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Elric's 2e Builds

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Postby luketheduke86 » Tue Apr 22, 2008 3:24 pm

very nice Archangel Elric. i especially like how you did the paralyzing feathers effect....that should definitely be a requirement when it comes to things like his feathers or tranquilizer guns since it never made sense to me how things like Iron man's armor (or what have you) wouldn't make a difference against such effects before. BRAVO Elric!!!
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Postby Elric » Tue Apr 22, 2008 8:26 pm

luketheduke86 wrote:very nice Archangel Elric. i especially like how you did the paralyzing feathers effect....that should definitely be a requirement when it comes to things like his feathers or tranquilizer guns since it never made sense to me how things like Iron man's armor (or what have you) wouldn't make a difference against such effects before. BRAVO Elric!!!


Thanks! For something like a tranquilizer gun I'd use the Additional Save flaw from Ultimate Power to add a toughness save in addition to the Fortitude save against the tranquilizer effect. A tranquilizer gun has to get through armor to hurt you but the needle itself isn't going to inflict any substantial damage. For Angel's paralyzing feathers, though, I see the feathers as still capable of inflicting serious damage without the paralysis effect, which is why I did it as a linked effect of Blast and Paralyze.
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Postby Libra » Thu Apr 24, 2008 11:13 am

Keep up the good work Elric. :D
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Postby Jabroniville » Thu Apr 24, 2008 12:44 pm

Yeah, I did a similar thing with my Archangel build:
http://www.atomicthinktank.com/viewtopi ... 351#419351

Flight 6 (Perfect Maneuverability 2) (Drawbacks: Power Loss- Bound Wings) [13]
"Wing Slash" Strike 10 (Improved Critical 3, Penetrating 5) [18]
"Neuro-Darts" Blast 4 (Autofire) Linked to Paralyze [12]
Paralyze 7 (Slow Fade 3) (Extras: Ranged Attack) (Flaws: Requires Blast success) [17]

Though our power levels and exactly how they work is slightly different. Nice to know I'm not the only one who thinks that way.
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Postby Elric » Thu Apr 24, 2008 6:10 pm

Jabroniville wrote:Yeah, I did a similar thing with my Archangel build:


Interesting. Hadn't seen that. Note that Slow Fade normally doesn't apply to a Lasting effect: see Steve's answer here.

I specifically didn't give Angel's paralyzing darts the autofire extra because I figure there's enough to keep track of with two saves without including autofire. Also, I wanted the rank on the Blast and Paralyze powers to be equal because if those ranks are different you end up in the weird situation where the the range increments on linked powers aren't the same. Lastly, I thought a Fort save for the Paralysis effect was more appropriate than the default Will save and modified it as such.
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Postby Loki Odinstorm » Thu Apr 24, 2008 8:16 pm

Elric wrote:
Elric wrote:Image

Toad

Power Level 9
(135 pp)

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] 4 (+6), Craft [Mechanical] 4 (+6), Knowledge [Technology] 8 (+10), Notice 8 (+8), Perform [Comedy] 3 (+5), Sense Motive 8 (+8), Stealth 8 (+15)

Feats: Acrobatic Bluff, Attack Focus 6 (Melee), Attack Specialization 3 (Spittle), 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) (4 pp), Super-Movement 1 (Wall Crawling 1)

Leaping 3 (AP: Swimming 1 (2.5 mph) & Enhanced Skill 2: Swim 8 (+11))

Dazzle 8 (Visual, Flaw: Full-Round Action) [Spittle] (8 pp)
AP: Strike 3 (Power Feat: Mighty) & Super-Strength 2 (Heavy Load: 920 lbs) (8 pp)

Combat: Attack +4 (+10 melee/Spittle) [Strike 6 dmg, Dazzle Reflex DC 18 // +2 dmg on Surprise Attack], Defense 23 (13 flat-footed), Initiative +15, Grapple +17, Knockback -2

Saves: Toughness +5 (+3 flat-footed), Fortitude +5, Reflex +11, Will +5

Abilities 34 + Skills 18 + Feats 35 + Powers 19 + Combat 18 + Saves 11= 135


Continuing with X-Villains, my Toad NPC build gets updated to a PL 9, 135 pp PC build. This is definitely inspired by the movie version- he's awfully good for a Toad build. Despite his appearance, Toad has high Charisma—he definitely has presence. Think of this build of Toad as if he were almost as badass as, say, Darth Maul.


Ok. You snuck in a Ray Park reference at the end. Considering I'm a fan of Ray Park ever since he shouted "BACK OFF, man, I LIKE cucumber sandwiches!", I am now a fan of yours :)
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Postby Elric » Fri Apr 25, 2008 9:38 pm

Loki Odinstorm wrote:
Elric wrote:Think of this build of Toad as if he were almost as badass as, say, Darth Maul.


