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Baixiwei's Builds - Mister Miracle (3rd Ed)

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Postby baixiwei » Wed Jan 21, 2009 3:45 am

My pleasure. I just discovered it myself recently. Thanks!
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Postby Libra » Wed Jan 21, 2009 11:23 am

Keep up the good work baixiwei. :D
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Postby baixiwei » Wed Jan 21, 2009 8:49 pm

Libra wrote:Keep up the good work baixiwei. :D


Thank you!

Here's my latest, a submission for Marvel Symbiote Apocalypse.

The Ghoul
Real Name: Unknown
Concept:
PL 9, 135 pp

Image

An Arabic-American with a Batman-like history: his parents were killed before his eyes by a flesh-eating demon, which also took a bite out of him before he was rescued by the police. He grew up with some of the powers (and vulnerabilities) of his erstwhile assailant, and took on its name and countenance to hunt murderers in the urban desert.

Abilities: Strength 22, Dexterity 14, Constitution 22, Intelligence 10, Wisdom 12, Charisma 8

Combat: Attack 4 (7 melee), Damage 6 (unarmed / 11 with Strike), Defense 5 / 7 with dodge / 3 flatfooted, Initiative 10, Grapple 15, Knockback 5

Saving Throws: Toughness 11, Fortitude 2 (8), Reflex 6 (8), Will 6 (7)

Skills: Climb 5 (11), Acrobatics 8 (10), Stealth 10 (12), Notice 9 (10), Sense Motive 6 (7), Survival 4 (5), Bluff 6 (5), Gather Information 6 (5), Intimidate 13 (12), Languages 1 (base English, Arabic)

Feats: All-out Attack, Attack Focus (melee) 3, Dodge Focus 2, Improved Critical (strike) 2, Improved Initiative 2, Move-by Action, Power Attack, Takedown Attack 1, Uncanny Dodge (olfactory), Fearless, Instant Up, Startle, Fast Intimidate (from MaMa: Intimidate as a move action with no penalty), Mass Intimidation (from MaMa: penalty for multiple subjects is only -2)

Powers:

Strike 5 (bite or claws; PFs: incurable, mighty)
Super-Strength 2
Protection 5 (resilience of partially demonic physiology)
Regeneration 12 (bruised or injured no action, disabled 1 hour)
Immunity 6 (critical hits, suffocation, disease, poison, all limited: half effect [-1])
Super-Senses 4 (acute olfactory sense; tracking - olfactory; ranged detect death - olfactory)
Super-Movement 1 (wall-crawling; alternate power: leaping 2)
Speed 2

Drawbacks & Complications:

Drawback: Weakness (must eat human carrion at least once per week; uncommon, minor) -1
Complication: Secret (most people do not know that The Ghoul is actually, well, a ghoul; he keeps this secret for obvious reasons)

The Math: Abilities 28 + Skills 17 + Feats 19 + Combat 18 + Saving Throws 14 + Powers 40 - Drawbacks 1 = 135

Notes:

The way that "ranged detect death - olfactory" is supposed to work is that he can smell it whenever someone has recently died or is soon going to die. It applies both to the place he's in and the people he's with, e.g. if someone is not long for this world, he can literally smell the scent of death on them.
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Postby Mendicant » Thu Jan 22, 2009 11:58 am

Cool char and concept, really ties nicely with the intimidate and associated feats- quite ghastly actually. Seems like the kind of guy who could also double as a villain for Batman.
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Postby baixiwei » Wed Feb 18, 2009 1:40 am

I don't like presenting characters without background stories, but sometimes that's the way it works out. Here's Shift, a teleporting battlesuit. Sort of an Iron Man meets Quantum Leap type of guy. Do I have the honor of being the first to use that concept?

Although this is a battlesuit, I did not build his powers as a Device, mainly because I consider hard-to-lose devices to be generally a cheesy way to save points. So he just has a -4 normal identity drawback, which should be enough for anyone.

I'm not thrilled with the iron man stealth armor picture, but it's the best I could find. What I really wanted is someone wearing armor made out of panels, which should look something like solar power panels and would actually generate the teleportation field.

