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JD's 3E: Marvel Psylocke

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Re: JD's 3E: Marvel Redux Setting

Postby Thorpacolypse » Thu May 10, 2012 7:57 pm

Good stuff, JD. My only question is about Thor's strength. I know you're going lower powered by would expect The God of Thunder to be able to lift a little more than 50 Tons. But I definitely like him as a balanced PL12.
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Re: JD's 3E: Marvel Redux Setting

Postby JoshuaDunlow » Thu May 10, 2012 8:16 pm

Thorpacolypse wrote:Good stuff, JD. My only question is about Thor's strength. I know you're going lower powered by would expect The God of Thunder to be able to lift a little more than 50 Tons. But I definitely like him as a balanced PL12.


I agree I'm checking my notes, his strength is 13 for the sake of lifting purposes 9 strength +2 Power lifting for asgardian, and +2 power lifting for his magical gear. But I may have to revisit ol goldilocks, and work on that. I have Hulks stats, pretty much done , but still working out my own personal kinks with the powers.

Edit: Thor's been updated for my next build to come, HULK. Then after that.. I plan to do Juggernaut.
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The Hulk

Postby JoshuaDunlow » Fri May 11, 2012 10:06 am

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Hulk Smash!!

Hulk - PL 13

Abilities
Strength 13/16*, Stamina 16, Agility 2, Dexterity 2, Fighting 7, Intellect -2, Awareness 1, Presence 0
* While raging/18 for lifting capacity

Advantages
All-out Attack, Great Endurance, Improved Critical 2: Unarmed, Improved Grab, Improved Hold, Improved Smash, Power Attack, Ultimate Effort: Toughness Checks

Skills
Close Combat: Grab 3 (+10), Close Combat: Unarmed 3 (+10), Expertise (AWE): Survival 5 (+6), Expertise: Gamma Research 7 (+5), Expertise: Physics 7 (+5), Intimidation 13 (+15), Investigation 5 (+3), Perception 5 (+6), Ranged Combat: Throw 8 (+10), Technology 7 (+5)

Powers
Astral Sight: Senses 1 (Detect: Astral (visual) 1)
Hulk Smash! (Penetrating 15)
Hulk!: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Hulks Rage
. . Hulk Mad!!: Enhanced Strength 3 (+3 STR, Advantages: Improved Critical 2; Limited: Only while in a Rage)
. . Hulk Mad!: Impervious Toughness 5 (Limited: Only while in a Rage)
. . Immunity: Immunity 10 (Common Descriptor: Mental Effects; Limited: Only while in a Rage, Limited - Half Effect)
. . Power-lifting: Power-lifting 2 (+2 STR for lifting; Limited: Only in a Rage)
Immunity: Immunity 10 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Fatigue Effects, Suffocation (All))
Impervious: Impervious Toughness 10
Leaping: Leaping 13 (Leap 8 miles at 250 miles/hour in 2 minutes)
Thunder Clap (Hearing): Burst Area Affliction 13 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 23; Burst Area: 30 feet radius sphere)
. . Ground Strike (movement): Burst Area Affliction 13 (Alternate; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 23; Alternate Resistance: Dodge, Burst Area 2: 60 feet radius sphere; Instant Recovery, Limited: Attacker and Target must have contact with the ground, Limited Degree)
. . Shockwave: Cone Area Damage 13 (Alternate; DC 28; Cone Area: 60 feet cone)

Offense
Initiative +2
Grab, +10 (DC Spec 26)
Ground Strike (movement): Burst Area Affliction 13 (DC Dog 23)
Shockwave: Cone Area Damage 13 (DC 28)
Throw, +10 (DC 31)
Thunder Clap (Hearing): Burst Area Affliction 13 (DC Fort 23)
Unarmed, +10 (DC 31)

Complications
Hulks Rage: When hulk gets mad, irrationally so, he starts to loose control. The more control he looses the stronger he gets. And it's hard to stop him once he starts. He doesn't recognize friend from foe anymore.
Identity: Bruce banner can transform, uncontrollably into the Hulk. When not the Hulk, his strength and stamina are 0, his Intelligence is 8, and his Awareness is 2.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 16, Toughness 16, Will 10

Power Points
Abilities 62 + Powers 98 + Advantages 7 + Skills 21 (63 ranks) + Defenses 20 = 208


Builders Notes:
This is my version of the Hulk, for my Marvel Retcon. Which is more along the lines of the green hulk, he has some measure of control, and can exert some intelligence from his alter ego. Now Hulk I put on a level slightly above Thor, I really hate to say it.. But the hulk could probably flatten him out with a few good hits. Without raging, Thor has Hulk beat, but a raging hulk has the god of thunder beat, unless thor uses extra effort.

Now Hulk being able to hit someone, that is the trick! Being an unstoppable machine of damage, means he's not going to be all that accurate. But he is no slouch either.

I have always imagined that HULK, doesn't have alot of the usual Brick Immunities. But relies on his ungodly stamina instead, he can mimic all those things because he can just hold his breath for a real long time, or is just so resilient, it don't bother him like anyone else, but isn't right out immune.