Ok. You snuck in a Ray Park reference at the end. Considering I'm a fan of Ray Park ever since he shouted "BACK OFF, man, I LIKE cucumber sandwiches!", I am now a fan of yours :)


Thanks, man. That reminds me- I updated Toad and Pyro NPC builds to PC builds and added a PC build for Blob to go with my NPC build. So I still need a PC build of Avalanche to finish up my Brotherhood PCs. I think Avalanche is like Blob in that he's too weak/limited to turn the NPC build into a PC build while retaining the flavor of the character. So I'm going to do a separate PC build of Avalanche- that's coming up next.
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Postby Elric » Sat Apr 26, 2008 11:17 pm

Image

Avalanche

Power Level 9
(135 pp)

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

Skills: Bluff 12 (+12), Climb 3 (+6), Concentration 8 (+9), Intimidate 8 (+8), Knowledge [Earth Sciences] 8 (+9), Knowledge [Physical Sciences] 4 (+5), Notice 8 (+9), Sense Motive 8 (+9), Stealth 8 (+9), Languages 1 (Greek; base English)

Feats: All-Out Attack, Attack Specialization (Vibration Powers), Defensive Roll 2, Equipment, Improved Block 2, Improved Initiative, Improved Sunder, Luck, Power Attack, Precise Shot, Taunt, Teamwork 2, Tough, Uncanny Dodge (Tremorsense), Weapon Break

Powers: Speed 2 (25 mph), Super-Senses 2 (Tremorsense)

Vibration Control Array: (27 pp base + 4 APs= 31 pp)
Disintegration 9 (Flaw: Ineffective vs. Organic Material) (27 pp)
AP: Environmental Control 9 (Distract DC 10 & Hamper Movement—one half speed) (27 pp)
AP: Nauseate 9 (Extra: Ranged) (27 pp)
AP: Strike 9 (Extra: Area- Cone) (18 pp)
AP: Trip 9 (Extra: Area- Shapeable, Range Perception, Drawback: doesn’t work against flying targets) (26 pp)

Combat: Attack +7 (+9 Vibrations) [Gauntlets 4 dmg, Nauseate Fort DC 19], Defense 19 (15 flat-footed), Initiative +5, Grapple +10, Knockback -4

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

Equipment: Uniform & Helmet [+3 Toughness] (3 ep), Gauntlets [Strike 1 (Mighty)] (2 ep)

Abilities 18 + Skills 18 + Feats 17 + Powers 35 + Combat 32 + Saves 15 = 135

Notes: Here’s Avalanche as a PL 9, 135 pp PC. This version of Avalanche is much more powerful than my NPC version, since NPC Avalanche isn't that powerful or versatile. Avalanche still doesn’t have a direct Blast power, but he has a Cone-Area Strike power to represent sending out destructive sonic waves.

If he uses the Block action and blocks a melee attack from a weapon, I’d let him use his Disintegrate power on it with Weapon Break. Note that Steve has indicated that you don’t need to roll an attack roll for Weapon Bind- the Block roll effectively serves as the attack roll- so the same should apply to Weapon Break, though I’d probably give the wielder a Reflex save to pull the weapon away if it was a Device (see here).

Avalanche can cause the ground to move like a tidal wave and ride it; hence the Speed power. I doubt Avalanche has ever displayed Tremorsense, but it makes sense that he could have it. In Ultimate Power, Tremorsense should only cost 2 pp but this is listed incorrectly in the book—see the Ultimate Power errata.

I’m using Disintegration as taken from Ultimate Power. With the flaw it costs 3 pp/rank. The breakdown is: Drain (Toughness) (Extras: Ranged (+1), Affects Objects and only objects (+0)) (2 pp/rank) linked to Blast (Flaw: only affects objects) (1 pp/rank)= 3 pp/rank.
Last edited by Elric on Tue Aug 19, 2008 10:17 pm, edited 1 time in total.
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Postby Libra » Mon Apr 28, 2008 12:53 pm

Now that's pretty spiffy suit. . .
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Postby Elric » Tue Apr 29, 2008 11:47 pm

Libra wrote:Now that's pretty spiffy suit. . .


Yes, the PC Avalanche build even gets a better outfit than typical Avalanche outfit to go with his radically powered up abilities :)
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Postby Elric » Sun May 04, 2008 11:46 am

Image

Jubilee

Power Level 8 (120pp)

Abilities: STR: 10 (+0), DEX: 18 (+4), CON: 14 (+2), INT: 12 (+1), WIS: 10 (+0), CHA: 16 (+3)

Skills: Acrobatics 10 (+14), Bluff 8 (+11/+15), Computers 4 (+5), Craft [Artistic] 1 (+2), Diplomacy 4 (+7/+11), Disable Device 8 (+9), Escape Artist 4 (+8), Knowledge [Popular Culture] 8 (+9), Knowledge [Streetwise] 8 (+9), Medicine 4 (+4), Notice 5 (+5), Sense Motive 5 (+5), Sleight of Hand 6 (+10), Stealth 8 (+12), Languages 1 (English; base: Chinese)

