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

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Re: Eld's builds 3E Evil Exes, Crooks!, Rikku, Cid

Postby Arthur Eld » Sun Sep 05, 2010 10:20 am

One thing that someone else said that I agree with is that its a lot easier to scale up than it is to scale down. And I have had thoughts of doing scaled up versions of the characters, but I feel they rep the setting well. Yeah, Scott's a great fighter, but he's not exactly superhuman, except maybe in his ability to soak damage, but that's why he has Ultimate Toughness.

Maybe when I get around to building Gideon, I'll indulge my higher-PL desires a little bit. At least in that one section of Subspace, he's a right monster.
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Postby Arthur Eld » Sun Sep 05, 2010 11:54 am

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L
PL 7 84


Abilities
Strength 0, Stamina 0, Agility 1, Dexterity 1, Fighting 3, Intellect 6, Awareness 5, Presence -1

Advantages
Benefit 2 (Cipher, Status), Conspiracy Theorist, Contacts, Defensive Roll, Eidetic Memory, Equipment, Languages 3 (English base, Japanese, others), Sidekick 12 (Watari), Skill Mastery (Investigation), Well-Informed, Ultimate Effort (Investigation)

Equipment Computer, cell phone, 3 ep unspent

Skills Acrobatics 2 (+3), Athletics 2 (+3), Deception 11 (+10), Expertise (current events) 4 (+10), Expertise (Streetwise) 8 (+14), Expertise (Tennis) 8 (+9), Insight 8 (+13), Investigation 11 (+17), Perception 9 (+14), Sleight of Hand 4 (+5), Technology 4 (+10), Vehicles 2 (+3)

Offense
Initiative +1
Unarmed +3 Damage 0

Defense
Dodge 3 (2), Parry 3
Toughness 1/0, Fortitude 1 (1), Will 7 (5)

Abilities 30+Advantages 25+Skills 37+Defense 8=100

Complications:
Obession:
Justice
Secret: Identity-L's true identity is hidden from most people, and he also maintains several aliases, as a precautionary measure.
Arrogance L mostly chooses which crimes to solve based on what interests him the most, i.e., what will give him the greatest intellectual challenge.

L, from Death Note, is the world's greatest detective and a genius who has solved the world's most vexing crimes, a mystery of a man who communicates through intermediaries and computers. He's also very eccentric, doing most everything in a strange way-from his sloppy dress and odd way of standing/sitting, to his love of sweets and the way he holds things.

•Conspiracy Theorist works pretty much just like it did on 2E. TatooedMan took the time to write it out in his houserules section here. L's still behind Batman when it comes to Investigation, but with Skill Mastery and Ultimate Effort, he's still pretty good. Plus, Batman never matched wits with Kira (all of em).

•L works best as a NPC, helping the PCs solve a tricky case while generally just...being L. He's almost like the anime version of the Question, which I guess is also a good example for another really smart detective who's not as good as Batman. Watari build coming...eventually.
Last edited by Arthur Eld on Thu Sep 09, 2010 1:27 pm, edited 1 time in total.
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Postby Arthur Eld » Tue Sep 07, 2010 10:27 am

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Black Bolt
PL 18 211


Abilities
Strength 9, Stamina 9, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 3, Presence 2

Powers:
Electron Force Field Protection 5 (Sustained, Impervious Toughness 13) 18
Stunning shout Affliction 18 (Hindered/Disabled/Incapacitated, Resisted by Fortitude, Cumulative Cone Area, Increased Area 3) 57
Hyper-sonic voice Damage 18 (Cone Area, Increased Area 3) 1
Master Blow Strength-based Damage 6 (Tiring) 1
Flight Flight 8 (500 MPH, 1 mile per round) 16

Advantages Benefit 5 (King of the Inhumans), Improved Initiative 2, Languages 2 (Sign Language, English, base-Attilan), Leadership, Ranged Attack 6

Skills Close Combat (unarmed) 5 (+13), Insight 7 (+10), Perception 4 (+7) Technology 3 (+5), Vehicles 1 (+3)

Offense
Initiative +10
Unarmed +13 Damage 9/ Damage 15 Master Blow

Defense
Dodge 9 (7), Parry 13 (5)
Toughness 14/9, Fortitude 10, Will 9 (6)

Abilities 74+ Powers 93 +Advantages 16 +Skills 10 +Defense 18=211

Complications
Accident Black Bolt's destructive voice can often cause more harm than good.
Responsibility As King, Black Bolt has a duty to all the Inhumans.
Weakness Deprived of the tuning fork he wears, many of Black Bolt's powers will cease to function as he loses fine control over his voice.