I am not sure I modeled the Hulks rage correctly, any opinions or insight are welcome!
Last edited by JoshuaDunlow on Mon May 14, 2012 9:42 am, edited 4 times in total.
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby JoshuaDunlow » Fri May 11, 2012 10:19 am

After seeing a lot of other's people's builds.. perhaps I should stick to originals. My builds seem to fall short.
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby catsi563 » Fri May 11, 2012 11:23 am

Nah theyre fine. You do good quality work and the builds are a solid representation of the characters. Easily understandable and playable by anyone who would use them GM or player.
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby JoshuaDunlow » Fri May 11, 2012 2:23 pm

Having problems doing a PL 12 Magneto and Juggy
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby Gazman » Fri May 11, 2012 5:44 pm

JoshuaDunlow wrote:After seeing a lot of other's people's builds.. perhaps I should stick to originals. My builds seem to fall short.


I don't think that's true. Just looking back for a few pages I really liked Frodo and Thanos. I also thought that Doctor Strange's Sorcerer Supreme power and Beast's Bank Shot attack were both really cool touches.

Part of the fun is seeing how everybody does stuff differently.

Sad thing is that even with 16 Stamina the Hulk can only holds his breath for 42 rounds, just over four minutes before he starts running out of air. Two and a half minutes later will come a Fortitude save that he can't ever make. There are real people who can hold there breathes for three times that long. Similar situations with food and radiation sickness.
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby Thorpacolypse » Fri May 11, 2012 9:05 pm

JoshuaDunlow wrote:Having problems doing a PL 12 Magneto and Juggy


If you're trying to fit them in at 15 pts per rank, it won't be easy, although Mags should still be potent.

And please, we're all hard on our own builds. I always post something, then look at BARON's or Taliesin's or someone else's and think, "damn, I can't believe I missed that" or "why didn't I think of that?" Your conversions rock.
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby prodigyduck » Fri May 11, 2012 9:19 pm

I don't want that Hulk to hit me... ouch.
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby JoshuaDunlow » Fri May 11, 2012 10:37 pm

Thorpacolypse wrote:
JoshuaDunlow wrote:Having problems doing a PL 12 Magneto and Juggy


If you're trying to fit them in at 15 pts per rank, it won't be easy, although Mags should still be potent.

And please, we're all hard on our own builds. I always post something, then look at BARON's or Taliesin's or someone else's and think, "damn, I can't believe I missed that" or "why didn't I think of that?" Your conversions rock.


I'm only aiming for 15 pts or as close to it for the hero types, the villains however i'm not too worried.. But in my current magneto build, he's capped at 200 tons for a perception ranged move object, cause I'm aiming to put him at PL 12 (so now Im considering a ranged move object). Juggy, I'm going for about PL 12 as well.

Yeah, I really like Prodigy's builds. I saw he had worked out a sound absorbing mechanic for his Dazzler, and I didn't even consider that.. I made it more of a complication.. That and I'm relying heavily on the Revised basic rules set of the Marvel super heroes RPG.. but with my own touches to it. Which means most of the characters will have a more 80's frame work to them (not current, since I dont read comics.. )

What makes these builds more challenging, especially are the Defensive caps. Unlike 2E which could have more ranks to them.
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby JoshuaDunlow » Fri May 11, 2012 10:42 pm

prodigyduck wrote:I don't want that Hulk to hit me... ouch.



Thanks.. I'm still gauging and getting use to penetrating. And I'm going by the book for now.. which is why I'm giving a lot of these character extreme ranks in them. Not sure if I handled his rage right..
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Re: JD's 3E: Marvel Redux Setting (Hulk!)

Postby prodigyduck » Fri May 11, 2012 11:20 pm

JoshuaDunlow wrote:
prodigyduck wrote:I don't want that Hulk to hit me... ouch.



Thanks.. I'm still gauging and getting use to penetrating. And I'm going by the book for now.. which is why I'm giving a lot of these character extreme ranks in them. Not sure if I handled his rage right..


There are many ways to handle a raging Hulk-type.

My roommate created a Hulk variant in his Titans Rising campaign. In this game, whenever the Hulk-type spent a Hero Point to removed a Stunned Condition, he gained a rank of Super-Strength and a rank of Improved Critical for his unarmed attacks. This way, his PL did not change, but his battle effectiveness did.
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Juggernaut

Postby JoshuaDunlow » Mon May 14, 2012 7:11 am

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"I'm not a commuter person.."

