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), Super-Strength 1 [Mighty Tongue] (Heavy Load: 460 lbs)
Super-Movement 1 (Wall Crawling 1), Leaping 3, Strike 3 (Power Feat: Mighty) [Leaping Attack]
Dazzle 8 (Vision) [Spittle]

Combat: Attack +10 [Strike +6 dmg, Dazzle Reflex DC 18 // +2 dmg on Surprise Attack], Defense 23 (13 flat-footed), Init +15, Grapple check +17, Knockback -2, Leaping distance 130 feet running long jump/65 standing long jump /33 high jump

Saves: Toughness +5 (+3 flat-footed), Fortitude +6, Reflex +11, Will +5
Last edited by Elric on Sun Sep 16, 2007 1:38 pm, edited 1 time in total.
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Postby Elric » Tue Sep 11, 2007 12:31 am

Note: Hyborian has created a beautiful printable pdf of this sample fight.

The players: Carl (Cyclops), Nick (Nightcrawler), Rachel (Rogue), Will (Wolverine).
The GM: Greg (GM).

Everyone rolls initiative. Initiative Counts:
Toad 32
Rogue 26 (1 HP)
Avalanche 20
Cyclops 15 (2 HP, due to Luck)
Nightcrawler 13 (2 HP, due to Luck)
Wolverine 9 (1 HP),
Blob 9 (in case of a tied initiative score, the character with highest Dexterity goes first and Wolverine with 16 beats Blob with 14)
Pyro 8

It’s the start of the session, so the players have 1 HP each, plus 1 additional HP for Cyclops and Nightcrawler because each has the Luck feat.

GM: To keep things simple, this is a normal start to a fight—that was just a description of Toad winning initiative. Toad has been hiding just inside the window of a nearby building on the second floor (out of four floors). He emerges, stands on the edge of the window-sill, and shoots his Spittle at Wolverine.

Will: (Normally when you haven’t acted yet at the start of combat you’re flat-footed and lose your Dodge bonus to Defense). Assuming I can smell him coming, Uncanny Dodge means that I’m not flatfooted. So Defense 19.

GM: You definitely can. He’s about 60 feet away from you in total, so no penalties due to range (range penalties won’t start until he gets past 80 feet, the normal range increment for a rank 8 Ranged Power). Attack Bonus +10, rolls a 7 for a total attack roll= 17. A miss! Wolverine smells Toad coming and ducks as the goop shoots past where his head used to be.

Then Toad uses his Taunt feat on you as a move action—“Not bad for one so clumsy. You’ll make the Special Olympics yet.” The GM rolls for Toad at +10 Bluff (thanks to the Fast Taunt Challenge feat, he takes no penalty to Taunt as a move action) against the best of Wolverine’s Bluff, Sense Motive or Will save (Sense Motive at +12). Toad rolls a 6 for a total of 16; Wolverine rolls a 7 for a total of 19. Wolverine keeps his cool. Rogue up next.

Rachel: Wolverine won’t be able to reach Toad up there, so I’ll go after him. “That’s not the way you greet a lady, Toad. You need to learn some manners.” Rogue flies up and punches him. Attack bonus +8, I roll a natural 20! That’s an auto-hit! Now I roll to confirm the critical, right?

GM: No, you don’t roll to confirm critical hits in M&M. A 20 auto-hits and if it would have hit without the auto-hit rule then it’s automatically a critical (pg 153). His Defense is 23, so your total of 28 would have hit him without the auto-hit rule. So you hit him and deal your normal damage plus 5. Toad is caught off guard by Rogue’s speed and she lays into him with a vicious haymaker.

Rachel—Rogue does 12 damage normally, so that’s 17 damage. Toughness Save DC 32. Note: the DC for Toughness saves= 15 + amount of damage dealt (see pg 70). For non-Toughness saves, the DC is 10+rank (and a critical hit would add 5 to the DC as well).

GM: Wow. Toad has a +5 Toughness save bonus, so he can’t possibly make this. A natural 20 doesn’t auto-make a Toughness save, but if he rolls a natural 20, then he only takes a bruise no matter what the attack’s DC is (pg 163). He rolls a 13, for a total of 18. Miss by 14- so he’s Staggered and Stunned. Greg considers using GM Fiat to let Toad reroll the save (the Improved Roll hero point function), but he’d have to get a roll of 18 (really, 8,9,10,18,19,20 since you add 10 if the reroll is below 10) to improve on the current result, and that’s probably not worth it. Plus, it’s very thematic for Toad to get leveled by a good hit, which is what just happened here.

