Well it’s been just over three years since I first logged onto the ATT and it’s been an interesting experience to say the least. I’ve learned a good bit about how to do character builds, tips on how to GM a game better and share ideas with all kinds of folks. With all that said, I’ve become unhappy with how my build thread has expanded. Honestly it’s more a case of my learning as I go….…..really I never expected this to go as far as it did, never over 1,000 builds. So after dabbling with 3E and setting up that thread, I realized that this 2E thread needed a serious face-lift and I needed to get off my butt and do it.
So that’s what this is……. more of a adjustment to how things are organized in a whole new space now that I know how things works compared to when I first started and I’ve got a much better idea of how much space I’m going to need for things here. So now on to the builds…….as soon as I get them all moved in here that is…….. that’ll be my new pet project for now, transplanting the builds to this updated thread
These are the builds of characters from some of my older games, as well as conversion builds from various sources (comics, TV, movies and so on) I've wanted to work out. Hopefully everyone will enjoy, and any comments or feedback are welcomed. Some of my earlier builds don't have a PL listed, so unless the build states a different PL then it is a PL 10/150 pt character (
or as close as possible, with only a couple points above or below ).
DC Comics Builds:Marvel Comics Builds: Other Comics Builds: Freedom City Setting: Ready to Play Builds & 3E Builds House Rules, Skills & Feats: I figured it’d be a good idea to list some of the feats I’ve made use of from books like the Mastermind's Manual, Warriors & Warlocks, and Mecha & Magna just to name a few. Just to be clear on what they do, also I’ll be adding any unique Benefits I come up with along the way as well as address any House Rules I use.
House Rules: Knowledge [Superheroes/Villains]: You're well versed in the who's who of the world of superhumans. Knowing what heroes are part of which team, who tends to like to work alone, which villains they've fought recently, where at and how the fight went down. You're also aware of what super criminals seem target the same hero time after time and what the reason for their grudge is as well as what some of their latest crimes have been.
Language Skill: I've always operated with the idea that the cost of any ranks in the Language skill costed 1 pp instead of 1 pp equaling 4 different languages. So if a characer has Languages 2 [Greek; Spanish], then the cost for that would be 2 pp total. Unless otherwise said it also includes being able to read and write the chosen languages as well.
Deflection [1pp/rank]: You can block ranged attacks as well as melee attacks. This is like a melee block using your Deflect rank in place of your normal attack bonus. You can attempt to deflect any number of attacks in a round, but each attempt after the first deflect attempt imposes a flat -2 modifier on all attempted block rolls. If you take a full-round action to block, you take no penalty for deflecting multiple attacks. Once you fail a block roll you cannot deflect again until your next turn.
You still add 10 to a Deflect die roll of 10 or less, for a minimum roll of 11. Deflect modifiers are limited by power level. Deflect does not work against area effects or perception ranged attacks, nor versus attacks targeting defenses other than Defense.
Custom Benefits/Challenges: Benefit [Bruiser]: You've learned to rely on the strength of your arms to sway your foes more than fancy worded threats or implications. This Benefit allows a character to use their Strength Modifier instead of their Charisma Modifier for Intimidate checks.
Benefit [Cold Fish]: It's the pure, cold logic of your arguement that affects the opinions of those you're dealing with more than the passion of what you are saying. This Benefit allows a character to use their Intelligence Modifier instead of their Charisma Modifier for interation skills.
Benefit [Cunning Intellect]: Even though most people of a higher than average intelligence tend to miss things of a more subtle nature in day to day interactions, you are not one of them. This Benefit allows a character to use their Intelligence modifier for Sense Motive checks.
Challenge [Human Wrecking Ball]: You have knowledge of how things are put together that you can use to tear them apart (walls, ceilings, hot-dog carts, arcade games, and so on). Make a Craft (Structural) Check [DC 10]. If successful, you gain a bonus on your damage bonus depending on the result of your roll: +1 for a roll of 10-14; +2 for 15-25; and +3 for 25 or higher. This bonus is not subject to power level limits. The bonus lasts for 3 rounds, then begins to decrease at a rate of 1 per round until it is gone. You can only use this feat when you have a few moments to study the item you are attempting to take apart.
Reputation: The standing of your name among the people of the city where you operate as a hero, or perhaps more importantly how well the members criminal element knows you and the steps your willing to take against them. When the GM decides that a character’s reputation is relevant, a reputation check (d20+ reputation + NPC‘s Int modifier/or relevant Knowledge skill) is called for, with the standard check being a DC 20. If the NPC succeeds on the check, he/she recognizes the character and the character gains a bonus or penalty on any subsequent interaction checks based on the NPC’s roll.