•Black Bolt, King of the Inhumans, and one of the more powerful figures in the Marvel U (excluding such Plot Device types like the Celestals, Galactus, and the like). In-U, he's considered to be about 2nd or 3rd with the Hulk and the Sentry occupying the other spots. Bottom line, he's freakin powerful by anyone's reckoning.

•So Black Bolt is a PL 18 (3 higher than Superman and 2 higher than Darkseid) but that's a little misleading. Only his Area Attacks make him a PL 18, and then only offensively. On Defense he's about a PL 13 against close attacks, and a PL 12 against ranged attacks. Still tough, but not that tough. Unarmed he's a PL 11, unless he's using the Master Blow, which is PL 14. Course, he'll probably Power Attack with that one. Bottom line, he's a kind of glass cannon, at least in design. In practice, being a PL 12 on Defense isn't 'glass' at all, but it would be against a more balanced PL 18. I'll have to test him out to see if I got him right, but there's also the fact that Black Bolt doesn't use his voice unless he really has to. Even a whisper can cause unwanted fatalities, and one early shout led to the death of his parents and the Madness of Maximus. So we get a powerful character who can stand to-to-toe with Superman with at least a 50/50 shot at victory, but also with some not inconsiderable limitations.
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Postby Arthur Eld » Wed Sep 08, 2010 9:45 am

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Remlok the Rover
PL 12 328


Abilities
Strength 2, Stamina 2, Agility 7, Dexterity 7, Fighting 11, Intellect 3, Awareness 3, Presence 3

Powers:
Armor (Removable, -1, Protection 10) 8
Gadgets Variable 5 (Removable, -1) 30
Multi-staff (Removable -2, Blast 10
•Strength-based Damage 8) 13
Goggles (Removable, -1 Senses (Extended Vision, Darkvision, Vision counters concealment) 4
Temporal Doubles Summon 14 (Multiple Minions 3 (5 Minions), Active) 126
Time Control (Array, 22 points) Super-Speed 5, Affects Others 20
Time Travel Movement 3 (Time Travel 3, Increased Mass 4) 1
Time Stop Perception Affliction 5 (Hindered/Immobile/Paralyzed, Resisted by Will Cumulative) 1

Advantages Close Attack 3, Evasion, Move-by Action, Ranged Attack 7

Skills Acrobatics 10 (+17), Athletics 4 (+6), Deception 8 (+11), Expertise (art) 8 (+11), Technology 9 (+12), Stealth 10 (+17)

Offense
Initiative +27
Staff Blast +14 Damage 10
Staff Strike +14 Damage 12

Defense
Dodge 11 (4), Parry 11
Toughness 12/2, Fortitude 7 (5), Will 6 (3)

Abilities 76+Powers 203+Advantages 12+Skills 25+Defense 12=328

Here's Remlok the Rover, Mutants and Masterminds 1E villain, updated to 3E. He's a massively expensive character because of his various powers-Summon, a Time Control Array, and Variable power. But since he's an NPC and a solo villain, I'm ok with that. The fact that players can be facing up to 6 of him (although 5 will be minions) means he can handle an entire hero team, although he is first and foremost a time-traveling art thief and not a fighter, although he doesn't shy away from combat.