Feats: Acrobatic Bluff, Attack Specialization (Fireworks), Attractive, Beginner’s Luck, Defensive Roll 2, Distract (Bluff), Dodge Focus 5, Elusive Target, Evasion, Improved Initiative, Improved Trick, Luck, Precise Shot, Redirect, Set-Up, Taunt, Teamwork

Powers: Immunity 1 (Own powers)

Fireworks Array: (18 pp base + 4 APs= 22 pp)
Light Control 9 [Fireworks] (18 pp)
AP: Blast 9 (18 pp)
AP: Dazzle 9 (Visual) (18 pp)
AP: Stun 9 (Extra: Range—Ranged, Alternate Save—Will (+0), Flaw: Daze) (18 pp)
AP: Blast 6 (Extra: Area—Burst) (18 pp)

Combat: Attack +5 (+7 Fireworks) [Blast 9 dmg; Dazzle Reflex DC 19, Daze Will DC 19], Defense 22 (14 flat-footed), Initiative +8, Grapple +5, Knockback -2

Saves: Toughness +4 (+2 flat-footed), Fortitude +3, Reflex +8, Will +5

Abilities 20 + Skills 21 + Feats 22 + Powers 23 + Combat 24 + Saves 10 = 120

Notes: Here’s Jubilee as a PC at PL 8, 120 pp. She’s an awfully effective character for being Jubilee but I haven’t gone with a version that can ‘potentially cause nuclear blasts if her powers go out of control.’ I don’t include most of this ‘secondary mutation/supreme untapped power’ stuff in my X-Men builds.

Improved Trick is from the Mastermind’s Manual and lets Jubilee use the Trick function of Bluff as a move action at no penalty. Consistent with this being ‘very effective Jubilee’, she also has Redirect to use with it :)
Last edited by Elric on Tue May 27, 2008 12:11 am, edited 1 time in total.
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Postby luketheduke86 » Tue May 06, 2008 8:48 pm

Elric wrote:Image


since when is Avalanche a professional? :lol: great Avalanche build. though i cant get excited about Jubilee (oooh razzle dazzle!) though it is a nice looking build
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Postby Elric » Wed May 07, 2008 11:03 pm

luketheduke86 wrote:since when is Avalanche a professional? :lol: great Avalanche build.


Since he got that spiffy-looking suit, of course :) Thanks.
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Postby Elric » Fri May 09, 2008 4:02 pm

Elric wrote:Image

Ms. Marvel

Power Level 12
(180 pp)

Abilities:
STR: 34 [10], (+12) DEX: 14 (+2), CON: 34 [12] (+12), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Bluff 8 (+11), Computers 8 (+10), Diplomacy 4 (+7), Disable Device 8 (+10), Gather Information 8 (+11), Knowledge [Current Events] 8 (+10), Knowledge [Tactics] 4 (+6), Medicine 2 (+5), Notice 8 (+11), Pilot 8 (+10), Sense Motive 8 (+11), Stealth 6 (+8)

Feats: Benefit (Security Clearance), Contacts, Dodge Focus 5, Evasion, Fearless, Improved Initiative 2, Power Attack, Takedown Attack, Teamwork, Uncanny Dodge (Visual)

Powers:
Enhanced Strength 24 & Attack Focus 4 (Melee) (28 pp)
AP: Blast 12 (Power Feats: Accurate x2, Precise, Variable Descriptor [Any electromagnetic]) [Radiation] (28 pp)
AP: Dazzle 12 (Visual; Power Feats: Accurate x2, Improved Range—300 foot range increment, Precise) [Radiation] (28 pp)

Flight 6 (500 mph) (Dynamic Alternate Power: Super Strength 6 (90 tons)) (15 pp)

Enhanced Constitution 22, Immunity 9 (Life Support), Impervious Toughness 12 (Limited: Only Energy Damage) [Absorb Energy] (6 pp)

Combat: Attack +8 (+12 melee/Blast/Dazzle) [Unarmed 12 dmg, Dazzle Reflex save DC 22, Blast 12 dmg], Defense 22 (14 flat-footed), Initiative +10, Grapple +24 (not including DAP Super-Strength), Knockback -6 (-12 vs. energy)

Saves: Toughness +12 (12 Impervious vs. Energy), Fortitude +12, Reflex +8, Will +8

Abilities 22 + Skills 20 + Feats 15 + Powers 82 + Combat 30 + Saves 11= 180


My PL 12 Ms. Marvel PC build has gotten a small update since I initially posted her. She's simple and effective. Carol doesn’t have an Absorption (Energy)/Boost Blast ability because Absorption used to Boost Blast is a crummy deal for the power points. So her Absorption power was recast to Impervious (to energy) and she can use Blast and Dazzle as APs of her enhanced strength (which also saves pp).
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Postby Libra » Sat May 10, 2008 12:37 pm

Aaaah Ms. Marvel. She really has come up in the world, hasn't she? :D
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