Shift
Concept: Teleporting Battlesuit
PL 10, 150 pp

Image

Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 22, Wisdom 14, Charisma 10

Combat: Attack 6 (8 melee), Damage 0, Defense 8 / 8 with dodge / 4 flatfooted, Initiative 6, Grapple 8, Knockback 6

Saving Throws: Toughness 12, Fortitude 6 (6), Reflex 8 (8), Will 8 (10)

Skills: Computers 4 (10), Craft: electronic 8 (14), Disable Device 4 (10), Knowledge: technology 8 (14), Knowledge: physical sciences 8 (14), Search 4 (10), Concentration 6 (8), Notice 6 (8), Sense Motive 4 (6), Bluff 2 (2), Diplomacy 2 (2)

Feats: Attack Focus (melee) 2, Quick Witted (add Int bonus to Initiative), Master Plan, Inventor

Powers:

Repulsion Field Generator: Protection 12 (impervious [+1])

Spatial Distortion Field Generator: Container 8 (1 base power, 3 alternate powers)

BP: Tight Field (high teleportation distance due to tight field focus, but limits ability to affect things outside the suit)
Teleport 12 (accurate [+1], change direction, change velocity, turnabout)
Super Movement 2 (dimensional movement, any parallel dimension, full action [-2])

AP: Wide Field (allows greater ability to teleport things outside the suit, but limits distance due to field dispersion)
Teleport 7 (accurate [+1], short range [-1], change direction, change velocity, turnabout, progression 3 - 1000 lbs)
Strike 12 (rend attack; penetrating 6, affects insubstantial 2)

AP: Phase Shift (moves into a close parallel dimension)
Insubstantial 4 (affected by dimensional effects)
Linked Power: Concealment 10 (total, all senses)

AP: Sensory Input Displacement (routes all sensory input from a remote location)
ESP 10 (all senses)

Emergency Shift Field: Enhanced Feats 2 (evasion 2)

Drawbacks & Complications:

Drawback: Normal Identity (full round to change into suit) -4

The Math: Abilities 16 + Skills 14 + Feats 5 + Combat 28 + Saving Throws 22 + Powers 69 - Drawbacks 4 = 150
Last edited by baixiwei on Fri Feb 20, 2009 12:38 am, edited 1 time in total.
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Postby Mendicant » Wed Feb 18, 2009 6:53 am

nice concept- That dude is nasty :twisted:
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Postby Libra » Fri Feb 20, 2009 9:46 am

Now there's an Oxymoron of a sentance if ever I heard one! :wink:

Keep up the good work Baixiwei. :D
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Postby baixiwei » Fri Feb 20, 2009 6:42 pm

Thanks guys!
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Postby Libra » Sun Feb 22, 2009 11:52 am

It's my self-appointed job and my joy to do this sort of thing. :wink: :D
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Postby baixiwei » Wed Feb 25, 2009 1:47 am

I'd never made a Costumed Adventurer before - the closest I've come is my gadgeteer, Polymath - and while playing around with the examples in Instant Superheroes, was disappointed with the lack of variety. They're all different versions of Batman! So I thought I'd make a few that weren't. Here's the first: a Monster Hunter template. This is a sub-archetype of the Costumed Adventurer with a focus on hunting things that go bump in the night. The overall build is similar, but the feats, skills, and equipment are revised to match this orientation. Most important are the Ritualist and Hunter Lore feats. Note that equipment can and should be shuffled around mission by mission if the Hunter has adequate time to prepare the right tools for the job he's taking on.

Comments are welcome, especially since this is my first build in this archetype.

Concept: Monster Hunter
PL 10, 150 pp

Abilities: Strength 16, Dexterity 16, Constitution 18, Intelligence 14, Wisdom 18, Charisma 10

Combat: Attack 12, Damage 3 (6 with shotgun or katana / 8 with sneak attack), Defense 9 / 12 with dodge / 5 flatfooted, Initiative 7, Grapple 15, Knockback 4

Saving Throws: Toughness 8 (including Con bonus, Tough, and Armored Jumpsuit), Fortitude 5 (9), Reflex 6 (9), Will 4 [8]

Skills: Climb 4 (7), Swim 4 (7), Acrobatics 4 (7), Escape Artist 8 (11), Stealth 8 (11), Computers 4 (6), Disable Device 6 [8], Investigate 8 (10), Knowledge: streetwise 6 [8], Knowledge: arcane lore 10 (12), Search 8 (10), Medicine 4 [8], Notice 8 (12), Sense Motive 8 (12), Survival 4 [8], Bluff 11 (11), Disguise 4 (4), Gather Information 8 [8], Intimidate 11 (11)

