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Taliesin's 3E Builds: Moonstone, Binary, Rulk, Wasp, Shang

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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Dr Archeville » Wed Jul 21, 2010 7:11 am

Taliesin wrote:
Raws wrote:I dont understand the conection between reed's elasticity and his intelect (why does it drop by 3, to 9, in case of powerloss?).

The popular interpretation is that Reed's power also lets him think in new and more innovative ways than before. There is a scientific link between brain plasticity (in being able to form new synapses) and learning, so I think this is the basis for the interpretation.

I'm happy to see someone remembered this, but why not give him Enhanced Int, rather than the power loss complication?
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Re: Taliesin's 3E Builds: Spidey, Cap, Thor, Hulk, Wolvie, Rogue

Postby Taliesin » Wed Jul 21, 2010 8:08 am

Dr Archeville wrote:
Taliesin wrote:
Raws wrote:I dont understand the conection between reed's elasticity and his intelect (why does it drop by 3, to 9, in case of powerloss?).

The popular interpretation is that Reed's power also lets him think in new and more innovative ways than before. There is a scientific link between brain plasticity (in being able to form new synapses) and learning, so I think this is the basis for the interpretation.

I'm happy to see someone remembered this, but why not give him Enhanced Int, rather than the power loss complication?


That's a weird thing about a lot of 3E builds in HH (Superman, Captain Marvel)--a lot of their Enhanced Traits are just folded into normal traits and a Power Loss is indicated later on.
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Re: Taliesin's 3E Builds: Jean, Xavier, Iron Man, Vision, Gambit

Postby Taliesin » Wed Jul 21, 2010 8:10 am

Psistrike wrote:Quirk just made some of the builds a lot easier to do now. Although Gambit's Ranged Combat: Throwing skill total should be +14 with Dexterity 5, Ranged Attack 4 and the skill at rank 5. :D


I actually know how this typo happened, too.

And yeah, Quirk is just a catchall Power Drawback for things you don't handle with Complications.
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Re: Taliesin's 3E Builds: Jean, Xavier, Iron Man, Vision, Gambit

Postby danelsan » Wed Jul 21, 2010 10:57 am

Taliesin wrote:That's a weird thing about a lot of 3E builds in HH (Superman, Captain Marvel)--a lot of their Enhanced Traits are just folded into normal traits and a Power Loss is indicated later on.

Perhaps they didn't want these people's super-abilities to have Sustained duration, but didn't feel like paying extra for Continuous? Of course, it could just be made permanent for a net +0 cost, so I can't be sure what is the deal either...
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Re: Taliesin's 3E Builds: Jean, Xavier, Iron Man, Vision, Gambit

Postby Taliesin » Wed Jul 21, 2010 11:35 am

danelsan wrote:
Taliesin wrote:That's a weird thing about a lot of 3E builds in HH (Superman, Captain Marvel)--a lot of their Enhanced Traits are just folded into normal traits and a Power Loss is indicated later on.

Perhaps they didn't want these people's super-abilities to have Sustained duration, but didn't feel like paying extra for Continuous? Of course, it could just be made permanent for a net +0 cost, so I can't be sure what is the deal either...


Simplicity, I'm guessing? I suppose if those Enhanced Traits are generally only lost via complication, then they just end up in the Complications section.
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Build 19: Magneto

Postby Taliesin » Wed Jul 21, 2010 12:16 pm

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Magneto
PL14


Abilities
Strength 2, Stamina 4, Agility 2, Dexterity 2, Fighting 5, Intellect 8, Awareness 3, Presence 5