He’s knocked back—17 damage -2 Knockback modifier= 15. Greg looks on the Progression table—rank 15 is 50,000 feet. He decides that’s a little much and doesn’t count the critical hit damage when figuring Knockback, so rank 10 for 1000 feet. It won’t really matter in this case because Toad will hit something before long (and it won’t be super-hard, as Knockback damage is limited to the minimum of the Toughness of the object Toad hits or the Knockback result, so if the object was really hard having a higher Knockback would have let Rogue deal more damage), but it’s good to keep in mind whether Knockback makes sense before announcing it (see pg 165). Toad can try to reduce the Knockback with an Acrobatics check, but that can’t possibly affect anything so the GM skips it. He decides that Toad gets thrown into the building and hits a wooden table with Toughness 3, so he takes 3 damage.

As Toad is stunned, he can make a Concentration check to keep use of his Defensive Roll feat (DC 10+ ranks in Defensive Roll, so 12). Toad has no ranks in Concentration and 10 Wisdom, so he’s rolling at +0. Toad rolls a 2 and fails it. So Toad takes 3 damage, for a DC 18 Toughness save, and he rolls an 11, for a total of 14. Toad takes a Bruise, leaving him Staggered, Stunned, and Bruised. He’s lying prone on top of the table from the Knockback and the table has a huge crack down the middle, where the impact nearly split it in two! Toad moans pathetically.

Rachel—Rogue stifles a giggle. “That ought ta show ya!”

GM: Avalanche is up next. He moves out from behind a shed on the roof and appears at the edge of the roof, two stories above Rogue. “Hey, Toad, you idiot, you just got beat by a woman!” No response. No one besides Rogue realizes quite how hard she hit Toad.

Avalanche uses his Area Trip power on all of the X-Men on the ground. It’s a Shapeable Area and can hit any 9 5-foot cubes as long as they’re all touching each other, so he can get you all. He makes a Trip roll at +9 and rolls a 5, for a total of 14. Best of Str/Dex to avoid being tripped—you don’t get a Reflex save for half effect because it’s a Perception Area attack.

Carl: “Nice work, Rogue.” Cyclops uses his Acrobatics score to resist the trip (one of the lesser-known functions of Acrobatics—see the skill description). Acrobatics +10, plus a roll of 6—made it with a 16.

Nick: Nightcrawler also uses his Acrobatics score and at +20, he can’t possibly miss this. So he makes it.

Will: Wolverine rolls his Strength score at +5. Roll of 19, for a total of 24.

GM: The X-Men easily keep their balance despite the shaking ground beneath them. Cyclops is up next.

Carl: Cyclops knows he should deal with Pyro, as he’s the most ruthless and attacks for lethal damage with his blasts of flame. So I’m going to attack him while he’s flat-footed, using my Autofire Optic Blast power. +10 to hit, with attack roll= 15, for a total of 25. 10 damage if it hits, plus any extra from Autofire.

GM: Pyro has Uncanny Dodge (Sight), just like Cyclops, so he keeps his normal defense score of 21. But that still hits, and it hits by 4 extra over what it needed to hit, so Cyclops does 2 extra damage, for 12 damage total. DC 27 Toughness save. Pyro has a +7 to save and rolls an 18 for a total of 25- he only takes a glancing blow from Cyclop’s optic blasts and is left with a bruise. Nightcrawler is up next.

Nick: Blob is really tough and Nightcrawler doesn’t do that much damage, so I probably shouldn’t attack him because I won’t be able to hurt him. But Avalanche doesn’t seem that tough and attacking him is better than attacking Pyro and risking getting hit by both Blob and Pyro in return. So I teleport onto the roof and kick Avalanche as I appear next to him. Attack bonus +12, roll a 7 for a total of 19. 6 damage if it hits.

GM: You hit his Defense exactly. So he has to make a DC 21 Toughness save. His bonus is +9 and he rolls a 5, so that’s a total of 14—Stunned and Bruised. OK, I’m using GM Fiat to reroll that. Nightcrawler gets a hero point. Reroll is 3, but you add 10 to that since it was below 10, so 13+ 9= 22, and Avalanche is unharmed. Avalanche’s armor absorbs the kickfrom Nightcrawler. “That all you got?” he taunts. Wolverine is next.

Will: Wolverine is going after Blob. He’ll show him who the toughest melee combatant around is. Wolverine extends his claws and charges--+2 attack and -2 Defense for a round. Attack at +13, roll a natural 1!

GM: A natural 1 is an auto-miss, so that misses even though an attack roll total of 14 would have hit Blob. Wolverine stumbles as he charges Blob and his slashing claws catch only air as he regains his balance. Now Blob is up. Blob is confident now. “Trip over your own shoelaces? You are no match for the Blob” he crows. Blob swings a meaty hand at Wolverine. Attack at +7, attack roll of 17 for a hit. 11 damage, so Toughness DC 26.

Will: +11 Toughness save, I roll an 11, so a total of 22. Take a Bruise. Wolverine gets hit in the shoulder by Blob and feels the force of the blow but his adamantium skeleton absorbs most of the impact. With his healing factor he’ll be fine within moments.

GM: Pyro is up now. He steps back and lines up Wolverine with Cyclops and then uses his flamethrower to shoot a huge gust of fire that catches both of them in the blast.