The bonus or penalty only applies when you are interacting outside of combat with an NPC who recognizes you and is therefore aware of your reputation. Those who are unaware of your reputation are unaffected by it in any way.
Determining a character’s reputation is based on two factors: power level and points invested the Renown (increases a character’s reputation by +3) or Low-Profile (reduces a character’s reputation by -3) feats. As a default all characters have a reputation bonus equal t their power level (for player characters this is the power level of the game, or NPCs it is their power level relative to the campaign). So characters in a PL 8 game have a base reputation of +8, meaning that their reputation comes into play on a roll of 12 or better with a DC 20 reputation check.
GM’s might want to vary the base reputation bonus according to the needs of the campaign. If the characters are some of the only super-heroes active in the setting, for example, they may have greater reputations (perhaps one and a half to twice the campaign’s power level). If they are covert agents or otherwise out of the public eye, their reputation bonus might be lower.
Feats from other M&M sources:*are from Warriors & Warlocks** are from Mecha & Manga*** are from the Mastermind's Manual**** are either creations of mine or created by others on the ATT that I agree with.**Combat Reaction: You have trained to react quickly to particular surprises. Define a specific action that can be preformed with a move or free action and assign it to a particular event, such as "jump to cover when people start shooting," "use the Interpose feat on the nearest ally as soon as combat starts," or "become Invisible when I hear a strange noise." When the event you assigned comes to pass, you can perform the defined action as a reaction before the event's results are adjudicated. Additional ranks let you choose another event & action.
**Conspiracy Theorist [ranked]: You are adept at reading between the lines and making connections between two apparently unrelated facts. This is not so much intuition as the ability to process and compare information on the fly. If you roll a natural 20 on any Gather Information, Investigate, or Knowledge skill check, you gain an insight that appears unrelated to the subject at hand. You can then make a new check for any one of the skills mentioned without needing to have any tools or reference material readily available. The subject of the second roll doesn't need to be related to the first one. Each additional rank in this feat moves the die roll threshold that allows a second check by one, up to a natural roll of 16 to 20.
*Cunning Fighter: You are particularly skilled in using every little trick of movement, weapon placement, and so on, at your disposal to fool the eyes and reflexes of your targets in a fight. When using the Feint maneuver in combat, you may use your attack bonus instead of your Bluff skill for the check.
*Follow-Up Strike: If you score a critical hit with an attack, you can make an additional attack against the same opponent immediately as a free action, with the same attack bonus as the attack that scored the critical hit.
*Improvised Weapons [ranked]: You are skilled with making use of anything as a weapon that you can find around you and can take hold of. You gain a +1 damage bonus with an normal item (bar stools, empty glasses, telephone poles and so on) you can grab and use as a makeshift weapon. You can use normal objects as weapons more effectively than usual and your weapon may grant you extended reach appropriate to the item you are using. This bonus adds to the normal +2 damage bonus you would usually get with an improvised weapon and is limited by PL limits.
*Iron Stomach: You can eat anything that's not toxic-spoiled or unpleasant food for example-without ill effects. You get a +4 bonus on Survival checks involving keeping yourself nourished.
*Improved Demoralize: You can make yourself particularly frightening or impressive. You may attempt to demoralize using your Intimidate Skill as a Move Action.
*Improved Distract: Your presence is very disconcerting, especially in combat. When you use the Distract feat you may do so as a Move Action.
*Improved Feint: Your style of combat is confusing to your opponents, making it easier for you to strike them from unexpected directions or before they expect it. You may attempt to Feint as a Move Action.
****Improved Ranged Disarm: You have no penalty to your attack roll when making a disarm attempt at range.
*Improved Taunt: There's something about you that makes people want to punch you in the face.....a lot. Using the Taunt feat and your Bluff skill you may attempt to demoralize someone as a Move Action.
***Improved Trick: You can trick an opponent to making a mistake in combat (such as standing in front of an electrified fence while goading the opponent into physically attacking then moving at the last second so they make contact with said electrified fence) as a move action.
**Last Stand: You can be a bloody mess, but you still find that one last ounce of strength needed to prevail. You can use Extra Effort to ignore all penalties from damage conditions during a single round.
*Lionheart [ranked]: You gain a +4 bonus per rank on Will Saves VS fear and related effects. This bonus cannot increase your total effective Will Save bonus higher than the power level limits of the game.
***Low-Profile [ranked]: You are less well known than your capabilities would suggest. For each rank in this feat your reputation is lowered by -3.
***Martial Strike [ranked]: Your unarmed attacks inflict additional damage: +1 per rank in this feat. Your maximum damage is still limited by the campaign’s power level.
*Mass Intimidation: You can attempt to intimidate more than one subject at a time. You suffer a -2 penalty to your check per opponent beyond the first.
