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Eld's builds:Thomas Rhymer, Morph Fiend, Low Blow

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Re: Eld's builds-3ECloud, Tifa, Link, Dr. Strange, Kingpin

Postby Avaron » Sun Jul 18, 2010 6:37 pm

hmm Doctor strange's stats could be a bit higher I would probebly go with Strenght 1, Stamina 3, Agility 2, dexterity 2, Fighting 5, Intellect 5, Awarness 5, presence 2. though it rarely comes up he is a skilled martial artist capable of beating most non hero types even without magic, his dexterity infact would be a 4 before his accident hands of a surgeon and all, and int 3 is smart but not exactly world renown brain surgeon smart.
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Re: Eld's builds-3ECloud, Tifa, Link, Dr. Strange, Kingpin

Postby Arthur Eld » Sun Jul 18, 2010 9:08 pm

To be fair, he really didn't have that much experience as a surgeon. He was young and talented sure, but not as talented as he thought, which is why he was so arrogant. He does still have a +15 Treatment, when he doesn't really practice medicine all that often, like at all. He does, however, need, Expertise (physician). I'll shuffle some points around.

Lots of guys with powers suddenly develop martial skills when they can't/won't use their powers. I think a Fighting 3 is fine, but I might give him Close Attack (unarmed).
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Postby Arthur Eld » Sun Jul 18, 2010 9:46 pm

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Inspector Lawrence Reinhardt
PL 10 150


Abilities
Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 4, Intellect 10, Awareness 4, Presence 0

Powers
Datalink (Communication 3 (Radio), Subtle, Rapid), Comprehend 2 (Machines), Senses 3 (Detect Computers (Ranged, Extended) 17
Gadgets Variable 6 (Accurate 2, Easily Removable, -2) 32

Advantages
Beginner's Luck, Close Attack, Defensive Roll 2, Eidetic Memory, Inventor, Luck, Ranged Attack 3, Skill Mastery (Technology), Uncanny Dodge (hearing)

Skills
Expertise (police officer) 1 (+11), Expertise (Science) 9 (+19), Insight 4 (+8), Investigation 4 (+14), Perception 8 (+12), Technology 10 (+20)

Offense
Initiative +2
Gadgets +9 (Ranged or close), Damage up to 11

Defense
Dodge 10 8, Parry 10 6
Toughness 3/1, Fortitude 4 3, Will 10 6

Abilities 46+Powers 49+Advantages 12+Skills 20+Defenses 23=150

•Here's one of my current PbP characters, Inspector (technically Detective, but don't call him that), Lawrence Reinhardt. Crinos said it best 'genius, technopath, and smug son of a bitch.' I really liked how he turned out as a starting PL 10. Now that he's been upgraded to a points-heavy PL 11, I'll try that in 3e too. Eventually.
Last edited by Arthur Eld on Wed Jul 21, 2010 10:58 pm, edited 1 time in total.
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Postby Arthur Eld » Sun Jul 18, 2010 10:13 pm

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Moon Knight
PL 9 135


Abilities
Strength 3, Stamina 5, Agility 3, Dexterity 3, Fighting 11, Intellect 2, Awareness 2, Presence 2

Advantages
Benefit 2 (Independently Wealthy), Close Attack, Contacts, Diehard, Equipment 12, Fearless, Improved Initiative, Power Attack, Ranged Attack 9, Startle, Takedown

Skills
Acrobatics 6 (+9), Athletics 6 (+9), Deception 3 (+5), Insight 5 (+7), Intimidation 8 (+10), Investigation 5 (+7), Perception 6 (+8), Sleight of Hand 4 (+7), Stealth 7 (+10), Technology 3 (+5), Vehicles 3 (+6)

Equipment (48 total)
Costume (Feature: Night vision, Protection 2) 3
Moon-copter Military Helicopter 45
Arsenal Shuriken (Multiattack Blast 2), 6
•Club 1
•Brass Knuckles 1
Communicator
Swingline Movement (swinging) 2