Will: Are we standing in a line?

GM: Two points determine a line—the only question is whether Pyro can get on a point along the line as well to use the attack and he can since Wolverine charged pretty much head on and Cyclops is only at a slight angle behind him, so he doesn’t have to move much.

Will: Well, won’t that hit Blob too?

GM: Right, it will. Blob is amused. “That tickles,” he laughs as the fire spreads around him. Reflex DC 18 for half damage, 8 if you miss the save and 4 if you make it. Damage is lethal.

Carl: Reflex save at +9—roll an 8 for 17. Darn, missed by one. I have Evasion, so if I’d made the save I wouldn’t have taken any damage. Toughness save DC 23, rolling at +7, I roll a 16—made it exactly!

Will: Reflex save at +5—roll a 13 for 18, so I make it exactly. I take 4 damage, so Toughness save DC 18. I'm still rolling at +11 despite having a bruise from Blob, because Bruises only penalize saves against nonlethal damage. Rolling at +11—I roll an 8, so I made it by one!

GM: Wow, my villains are totally ineffective. At the end of the first round, Wolverine has a bruise, Nightcrawler has gained an HP to be at 3 HP, Toad is staggered, stunned and bruised, and Pyro is bruised. Next round- Toad would be up, but he’s stunned until Rogue’s action. So Rogue is up.

Very important side note: Toad recovers from Stun on Rogue's initiative count before she gets to take an action. This means that if Rogue tried to attack Toad now, he would not be stunned when defending against her attack.

Rachel: Rogue will fly down to help Wolverine against the Blob. He’s probably quite tough but easy to hit so I’ll power attack for 2. Rolling an attack roll at +6, 14 damage if it hits: 11, for a total of 17.

GM: That hits. Toughness save DC 29—Blob rolls at +14—oh, no, a natural 1! Can’t these guys do anything right? Rogue gets a hero point (for 2 total) as I use GM Fiat to have Blob reroll. 17—that’s better—total of 31 so Blob is unharmed. Rogue almost punches him in the head, but Blob gets his arm up and deflects her attack.

Next, Avalanche growls at Nightcrawler—“now you will feel my power.” He sends waves of vibration energy at Nightcrawler. Nauseate power, attack at +9, attack roll 5=14. Nightcrawler easily teleports out of the way. “Not with aim like that, I won’t!”

Carl: Cyclops will spend a Hero Point to use his Inspire feat as a full-round action. Since I’m at rank 4, all of the others get +4 to attack rolls, checks (skill checks, ability checks and power checks), and saves until I’m up again next round (I can affect a number of allies up to my charisma bonus, 4). Cyclops calls out encouragement to his allies, which they shouldn’t need too much since we’re kicking their butts already.

GM: I know. Like you guys needed even more bonuses. Nightcrawler is next.

Nick: Might as well take advantage of Inspiration. I’ll spend a hero point to gain Power Attack for the round. Then I’ll Acrobatic Bluff to feint Avalanche as a move action- normal bonus of +20, -5 for doing it as a move action and +4 from Inspire, so I’m rolling at +19. I roll a 13, for a total of 32.

GM: Well, he can’t possibly beat that. So he loses his dodge bonus against your next attack and also gets -2 to Defense (and can’t use his Defensive Roll feat, he thinks, but he doesn’t mention that to Nick!)

Nick: Plus I get Sneak Attack bonus damage. I’ll Power Attack for 5 and attack with my standard action, +12 base -5 Power Attack + 4 Inspiration= +11. I roll a 17 for a total of 28! So that definitely hits. Damage= 6 base + 2 Sneak Attack + 5 Power Attack= 13. Nightcrawler goes after Avalanche with a furious assault.

GM: Uh oh. Nightcrawler teleports all around Avalanche and Avalanche loses sight of the blue mutant, who pops up in the air right behind him and delivers a vicious kick to the back of the head. DC 28 Toughness save, rolling at +7- I roll a natural 20! Finally some luck! It doesn’t make the save, but it’s a bruise both because it missed by 1 and because when you roll a natural 20 the worst that can happen is a bruised result. Avalanche’s helmet absorbs almost all of the energy of the kick.

Nick: I’m not done yet. I’m going to use Extra Effort to surge and take another standard action and kick him again. Attack roll at +11, roll a 15.

GM: OK. Acrobatic Bluff only caused him to be surprised against the first attack, so he sees this one coming. But that still hits. Nightcrawler teleports around and kicks Avalanche again. Avalanche sees the second kick coming, so he gets to roll this Toughness save at +8 (+9, his regular Toughness save, -1 for the Bruise he just took). Since he sees this one coming, you don’t deal Sneak Attack damage. That makes it DC 26. I roll a 17, for a total of 25. Avalanche takes another Bruise from a second kick to the stomach, but he’s still up. What a great set of rolls for once! Nick, you’ll have to spend a hero point next round or be fatigued. Will, over to you.

