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Alexander wrote:I've seen this character around before and I've always wanted to try and look up some issues where she appears, but I never got around to it. This build just makes me want to go and get it once and for all.
Thorpacolypse wrote:After much internal debate, the new J-Mart location is finally ready to stock its first item. This one is a J-Mart Favorite and the one that pretty much started it all for all of us, and definitely my long time love of comics and superheroes so there was really no doubt who was going to be the build that starts my personal setting specific thread.
It is a remarkable dichotomy. In many ways, Clark is the most human of us all. Then... he shoots fire from the skies, and it is difficult not to think of him as a god. And how fortunate we all are that it does not occur to him. -- Batman
PL: 13 (240 pp) – OPL: 13; DPL: 13
ABILITIES: STR: 42  (+16/+3) DEX: 14 (+2) CON: 36  (+13/+3) INT: 16 (+3) WIS: 18 (+4) CHA: 20 (+5)
SKILLS: Bluff (+5), Climb (+16), Concentration 3 (+7), Diplomacy 7 (+12) [Combat Diplomacy], Disguise (+5), Escape Artist (+2), Gather Info (+5), Handle Animal (+5), Intimidate (+5), Investigate 7 (+10), Knowledge [Current Event] 7 (+10), Notice 4 (+8), Profession [Reporter] 5 (+9), Search 6 (+9), Sense Motive (+4), Stealth (+2), Survival (+4), Swim (+16)
FEATS: Accurate Attack, Benefit (1) [He’s Superman, duh], Combat Diplomacy, Equipment (5), Improved Initiative (1), Inspire (3), Interpose, Leadership, Lionheart, Luck (1), Perfect Timing, Power Attack, Takedown Attack (1), Ultimate Effort (1) (Ultimate Will Save), Withstand Damage
ENHANCED FEATS: Beginner's Luck, Dodge Focus (2), Eidetic Memory, Luck (3), Ultimate Effort (1) (Ultimate Toughness Save)
Enhanced Strength 26 (26pp) 
Enhanced Constitution 20 (20pp) 
Impervious Toughness 5 (5pp) 
Protection 5 (Extra: Impervious [10pp]) 
Feature 1 (Longevity [1pp]) 
Immunity 10 (Life Support, Starvation/Thirst [10pp]) 
Heat Vision 12 (Blast 12, Dynamic Array, PF: Precise [25pp array]; 26pp)  - DC:27:tough
AP: Super Cold Breath 12 (Ice Snare 12, Extra: Cone Area, Flaw: Distracting [1pp])  - DC:22:ref
AP: Super Breath 8 (Air Control 8, Extra: Knockback, Cone Area, Flaw: Distracting, PF: Freshen Air [1pp])  - DC:23:tough
DAP: Super Senses 25 (Normal Vision [Extended x4], Normal Hearing [Extended x4], Detect Life [Visual], X-Ray Vision [Extended x4, Flaw: Limited (cannot penetrate lead)], Infravision [Extended x3], Microscopic Vision [Extended x3], Ultra Hearing [Extended x3], Ultra-Vision [Extended x3]; 2pp)
Enhanced Feats 8 (see Feats [8pp]) 
Super-Strength 10 (4259 Tons, Dynamic Array, PF: Countering Punch [21pp array]; 22pp) 
DAP: Flight 10 (10,000 mph [2pp]) 
DAP: Speed 10 and Quickness 10 (2pp) 
Space Travel 2 (Medium Interplanetary [2pp]) 
Regeneration 8 (Recovery Rate 8, Flaw: Requires yellow sunlight [4pp])
Bruised 1/round 
Injured 1/1 minute 
Disabled 1/20 minutes 
JLA Commlink, Cell phone (2ep)
Fortress of Solitude:
Size: Huge; Toughness: 18; Features: Communications, Computer, Concealed, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 3 (Strength check, DC 30), Workshop; Powers: Super Movement (Dimensional Movement [Phantom Zone]: Portal),
COMBAT: Base Attack +10, Melee +10, Ranged +10, Full Super Strength Grapple +36 [Unarmed +16 (Bruise); Heat Vision +12 (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -14
SAVES: Toughness +18 (+18 flat-footed, +10 Impervious), Fortitude +16, Reflex +2, Will +9
DRAWBACKS: Power Loss - All powers, when exposed to Kryptonite and/or Red Sun Radiation (uncommon, severe; -5), Vulnerable - Magic (25% vulnerability [uncommon, minor], also eliminates Impervious Protection [uncommon, minor]); -2, Weakness -Kryptonite poisoning, -1 con per minute, can be fatal (uncommon, very severe; -6)
Abilities 40 + Skills 10 (40 ranks) + Feats 29 + Powers 134 + Combat 32 + Saves 8 – Drawbacks -13 = 240 / 240
Comments: As Alexander Luthor stated in Infinite Crisis, for some reason, it always starts with Superman...