Powers
Magnetic Field Awareness: Senses 16 (Direction Sense, Magnetic Awareness, Mental Sense 14 [Accurate, Extended 6, Ranged, Radius, Penetrates Concealment]) • 16 points
Magnetic Flight: Flight 10 (2,000 MPH) • 20 points
Magnetic Force Field: Protection 14, Impervious; Immunity 10 (Life Support), Sustained • 38 points
Master of Magnetism: Array (52 points)
    ○ Magnetic Control: Perception Ranged Move Object 14, Damaging, Increased Mass 7 (lifting Str 21; 50,000 tons), Indirect, Precise, Subtle, Limited Material (only metal) • 53 points
    ○ Electromagnetic Blast: Ranged Damage 18, Accurate 4, Variable Descriptor (electromagnetic) • 2 points
    ○ Electromagnetic Pulse: Nullify 10 (all electronic effects), Burst Area x3 (120-ft. radius), Simultaneous, Close Range • 2 points
    ○ Magnetic Snare: Ranged Cumulative Affliction 18 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized), Accurate 4, Extra Condition, Limited to Two Degrees, Limited (to toughness of available metal objects) • 2 points
    ○ Metal Manipulation: Perception Ranged Continuous Transform 8 (200 lbs., assemble/disassemble/shape metal objects) • 2 points
    ○ Organic Iron Manipulation: Perception Ranged Cumulative Affliction 13 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 2 points
    ○ Telekinesis: Move Object 14, Accurate 4, Damaging • 2 points
Shielded Helmet: Immunity 20 (mental effects), Removable (-4 points) • 16 points

Advantages
Assessment, Connected, Inspire, Inventor, Languages 4 (Arabic, English, French, Polish, Russian, Ukrainian, Yiddish, 1 other; base: German), Leadership

Skills
Expertise: Science 12 (+20), Insight 8 (+11), Intimidation 8 (+13), Persuasion 8 (+13), Ranged Combat: Throwing 8 (+10), Technology 12 (+20)

Offense
Initiative +2
Magnetic Blast +10, Ranged, Damage 18
Magnetic Snare +10, Ranged, Affliction 18 (Dodge DC 28)
Organic Iron Manipulation, Perception Ranged, Affliction 13 (Fort DC 23)
Telekinesis +10, Ranged, Damage 14 or Str 14 Grab
Unarmed +5, Close, Damage 2

Defense
Dodge 10, Parry 8
Toughness 18 (Impervious 14) / 2*, Fortitude 14, Will 14
*Without Magnetic Force Field bonus.

Power Points
Abilities 62 + Powers 155 + Advantages 9 + Skills 28 + Defenses 32 = Total 286

Complications
Obsession: Mutant supremacy.
Reputation: Mutant terrorist.
Rivalry: Charles Xavier over views on mutant rights.

Real Name: Max Eisenhardt

Design Notes:

Magneto’s energy control actually extends to all electromagnetic and gravitational forces, including true telekinesis, affecting even non-ferrous objects. Since this telekinesis is Damaging, he can use it at close range in place of his Strength, allowing him to match powerhouses like Colossus in melee. Magneto is particularly stunt-happy, and he has demonstrated a variety of stunts with each of his Alternate Effects. For instance, he has duplicated multiple psionic effects through manipulation of brain impulses and iron in the bloodstream.

The Silver Age version of Magneto demonstrated rudimentary telepathy (Mental Communication 2) and astral projection (Remote Sensing 2 (visual, auditory, mental), Dimensional, Subtle, Limited: physical body is defenseless) either as latent psionic ability or as an application of his magnetic powers.

Magneto also formerly operated out of Genosha and/or Asteroid M, but these bases are defunct and not included (though they’re pretty similar to some of the standard headquarters in the rulebook).

Update 6/4/2011: I made a few minor adjustments to Magneto. His drop to PL14 is more a reflection of the truncated PL range in 3E.
Last edited by Taliesin on Sat Jun 04, 2011 1:27 pm, edited 3 times in total.
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Re: Build 19: Magneto

Postby UnkindMirror » Wed Jul 21, 2010 12:29 pm

I'd have expected a few more (Selective) Area effects from the Master of Magnetism, but I guess we'll be seeing far fewer of those in 3e in general.

Also, what about some kind of Transform (metal shaping) effect? Or would you include this in the Move Object effect?
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Re: Build 19: Magneto

Postby Taliesin » Wed Jul 21, 2010 1:11 pm

UnkindMirror wrote:I'd have expected a few more (Selective) Area effects from the Master of Magnetism, but I guess we'll be seeing far fewer of those in 3e in general.

Also, what about some kind of Transform (metal shaping) effect? Or would you include this in the Move Object effect?


