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Worker Bee

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Worker Bee

Postby Lumbering Jack » Sun Mar 26, 2006 6:37 am

Here's my first attempt at a M&M build. I would appreciate your input on the mechanics.

Worker Bee
"I'm just here to do a job, ma'am"
PL10

Abilities: Str 26, Dex 14, Con 14, Int 13, Wis 10, Cha 16
(32pp)
Attack: +10 (melee), +10 (ranged paralysis attack)
(+10)
(20pp)
Defense: +8
(16pp)
Saves: Tou +8 (6 power buy, 2 ability), Fort +5(3 buy, 2 ability) , Ref +7 (5 buy, 2 ability), Will +2 (2 buy)
(10pp)
Skills: +32 skills
(8pp)
Feats: All-Out Attack, Connected (U.S. Military), Elusive Target, Precise Shot 3, Rage 3 (+4 STR, +2 Fort & Will, -2 Def, 15 rounds max), Stunning Attack,
(10pp)
Powers:
Device 4 (HIVE armor, Protection 6, Flight 6, Super-sense Visual Radius 2) (Device cost 16pp)
Paralyze 10 (Extras: Range, Poison, Power Feat: Homing) (23pp)
Super-Strength 7 (Effective lift STR 61, PF: Thunderclap) (15 pp)

Total points: (32+20+16+10+8+10+16+23+15=150
Notes
:arrow: Worker Bee is a super-soldier for the U.S. government.
:arrow: As a result of his powers, Worker Bee can get agitated, which gives him the Rage feats.
[b]
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Postby Black Mamba » Sun Mar 26, 2006 7:22 am

The character looks interesting. A couple of things I noticed:

1) The Characterisics total to 33: 16+4+4+3+6 = 33

2) The character's DEF + Toughness does not add up to the magical "20." By M&M standards the character is only PL 8 on the defensive side - and drops to PL 7 when under Rage.

3) The cost of Paralyze is wrong. Paralyze has a base cost of 2pp. You are adding two Extras which increase the cost to 4pp/Rank. 10 Ranks would cost 40pp plus however many Ranks of Homing you add onto it.
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Updated version

Postby Lumbering Jack » Sun Mar 26, 2006 3:40 pm

Here's a revise of Worker Bee, dropping Super-Strength, adding Animal Control and fixing the items you suggest. I guess he's turning out to be a bit like DC's Red Bee! So, how's this looking?

Worker Bee
"We're just here to do a job, ma'am"
PL10

Abilities: Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 16
(23pp)
Attack: +10 (melee), +7 (ranged paralysis attack)

(+7)
(20pp)
Defense: +12
(24pp)
Saves: Tou +8 (6 power buy, 2 ability), Fort +5(3 buy, 2 ability) , Ref +7 (5 buy, 2 ability), Will +2 (2 buy)
(10pp)
Skills: +32 skills
(8pp)
Feats: All-Out Attack, Connected (U.S. Military), Elusive Target, Precise Shot 3, Rage 3 (+4 STR, +2 Fort & Will, -2 Def, 15 rounds max), Stunning Attack,
(10pp)
Powers:
Animal Control 5 (Flaw: Bees & wasps only, Extra: Sensory Link)
(10 pp)
Device 4 (HIVE armor, Protection 6, Flight 6, Super-sense Visual Radius 2) (Device cost 16pp)
Paralyze 7 (Extras: Range, Poison, Power Feat: Homing 1) (29pp)



Total points: 23+20+24+10+8+10+10+16+29=150
Notes
:arrow: Worker Bee is a super-soldier for the U.S. government.
:arrow: As a result of his powers, Worker Bee can get agitated, which gives him the Rage feats.
:arrow: Bees aren't animals per say, but that Animal Control fits them best, perhaps I could whip up an Insect Control power!

Hmm, should I make a bunch of bees as his minions? Maybe that will happen on his next PL!
Last edited by Lumbering Jack on Sun Mar 26, 2006 6:58 pm, edited 1 time in total.
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Postby Black Mamba » Sun Mar 26, 2006 5:33 pm

The character looks good. The only problem that I can see is that he has a 10 Attack and does 5 Damage with a Raged punch or he has a 10 Attack and does 7 Damage with his Paralyze. You increased the DEF and Toughness to the magic "20" but allowed your Attack and Damage to fall below the target number. This means your character is only going to be offensive like a PL 8 character.

