This first post is now a place holder for links to all of my old builds and creations, along with listing all M&M book/PDFs I own and what I will use from each with my creations. Note: Some characters may use rules such as from Iron Age and such that others don't; The rules, which book/PDF they are from, and which page(s) they are on will be included with such individual builds.
Also note this: You do not need to ask me permission to use any of the characters I post. I would love to hear they are being used and I post them in this thread for others to use.
Rules from all Mutants and Masterminds PDFs I own used with these character builds, etc.Original Characters
Alchemist X Version 2.0
Black Gladiator Villain
Bone Stalker Villain
Burnfist Version 2.0
Fate PL X
Flashburn Version 2.0
Foam Menace Villain
Foam Menace Version 2.0 Villain
Grav Blader Version 2.0
Lightning Blade Version 2.0
Malvor the Dark Villain
Mindstrike Version 2.0
Power Hammer Version 2.0
Psi-Blade Version 2.0
PL 15 version of Psistrike
Shadowstrike Version 2.0
Spiritforce Version 2.0
Tanya Williams, A Paragons Character
Techno-Girl Version 2.0
Trace Version 2.0
Monsters and Minions
Dark essence viper
Fights and Training Sessions
Devices and Equipment
The Center 1st Device set-Babel Stone and Omega Sphere
The Center 2nd Device set-Twisted Fate Coin and Silver Moon Artifacts
Organizations and Headquarters
Freedom City Pediatrics-Criminal Front
Shadows from the Past storyline
Shadows from the Past introduction
Shadows from the Past, Chapter 1
Shadows from the Past, Chapter 2
Shadows from the Past, Chapter 3
This will be updated when I get any new M&M PDFs with the rules from them I will use with these character builds, etc.*Metahuman Mystics and Supernatural Supers 1, 2 and 3: Using everything from them.
*All Archetype Archives: Used when needed to help with character builds.
*Superline #4: Improving the Arsenal, page 28 to 30. Maximizing Archetypes and Demonic Minions for ideas.
*Mastermind Manual: Basic RulesStunt Bonuses, page 8. Challenges, page 12-15, Challenges as Feats. Team Checks, page 15.
Re-Allocating Power Points, page 18.
Casual Strength, page 20. Speed and Jumping, page 23.
New Skills, page 27, 28 and 29. Demolitions, Power Use, Repair. Background Skills, page 29. Mix and Match Key Abilities, page 30. Multitasking, page 31. Critical Skills, page 32. Skill Synergy and High Synergy, page 32, basically the same as Superior Synergy. Masterful Tactics, page 35.
Powers As Feats, page 36. Combat Feats and Power Levels, page 43. Lower-Power-Level-Sidekicks [-1 PL], page 43. Reverse Sidekicks, page 43. Optional Feats [Combat [Except Martial Artist], General], pages 43-47.
Power Ups and Power Ups and Power Level [up to 1/4th higher than PL limit], page 62. Partial Concentration Checks, page 71. Partial Countering, pages 71 and 72. Partial Saves vs. Trait Powers, page 73. Wide Arrays, page 76. Area Knockback, pages 76 and 77. Other Impervious Saves, page 77. Linked Power Saves, pages 77 and 78. No Saving Throw Power Modifier, page 78.
Calling, page 82. Extraordinary Effort and Last Ditch Effort, pages 82 and 83. Temporary Power Strain, page 84. Hero Points and Drawbacks, pages 84 and 85.
Devices and Equipment
Reallocating Equipment Points, page 103. [Uses simple option from Requisitioning Equipment.] Alternate Rituals Skills, page 103.
Automatic Hits, page 104. Out-of-Turn Defense, page 107. Save vs. Stun, page 107. Multiple Attacks, Extra Attacks power and Off-hand attacks options used, pages 110 and 111. Immediate Recovery, page 111. Variable Critical Hits [Hero point to use], page 115.
*Ultimate Power: Using all stuff from Chapter 2 and 3. Optional rules from Chapter 1 used are: Partial Saves vs. Staged Lasting Effects, page 17. Obvious Effects, page 18. Countering Contest, page 19.
*Agents of Freedom: Main rules will only be used when designing agent-level characters. New Power Feat and New Power Flaws from page 12 being used. Drawbacks from pages 13 and 14 being used. Device and Equipment, pages 15-26 used as needed for character builds. Other stuff used as needed.
*Golden Age: Used as needed. New Vehicle Feats, page 44, used.
*Instant Superheroes: Use as needed for character builds.
*The Vault of Dr. Mechaniaikal: Use as needed for character builds or gadget ideas.
*Fires of War: Everything from page 120.
*Adepts of the Arcane: Mania drawback, page 65.
*Hero High: Everything from pages 20-21, all archetypes as needed and everything else as needed.
*Iron Age: Everything as needed. Specific ones used: New Feats, pages 44-45. Devices and Equipment, pages 51-57.
*Unearthly: Cosmic Heroes: Use as needed for cosmic level character builds. Expanded Growth Chart, pages 24-27 used when making characters bigger than Awesome sized and up to as big as the sun.
*Better Mousetrap: Using most rules from this, including alternate way of purchasing and building headquarters which is more detailed. No longer using optional versions of Contact, Connected and such, as it makes the cost for something which is a roleplaying element too much with many characters.