I'm tempted to, if only because these arrays start getting really bloated. Same with Area/Selective effects. In theory, Magneto should be able to use Selective Area on all of his effects. Same with Professor X. But that just doubles the size of the Array.

The HH standard seems to be just treat them as Power Stunts.
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Build 20: Iron Fist

Postby Taliesin » Wed Jul 21, 2010 1:37 pm

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Iron Fist
PL11


Abilities
Strength 3, Stamina 3, Agility 6, Dexterity 5, Fighting 13, Intellect 2, Awareness 6, Presence 2

Powers
Chi: Array (12 points)
    Iron Fist: Strength-based Damage 6, Penetrating 9, Inaccurate 3 • 12 points
    • Healing: Healing 6 • 1 points
Chi Sense: Senses 1 (Mystical Awareness) • 1 point

Advantages
Agile Feint, Assessment, Benefit 3 (millionaire), Close Attack 4, Defensive Roll 5, Evasion, Improved Initiative, Languages 3 (Cantonese, Japanese, K’un Lunese, Mandarin; base: English), Move-By Action, Power Attack, Ranged Attack 6, Takedown 2, Trance, Uncanny Dodge, Weapon Break

Skills
Acrobatics 8 (+14), Athletics 10 (+13), Close Combat: Unarmed 2 (+19), Expertise: Business 4 (+6), Insight 6 (+12), Investigation 6 (+8), Perception 8 (+14), Sleight of Hand 4 (+9), Stealth 8 (+14), Treatment 6 (+8)

Offense
Initiative +10
Iron Fist +13, Close, Damage 9 (Penetrating)
Unarmed +19, Close, Damage 3

Defense
Dodge 14, Parry 14
Toughness 8 / 3*, Fortitude 8, Will 12
*Without Defensive Roll bonus.

Power Points
Abilities 80 + Powers 14 + Advantages 32 + Skills 36 + Defenses 20 = Total 182

Complications
Enemy: HYDRA, Steel Serpent.
Responsibility: To K’un Lun.

Real Name: Daniel Rand

Design Notes:

The Iron Fist power is a basis for applying other modifiers to his base Strength bonus as needed. It’s also no longer considered Tiring, although he can apply Extra Effort as usual.
Last edited by Taliesin on Wed Sep 08, 2010 7:18 pm, edited 1 time in total.
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Re: Taliesin's 3E Builds: Vision, Gambit, Magneto, Iron Fist

Postby UnkindMirror » Wed Jul 21, 2010 1:44 pm

Have we heard anything whether having the Power Attack Advantage allows to ignore the "can't more than double your damage bonus" of the Power Attack maneuver?

Because if it doesn't, a potential maximum of +16/+6 seems a bit weak for a PL11 character. To me, at least.

And while it may or may not fit the character (I think it fits many martial artist types), having a really low effect rank and a really high attack bonus kind of begs for Multiattack...
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Re: Taliesin's 3E Builds: Vision, Gambit, Magneto, Iron Fist

Postby Taliesin » Wed Jul 21, 2010 2:06 pm

UnkindMirror wrote:Have we heard anything whether having the Power Attack Advantage allows to ignore the "can't more than double your damage bonus" of the Power Attack maneuver?

Because if it doesn't, a potential maximum of +16/+6 seems a bit weak for a PL11 character. To me, at least.


Based on combat examples, I think Power Attack ignores the limitation. Lower effect rank is one big consequence of the revised Str scale.

And while it may or may not fit the character (I think it fits many martial artist types), having a really low effect rank and a really high attack bonus kind of begs for Multiattack...


Going with Takedown x2, even though it has been nerfed a little, but it helps him with goonsweeping nevertheless.
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Re: Taliesin's 3E Builds: Vision, Gambit, Magneto, Iron Fist

Postby UnkindMirror » Wed Jul 21, 2010 2:11 pm

Taliesin wrote:
And while it may or may not fit the character (I think it fits many martial artist types), having a really low effect rank and a really high attack bonus kind of begs for Multiattack...


Going with Takedown x2, even though it has been nerfed a little, but it helps him with goonsweeping nevertheless.