One of the things I don't like about 3E is how Multiple Minions works. It effectively doubles the cost of your Summon for what in 2E could be achieved with one point per rank. I'm gonna go ahead and houserule that Multiple Minions costs a flat +2 per rank, because otherwise trying to do Horde type characters with lots of summons would get out of control.
Last edited by Arthur Eld on Wed Sep 07, 2011 9:02 pm, edited 2 times in total.
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Re: Eld's builds 3E Crooks!, Rikku, Cid, L, Black Bolt, Remlok

Postby Woodclaw » Wed Sep 08, 2010 11:50 am

Nice Remlok, expensive and quite high PL (I alway pictured him at PL10), but nice. Thanks.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Eld's builds 3E Crooks!, Rikku, Cid, L, Black Bolt, Remlok

Postby Arthur Eld » Wed Sep 08, 2010 11:52 am

Well, I looked at his original 1E stats, which would have had him as an effective PL 13, +14 to hit with his blaster, +12 Damage. But I thought that was a little too high. I think him being on Batman's level works pretty well. Without his Staff, he loses a lot of his offense, and Defensively, he's undercapped, so he's not that tough.

But I'm glad you like em, Woodclaw.
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Postby Arthur Eld » Thu Sep 09, 2010 10:32 am

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The memory’s wiles can be cruel. In its silence, we forget. In its obsession, it binds our hearts.

Vexen
PL 10 197


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

Powers:
Heart of Ice Immunity 10 (Cold Effects), Healing 9 (Reaction, Personal, Limited to when hit by Ice/cold, damage, Quirk-Rank is 9 or the rank of the damage effect, whichever is lower) 38
Frozen Pride Enhanced Active Defenses 4, Strength-based Damage 4 (Reach, Ice/cold descriptor) 13
Ice Control Environment 3 (Move Action, Intense Cold, Movement reduced by 1 rank) 9
Ice Shards Snare 10 (Accurate) 31
Blast 10 (PF: Accurate, Improved Critical, Homing) 1
Corridors of Darkness Movement 1 (Dimensional Travel, Increased Mass 2, Portal) 6
Nobody Traits Immunity 6 (Ageing, Limited to Half Effect-Disease, Poison, Emotion Effects), Protection 5 11

Advantages Assessment, Eidetic Memory, Improved Initiative, Inventor, Move-by Action, Power Attack, Ranged Attack 4

Skills Close Combat (shield) 8 (+13), Deception 2 (+3), Expertise (Science) 9 (+13), Insight 4 (+5), Investigation 1 (+5), Perception 4 (+5), Ranged Combat (Ice Shards) 3 (+10), Technology 9 (+13), Treatment 2 (+6)

Offense
Initiative +5
Ice Shards +10 Damage 10 Blast (Resisted by Toughness), Damage 10 Snare (Resisted by Dodge)
Frozen Pride +13 Damage 7 (Resisted by Toughness)

Defense
Dodge 12/8 (7) Parry 12/8 (3)
Toughness 8, Fortitude 7 (4), Will 6 (5)

Abilities 38+Powers 109 +Advantages 10+Skills 21+Defense 19=197

Complications
Weakness As a being with a great connection to ice, Vexen is vulnerable to heat/fire attacks.
Nobody As a creature without a heart, Vexen, like all Nobodies, doesn't truly exist, which can cause him a number of problems.

•My quest to convert Nobodies to Mutants and Masterminds continues into 3E. I'm more happy with the construction this way-Nobodies are not emotionless, but they are less effected by Emotion effects. They are also more or less alive in the sense that they have a body, so they have a Stamina score and are not immune to Fortitude effects, although are less effected by some (they don't age, and disease and poison are less likely to effect them). Once I had that down, as well as the Corridors of Darkness that all higher-level Nobodies (like the Organization members) can do the rest was easy.

•Vexen here is from Kingdom Hearts and is number IV in Organization XIII, a cunning scientist known as the Chilly Academic. He's a brilliant inventor able to analyze data enough to create replicas of people (although these are never quite perfect). I'm not sure how to model that, since his science seems to border on magic as much as anything, so he gets a high Technology and Science score, and the Inventor Feat. In combat, he's not too tough for a boss-level character, but isn't a joke either. He's got his Ice Shield, which he can also attack with, and then his various ice-controlling powers. Environment is pretty inexpensive in 3E, and the rest is pretty basic ice elemental type stuff. Reaction Healing Limited to taking ice damage, Snares and Blasts and immunity to his own element. Except more Organization stuff soon, now that I have a handle on how Nobodies work. (Well, most of em. Trying to stat up Namine still gives me a headache).
Last edited by Arthur Eld on Sat Apr 02, 2011 9:46 am, edited 2 times in total.
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Postby Arthur Eld » Fri Sep 10, 2010 10:34 am

