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Elric's 2e Builds

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Postby Elric » Thu Feb 05, 2009 8:29 pm

Ecalsneerg wrote:Most builds I've seen put it as a Complication, as she probably would be good with other animals if she was more willing to do so.


I agree with this. I don't think the character creation system in M&M needs to get that specific when you have a mechanism like Complications to handle these character-thematic limitations during play.
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Postby Elric » Sat Feb 07, 2009 11:48 am

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Elementalist (Fire/Earth, Generic)

Power Level 11 (165 pp)

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

Skills: Bluff 8 (+10/+14), Concentration 12 (+14), Craft [Structural] 4 (+7), Diplomacy 8 (+10/+14), Gather Information 8 (+10), Knowledge [Earth Sciences] 12 (+15), Notice 8 (+10), Sense Motive 8 (+10), Survival 4 (+6)

Feats: Accurate Attack, All-Out Attack, Attack Focus (Ranged), Attractive, Dodge Focus 5, Improved Initiative, Move-By Action, Power Attack, Taunt, Track, Uncanny Dodge (Visual)

Powers: Immunity 6 (Environmental Condition [Heat], Fire damage)

Alternate Form 5 [Fire/Earth Form, Sustained] (25 pp)
Fire/Earth Form Traits (25 pp total)
Protection 9, Strike 1 (Extras: Duration 2—Sustained, Aura, Power Feat: Selective) [Flame Aura] (5 pp)
Flight 5 (250 mph) (10 pp) (AP: Burrowing 6 [50 MPH] & Super-Strength 2)

Fire/Earth Control Array (30 pp + 9 APs= 39 pp)
Blast 12 (Power Feats: Accurate 2, Indirect 2, Precise, Variable Descriptor [fire/earth]) (30 pp)
AP: Blast 8 (Extra: Area—Burst, Power Feats: Indirect 2, Variable Descriptor [fire/earth]) & Immunity 1 (Own Blast Power) (28 pp)
AP: Dazzle 12 (Visual; PF: Accurate 2, Indirect 2, Precise, Variable Descriptor [smoke/fire flare]) (30 pp)
AP: Earth Control 14 (100 tons; Power Feat: Precise) (29 pp)
AP: Fire Control 14 (Power Feat: Precise) (29 pp)
AP: Healing 10 (Flaw: Personal, Drawback: Power Loss [when not in contact with earth and not near source of flame, -1 pp]) (9 pp)
AP: Intensify Energy Aura: Increase Strike Aura by 7 ranks (28 pp)
AP: Obscure 10 (Visual; up to 1 mile radius, Extra: Independent (+0), Power Feats: Reversible, Variable Descriptor [smoke/debris]) (22 pp)
AP: Snare 12 [Earth] (Power Feat: Accurate 2, Indirect 2, Precise, Reversible) (30 pp)
AP: Shape Earth: Transform 14 (Reshape Earthen Materials, base 3 pp/rank; Extra: Duration—Continuous, Flaws: Range—Touch, Action—Full Action, Power Feat: Precise) (10 tons) (29 pp)

Combat: Attack +5 (+6 Ranged, +10 Blast/Dazzle/Snare) [Blast 11 dmg, Dazzle Reflex DC 21, Snare Reflex DC 21], Defense 20 (13 flat-footed), Initiative +6, Grapple +5, Knockback -6

Saves: Toughness +12 (+3 outside of Alternate Form), Fortitude +8, Reflex +9, Will +8

Abilities 24 + Skills 18 + Feats 15 + Powers 70 + Combat 20 + Saves 18 = 165

Notes: Here’s an generic Elementalist, who uses Fire and Earth, as a PL 11, 165 pp PC. The picture is Magma from the X-Men, who this build is inspired by, though it’s not meant to represent Magma in particular. Like most elementalists, she has a lot of alternate powers in a main elemental control array and you should feel free to power stunt more to cover other tricks that she can pull off. This is an upgraded version of my PL 10, 150 pp elementalist build.
Last edited by Elric on Sat Feb 14, 2009 11:36 pm, edited 1 time in total.
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Postby Libra » Sun Feb 08, 2009 5:21 am

<Insert stunningly obvious witticism about generic convergence of pyromancy and physical attractiveness here.>

8)

Keep up the good work Elric. :wink:
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Postby Elric » Fri Feb 13, 2009 11:41 pm

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Lex Luthor

Power Level 10 (150pp)

Abilities: STR: 12 (+1), DEX: 12 (+1), CON: 16 (+3), INT: 30 (+10), WIS: 18 (+4), CHA: 18 (+4)

Skills: Bluff 8 (+18)*, Computers 4 (+14), Craft [Chemical] 8 (+18), Craft [Electronic] 12 (+22)*, Craft [Mechanical] 12 (+22)*, Diplomacy 10 (+14), Gather Information 10 (+14), Intimidate 8 (+12), Knowledge [Business] 8 (+18), Knowledge [Technology] 12 (+22)*, Notice 4 (+8), Sense Motive 8 (+12)