Will: Wolverine regenerates his Bruise (Wolverine recovers from bruises once a round with no rest and no check required—note that if he had a more serious injury he’d have to recover from that first and he only gets one recovery check in a round).

Side note: Note that a character with Regeneration that normally requires an action (Standard or Full round) can regenerate while stunned/unconscious
.

Then Wolverine will unleash a fearsome roar at Blob and attack him with a slashing frenzy. Once Cyclops uses Inspiration it’s a good time to try feints because your skill bonuses are higher, and to use Power Attack to take advantage of your extra bonuses to hit. It’s also a good time to use Extra Effort to Surge to take an extra attack so you get the Inspiration bonus twice in a round. Startle as a move action, Intimidate +12 -5 +4= +11. I roll a 6, for a total of 17. Best of Intimidate, Sense Motive and Will save to resist.

GM: Blob rolls a 15 and beats you with a total of 27.

Will: That’s fine, he’s still easy to hit. Power Attack for 5, so I’m attacking at +10 (+11 – 5 PA + 4 Inspiration). Roll of 16- total of 26. That’s got to hit. Damage of 14—and it’s Wolverine’s claws, so it’s lethal.

GM: It does. Blob is rolling the save at +14 against DC 29. Natural 20! No damage. Wolverine’s claws bounce off of Blob’s tremendous stomach as Blob laughs. “Nothing hurts the Blob!”

Will: Darn. Well, I’ll use Extra Effort to Surge and attack him again. Attack roll of 9, for a total of 19. 14 more damage if it hits.

GM: That hits too. Blob rolls another save at +14 against DC 29. Roll of 11, for a total of 25. Injury plus Bruise. Wolverine’s claws rake across Blob’s stomach. “Ouch!” Blob says. “That hurt!” Now he’s up.

Blob will try to grapple Wolverine. Attack roll at +7- he rolls an 18, so a total of 25 hits your Defense of 19. Give me a grapple check. Blob rolls at +23, and rolls a 15 for a total of 38.

Will: Inspire applies to grapple checks since it increases your attack bonus. So Wolverine would normally roll at +16 but he’s rolling at +20 here. I roll a 4- total of 24. He’s got me.

GM (grinning evilly): Blob is going to throw you, which takes his move action as well. He picks Wolverine up and heaves him at Cyclops. “Blob not dumb. Blob know about Fastball Special!” His Strength for lifting is 57; it takes about 18 Strength to lift you and throw you 5 feet, so 33 Strength can throw you 50 feet and 48 Strength can throw you 500 feet. So this is a real short throw for him—his range increment is one-fifth his maximum throwing distance, which will be well over 100 feet (see pg 162).

Attack roll to hit Cyclops- he rolls an 18, for a total of 25 and hits your 23 Defense. Both of you take 11 damage for his +11 Strength modifier. DC 26 Toughness save.

Carl: That was a surprisingly clever tactic by Blob. Too bad Inspiration doesn’t benefit me as well. Rolling at +7, roll of 15 makes 22. Cyclops takes a Bruise as Wolverine smashes into him.

Will: +4 to my normal Toughness save bonus from Inspiration, so rolling at +15. Roll of 17 for a total of 32—Wolverine is unharmed.

GM: Wolverine is on the ground, prone, in the same square as Cyclops, who managed to roll backwards and absorb most of the impact. Pyro chortles “Like sitting ducks. And soon to taste like roasted duck, too! You were never much good at dodging, one-eye!” Pyro taunts Cyclops as a move action, best of Sense Motive, Will Save and Bluff check to resist. Pyro rolls bluff at +7 (12 usual – 5 for doing it as a move action), rolls a 3 for a total of 10.

Carl: I can’t miss that with Sense Motive +13.

GM: OK, Pyro launches another Line Area Flame Blast at the two of you. 8 lethal damage; Reflex saves DC 18 for half damage, then Toughness saves.

Carl: Natural 1, for a total of 10 (natural 1s don’t auto-fail saving throws). That misses. Toughness save rolling at +7 (note that Bruises only penalize saves against nonlethal damage, so his Bruise doesn’t subtract from his roll here) against DC 23. Rolled a 19—made it!

Will: Reflex save at +5—rolled a 12, missed it. Rolling the Toughness save at +15 against DC 23—rolled a 17, so I made that too.

GM: End of the second round. Nightcrawler has 2 HP, Cyclops 1 HP, Rogue 2 HP, Wolverine 1 HP. Cyclops is bruised. Nightcrawler and Wolverine will become fatigued when their next turn rolls around unless they spend a hero point to avoid the fatigue. Toad is Staggered + Bruised, but no longer stunned. Pyro is Bruised. Blob is Injured + Bruised. Avalanche has two bruises. Inspire bonuses are still running. But the Brotherhood is still in this fight after a round of good rolls!
Last edited by Elric on Tue Feb 09, 2010 5:00 pm, edited 18 times in total.
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Postby Elric » Tue Sep 11, 2007 2:17 am

GM: Toad finally gets to do something. He springs to his feet, using a DC 20 Acrobatics check (see skill description) to stand as a free action—his bonus is +19 so he automatically makes it. As he’s staggered, he only gets a move action or a standard action—he’ll jump to the edge of the window where he was perched when Rogue punched him. “One lucky punch, woman! You won’t hit me so easily again!”