I was more hinting at the +2/+5 save bonus option, instead of the multiple targets option. Would certainly come in handy against non-Minions.
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Re: Taliesin's 3E Builds: Vision, Gambit, Magneto, Iron Fist

Postby Taliesin » Wed Jul 21, 2010 2:17 pm

UnkindMirror wrote:I was more hinting at the +2/+5 save bonus option, instead of the multiple targets option. Would certainly come in handy against non-Minions.


Right. I do feel like Iron Fist needs something more than just Penetrating on his damage (well, and the tacked on Power Attack), but that's something I wrestled with in 2E as well.
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Build 21: Human Torch

Postby Taliesin » Wed Jul 21, 2010 2:17 pm

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Human Torch
PL12


Abilities
Strength 2, Stamina 3, Agility 4, Dexterity 3, Fighting 5, Intellect 1, Awareness 1, Presence 2

Powers
Detect Heat Signatures: Senses 2 (Tracking Infravision) • 2 points
Fire Control: Array (30 points)
    • Nova Heat: Ranged Damage 15 • 30 points
    • Flame Objects: Ranged Shapeable Area Damage 10 • 1 point
    • Nova Flame: Burst Area Damage 12, Penetrating 6 • 1 point
    • Nova Flash: Ranged Burst Area Cumulative Affliction 10 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware), Limited to One Sense • 2 points
    • Pyrokinesis: Perception Ranged Move Object 12, Affects Insubstantial 2, Precise, Limited to Fire • 2 points
Fire Immunity: Immunity 6 (Fire damage, Heat) • 6 points
Flame On!: 44 points, Activation (Move, -1 point) • 43 points total
    Plasma Aura: Protection 6, Impervious 10, Limited to Physical; Selective Reaction Damage 4 • 28 points
    Plasma Jet: Flight 8 (500 MPH) • 16 points

Advantages
All-Out Attack, Defensive Roll 3, Extraordinary Effort, Move-By Action, Power Attack, Taunt

Skills
Deception 10 (+12), Expertise: Cars 8 (+9), Expertise: Popular Culture 6 (+7), Ranged Combat: Fire Control 6 (+9), Vehicles 10 (+13)

Offense
Initiative +4
Flame Objects, Shapeable Area, Ranged, Damage 10
Nova Flame, Burst Area, Close, Damage 12 (Penetrating 6)
Nova Flash, Burst Area, Ranged, Affliction 10, Resisted by Fortitude (DC 20)
Nova Heat +9, Ranged, Damage 15
Plasma Aura, Close, Damage 4
Unarmed +5, Close, Damage 2

Defense
Dodge 12, Parry 10
Toughness 6 / 3* / 12 (Impervious 10)**, Fortitude 8, Will 8
*Without Defensive Roll bonus.
**Limited to Physical.

Power Points
Abilities 42 + Powers 85 + Advantages 8 + Skills 20 + Defenses 25 = Total 180

Complications
Fame: Public identity.
Temper: Hot-headedly protective of family.

Real Name: Johnny Storm

Design Notes:

I’m using Affects Insubstantial Move Object to allow Johnny to manipulate fire, but given that fire has no real mass, he can instead move its rank in volume (4,000 cu.ft.). Nova Flame is generally considered Johnny’s strongest attack, but given PL limits, his most powerful displays of this power should be considered Extra Effort, and he in fact has the Extraordinary Effort advantage for the very purpose of pushing this power.

Update 3/16/2011: Some edits while I build Super-Skrull. I decided it wasn’t very iconic for Human Torch to have a full-fledged plasma form and reverted back to a plasma aura.
Last edited by Taliesin on Wed Mar 16, 2011 2:01 pm, edited 5 times in total.
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Re: Build 21: Human Torch

Postby UnkindMirror » Wed Jul 21, 2010 2:34 pm

Taliesin wrote:Plasma Form: Damage 5, Reaction, Selective; Insubstantial 3 (plasma), Precise • 41 points
Plasma Sheath, Close, Damage 10

Where are the other 5 ranks coming from?

Defense
Dodge 9, Parry 7
Toughness 3

And given that Insubstantial 3 is still affected by all energy effects except those of the same descriptor, is Johnny really that much of a glass cannon?
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