Feats: Critical Strike (The Undead), Tough 1, Dodge Focus 3, Evasion, Power Attack, Defensive Attack, Seize Initiative, Improved Initiative, Uncanny Dodge, Heightened Awareness, Sneak Attack, Equipment 8, Fearless, Hardy, Hunter Lore, Luck 2, Ritualist, Skill Mastery, Track

Equipment:

Masterwork Lockpicks (+2 to Disable Device checks, 1 ep)

Armored Jumpsuit (+3 Protection, subtle, 4 ep)

Motorcycle (Speed 5, 9 ep)

Arsenal (BP 18 ep + 5 APs = 23 ep)

BP: Flamethrower (+6 damage, autofire, 18 ep)
AP: Shotgun (+6 damage, loaded with solid slugs, 11 ep)
AP: Crossbow (+3 damage, fires wooden stakes, 7 ep)
AP: Heavy pistol (+4 damage, loaded with silver bullets, 8 ep)
AP: Katana (+3 damage, 5 ep)
AP: Holy Water Grenade (as Frag Grenade, +5 burst area damage, "holy" descriptor, 15 ep)

Other equipment (3 ep)

The Math: Abilities 32 + Skills 32 + Feats 29 + Combat 42 + Saving Throws 15 + Powers 0 = 150

:arrow: New Feats:

Hunter Lore

When faced with supernatural beings, such as werewolves, vampires, ghosts, demons, etc, a successful Knowledge (Arcane Lore) check (whose DC is determined by the GM) lets you know any drawbacks / vulnerabilities common to all or most members of its type. This is based on Super-Senses 4 (Detect Weakness, Requires Check [-1], Limited: Supernatural Beings [-1], Limited: Racial Characteristics Only [-1]).

Hardy

When you are making a saving throw against effects with the Disease or Poison descriptors, the saving throw DC modifier is reduced by half. This is based on Immunity 2 (Disease and Poison, Limited: Half Effect [-1]).

Heightened Awareness

When you would normally be surprised in combat, make a Notice check (DC 15). Success means you are not surprised and may act during the surprise round (if any). This feat is essentially Danger Sense (Mental).
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Postby Severance » Wed Feb 25, 2009 2:11 pm

Great monster hunter Baixiwei. You would think by now MnM officials would have done something like this already. Good thing we've got you around though. Helps spice things up.
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Postby baixiwei » Thu Feb 26, 2009 7:34 am

Severance wrote:Great monster hunter Baixiwei. You would think by now MnM officials would have done something like this already. Good thing we've got you around though. Helps spice things up.


Why thank you! Glad to know there's interest.
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Postby Libra » Fri Feb 27, 2009 8:44 am

Looks good, old chap! :D
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Postby baixiwei » Tue Mar 03, 2009 10:11 am

Thanks Libra!

Here is Fade, a character who does not fit any normal archetype that I know of. I waxed prolix with the character background - my gratitude goes out to anyone who has the patience to finish it. Someday I may come back and make it shorter, but as Aragorn says in The Return of the King, "It is not this day!"

Fade
Real Name: Unknown, even to himself
PL 10, 150 pp

Image

On March 28, 2009, Wilhelm Kantor (better known in the world of Freedom as "Overshadow") made history by inventing the first working time machine. He wasted no time in using it, and thus on February 3, 1993, he changed history by "tweaking" the events of the Terminus Invasion to ensure the deaths of not only Centurion, but all other members of the Freedom League. This action created a new timeline - one without the Freedom League, one in which SHADOW's plans for world domination could advance unhindered. By the time March 28, 2009 rolled around again, the world was firmly under Overshadow's thumb.

But the Freedom League's greatest mind, Daedalus, had foreseen (or perhaps, afterseen) these events. Before he and the other members of the Freedom League winked out of existence with the rest of their timeline, he was able to reverse-engineer Overshadow's device. With it, the Freedom League followed him back in time, saved their past selves from oblivion in the Terminus Invasion, returned to the present, not forgetting to adjust certain past events to prevent Overshadow from ever having the idea of making a time machine, let alone actually doing it.