Rachel: “We’ll see about that!” Rogue flies up and swats this annoying upstart. With Inspire, attack roll at +12 (+8 base +4 Inspire) for 12 damage. Attack roll 11, for a total of 23.

GM: Oh no, that hits exactly. Toughness save DC 27, rolling at +4 due to one previous Bruise. Rolls a 15, for a total of 19. Stunned and Bruised. Knockback kicks in. Toad almost dodges her punches but then she connects with one to the chest, throwing him back into the building, into the same desk he landed on before. I’ll be nice and say he doesn’t take any more knockback damage. He moans pathetically anyway.

Side note: the description on page 171 of the 1st/2nd printings of the core book- "any further damage to a staggered character shifts the character's condition to unconscious" is wrong. You can see that this sort of conflicts with the information on page 164 under the Tracking Damage section, as there would be no reason to tell you that a staggered character who is staggered again becomes unconscious if any damage to a staggered character rendered that character unconscious. Page 171 has received errata for the 1st/2nd printings and it's fixed in more recent printings- page 171 — Staggered: Change the second sentence to read: “A staggered character who is staggered again is rendered unconscious.”

Rachel: “You think he’d have learned! Men! Never leave a girl alone!”

GM: Avalanche sees a lamp-post across the street from Rogue and gets an idea. He uses his Disintegrate power to cause the base of the lamp-post to crumble, sending it hurtling towards Rogue. Let’s call this a 9 damage attack, with a Reflex save for Rogue (DC 19) for no effect.

Rachel: Reflex save is a natural 1, for a total of 12 (+7 base + 4 for Inspiration). Oh, look- I have 11 Impervious Toughness, which lets me ignore any (Toughness save) attack that does 10 damage or less. So it doesn’t do anything.

GM: You’re right. The lamp-post hits Rogue dead on and bounces off without even coming close to harming her. Avalanche looks disquieted. Cyclops is up next and all of the Inspire bonuses wear off.

Carl: Cyclops is pissed. “I took your best shot, Blob, now you can take mine.” Attacking Blob, +10 to hit, roll a 16 for a total of 26. +1 extra damage for every 2 it hits by, to a maximum of +5 extra damage (Autofire maxes out at +5 extra damage, or half the rank of the attack, rounded up, whichever is higher, so since this is rank 10 it maxes out at 5 extra damage) from Autofire if it hits by 10 or more.

GM: Normally his Impervious would make him immune to a 10 damage attack (and the extra damage from autofire doesn’t help overcome Impervious), but you have Penetrating as a rank 6 partial extra, so he’d need to have Impervious 17 to bounce that attack! That hits by 10 or more, so 15 damage total. You know, I’m going to have Blob use his Ultimate Toughness feat with a use of GM Fiat instead of rolling (at +13, +14 base -1 for the bruise he already took). So he gets an auto-20 on his save (but it doesn’t count as a natural 20), for a total of +33 and since the DC was 30, he’s unaffected. Blob’s prodigious gut withstands a direct hit from Cyclops’ Optic Blasts, but it definitely looked like he could feel it. Cyclops gets a hero point.

Nick: I’ll buy off the fatigue by spending a hero point. Then I’ll grab Avalanche and try to use my Stun power on him (switching my Teleport array to the Stun power as a free action) by rapidly teleporting in place to cause him to pass out from the strain. It’s a full-round action so I can’t do anything else. Attack at +8, attack roll of 6 for a total of 14.

GM: That misses. Nightcrawler can’t get a hand on Avalanche for long enough to activate his teleport and take Avalanche with him. Wolverine is up next.

Will: Wolverine is really mad now. That was embarrassing. Hero Point to buy off fatigue. Stand up as a move action. Go into Rage for +4 Str, +2 Fort/Will saves, -2 Defense for 10 rounds. Use Extra Effort to surge and charge at Blob, All-Out Attack 5 and Power Attack 5. Attacking at +13 (+11 base + 2 Charge +5 All-Out Attack – 5 Power Attack), for 16 damage (9 base + 5 Power Attack + 2 from the extra strength from Rage). Defense is 10 (19 base – 5 All-Out Attack -2 Charge – 2 Rage). Wolverine gets up and launches himself at Blob in his best imitation of what a fastball special would look like if Colossus were here to throw him. Attack roll= 10, for a total of 23. That’s got to hit—16 lethal damage, DC 31.