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Sephiroth
PL 13 197


Abilities
Strength 7, Stamina 10, Agility 5, Dexterity 4, Fighting 9, Intellect 1, Awareness 2, Presence 2

Powers
Magical Flight Flight 3 6
Masamune (Removable -2, ) 10
Sword Flurry Strength-based Damage 2, Multiattack 9, Reach, Improved Critical
Sword Slash Strength-based Damage 4, Reach, Improved Critical)
Meteo Blast 10 (Multiattack, Accurate 3) 33
Fire Wall Blast 10 (Line Area) 1

Advantages Defensive Roll, Diehard, Fearless, Improved Critical (Sword), Improved Initiative, Luck, Move-by Action, Power Attack, Precise Attack (close, cover), Ranged Attack 3, Startle, Takedown 2

Skills Acrobatics 6 (+11), Athletics 6 (+13), Close Attack (Sword) 6 (+15), Expertise (SOLDIER) 7 (+8), Expertise (magic) 4 (+5), Expertise (science) 2 (+3), Expertise (Tactics) 4 (+5), Insight 6 (+8), Intimidation 12 (+14), Perception 9 (+11)

Offense
Initiative +11
Masamune +15 Damage 11, Resisted by Toughness
Meteo +13 Damage 10, Resisted by Toughness, Multiattack
Fire Wall Damage 10 Resisted by Toughness, DC 20 Resisted by Dodge

Defense
Dodge 14 (9), Parry 15 (6)
Toughness 11/10, Fortitude 10, Will 8 (6)

Abilities 80+Powers 50+Advantages 15+Skills 31+Defense 21=197

•Final Fantasy VII's big baddie, Sephiroth. I did a bit of research before doing the build, since I haven't played FFVII all the way through in years and years. I think I nailed the important bits. The magic stuff is a nod to Kingdom Hearts II, although he's depicted with various magical powers in FFVII

•As a PL 13, Sephiroth is not to be taken lightly. At first I was going for PL 12, one higher than my build of Cloud, but than I changed my mind. Various reasons have been offered for why Cloud was able to defeat Kudaj/Sephiroth at the end of Advent Children, and I more or less buy all of em. Sephiroth is supposed to be scary powerful, so PL 13 seems right to me. He'd get stomped by Superman, but could take Batman, and that's good enough for me. He has Multiattack on his sword, but I thought letting him do his max damage with Multiattack was too much, so he gets a separate 'full-strength' slash, and then a weaker volley of attacks. He also has flight (not sure why he can do that, but heck, he's an alien/human hybrid) so he can play aerial artillery if he wants, floating out of reach of melee attackers while bombarding them with Multiattack blasts. If you wanted, you could easily find two points to drop and make him playable for a PC, but should Sephiroth really be playable? As a GM and builder, I say of course not. As a prospective player, I say of course.
Last edited by Arthur Eld on Wed Mar 13, 2013 5:59 am, edited 4 times in total.
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Postby Arthur Eld » Mon Sep 13, 2010 9:50 am

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Kairi
PL 4 42


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

Powers:
Princess of Heart (Feature 1, Sense 1 Radius Detect Darkness) 3
Destiny's Embrace Strength-based Damage 3 3

Advantages: Attractive, Defensive Roll, Inspire 3, Leadership

Skills: Close Combat (Keyblade) 1 (+3), Insight 2 (+3), Perception 2 (+3) Persuasion 4 (+6/+8)

Offense
Initiative +1
Keyblade +3 Damage 3

Defense
Dodge 2 (1), Parry 3 (1)
Toughness 2/1, Fortitude 2 (1), Will 6 (5)

Abilities 16+Powers 6+Advantages 6+Skills 5+Defense 8=41

Complications
Princess of Heart Kairi is a rare being, one of seven, born with no darkness in her heart. This makes her a target to many who would use her for nefarious purposes.
Relationship Kairi cares greatly about Sora and Riku, as they are her closest friends.

•Continuing with my Kingdom Hearts run (the good thing about KH is that it connects to so many other settings and characters, like Sephiroth), is Kairi, Princess of Heart, childhood friend to Sora and Riku and a Keyblade wielder in her own right. She has only been in combat once, but she is undoubtedly an important figure in the Kingdom Hearts world.