Punch: 10 Attack, 5 Damage = PL 7.5.
Paralyze: 10 Attack, 7 Paralyze = PL 8.5.
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Postby Lumbering Jack » Sun Mar 26, 2006 6:55 pm

:arrow: So, do most people trim back non-combat items (skills, feats, abilities and non-com powers) to maximize the Damage and Attack bonuses?
:arrow: Should I figure out some way to increase his damage or attack so they balance out to the magic 2xPL number? Is that what you're looking for?
:arrow: Is "Damage" what the book refers to as "Save Difficulty" on Page 24 in the Trade-offs section?
:arrow: At this point, is my Attack for my ranged Paralyze +10 or +7? I thought it was +7 because it maxs to my Paralyze rank. Or does it max to whichever is higher between my Attack bonus or my rank?
:arrow: One thing I'm confused about is how to balance Rage out. He's not always going to be enraged, after all! And what's the benefit of having it never elevates him above the PL of the campaign?

And thanks for your help, Black Mamba! You've responded to all my posts so far. You're a pinnacle of helpfulness and really helping me clarify things for me.
Last edited by Lumbering Jack on Mon Mar 27, 2006 4:22 am, edited 1 time in total.
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Postby Brainbot » Sun Mar 26, 2006 7:00 pm

I'd outline what skills you took, making your sheet easier to reference.
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Postby Deadmanwalking » Sun Mar 26, 2006 7:14 pm

So, do most people trim back non-combat items (skills, feats, abilities and non-com powers) to maximize the Damage and Attack bonuses?


Sometimes, but you don't really need to, usually.
Should I figure out some way to increase his damage or attack so they balance out to the magic 2xPL number? Is that what you're looking for?


Yes. Or his Paralyze rank, one of the two.
Is "Damage" what the book refers to as "Save Difficulty" on Page 24 in the Trade-offs section?


Damage is one of the things it refers to, other save DCs also apply though (like your Save DC on Paralyze).

At this point, is my Attack for my ranged Paralyze +10 or +7? I thought it was +7 because it maxs to my Paralyze rank. Or does it max to whichever is higher between my Attack bonus or my rank?


+10, how powerful it is has nothing to do with how good a shot you are with it.

One thing I'm confused about is how to balance Rage out. He's not always going to be enraged, after all! And what's the benefit of having it never elevates him above the PL of the campaign?


It's cheaper than just buying the stuff up, but, if you just go by the official rules, it's really kinda lame.

On other assorted notes, Sensory Link is a Power Feat, meaning you have 4 more pp to spend and you can't have Precise Shot more than twice (giving you another point). That's 5 points.


As reccomendations: I'd drop a point from Attack Bonus, drop Rage and buy Accurate 2 for your Paralyze, and an Alternate Power on your Paralyze that gave the following: Enhanced Strength 16, Super Strength 7 (Power Feat: Thunderclap) This would up the Paralyze's total cost to 32 points, leaving you 7 more to distribute as you will.
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Postby Black Mamba » Mon Mar 27, 2006 6:02 am

Lumbering Jack wrote::arrow: So, do most people trim back non-combat items (skills, feats, abilities and non-com powers) to maximize the Damage and Attack bonuses?
:arrow: Should I figure out some way to increase his damage or attack so they balance out to the magic 2xPL number? Is that what you're looking for?

You do not need to change your combat equation but you do need to understand that a villain's PL is based entirely on those four factors and nothing else. If your character only attacks as a PL 8 then when fighting PL 10 villains he will be at a disadvantage. If you do not mind that, then there is no problem, but if you are coming into the game assuming you are as tough as your PL would indicate then you will be disappointed during combats because PL 10 villains will beat you most of the time.

:arrow: Is "Damage" what the book refers to as "Save Difficulty" on Page 24 in the Trade-offs section?

Damage is any type of attack which requires a Save.

:arrow: At this point, is my Attack for my ranged Paralyze +10 or +7? I thought it was +7 because it maxs to my Paralyze rank. Or does it max to whichever is higher between my Attack bonus or my rank?

You always use the Attack number as your bonus to your to-hit roll. The Damage you do with your attack has no bearing on your ability to hit someone.

:arrow: One thing I'm confused about is how to balance Rage out. He's not always going to be enraged, after all! And what's the benefit of having it never elevates him above the PL of the campaign?

The advantage to Rage is that you get four points of overall ability for a cost of 1pp. The disadvantage is that you only gain it for a brief time. Outside of the cost saving I do not ever see any reason to take Rage because what it means is that most of the time you are really left fighting at sub-PL level.

And thanks for your help, Black Mamba! You've responded to all my posts so far. You're a pinnacle of helpfulness and really helping me clarify things for me.