Starting out my new official Earth-217 only thread is a new reworking of Superman. I was originally going to put him at PL15 but I decided to keep him and the other big guns of the Earth-217 heroes at PL14. I did a PL13 version which I may plop in here depending on how playtesting goes. But this level, with a good amount of HP, give him a fighting chance against the Hulks and Doomsdays of my world.
After over 2 years of building Kryptonians, I am still not quite happy with my power set and drawbacks, but every time I feel like I get a little closer to what I’m looking for. The new feats and powers in the newer books continue to help as well. I almost gave Clark the Holding Back drawback since that is generally the approach I take with him, but I didn’t (this time). I originally had him at about 260pp, but after really thinking about it, I trimmed quite a few pp and may trim more. I wanted a streamlined Clark, but one who was still versatile and powerful, and I feel pretty good about this build. For now...
To note, Perfect Timing is from Mecha and Manga, allowing him to burn an HP to show up at the right place at the right time. Seems like that feat was MADE for Clark.
In the Thorpacoverse, he hasn’t had his powers back that long after the depowering during the Infinite Secret War Storm, and things have changed a lot during the year he was powerless but the one thing that remains constant is that he’s still the standard to which all heroes aspire to. Well, most of them anyway…
Clean Up 4/13/10: Well, you knew I couldn't leave well enough alone. I took Supes down a PL to PL13 for playabality. I like the thought of a PL11-ish slugger giving him and Captain Marvel a hard time so the top tier characters for this thread are coming down a bit to give them more challenges.
DOCTOR OCTOPUS TENTACLES
PL: 9 (140 pp) – OPL: 9; DPL: 9
ABILITIES: STR: 26 (+8) DEX: 12 (+1) CON: NA INT: 16 (+3) WIS: 12 (+1) CHA: NA
SKILLS: Bluff (NA), Climb 6 (+14), Computers 7 (+10), Concentration (+1), Diplomacy (NA), Disable Device 7 (+10), Disguise (NA), Escape Artist (+1), Gather Info (NA), Handle Animal (NA), Intimidate (NA), Notice (+1), Search (+3), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+8)
FEATS: All-out Attack, Attack Focus (Melee) (4), Defensive Attack, Grappling Finesse, Improved Disarm (1), Improved Grab, Improved Grapple, Improved Initiative (1), Improved Trip, Interpose, Power Attack, Teamwork (1)
Immunity 50 (Fortitude Saves, Mental Effects [50pp]) 
Bludgeoning Strike 1 (PF: Mighty, Extended Reach x2 [4pp])  - DC:24:tough
Elongation 2 (2pp) 
Protection 10 (10pp) 
Super Movement 3 (Wall-Crawling x2, Sure-Footed, Extra: Affects Others [9pp]) 
Super-Strength 3 (4 Tons [6pp]) 
Super-Senses 2 (Normal Vision [Radius], Uncanny Dodge [Visual], Extra: Affects Others [6pp]) 
Super-Senses 1 (Communication Link [Doc Ock and Tentacles]; 2pp) 
Speed 1 (Extra: Affects Others [2pp]) 
COMBAT: Base Attack +5, Melee +9, Ranged +5, Grapple +20 [Unarmed +8 (Bruise); Strike +9 (Bruise/Lethal)]; Defense 18 (14 flat-footed); Init +5; Knockback -5
SAVES: Toughness +10 (+10 flat-footed), Fortitude NA, Reflex +4, Will +1
DRAWBACKS: Power Loss - Super Movement and Speed; without assistance from other another tentacle sidekick (uncommon, minor; -2), Disability – Mute (common, major; -4)
Abilities 6 + Skills 5 (20 ranks) + Feats 15 + Powers 91 + Combat 26 + Saves 3 – Drawbacks -6 = 140 / 140
Comments: The tentacles as sidekick/minions.