Offense
Initiative +7
Unarmed +12 Damage 3
Club +12 Damage 5
Crescent Darts +12 Damage 2 (Multiattack)

Defense
Dodge 11 8 Parry 11
Toughness 7/5, Fortitude 7 2, Will 6 4

Abilities 62+Advantages 31+Skills 28+Defense 14=135

•Moon Knight is a pretty cool character, especially in the first dozen or so issues of his penultimate volume. Haven't picked up the newest stuff yet. Anyway, I think he's so awesome that I overestimated him in 2E. PL 10 is just a bit too much. So the 3E Lunar Avenger is PL 9. I think I might go back and edit the build a tad, specifically, I want to drop his Equipment to free up some points. Maybe say he only pays for some of the copter and Frenchie pays for the rest. For now, I think its a pretty good build, I kinda want to give him a test-drive.
Last edited by Arthur Eld on Wed Jul 21, 2010 10:59 pm, edited 2 times in total.
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Re: Eld's builds-3E, Dr.Strange, Kingpin, Reinhardt, Moon Knight

Postby Severance » Sun Jul 18, 2010 11:07 pm

Sweet Moon Knight! For some reason that picture of him makes me think he's taking on Killer Croc (hint, hint). You could always throw him against Kingpin. Don't think they've ever tussled before, have they?
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Re: Eld's builds-3ECloud, Tifa, Link, Dr. Strange, Kingpin

Postby vitruvian » Mon Jul 19, 2010 8:57 am

Arthur Eld wrote:Lots of guys with powers suddenly develop martial skills when they can't/won't use their powers. I think a Fighting 3 is fine, but I might give him Close Attack (unarmed).


The martial arts skills for Strange aren't anything new, though - he nearly pwned Mantis in hand-to-hand back during the Avengers/Defenders War. Not that he should approach his PL caps unarmed, not for PL 14, anyway, but I might let him go up to the equivalent of PL 8 in that respect for both offense and defense.
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Postby Arthur Eld » Mon Jul 19, 2010 11:17 am

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Angel
PL 8 120


Abilities
Strength 4, Stamina 3, Agility 5, Dexterity 5, Fighting 6, Intellect 2, Awareness 2, Presence 2

Powers
Angel Wings Flight 5 (Subtle, Wings) 6
Aerial skill Flight 8 (Limited for purposes of Feinting only) 4
Bird-like vision Senses 2 (Extended Vision 1) 1

Advantages
Agile Feint, Attractive, Benefit 4 (Wealth), Connected, Equipment, Evasion, Favored Environment (air), Improved Defense, Move-by action, Redirect, Set-Up, Teamwork

Equipment
X-Man uniform (Protection 2, commlink)

Skills
Acrobatics 4 (+9), Athletics 2 (+5), Close Combat (unarmed) 4 (+10), Deception 2(+4), Expertise (business) 5 (+7), Insight 4 (+6), Perception 7 (+9), Persuasion 3 (+5), Stealth 2 (+7), Technology 2 (+4), Vehicles 1 (+6)

Offense
Initiative +5
Unarmed +10 Damage 4

Defenses
Dodge 11 6, Parry 11 5
Toughness 5, Fortitude 6 3, Will 6 4

Abilities 58+Powers 11+Advantages 15+Skills 18+Defense 18=120

•Here's Angel, 3.0. Warren here is 2 PLs lower than my other X-Man build (Cyclops), and I'm totally ok with that. You want an Angel who can hold his own with the big leagues? Well, that's what Archangel's for. Expect a separate build for that. As is, Angel's a good example of not having world-shattering mutant powers, but still being awesome. He has a +13 to Feint thanks to his sheer flying skill (being one of the original flyers will do that for you) which at PL 8, is pretty impressive. He's undercapped on Offense, but that is what Favored Environment is for. And if he really needs to put the hurt on someone he can Slam and Power Attack. Plus, one thing that I've found true is that PL 8 is really capable, even compared to PL 10. Angel shouldn't be able to beat Cyclops (at least in my mind), but in a fight, there's no guarantee it would work out that way.
Last edited by Arthur Eld on Wed Jul 21, 2010 10:59 pm, edited 2 times in total.
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Re: Eld's builds-3E Kingpin, Reinhardt, Moon Knight, Angel