•A PL 4 only by dint of her Defenses (I gave her a decently high Will because she's a Princess of Heart), Kairi is a weak combatant even with her Keyblade, although she could handle a Shadow Heartless or two. Other bonuses provided by her being a Princess of Heart are her ability to sense darkness as well as a one point Feature, as their abilities, while not really spelled out, are implied to be significant. Worth a point at least. However, she's not entirely useless in high-level combat, as her Inspire and Leadership Advantages can really turn the tide. In a critical moment, she can give two characters (say, Sora and Riku) the boost they need to swing for the fences with big-time Power Attacks. I kind of hope she sees more action in a future installment, though.
Last edited by Arthur Eld on Sun Jul 24, 2011 10:12 am, edited 3 times in total.
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Postby Arthur Eld » Mon Sep 13, 2010 10:59 am

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Got it memorized?

Axel
PL 11 209


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

Powers
Nobody Traits Immunity 6 (Aging, Limited to Half Effect-Disease, Poison, Emotion Effects), Protection 5 11
Corridors of Darkness Movement 1 (Dimensional Travel, Increased Mass 2, Portal) 6
Flurry of Flames Blast 11 (Shapeable Area) 33
Spinning Flames Blast 9 (Accurate 2, Multiattack 1
Homing Chakra Blast 10 (Homing, Accurate) 1
Teleportaton Teleport 2 (120 feet) 4
Hot-Tempered Immunity 10 (Fire/Heat Effects), Healing 9 (Reaction, Personal, Limited to when hit by Fire/Heat Damage, Quirk-Rank is 9 or the damage rank, whichever is lower) 38
Fiery Ring Environment 3 (Move Action, Extreme Heat) 9

Advantages: Agile Feint, Fascinate (Deception), Improved Initiative, Move-by Action, Ranged Attack 4, Takedown, Taunt

Skills Acrobatics 8 (+12), Deception 9 (+11), Insight 6 (+8), Intimidation 6 (+8), Perception 5 (+7), Stealth 6 (+10)

Offense
Initiative +8
Homing Blast +10 Damage 10
Multiattack Blast +12 Damage 9
Area Blast Damage 11

Defense
Dodge 12 (8), Parry 12 (6)
Toughness 9, Fortitude 8 (4), Will 7 (5)

Abilities 54 +Powers 103+Advantages 9+Skills 20+Defense 23=209

•Axel from Kingdom Hearts is a cunning manipulator whose motivations are hard to guess at and whose allegiance is constantly shifting. He's Organization XIII's Eight member, and commands the Assassin Nobodies. He talks rings around most of the people he meets, and is an expert at getting people annoyed enough to lower their guard.

•I was going to make him PL 10 at first, but Axel has consistently shown to be stronger than other members of the Organization, although he's not in the top tier of guys like Marluxia, Saix, or Xemnas. So he's a slightly undercapped PL 11 who is still more than a match for most PL 10 heroes with his Multiattack and area blasts. His Blasts can be anything form columns of flame to his thrown flaming chakras, and having him fight in melee can just be a different way to describe his attacks. He also gets the classic video-game 'absorbs his own element' mechanic, which is actually rather expensive. But it gets across the point that you don't want to send the Human Torch to fight this guy.
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500

Postby Arthur Eld » Wed Sep 15, 2010 9:29 am

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Prince Phillip
PL 6 90


Abilities
Strength 2, Stamina 3, Agility 2, Dexterity 2, Fighting 6, Intellect 1, Awareness 1, Presence 2

Advantages: Attractive, Benefit 2 (Status), Defensive Roll, Equipment 2, Fearless, Improved Defense, Improved Initiative, Luck, Move-by Action, Quick Draw, Ranged Attack 4, Sidekick 9 (Sampson), Tracking

Equipment Sword, Medium Shield, 1 ep unspent

Skills: Athletics 4 (+6), Close Combat (Sword) 1 (+7) Expertise (civics) 2 (+3), Expertise (current events) 2 (+3), Expertise (Dance) 2 (+4), Expertise (Riding) 5 (+7), Expertise (music) 2 (+4), Insight 2 (+3), Perception 4 (+5), Persuasion 4 (+6/+8)