Thus the "real" timeline was saved, and the alternate timeline ... faded away. Overshadow's dominion never became reality. Nor did countless other events ... countless births and deaths, lives and loves and labors, were erased in an instant from the canon of reality. Yet one of these - one of those people who should never have existed, who should have faded to nothingness when Overshadow's alternate reality was destroyed - refused to disappear. The stubbornness of life, which burns like a candle flame in the heart of every living being, was for him a raging conflagration. He would not, in the words of the poet, "go silent into that good night." By sheer force of will alone, he continued to exist in the new reality.

But he was literally a shadow of his former self. He could not remember his mother's name, or even his own. He did not know how old he was. He could only guess, from skills and habits of mind that he still possessed, that he had once been a journalist. But he could be one no longer, for the tenuous state of his existence made him into a permanent phantom: unseen, untouchable, unknown to anyone around him. He still existed, yes, but reality did its best not to acknowledge him.

Predictably, unbearable loneliness gave way to delirium, and delirium to insanity. He wandered the crowded city streets, but to him they were as lonely as barren wastelands. He raved and screamed, begging someone to notice him, but they did not hear; he grabbed at passerby, but his hands passed through them like a ghost's. At length, he lay down in the place where he found himself, curled into a fetal position, and waited, unable to sleep, staring blankly forward as the snow drifted down and the spring rains fell and the summer heat scorched the ground and autumn lit the trees on fire, year after year, meaning precisely nothing.

One day he stood up, shook himself, and said, "That's enough of that." His wanderings began again. Ironically, for someone forgotten to the world's memory, his own powers of memory were enhanced: he remembered everything he saw, and having been (in another life) a trained journalist, he did not miss much. Out of mere curiosity, he began to follow the things he noticed - the suspicious-looking men ducking furtively into dark alleyways ... the sunglass-wearing spooks in their black vans ... even the ordinary-looking office worker who bought an inordinate amount of rope, plastic sheeting, and black paint ...

More often than not, these clues led to dark secrets - secrets only he could know, mysteries only he could unravel. And more often than not, in the darkness within each secret, there were innocent voices crying for salvation. Voices of the hopeless and the forgotten, voices only he could hear. There was still a role for him to play. And his phantom-like existence granted him more than simply being unnoticeable: he could channel his own deferred oblivion out into the world - erasing memories, draining color and light, even blotting out objects entirely from the canvas of reality. With these powers, he could save those the world had given up for lost. He would not let them fade away, no more than he would himself.

Thus was born a new kind of hero: Fade.



Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 14, Wisdom 14, Charisma 10

Combat: Attack 4 (8 with Fade powers), Damage 0, Defense 5 / 8 with dodge / 3 flatfooted, Initiative 0, Grapple 4, Knockback 0

Saving Throws: Toughness 0, Fortitude 5 (5), Reflex 6 (6), Will 6 (8)

Skills: Knowledge: current events 6 (8), Knowledge: popular culture 2 (4), Knowledge: history 2 (4), Search 6 (8), Concentration 4 (6), Notice 8 (10), Profession: journalist 8 (10), Sense Motive 6 (8), Gather Information 6 (6)

Feats: Attack Specialization (fade powers) 2, Dodge Focus 3, Move-by Action, Eidetic Memory

Powers:

Insubstantial 4 (incorporeal; continuous [+1], permanent [-1], innate)
Concealment 10 (all senses; continuous [+1], permanent, innate)
Immunity 12 (life support, starvation and thirst, need for sleep, aging; innate)

Fade Powers: Array 6 (1 BP, 2 APs)
BP: Drain 12 (Toughness @ 1/rank; affects corporeal [+1], limited to objects [-1])
AP: Mental Transform 12 (memories @ 2/rank; limited to forgetting [-1], touch range [-1], continuous [+1])
AP: Color Control 10 (limited to transparency [-1], touch range [-1], burst area [+1], independent [+0], slow fade 2)

Teleport 9 (accurate [+1], long range [-1])
AP: Flight 9

The Math: Abilities 8 + Skills 12 + Feats 7 + Combat 18 + Saving Throws 17 + Powers 88 = 150
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Postby omegasranger » Thu Mar 05, 2009 9:00 pm

You have some pretty neat - and original - builds; I especially like the monster-hunter template/archetype! :D
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