GM: Jeez. Too bad Blob already used Ultimate Toughness this round. Rolling at +13 from his previous Injury—rolled a 19! No damage. Wolverine’s claw sinks into Blob’s paunch and don’t do anything—but Wolverine is caught off balance!

Blob is going to return the favor, punching you, Power Attacking for 5 and All-Out Attacking for 4 (note that since Blob only has a +4 defense bonus, he can’t All-Out Attack for 5 because he doesn’t have 5 points of defense bonus to trade off!). Attacking at +6 (+7 base, -5 Power Attack, +4 All-Out Attack), for 16 damage. Blob’s defense is now 10. Roll of 16- that’s a hit. Give me a DC 31 Toughness save.

Will: Rolled a 4 for a total of 15. Uh-oh, I’m out of hero points. I guess being a crazed berserker has its downsides.

GM: Miss by 16—Unconscious! The Blob backhands Wolverine with his left arm sending him reeling backwards, and then lands a perfect uppercut right on Wolverine’s chin! Wolverine goes flying across the facility and comes down (since Wolverine is out, it doesn’t much matter what the GM picks) over a hundred feet away, crushing the roof of a nice Toyota Camry. He doesn’t stir—Wolverine is out! "See ya!" Blob exclaims.

Will: Ouch. This is what happens when everyone is rolling d20s, I guess. That makes me the person who should go pick up pizza for dinner. See you all in a bit!

GM: Pyro is up next. “One down”, he sneers. He launches a regular Blast of fire at Cyclops. +9 to hit, attack roll of 7, for a total of 16. Cyclops ducks under Pyro’s bolt of flame but is astonished to see the flame arc around and head back towards him (Pyro’s Blast has the Homing feat, so he’ll get another attack with it next round).

End of the third round. Wolverine is out (0 HP). Cyclops is bruised, 2 HP. Nightcrawler and Rogue are both unhurt, Rogue with 2 HP and Nightcrawler with 1. Blob has 1 Injury + 1 Bruise; Pyro has 1 Bruise, Toad is stunned and staggered and has 2 bruises. Avalanche has 2 Bruises.

Toad would be up again, but as usual he’s stunned. Rogue’s turn.

Rachel: “You can handle Wolverine, Blob, but I bet you can’t handle lil’ol’me.” Rogue will fly down and punch Blob, power attacking for 3. Attack roll +5 (+8 normal -3 Power Attack), for 15 damage if it hits. Attack roll=15, so that hits for 15 damage.

GM: Blob has to roll another Toughness save—DC 30, at +13 again. Rolled a 19—Blob takes no damage as Rogue’s punch fails to move him in the slightest!

Rachel: I’m using Extra Effort to Surge and attack him again. Rolled a 15 for a total of 20- take another 15 damage, bub.

GM: Blob rolls an 18, so no damage yet again! This isn’t even my weighted dice! Rogue continues her attack to no effect. Blob is sure living up to his image. Rogue will need to spend an HP next round or suffer fatigue.

Avalanche is up. He tries to demoralize Nightcrawler with Intimidate—“your clawed friend can’t save you now!” Avalanche rolls a 10 for a total of 13 (+8 base, -5 move action). Best of Will save, Intimidate and Sense Motive.

Nick: Sense Motive at +11 with a roll of 10—21.

GM: Well, these taunts aren’t working out too well. But at least the Toughness saves are. Avalanche uses his Nauseate attack on Nightcrawler once again. Attack roll of 14 for a total of 23—still misses Nightcrawler’s 24 Defense. Cyclops is up.

Carl: I’ve got to take out Pyro before this attack comes back in and hits me. I’ll use Bluff to feint as a move action to try to get Pyro to think I’m attacking Blob. Looks like I don’t have any ranks in Bluff, so I’m rolling at -1 (+4 from Cha, -5 from doing it as a move action). Oh, rolled a 5 for a total of 4—that’s got to be pretty obvious. Resist with best of Bluff and Sense Motive.

Edit: This initially said that a Feint could be resisted by best of Bluff, Sense Motive, or Will save. That last part is incorrect. You can resist a use of the Taunt feat, Distract feat, Fascinate Feat, or Startle feat with your Will save but not a plain Bluff-based Feint.


GM: Yeah, he resists with his Bluff score, which is much higher than that. You don’t fool him in the slightest.

Carl: OK, Accurate Attack for 2, attacking Pyro with the Autofire Blast. Oops, rolled a 1! I’ll reroll it with a hero point. Down to 1 HP. Roll of 13 for a total of 25 (attack +10 normally + 2 Accurate Attack). What’s his Defense? 21? So that hits for 10 damage (10 base -2 Accurate Attack + 2 from hitting by 4).

GM: Pyro has a bruise, so he’s rolling at +6 instead of his usual +7, DC 25. Oh no, I rolled a natural 1. That would be a KO and I don’t want him out of the fight yet. GM Fiat to reroll that- you get a hero point. Reroll is a 15, for a total of 21—just bruised again.