Juggernaut - PL 13

Abilities
Strength 15, Stamina 17, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 0
* Strength 18 for the purposes of lifting

Advantages
All-out Attack, Improved Critical 2: Unarmed, Improved Grab, Improved Hold, Improved Trip, Move-by Action, Power Attack, Startle, Takedown, Ultimate Effort: Toughness

Skills
Close Combat: Grab 3 (+9), Close Combat: Unarmed 3 (+9), Expertise: Streetwise 4 (+4), Intimidation 12 (+14), Ranged Combat: Throw 9 (+9)

Powers
Gem of Cyttorak (Removable)
. . Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
. . Immunity: Immunity 15 (Fatigue Effects, Life Support)
. . Invulnerable: Impervious Toughness 15
. . Leaping: Leaping 13 (Leap 8 miles at 250 miles/hour in 2 minutes)
. . Magic Resistance: Enhanced Trait 5 (Traits: Will +5 (+11); Limited: Only to Magical Attacks)
. . Pargon of Strength: Power-lifting 3 (+3 STR for lifting)
. . Penetrating Strength (Penetrating 15)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Unstoppable: Enhanced Trait 2 (Traits: Athletics +6 (+21); Limited: Only while in Motion, Limited: Only to resist trips, or effects that make prone)
. . Unstoppable: Immunity 5 (Damage Effect: Snares; Limited - Half Effect, Quirk 2: Only while in Motion)
Helmet (Removable)
. . Immunity: Immunity 10 (Common Descriptor: Mental Descriptor; Quirk 2: Does not protect against damage with the mental descriptor)

Offense
Initiative +0
Grab, +9 (DC Spec 25)
Throw, +9 (DC 30)
Unarmed, +9 (DC 30)

Languages
English

Defense
Dodge 0, Parry 9, Fortitude 17, Toughness 17, Will 11/6

Power Points
Abilities 62 + Powers 66 + Advantages 11 + Skills 11 (31 ranks) + Defenses 12 = 162

Builders Notes:
Here is my version of the Juggernaut. I put him in a class of the top 3 strongest characters in marvel. Thor, and the Hulk, being the other two. Now Juggy is stronger than a non-raging hulk, but can be just as strong with the raging hulk if he spends some Extra effort to do so.
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Magneto

Postby JoshuaDunlow » Mon May 14, 2012 7:39 am

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"Join me my mutant brothers & sisters!"

Magneto - PL 12

Abilities
Strength 2, Stamina 2, Agility 6, Dexterity 5, Fighting 5, Intellect 7, Awareness 7, Presence 4

Advantages
Attractive, Benefit, Wealth 4 (multimillionare), Equipment 2, Great Endurance, Inspire, Inventor, Languages 1, Leadership, Ranged Attack 5

Skills
Athletics 2 (+4), Expertise: Electronics 5 (+12), Expertise: Engineering 6 (+13), Expertise: Genetics 6 (+13), Expertise: Robotics 6 (+13), Insight 4 (+11), Intimidation 5 (+9), Persuasion 5 (+9), Technology 6 (+13)

Powers
Energy Control
. . Magnetic Snare (movement): Affliction 14 (1st degree: Impaired, 2nd degree: Immobile, 3rd degree: Paralyzed, DC 24; Alternate Resistance (Dodge), Increased Range: ranged; Limited: to Metallic Sources)
. . Magnetism: Move Object 16 (1600 tons, DC 25; Damaging [6 ranks only], Improvised Weapon 2, Throwing Mastery 2; Limited Material: Any Metals)
. . Scramble Machinery: Weaken 14 (Affects: Toughness, Resisted by: Fortitude, DC 24; Affects Objects Only, Increased Range: ranged)
. . Variable Energy Blast: Blast 14 (DC 29; Variable Descriptor 2: broad group - Any Energy )
Force Field: Force Field 12 (+12 Toughness; Impervious [6 ranks only])
Helmet (Removable)
. . Immunity: Immunity 10 (Common Descriptor: Mental )
Magnetic Propulsion: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Senses: Senses 1 (Awareness: Magnetic (mental sense))
Telepathic Projection: Mental Communication 3
. . Astral Projection: Remote Sensing 5 (Alternate; Affects: 3 Types - Visual & Hearing, Range: 900 feet; Dimensional: dimension - Astral; Limited: Body is Prone and Useless)

Equipment
Costume [Commlink, Insulated: Feature 2; Protection: Protection 4, +4 Toughness]

Offense
Initiative +6
Grab, +5 (DC Spec 12)
Magnetic Snare (movement): Affliction 14, +10 (DC Dog/Fort/Will 24)
Magnetism: Move Object 16, +10 (DC 25)
Scramble Machinery: Weaken 14, +10 (DC Fort 24)
Throw, +10 (DC 17)
Unarmed, +5 (DC 17)
Variable Energy Blast: Blast 14, +10 (DC 29)

Complications
Prejudice: Mutant and Scum. Auswitz Surviver.
Quirk: Believes in Mutant Supremacy.
Rivalry: I wouldn't see Magneto has the X-Men particularly as an Enemy. But they do quite often clash in Ideology.

Languages
English, Hebrew

Defense
Dodge 8, Parry 6, Fortitude 6, Toughness 8/14 with forcefield, Will 9

Power Points
Abilities 76 + Powers 85 + Advantages 17 + Skills 15 (45 ranks) + Defenses 9 = 202

Builders Notes:
Magneto presented a very big problem, and as much as I wanted to give him perception ranged abilities, I went with normal ranged powers to get the levels of abilities I wanted out of this build. I've also begin to realize that maybe I am limited my hero builds by making them playable PC's, but for now It stays.
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Re: JD's 3E: Marvel Redux Setting (Juggy, Magneto)

Postby JoshuaDunlow » Mon May 14, 2012 10:10 am

I updated Thor & Juggernaut
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