Feats: Assessment, Attack Focus (Ranged), Benefit 2 (Use Intelligence for Bluff, Wealthy), Connected, Defensive Roll 3, Dodge Focus 5, Equipment, Inventor, Jack of all Trades, Leadership, Master Plan, Skill Mastery (Bluff, Craft [Electronics, Mechanical], Knowledge [Technology]), Speed of Thought, Taunt, Well-Informed

Powers: Gadgets 4 [Easy to Lose] (24 pp)

Equipment: Undercover Shirt (Protection 2, Subtle), Cell Phone, PDA

Combat: Attack +5 (+6 ranged) [Unarmed 1 dmg], Defense 20 (13 flat-footed), Initiative +10, Grapple +6, Knockback -4

Saves: Toughness +8 (+5 flat-footed), Fortitude +6, Reflex +4, Will +10

Abilities 46 + Skills 26 + Feats 22 + Powers 24 + Combat 20 + Saves 12 = 150

Notes: Here’s a PL 10, 150 pp Lex Luthor PC build. He’d be a pretty good generic mastermind. Hat tip to Taliesin’s Luthor build for the inspiration for this one. Speed of Thought is from the Mastermind's Manual and lets you add your Int bonus to your initiative instead of your Dex bonus.

Gadgets is from Ultimate Power, and lets Lex pull out 20 pp worth of devices (as a standard action), which are easy to lose (and if someone disarms him of a gadget created with Gadgets, the points for that gadget can't be re-spent until you recover that gadget, see Steve's answer here).

Lex is under his PL caps on both offense and defense, but thanks to Gadgets he can get even on one or potentially both caps. I’d suggest Blast 8 (PF: Accurate 3, Precise), a handy turbocharged blaster pistol, for a default weapon. If you’re using him as an NPC, Lex’s PL of 10 is more of a guideline for the level of devices he can pull out than a hard limit on his abilities. In general, NPC Lex should have whatever power level, devices, minions and headquarters are appropriate.
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Postby JoshuaDunlow » Fri Feb 13, 2009 11:59 pm

Thats pretty Awesome i think, great template for any number of Evil genius masterminds. 8)
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Postby Elric » Sun Feb 15, 2009 11:38 am

JoshuaDunlow wrote:Thats pretty Awesome i think, great template for any number of Evil genius masterminds. 8)


Thank you. You clearly know the archetype well :D
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Postby Libra » Fri Feb 20, 2009 9:02 am

Lex practically is the archetype for the saner specimens of the breed.

Dr Sivanna has had 'Mad Scientist' locked down since back in the 'Forties when he was a Republic Serials geek. 8)
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Postby Elric » Sat Feb 21, 2009 12:10 pm

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Mr. Ordinary

Power Level 8
(120 pp)

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

Skills: Acrobatics 4 (+8), Bluff 4 (+5), Notice 6 (+7), Sense Motive 6 (+7), Sleight of Hand 4 (+8), Stealth 4 (+8)

Feats: Beginner's Luck, Dodge Focus 5, Elusive Target, Evasion, Improved Initiative, Luck, Power Attack, Precise Shot, Ultimate Defense

Powers: Nemesis 5
Speed 1 (10 MPH), Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental])

Combat: Attack +8, Defense 22 (14 flat-footed), Initiative +8, Grapple +8, Knockback -2

Saves: Toughness +4, Fortitude +4, Reflex +8, Will +4

Abilities 20 + Skills 7 + Feats 13 + Powers 43 + Combat 30 + Saves 7 = 120

Notes: Here’s Mr. Ordinary, a PL 8, 120 pp PC mutant with the nemesis power and a minor 6th sense. This is a slight variant on a PC from the Marvel mutants campaign I ran. I think the player choose Nemesis so I would have to do lots of work all the time. Other GMs, be warned! :)

Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited 2 [only attack rolls, only attacks rolls against you]) (1 pp), taken as a feat. Ultimate Defense: After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.
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Postby Libra » Sun Feb 22, 2009 11:57 am

Now there's an ironic name for a super-powered character, even for a low-level metahuman. Is he aware of his abilities?
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Postby Elric » Mon Feb 23, 2009 11:10 am

Libra wrote:Now there's an ironic name for a super-powered character, even for a low-level metahuman. Is he aware of his abilities?


Yes, he's aware of his abilities. I think his name is a reference to the fact that until he activates his Nemesis power, he doesn't seem superhuman at all. It might also be an attempt at subterfuge; you don't want to name yourself "I can take advantage of your weakness! dude" :)
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Postby luketheduke86 » Mon Feb 23, 2009 2:22 pm

I like the Mr. Ordinary though Nemesis is just an absolute pain in the butt to GM against :P. Also very nice 'iconic' Lex Luthor, though I'm a bit surprised by the superhuman Intelligence. So what new and exciting build are you going to churn out next Elric?
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Postby Elric » Tue Feb 24, 2009 1:33 am

luketheduke86 wrote:I like the Mr. Ordinary though Nemesis is just an absolute pain in the butt to GM against :P.