I am happy to help where I can. That is what we are all here for. :)
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Updated Version (Round 2)

Postby Lumbering Jack » Mon Mar 27, 2006 9:40 am

Worker Bee
"We're just here to do a job, ma'am"
PL10

Abilities: Str 15(30 with Alternate Power), Dex 14, Con 14, Int 13, Wis 10, Cha 16
(22pp)
Attack: +10 (melee, +3 Save DC), +10 (ranged paralysis attack, +8 Save DC plus poison or +10 Shockwave)
(20pp)
Defense: +12
(24pp)
Saves: Tou +8 (6 power buy, 2 ability), Fort +5(3 buy, 2 ability) , Ref +7 (5 buy, 2 ability), Will +2 (2 buy)
(10pp)
Skills: +32 skills -- Diplomacy +6 ranks, Drive +4 ranks, Gather Info +2, Handle Animal +5 ranks, Know: Life Sciences +9, Notice +6 ranks
(8pp)
Feats: All-Out Attack, Connected (U.S. Military), Elusive Target, Precise Shot 2, Stunning Attack,
(6pp)
Powers:
Animal Control 5 (Flaw: Bees & wasps only, Extra: Sensory Link)
Alternate Power to Animal Control: Super-Strength 3 (Effective Strength 30, Power Feat: Shockwave)
(11 pp)
Device 4 (HIVE armor, Protection 6, Flight 6, Super-sense Visual Radius 2) (Device cost 16pp)
Paralyze 8 (Extras: Range, Poison, Power Feat: Homing 1) (33pp)

Total points: 22+20+24+10+8+6+11+16+33=150

Notes
:arrow: Worker Bee is a super-soldier for the U.S. government.
:arrow: Bees aren't animals per say, but that Animal Control fits them best, perhaps I could whip up an Insect Control power!
:arrow: Rage is now gone, replaced by AP: Super-Strength
:arrow: To Deadmanwalking -- Sensory Link for Animal Control is an extra, so it boosts costs-per-rank, right? Or is that in errata?
:arrow: To Brainbot -- Skill ranks purchased are now listed, not the total bonus.
:arrow: Again, I appreciate all the input! This stuff is hard to wrap your head around after playing D&D for six years!
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Postby Black Mamba » Mon Mar 27, 2006 12:10 pm

Well you are getting closer. :)

The Shockwave Feat does not allow you to do +10 Damage. It only allows you to do the Damage of your Strength Bonus. The STR you gain from Super-Strength does not add to your Strength Bonus, so the Shockwave attack would do +3 Damage over the area.

You already have your Paralyze 8 so why not AP of of that?

Paralyze (Range: +1, Poison: +1, PF: Homing): 8 [33]
AP: Strength: +15 and Super-Strength (PF: Shockwave): 8 [1]

This would allow you to shoot your "sting" or augment your STR to 30 for damage and 70 for lifting, carrying, and throwing. You would also be able to do your +10 Shockwave in this configuration.
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Updated Version (Round 3)

Postby Lumbering Jack » Mon Mar 27, 2006 12:38 pm

Worker Bee
"We're just here to do a job, ma'am"
PL10

Abilities: Str 15(31 with Alternate Power), Dex 14, Con 14, Int 13, Wis 10, Cha 16 (22pp)
Attack: +10 (melee, +10 Save DC), +10 (ranged paralysis attack, +8 Save DC plus poison) (20pp)
Defense: +12 (24pp)
Saves: Tou +8 (6 power buy, 2 ability), Fort +5(3 buy, 2 ability) , Ref +7 (5 buy, 2 ability), Will +2 (2 buy) (10pp)
Skills: +32 skills -- Diplomacy +6 ranks, Drive +4 ranks, Gather Info +2, Handle Animal +5 ranks, Know: Life Sciences +9, Notice +6 ranks
(8pp)
Feats: All-Out Attack, Connected (U.S. Military), Elusive Target, Precise Shot 2, Stunning Attack (6pp)
Powers:
Animal Control 5 (Flaw: Bees & wasps only, Extra: Sensory Link)
(10 pp)
Device 4 (HIVE armor, Protection 6, Flight 6, Super-sense Visual Radius 2) (Device cost 16pp)
Paralyze 8 (Extras: Range, Poison, Power Feat: Homing 1)
Alternate Power to Paralyze: Enhanced Ability - Strength +16 (Effective Strength 30, Melee damage +10)
Alternate Power to Paralyze: Confuse 10 (Mind swarm)
(Paralyze, En. Str and Confuse 34pp)


Total points: 22+20+24+10+8+6+10+16+34=150

Notes
:arrow: Worker Bee is a super-soldier for the U.S. government.
:arrow: Bees aren't animals per say, but that Animal Control fits them best, perhaps I could whip up an Insect Control power!