**Mechanical Genius: You are so familar with machines that you can fix and break them in your sleep. Choose a type of technology or type of technological item available in the setting, you gain a +4 bonus to Craft and Disable Device checks used to fix or sabotage items of the chosen technology, not subject to the setting's PL.
****Multilingual: You’ve been around the world a few times, spending time in other countries for extended periods of time and as a result you’ve learned many different languages. By spending an HP you can speak a certain language for the remainder of a scene.
**Online Research: People are icky, and you don't need to talk to them to find things out. You can use your Computers skill instead of Gather Information when looking for anything that would normally be acquired by talking to people and buy them drinks and such. You can use this feat together with other feats like Well-Informed, that normally require the use of Gather Information.
***Opportunist: When an ally successfully attacks an opponent in an area you threaten, you get an immediate attack of opportunity against that opponent. This attack is in addition to your normal attack for the round. A successful attack is one that hits a target and they fail the saving throw (thus a successful Dazzle or Snare attack would count for the purpose of this feat).
***Renown [ranked]: Your reputation precedes you. For each rank in this feat your reputation bonus increases by +3.
*Reversal: When you escape from being grappled, you may immediately make a grapple check against the attacker from whom you escaped. If you escaped from multiple grapplers, you must choose one to be the target of your grapple check.
**Rousing Speech: Whether by inspiration, deception, or intimidation, you can motivate others to try their best. Choose Bluff, Diplomacy, Intimidate, or Perform when you acquire this feat. You are subject to the normal guidelines for interaction skills. Take a standard action and make the chosen interaction skill check (DC 15). If you succeed, you are considered to be aiding a number of allies equal to your Charisma modifier. You grant your affected allies a +2 bonus to a particular check or save you choose when you use this skill (Strength checks, Toughness saves, etc.). If they haven’t used the bonus at the beginning of your next turn, it is lost. You may take this feat more than once. Each time, it applies to a different interaction skill.
**Rhythm of Combat: Your tactical knowledge lets you know how well you and your allies are doing in battle. As a Move Action, you can make a Knowledge [Tactics] check (DC 15). If you succeed, you are aware of the number and nature of any injury an harmful conditions affecting all your allies in your line of sight. If your check meets a DC equal to the enemy's Fortitude Save Bonus, you also receive this information about your enemy's that are within your line of sight. You can make this check as a Free Action by increasing the DC by +5.
**Salvage: You can cannibalize a machine for its parts, so that you can use them later. When faced with a machine, you can make a Craft check (DC 15) to "borrow" some parts from it. You can also apply this feat as part of a Disable Device check to sabotage a machine, at the appropriate DC. If you succeed, you can "store away" a +1 bonus to a Craft check to build something with a similar technology. You can add up to a +5 bonus from salvaged parts to a construction check and once you've used a bonus it is gone, now a part of the new creation. You cannot salvage temporary inventions; their parts are used up and too unstable to grant a lasting bonus.
****Street Connections: You can use your Knowledge [Streetwise] skill instead of your Diplomacy skill to call in favors with the Connected feat.
****Speed of Thought: Fast reactions and quick movements aren't dependent on pure physical ability. Sometimes people who are blessed with a higher than average intellect can process their surroundings faster than normal people. You can use your Int modified instead of Dex modifier for initiative checks.
*Sweeping Strike: When you make a successful unarmed attack against an opponent, you can split your damage bonus between damaging your opponent and a free and immediate trip attack. The trip attack is resolved normally, including your opponent's potentially having the opportunity to trip you.
**Task Focus: They say that overspecialization is death; they haven't met you. Choose a specific task or situation that can be preformed with a skill check (like keeping watch at night for a Notice check). When making checks that involve your chosen specialization, you gain a bonus equal to one-half your ranks in that skill. Additional ranks allow you to choose a new task in the same or totally different skill.
*Tough [ranked]: You are unusually tough; add your rank in this feat as a bonus to your Toughness Saving Throw. Your maximum Toughness Save Bonus is limited by power level as normal.
*Unbalancing Strike: When you hit an opponent with a melee attack, you can choose to throw him off balance rather than inflicting damage. Your opponent makes a Reflex Saving Throw (DC 10+ your attack's damage bonus). A failure means he loses his Dodge Bonus to Defense for the next round.
**Up the Walls: You can jump your way over walls and other high obstacles. You can use your Acrobatics skill instead of Climb to scale an incline, provided you have places to jump from separated by at most half of your normal speed. These can be narrow handholds, a parallel wall in an alley or even a well positioned friend.