Definitely. The GM does a ton of work to account for the variable power, plus the player gets powers suited for fighting all of your villains- except occasional ones with Concealment, because the power requires perception. This was handy the time one of my villains had Selective Obscure.

Also very nice 'iconic' Lex Luthor, though I'm a bit surprised by the superhuman Intelligence.

Thanks. M&M's scale for human vs. superhuman attributes is a little vague. The core book describes 25 as the maximum ability score for "normal humans" and says superheroes can go beyond it, but for the physical attributes 25 makes sense as a hard limit. For mental attributes, there's more wiggle room, particularly Int, as there are more masterminds than unpowered characters with truly incredible wisdom/charisma.

I don't have a system comparable to Taliesin's for stats, but 30 Int strikes me as a good number for a character like Luthor. I wouldn't take a human mastermind much higher than that for Int (e.g., nothing like Freedom City's Dr. Sin, a Ra's al Ghul analogue with 44 Int and 40 Wis).

So what new and exciting build are you going to churn out next Elric?


I wish I knew...
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Postby luketheduke86 » Tue Feb 24, 2009 7:47 am

Elric wrote:
luketheduke86 wrote:I like the Mr. Ordinary though Nemesis is just an absolute pain in the butt to GM against :P.


Definitely. The GM does a ton of work to account for the variable power, plus the player gets powers suited for fighting all of your villains- except occasional ones with Concealment, because the power requires perception. This was handy the time one of my villains had Selective Obscure.


Nice 8)

I don't have a system comparable to Taliesin's for stats, but 30 Int strikes me as a good number for a character like Luthor. I wouldn't take a human mastermind much higher than that for Int (e.g., nothing like Freedom City's Dr. Sin, a Ra's al Ghul analogue with 44 Int and 40 Wis).

Yea I can see that, and a 30 Int does put him on equal grounds as your Mr. Fantastic build. Which seems about right, even if it is a bit scary :shock: lol.

So what new and exciting build are you going to churn out next Elric?


I wish I knew...


Well you still need the Invisible Woman to round out your Fantastic Four or if your up for building another villain there's the other archetypical super-villains...Doctor Doom (i'm on a Fantastic Four kick) or Magneto (sometimes good guy.) Hey you know me, I always have build suggestions, sometimes annoyingly so.. :P
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Postby Elric » Thu Feb 26, 2009 12:30 am

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Paul Revere
“Listen, my children, and you shall hear…”
Power Level 8 (120 pp)

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

Skills: Bluff 4 (+6), Craft [Artistic] 8 (+11), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge [Business] 4 (+7), Knowledge [Current Events] 8 (+11), Notice 4 (+5), Profession [Soldier] 4 (+5), Ride 4 (+6), Sense Motive 8 (+9), Stealth 4 (+6)

Feats: Connected, Defensive Roll 2, Jack of All Trades, Luck, Teamwork, Enhanced Feats: Attack Specialization (Unarmed), Dodge Focus 7, Elusive Target, Evasion, Instant Up, Move-By Action

Powers: Enhanced Feats 12 (See above), Enhanced Reflex Save 4

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

Super Speed 5 (Speed 5 (250 mph), Quickness 5 (50x normal speed), Initiative +20, 10 pp Speed Array, PF: Alternate Power x4) (29 pp)
Speed Array: Base Power: Speed 5 and Quickness 5 (Total: Speed 10 (10,000 mph) and Quickness 10 (2500x normal speed))
AP: Air Control 5 (Heavy Load: 800 lbs)
AP: Healing 5 (Flaw: Self-Only) (5 pp)
AP: Rapid Attack (25 ft radius)
AP: Flurry of Blows: Strike 8 (PF: Affects Insubstantial, Mighty) (10 pp)

Combat: Attack +4 (+6 Unarmed) [Flurry 10 dmg; Rapid Attack 2 dmg], Defense 22 (13 flat-footed), Initiative +22, Grapple +6, Knockback -2

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

Abilities 24 + Skills 16 + Feats 6 + Powers 48 + Combat 18 + Saves 8 = 120

Notes: Here’s Paul Revere, minor hero of the American revolution, from an alternate universe where he’s a speedster, as a PC at PL 8, 120 pp. You did wonder how he warned so many towns in one night, right (forget Malcolm Gladwell’s explanation in The Tipping Point :))?

This build was inspired by Mutton’s idea for a “founding fathers as superheroes” game. With some slight changes in his skills, Paul Revere would make a good generic PL 8 speedster for a game set in the present day.
Last edited by Elric on Sun Mar 01, 2009 3:57 pm, edited 1 time in total.
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Postby Dirigible » Thu Feb 26, 2009 12:41 am

He looks kinda like Jack Black (or vica versa) :shock:
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