OK, smack me if you want, But are you saying take two alternate powers? Super-Strength and Enhanced Strength? If so, how can Enhanced feed off of Super when they're both alternate powers of one another? That is, won't one will be "off" while the other's operating.

Anyway, the above is the latest adjustment. Hope it works for ya!
(And really, thanks again, Mamba!)

Edit: Just added an another alternate power when I realized I had an extra point to spend![/b]
Last edited by Lumbering Jack on Mon Mar 27, 2006 1:33 pm, edited 1 time in total.
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Postby Black Mamba » Mon Mar 27, 2006 1:03 pm

You can have more than one Power in an Alternate Power as long as the combined total does not exceed the pp total and with the restriction that you must use both Powers at the same time. So the Power becomes:

Paralyze (Range: +1, Poison: +1, PF: Homing): 8 [33]
AP: Strength: +15 and Super-Strength (PF: Shockwave): 8 [1]

Paralyze total 33 pp
Strength 15 & Super-Strength (PF: Shockwave) 8 total is 32.

Since 32 is less then 33 you can use that as a single AP slot. You could even add in another Power Feat for Super-Strength if you wanted to bring the total to 33.
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Postby Lumbering Jack » Mon Mar 27, 2006 2:28 pm

OK, I see what you mean by fusing the two powers together. For example, you could build a character like Marvel's Cannonball (Flight + force field, but the two can't operate separately).
That being said, I like putting Confuse in there, and I think I'll keep it there. With that in mind, does the most recent version of Worker Bee seem to ...uhm ... work?
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Postby Black Mamba » Mon Mar 27, 2006 2:38 pm

I would probably put the confusion in as an AP to the Animal Control as they are both Mental Powers:

Animal Control (Sensory Link: +1, Bees & Wasps Only: -1): 5 [10]
AP: Confusion: 10 [1]

Paralyze (Range: +1, Poison: +1, PF: Homing): 8 [33]
AP: Strength: +16 and Super-Strength (PF: Shockwave): 8 [1]

That would cost you 45 pp in total - you had your total incorrect in the above example.
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Updated Version (Round 4)

Postby Lumbering Jack » Mon Mar 27, 2006 6:40 pm

Worker Bee
"We're just here to do a job, ma'am"
PL10

Abilities: Str 15(31 with Alternate Power), Dex 14, Con 14, Int 13, Wis 10, Cha 16 (22pp)
Attack: +10 (melee, +10 Save DC), +10 (ranged paralysis attack, +8 Save DC plus poison) (20pp)
Defense: +12 (24pp)
Saves: Tou +8 (6 power buy, 2 ability), Fort +5(3 buy, 2 ability) , Ref +7 (5 buy, 2 ability), Will +2 (2 buy) (10pp)
Skills: +32 skills -- Diplomacy +6 ranks, Drive +4 ranks, Gather Info +2, Handle Animal +5 ranks, Know: Life Sciences +9, Notice +6 ranks
(8pp)
Feats: All-Out Attack, Connected (U.S. Military), Elusive Target, Precise Shot 2, Stunning Attack (6pp)
Powers:
Animal Control 5 (Flaw: Bees & wasps only, Extra: Sensory Link)
Alternate Power to Animal Control: Confuse 10 (Mind swarm)
(Animal Control and Confuse 11 pp)
Device 4 (HIVE armor, Protection 6, Flight 6, Super-sense Visual Radius 2) (Device cost 16pp)
Paralyze 8 (Extras: Range, Poison, Power Feat: Homing 1)
Alternate Power to Paralyze: Enhanced Ability - Strength +16 and Super-Strength: 8 (Effective Strength 31, Power Feat: Shockwave, Melee damage +10)
(Paralyze and En. Str/S-strength combo 33pp)


Total points: 22+20+24+10+8+6+11+16+33=150

Notes
:arrow: Worker Bee is a super-soldier for the U.S. government.
:arrow: Bees aren't animals per say, but that Animal Control fits them best, perhaps I could whip up an Insect Control power!


All right, Mamba! I think we've got a winner! Thanks!
Criminals beware, Worker Bee is out buzzing the streets!
(But then again, he might make a good villain too! Mwa-ha-ha!)
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