*Veteran Fighter: Your long years in harsh combat have taught you how to exploit your deadliest blows for lasting and sometimes unexpected effect. When you score a critical hit, you may spend a Hero Point and choose for the hit to have a different additional effect of up to 10 power points in value (in place of the normal +5 bonus to Saving Throw DC). Particular effects most likely to be associated with this feat are Dazzle, Drain, Fatigue, Nauseate, or Stun, but others might be appropriate at the GM's discretion.
**Withstand Damage: Dodging is for wimps, you stand your ground in the face of an incoming attack. When you are the target of an attack, you can take a penalty of up to -5 on your Dodge Defense Bonus and add that same amount (up to +5) to your Toughness Save Bonus. Your Defense bonus cannot be reduced any lower than +0 and your Toughness bonus cannot more than double. If you do reduce your Defense bonus to +0 then you are considered flat-footed and all attacks made against you are considered surprise attacks, even if you have Uncanny Dodge. You can declare this change as a free action or as a reaction, but only once in a turn and before your opponent makes his attakc roll; the new values will remain until the beginning of your next turn.
Original Builds:Black WolfBlackstarBravo [Exiles-themed game]
Cobalt Coldcast [Shadow Riders]
Curve (original build [PL: 10/150; PL: 11/167; PL: 11/174; 3E version])
ChargerCrusader Death [the Horsemen]
DefenderDio Dusk Eclipse Envoy II Famine [the Horsemen]
FreelancerGalen [Exile themed game]
Greystone [New Vindicators Academy of Europe PbP game]
Imbolic IronsideJinn [Shadow Riders]
Lilith [Exile themed game]
Kickflip Kova [Shadow Riders]
Kynigos [Omniversal Defenders PbP game]
Mack Williams [Shadow Riders]
Master Huang [Way of the Fist PbP]
Nathan Colt Nevermore Olympian Oni [Shadow Riders]
Perun Pestilence [the Horsemen]
Remington [Shadow Riders]
Rick Sterling Runebreaker Rushmore [Shadow Riders]
Seeker [PL10 & PL 9 versions]
Shen Sung [Hong Kong Action PbP Game]
Shift Silversmith [Requested Build]
Torque [Shadow Riders]
Toshiro Hikkaku War [the Horsemen]
Vanguard Novels, TV & Movie Builds:Abigail Whistler [Blade Trinity]
Al Bundy [Married with Children]
Bam & the CKY Crew [Viva La Bam]
Batman Beyond Blade [Blade Movies]
Blue Falcon Birdman Chad Yasutora [Bleach]
Christopher Chance [Human Target]
Conan Deacon Frost [Blade I]
Don Vito [Viva La Bam]
Dog the Bounty Hunter [Dog the Bounty Hunter]
Doctor Jacob Hood [11th Hour]
Doctor John Watson [Sherlock Holmes the Movie]
Dynomutt, Dog Wonder Elektra [Teen Force]
Generator Rex Gloop & Gleep [The Herculoids]
Hannibal King [Blade Trinity]
Harry Keogh, Necroscope [Necroscope Novels]
He-Man Ichigo Kurosaki [Bleach]
Igoo [The Herculoids]
Indiana Jones Jay & Silent Bob Jan & Jacye (with Blip the Space Monkey) [Space Ghost Adventures]
Kid Comet [Teen Force]
Leland Chapman [Dog the Bounty Hunter]
Matthew Quigely [Quigely Down Under]
Moleculelad [Teen Force]
Ookla the Mok "Memphis" Randall Raines [Gone in 60 seconds]
The Phantom Princess Ariel The Pumphrey Brothers (Paul & Craig) [Human Wrecking Balls]
Remo Williams [the early years]
Remo Williams [mid-training]
Riddick [Pitch Black]
RocketeerThe Shadow Shego [Disney’s Kim Possible]
Sherlock Holmes [Sherlock Holmes the Movie]
Snake-Eyes [G.I. Joe]
Snake Plissken [Escape from New York/Escape from L.A.]
Space Ghost [Space Ghost Adventures]
Stormshadow [G.I. Joe]
Tim “Youngblood” Chapman [Dog the Bounty Hunter]
Thundarr the Barbarian Tundro [Herculoids]
Vampire Template [Blade Movies]
Vic Mackey [the Shield]
V Wesley [Wanted]
Whistler [Blade Movies]
Zander [The Herculoids]
Zorro Zok [The Herculoids]
Fights & Brawls:Superboy VS. Kid Supreme [the set up]
Superboy VS. Kid Supreme [the fight]
Supernatural Builds:Bela Talbot [Supernatural]
Bobby Singer Dean Winchester Dean Winchester [Season 5]
Gordon Walker Sam Winchester Sam Winchester [Season 5]
Monsters: Ghosts Shapeshifters Werewolves VampiresMythical Items:Draupnir [magical copy]
Gungnir [Odin's spear]