Offense
Initiative +6
Sword +7 Damage 5

Defense
Dodge 8/6 (4), Parry 8/6
Toughness 4/3, Fortitude 5 (2), Will 7 (6)

Abilities 38+Advantages 26+Skills 14+Defense 12=90

•For build 500, I wanted to do a bigger name character, but I also wanted to keep my Kingdom Hearts theme going. Maleficent has already been done, but luckily for me, Prince Phil here is in the newest Kingdom Hearts game, Birth by Sleep (which sadly I cannot play because I don't have a PSP) so it fits. And with that being said, Prince Phillip is THE MAN, definitely the top Disney Prince. Eric's a close second but, come on. Phillip has the classic components-he's got a cool horse, he's knightly, noble, charming, can sing and dance, and, oh yeah, he killed Dragon-Maleficient! He had a little help, sure, but still, he's awesome.

•At PL 6, Phil isn't a superhero, but he fits right into a lower-level Wizards and Warlocks setting. If you wanted to put him into a more Kingdom Hearts World (where various characters intermingle nearly on par with each other) you could get away with bumping him up to either PL 7, or maybe even 8. As is, he's still a skilled fighter with his sword, and can cover a lot of ground with his horse, Sampson. I'm not gonna bother statting up Sampson, but as a Disney animal, he's probably smarter than your average horse. Jab's got great animal builds, I would just use his Horse build as a guideline, pared down to 45 points.
Last edited by Arthur Eld on Sat Jan 05, 2013 3:40 pm, edited 1 time in total.
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Re: 494

Postby AmericanYeti » Wed Sep 15, 2010 5:45 pm

Arthur Eld wrote:Image

Black Bolt
PL 18 211


Abilities
Strength 9, Stamina 9, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 3, Presence 2

Powers:
Electron Force Field Protection 5 (Sustained, Impervious Toughness 13) 18
Stunning shout Affliction 18 (Hindered/Disabled/Incapacitated, Resisted by Fortitude, Cumulative Cone Area, Increased Area 3) 57
Hyper-sonic voice Damage 18 (Cone Area, Increased Area 3) 1
Master Blow Strength-based Damage 6 (Tiring) 1
Flight Flight 8 (500 MPH, 1 mile per round) 16

Advantages Benefit 5 (King of the Inhumans), Improved Initiative 2, Languages 2 (Sign Language, English, base-Attilan), Leadership, Ranged Attack 6

Skills Close Combat (unarmed) 5 (+13), Insight 7 (+10), Perception 4 (+7) Technology 3 (+5), Vehicles 1 (+3)

Offense
Initiative +10
Unarmed +13 Damage 9/ Damage 15 Master Blow

Defense
Dodge 9 (7), Parry 13 (5)
Toughness 14/9, Fortitude 10, Will 9 (6)

Abilities 74+ Powers 93 +Advantages 16 +Skills 10 +Defense 18=211

Complications
Accident Black Bolt's destructive voice can often cause more harm than good.
Responsibility As King, Black Bolt has a duty to all the Inhumans.
Weakness Deprived of the tuning fork he wears, many of Black Bolt's powers will cease to function as he loses fine control over his voice.

•Black Bolt, King of the Inhumans, and one of the more powerful figures in the Marvel U (excluding such Plot Device types like the Celestals, Galactus, and the like). In-U, he's considered to be about 2nd or 3rd with the Hulk and the Sentry occupying the other spots. Bottom line, he's freakin powerful by anyone's reckoning.

•So Black Bolt is a PL 18 (3 higher than Superman and 2 higher than Darkseid) but that's a little misleading. Only his Area Attacks make him a PL 18, and then only offensively. On Defense he's about a PL 13 against close attacks, and a PL 12 against ranged attacks. Still tough, but not that tough. Unarmed he's a PL 11, unless he's using the Master Blow, which is PL 14. Course, he'll probably Power Attack with that one. Bottom line, he's a kind of glass cannon, at least in design. In practice, being a PL 12 on Defense isn't 'glass' at all, but it would be against a more balanced PL 18. I'll have to test him out to see if I got him right, but there's also the fact that Black Bolt doesn't use his voice unless he really has to. Even a whisper can cause unwanted fatalities, and one early shout led to the death of his parents and the Madness of Maximus. So we get a powerful character who can stand to-to-toe with Superman with at least a 50/50 shot at victory, but also with some not inconsiderable limitations.