Postby ClassDunce » Mon Jul 19, 2010 11:35 am

I like Angel. I mean I didn't use to, and I can't stand the whole Archangle thing. When I was in Highschool and totally addicted to the original Thunderbolts run and they had an issue where the team, after Hawkeye took over as leader, broke into a Challengers warehouse to borrow without permission some equipment. The Challengers were a very shorlived superteam that was fully funded by Warren.

Angel showed up when they were about to leave and he fought the Thunderbolts, all by himself, and he humiliated them. He kind of proved Hawkeye's point to them that they could only ever win if they fought as a team. He fought them inside of a warehouse, and he wiped the floor with them, well to be honest he caused them to wipe the floor with themselves. Mach 1, Songbird and Moonstone were stumbling all over each other in the air.

It was a very good example of how feints and using one's environment is so useful for these lower level guys. Angel isn't a huge damage dealer but that doesn't mean he can't kick your ass. I would actually suggest that he take the Defensive Attack advantage as well, in play he would probably want to run that at an almost constant +2 or even +3 until he could find an opening to attack in.
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Re: Eld's builds-3E Kingpin, Reinhardt, Moon Knight, Angel

Postby Arthur Eld » Mon Jul 19, 2010 11:51 am

One of the things I like about 3E is how everyone can use Trade-off Advantages without having to pay for em. As written, Angel can use Defensive Attack for +2, -2. Plus he can shift his Favored Enivronment to his Active Defenses, raising them to 13. That's a Parry/Dodge of 15 (higher than Batman). Plus, whenever one hero is against multiple villains, in the comics, they tend to do much better than they should/would in a rolled-out fight. Look at Spiderman, he never seems to have as much trouble with the Sinister Six as he does with the villains individually. I might drop his Extended Vision one rank for Defensive Attack, though, or possibly Redirect.
Last edited by Arthur Eld on Mon Jul 19, 2010 11:58 am, edited 1 time in total.
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Re: Eld's builds-3E Kingpin, Reinhardt, Moon Knight, Angel

Postby ClassDunce » Mon Jul 19, 2010 11:55 am

Arthur Eld wrote:Look at Spiderman, he never seems to have as much trouble with the Sinister Sex as he does with the villains individually.


Spidey seems a little bit vanilla to me in that department but who know's he might break out the leather on the weekends. lol I love typos.
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Re: Eld's builds-3E Kingpin, Reinhardt, Moon Knight, Angel

Postby Arthur Eld » Mon Jul 19, 2010 11:59 am

This is why we don't drink and post. But you know what I mean. When its one hero against a bunch of villains, they usually do much better then they should.

Its almost like there's a house rule that the hero gets an additional turn for every additional villain.
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Postby Arthur Eld » Tue Jul 20, 2010 11:38 am

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The Punisher
PL 9 135


Abilities
Strength 3, Stamina 4, Agility 3, Dexterity 3, Fighting 10, Intellect 2, Awareness 2, Presence 2

Advantages
Contacts, Diehard, Equipment 7, Improved Aim, Move-by Action, Precise Attack (ranged, cover), Quick Draw, Ranged Attack 10, Startle, Takedown, Tracking

Equipment
Van (As Truck, Toughness 10, Hidden Compartments) 9
Arsenal (Base: Assault Rifle, Alts: Sniper Rifle, Shotgun (slugs, Grenades), Heavy pistol) 19
Knife 2
Body Armor (+4 Toughness) 4