Carl: Well, now that I have my second hero point back, I’ll use Extra Effort to attack him again. Rolled an 8, for a total of 20. Darn, just missed him.

Nick: Nightcrawler is up. I’m going to try the same Acrobatic Feint as before. Rolling at +15 as a move action; he gets +1 to better of Acrobatics or Sense Motive to resist, since I’ve already tried Acrobatic Feint on him before. Rolled a 15, for a total of 30.

GM: You got him; he can’t beat that.

Nick: I’m going to teleport right inside of his guard and punch him to try to knock him off the roof. Attack roll=16, for a total of 28. That’s got to hit. 8 damage counting Sneak Attack, so DC 23.

GM: Avalanche is at +5 on his save (+7, his flat-footed Toughness save bonus, -2 for the two bruises). Rolled a 5, so a 10 total leaves him Staggered and Stunned! Sneak Attack shouldn’t add to Knockback, but since he was flat-footed he doesn’t get Defensive Roll to reduce it. So 6 damage – 3 Knockback= 3, so 5 feet. You knock him straight off the roof!

He gets a Concentration check to keep defensive roll while stunned—rolls a 16 for a total of 21, so he makes it: It’s 40 feet down, so the fall does 4 damage. Toughness save at DC 19, rolling at +7 (+9 - 2 for the two bruises). Avalanche rolls a 2, for a total of 9. Fail by 10-14; that would be another staggered condition but since he already has one staggered condition the next staggered condition knocks him out! Avalanche hits the ground with a thud and doesn’t move.

Blob is up. He tries the same maneuver on Rogue that he did on Wolverine, but this time he uses Bluff to try to Feint Rogue first. Bluff as a move action at +7—natural 20! Resist with best of Bluff and Sense Motive.

Rachel—My best is Bluff. I don’t suppose Attractive will help me resist a feint, so it’s just +10. Rolled a 4—I’m fooled.

GM: “Little old you is about to get crushed!” Blob moves with quickness that catches Rogue off guard and launches an uppercut right at her chin. Power Attack for 5, All-Out Attack for 4. Attacking at +6 for 16 damage. Your Defense is 12 (regular defense -2 and losing your Dodge bonus, see "Surprise Attacks" on page 163). He rolls a 7, for a total of 13—just barely hits. Toughness save DC 31.

Rachel: Good thing I’m uninjured. Rolling at +13—rolled an 11, for a total of 24. Stunned and Bruised. I can live with that.

GM: I’ll say that Power Attack only adds 1 to Blob’s Knockback, so that’s 12 Knockback, the same as your resistance to Knockback, so you aren’t knocked back at all. Rogue is caught off guard and hit on the chin, but she takes the punch and remains standing.

Now, Pyro. He’ll get his Homing Attack on Cyclops. Roll of 15 gives a total of 24 which hits his 23 Defense. DC 23 Toughness save.

Carl: Rolling a Toughness save at +6—rolled a 5. I’m going to reroll that. Rolled a 2! That gets increased to 12, so I get an 18—Injured, Bruised and Stunned. 1 HP left.

Edit: I made a mistake here. Cyclops had already used the Improved Roll function of hero points on his turn to reroll his attack roll and he's limited to using Improved Roll once in a personal round- from his initiative count on one round to the next. So he shouldn't have been able to use it again here.

GM: Pyro laughs as his attack scorches Cyclops. Then he turns to Rogue and launches a powerful stream of fire, Power Attacking for 5!

Rachel: I don’t like the looks of that. I’m going to spend a hero point on the Recovery function to recover from being stunned before you resolve that attack.

GM: Good idea. Attack at +4, roll of 10 for a total of 14 misses you. It would have hit but for your quick thinking! Rogue just barely dodges the fire, which like it did with Cyclops, arcs around and comes back towards her. Pyro taunts her “My fire is too hot for you, girl!” Bluff at +7 as a move action, resist with best of Bluff, Sense Motive and Will save. He rolls a 1—never mind, that’s below your +10 Bluff check, so it will certainly fail.

End of round 4. Wolverine and Avalanche are out! Cyclops is Stunned, Injured, has 2 bruises and has 1 HP but will need to spend one or be fatigued next round. Rogue has 1 Bruise; she has 1 HP and will have to spend it or be fatigued next round. Nightcrawler is still unharmed and has 2 HP. Blob has 1 Injury and 1 Bruise. Toad is Staggered and has 2 Bruises. Pyro has 2 Bruises.

Toad is up first. He again picks himself up off of the desk with Acrobatics as a free action and jumps back out to the window. “Two lucky shots, woman. But you’ll never get a third!”

Rachel: “Oh, for crying out loud! You’re worse than some of my ex-boyfriends. That’s it!”