Nice Black Bolt. He's a bad motha, that's for certain. I'd like to see him against another A-list powerhouse...playtest?
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Re: Eld's builds 3E Kairi, Axel, Prince Phillip (Build 500!)

Postby Arthur Eld » Wed Sep 15, 2010 5:59 pm

Hmm...Superman, maybe?

The problem I've found with playtests is between thinking like a player and thinking like the character. In the above scenario, there's no real reason why Superman wouldn't just pepper Black Bolt with Heat Vision from far away, and eventually wear him down. Except, that's not how it works in the comics. Plus, you have to cludge up some excuse for them to be fighting in the first place-although that's not too hard, especially with Black Bolt. Say, Luthor could mind-control him into shouting-just once, before he say, makes a Will Save. But by then Superman is on the scene, and Bolt can't exactly explain his actions, can he?
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Postby Arthur Eld » Fri Sep 24, 2010 1:24 pm

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Superboy
PL 12 180


Abilities
Strength 15, Stamina 13, Agility 2, Dexterity 2, Fighting 4, Intellect 1, Awareness 2, Presence 2

Powers:
Flight Flight 10 (2,000 MPH, 4 miles per round) 20
Heat Vision Blast 12, (Short range-225 feet, Medium Range-450 feet, Long Range-900 feet) 24
Invulnerability Protection 2, Immunity 5 (cold, heat, pressure, radiation, vacuum) 7
Super-Senses Senses 7 (Acute and Extended Hearing, Extended Vision 3, Infravision, Ultra-Hearing) 7
Super-Speed Quickness 6 (Limited to Physical) 3
Super-Strength (Enhanced Strength 1, Limited to Lifting, 1,600 tons) 1
Tactile Telekinesis Alternate Effect of Strength Damage
Disassemble (Transform 5),
Feature 1 (can use strength without moving) 2

Advantages: All-out Attack, Extraordinary Effort, Move-by Action, Taunt

Skills: Close Combat (unarmed) 5 (+9), Deception 4 (+6), Insight 4 (+6), Perception 6 (+8), Ranged Combat 7 (+9)

Offense
Initiative +2
Unarmed +9 Damage 15
Heat Vision +9 Damage 12

Defense
Dodge 9 (7), Parry 9 (5)
Toughness 15, Fortitude 13, Will 7 (5)

Abilities 82+Powers 64+Advantages 4+Skills 13+Defenses 17=180

•Like a lot of other builders, I haven't wanted to do DC builds lately because of the official builds pending. But, one of the things that I feel a lot of people are complaining about in reference to the official builds is how inflated some of them feel, either PL-wise or point wise. And I agree to some extent, but what I don't agree with is the thought is that this is how big-name characters have to be, or just DC characters in general. So I took the official Superboy build (which I think is very well done) and I brought it down to playable PL/power point levels.

•As both a builder and a player, you realize that every point matters, so there are lots of little tricks to shave points. Main changes in this build are: No Impervious Toughness (I don't like how Impervious works in 3E at all), lower Flight (it not only saves points, but he can still move pretty fast this way. The official build was 30 miles per round. Official rankings of Superboy aside, that just seems too much for me as a GM/player), the dropping of Second Chance (Mind Control) because I think isn't that what Instant Counter usage of Hero Points is for? and lowering his Will. I think there's some manufactured need to have characters hit their Will/Fortitude cap, which to me doesn't make a lot of sense. So Superboy (who doesn't need an 11 Will anyway) gets dropped to a still respectable 7 Will. The way I see it, this build still says Superboy to me, and it doesn't seem nerfed at all. The Shielding others thing with his TK, that seems like Extra Effort to me (and if used right, can net the player a Hero Point).
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Arthur Eld
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Re: Eld's builds 3E Axel, Prince Phillip, Playable Superboy

Postby kenseido » Fri Sep 24, 2010 1:44 pm

Nice build.
Would you be interested in doing the same with Knockout?
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