Skills
Athletics 7 (+10), Deception 4 (+6), Expertise (Military) 7 (+9), Expertise (streetwise) 7 (+9), Insight 6 (+8), Intimidation 9 (+11), Investigation 7 (+9), Perception 7 (+9), Sleight of Hand 2 (+5), Stealth 7 (+10), Technology 4 (+6), Treatment 4 (+6), Vehicles 3 (+6)

Offense
Initiative +3
Ranged +13 Damage 5 (Multiattack with Assault Rifle)
Close +10 Damage 3 Unarmed, 4 Knife

Defense
Dodge 10 7, Parry 10
Toughness 8, Fortitude 7 3, Will 7 4

Abilities 58+Advantages 26+Skills 37+Defense 14=135

•Punisher is another one of those characters that I could have easily upped his cost or PL and felt justified. But I like him here, PL 9, in-between Street Level and more superheroic stuff. He still has crazy accuracy, and once again I love 3E's stance towards trade-off Feats. He can Power Attack, Accurate Attack, whatever, as necessary. He probably Power Attacks more than anything else, and with a Sniper Rifle and Aiming he can pop a guy from a long distance away for 7 Damage. Multiattacking with his Assault Rifle while Power Attacking is even worse, and consider that he mostly doesn't fight anybody superhuman. I kinda want to set him against the Joker or someone like that.
Last edited by Arthur Eld on Wed Jul 21, 2010 11:01 pm, edited 1 time in total.
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Re: Eld's builds-3E Reinhardt, Moon Knight, Angel, Punisher

Postby Severance » Tue Jul 20, 2010 5:21 pm

Personally, I can see Frank getting in an all out war with the mobsters of Gotham, especially Two-Face and Black Mask. Course, he would then get in a slugfest with Batman.
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Postby Arthur Eld » Wed Jul 21, 2010 4:32 pm

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Luke Cage
PL 10 150


Abilities
Strength 10, Stamina 10, Agility 2, Dexterity 2, Fighting 9, Intellect 1, Awareness 2, Presence 3

Powers
Skin like Steel Impervious Toughness 10
Super-Strength Enhanced Strength 1 (Limited to Lifting)

Advantages
Accurate Attack, Chokehold, Contacts, Defensive Attack, Great Endurance, Improved Critical (unarmed), Improved Grab, Improved Initiative, Inspire 2, Leadership, Luck, Move-by Action, Power Attack, Precise Attack (Close, Cover), Startle, Takedown, Teamwork

Skills
Close Combat (unarmed) 1 (+10), Deception 2 (+5), Expertise (current events) 4 (+5), Expertise (streetwise) 9 (+10), Insight 5 (+7), Intimidation 8 (+11), Investigation 5 (+6), Perception 6 (+8), Ranged Combat (Throwing) 6 (+8), Stealth 4 (+6), Technology 2 (+3), Vehicles 4 (+6)

Offense
Initiative +6
Unarmed +10, Damage 10
Thrown objects +8

Defense
Dodge 9 7, Parry 10 1
Toughness 10, Fortitude 11 1, Will 8 6

Abilities 78+Powers 11+Advantages 17+Skills 28+Defense 15=150

•Not too much to be said about Luke Cage. He's a no-frills brick with a decent helping of Skills and Advantages to show that he's a trained fighter and a semi-experienced investigator. Good for both street-level settings and more traditional supers stuff. My 2E build was PL 9, but I think, given his showings in the past few years, he deserves to be PL 10.
Last edited by Arthur Eld on Wed Jul 21, 2010 11:02 pm, edited 1 time in total.
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Re: Eld's builds-3E Moon Knight, Angel, Punisher, Luke Cage

Postby Severance » Wed Jul 21, 2010 8:03 pm

Nice Luke Cage, Eld. I agree with you that by now the guy should be a PL 10. It's been a while since the afro and all. Also, not to sound nitpicky, but would you think that he might need an extra point of Presence? I mean, he's wearing a buckle with his own name like he's Shaft or something. Actually, I'm pretty sure he is Marvel's version of Shaft, lol.
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