I'm not going to spend my last hero point on avoiding fatigue. So Rogue is fatigued, has -2 Strength, -2 Dexterity, -1 to attack and defense and can’t move all-out or charge. Rogue flies up and All-Out Attacks Toad for 5, forgetting about Pyro’s fire which is homing in on her. Attack roll at +12 (+8 base +5 All-Out Attack, -1 Fatigued). Darn, I rolled a 5, for a total of 17, which would miss his 23 Defense. I’m rerolling that. The reroll gives a 6, which goes up to a 16, for a total of 28, which hits for 11 damage due to the Fatigue. Rogue punches Toad yet again.

GM: Toad has to make a Toughness save at DC 26, rolling at +3. He rolls a 15, for a total of 18—Stunned + Bruised! Toad goes flying back into the room, where he crashes into the stone wall! Concentration check of +0 against DC 12 to keep his Defensive Roll feat active—failed! Damage of 5, and he saves at +0 (+3 from Con, -3 from Bruises). DC 20, roll of 6—fail by 14, so another Staggered result. Toad is out! The piteous moaning finally ceases.

Rachel: Rogue pauses to catch her breath. “Finally! Good night, sugah!”

Carl: Cyclops will shake off the stun with a hero point so he can act. I don’t care about the fatigue. I’m going to move so that I line up Blob and Pyro and shoot a Line Area Targeted Blast at both of them. No Power Attack or Accurate Attack. Attacking at +9 due to Fatigue. Attack roll of 2. Well, that’s what I saved the last HP for (Edit: I made a mistake here, Cyclops should actually be out of HP at this point). Rerolling that. Got a 12! That’s better. Total of 21 should hit both of them for 10 damage, so DC 25.

GM: It does. Cyclops unleashes an incredible wave of energy, hitting Blob and sweeping past him to hit Pyro who is a ways behind him. Blob rolls at +13 (again, this attack has partial penetrating 6 so it gets past his Impervious), rolls a 6—Stunned and Bruised. He’s the Blob, though—he’s not knocked back in the slightest.

Pyro rolls at +5 from his 2 Bruises: Uh, oh, rolled a 2—he’s out! Pyro doesn’t see the Optic Blast coming and it hits with him tremendous force and throws him against the wall of the hangar. He falls limply to the ground. The fire tracking Rogue dissipates.

Nick: Nightcrawler teleports down to the ground as a move action. He uses his Taunt feat on Blob as a standard action—“Surrender, mein freund, you are outnumbered.”

GM: Nightcrawler gets +2 to his roll because of what just happened to Pyro.

Nick: Rolling at +12 (+10 base +2 circumstances), rolled a 15 for a total of 27.

GM: Blob also rolls at +12. He rolls a 12, for a total of 24. He’s demoralized for a round.

Blob is stunned and has had enough of this in any case—he looks around at his defeated friends (and up at the room where Toad has so often vanished into) and surrenders. “But you never really hurt me! Only my friends!” he adds. “Nothing hurts the Blob!”

THE WINNER: The X-MEN. The fight was made much more difficult by some spectacular toughness saves on the part of the Blob. Toad never got to do anything in the fight thanks to that critical hit on round 1 by Rogue. But he did provide comic relief, which he’s always good for. I’d like to use him again so I can see the build in action. Wolverine also had a poor showing, due to the Blob rolling so well and Wolverine getting that 4 on his Toughness save when he was out of HP. But don’t worry; he’ll bounce back before long!

That was sure long enough, but I hope this serves as a decent reference for what an M&M fight might look like as played out by a group.
Last edited by Elric on Mon Feb 08, 2010 2:59 pm, edited 13 times in total.
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Postby Elric » Tue Sep 11, 2007 4:07 pm

X-Men vs. Brotherhood is complete! I hope I got all of the rules right, though I may have messed up the HP count on some of the X-Men, since there was a lot to keep track of. Let me know if you see anything that I did wrong!
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Postby Psiko » Tue Sep 11, 2007 4:25 pm

I loved it! Sad that Logan got knocked out so quickly, but still awesome.
One minor flavor-text nitpick= *Snikt* is the traditional sound-effect for Wolvie's claws, is it not? similar to the Bamf! noise that Nightcrawler makes (WHich I saw! Yay!)
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Postby Elric » Tue Sep 11, 2007 4:39 pm

Psiko wrote:I loved it! Sad that Logan got knocked out so quickly, but still awesome.
One minor flavor-text nitpick= *Snikt* is the traditional sound-effect for Wolvie's claws, is it not? similar to the Bamf! noise that Nightcrawler makes (Which I saw! Yay!)


Fixed. I actually copy/pasted that line from the guy who plays Wolverine in my Avengers 1889 pbp game (except it was addressed to Captain Britania, my character, instead of Cyclops). So it's his fault :)

Glad you liked it!
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Postby luketheduke86 » Tue Sep 11, 2007 5:14 pm

nice fight.. it was hilarious how Toad kept getting cloobered..might not have seen how his build works but it was just like Toad for that to happen to lol
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