Elric's 2e Builds

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Elric
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Elric's 2e Builds

Postby Elric » Mon Aug 20, 2007 4:30 pm

Hi everyone. Here's my thread of 2e conversions, character creation and fight examples, original builds, and other resources. I have mainly PC builds (built on 15 pp/PL and designed so you can use them as balanced starting characters). I also have an M&M 3rd edition/DC Adventures thread.

If you want to use any of these builds (or modified versions thereof) as PCs or NPCs, go right ahead! No need to ask, my builds are there to be used. Comments welcome! Note that my builds list a character's Defense score, which is 10+ Defense bonus.

Character Creation Examples and other resources
Minotaur (a Powerhouse) character creation example
Martial Artist (the core book archetype) character creation example
My Official Rules Question index, which has links to many of M&M designer Steve Kenson's answers in the Official Rules Question Forum.
Paragon's excellent thread on balance issues in the PL system. Read the first two posts, and the examples linked at the end of the second post, in particular (it's quite long).

Sample Fights (written from the perspective of the players and GM, so designed to help people understand the rules)
#1: X-Men vs. Brotherhood of Evil Mutants (Hyborian has created a beautiful printable pdf of this fight)
#2: Avengers (Luke Cage, Black Widow, Beast) vs. White Knight
#3: Avengers (Captain America, Iron Man, She Hulk, Ms. Marvel) vs. Overshadow

DC PC Conversions
Note: Hyborian has turned all of these builds into a 2 MB pdf file.
Allan Quatermain (PL 8, 120 pp)
Aquaman (PL 11, 165 pp)
Batgirl III (Cassandra Cain) (PL 10, 150 pp)
Batman (PL 9, 135 pp)
Batman (PL 10, 150 pp)
Batman (PL 11, 165 pp)
Batman (PL 12, 180 pp)
Beast Boy (PL 9, 135 pp)
Black Canary (PL 9, 135 pp)
Catwoman (PL 8, 120 pp)
Catwoman (PL 9, 135 pp)
Catwoman (PL 10, 150 pp)
Cyborg (PL 9, 135 pp)
Deathstroke (PL 12, 180 pp)
Flash, The (Wally West) (PL 12, 180 pp)
Green Arrow (Oliver Queen) (PL 10, 150 pp)
Green Lantern (Generic) (PL 10, 150 pp)
Green Lantern (Generic) (PL 12, 180 pp)
John Constantine (PL 8, 120 pp)
Kid Flash (Bart Allen) (PL 9, 135 pp)
Kryptonian (Generic) (PL 10, 150 pp)
Lady Shiva (PL 11, 165 pp)
Lex Luthor (PL 10, 150 pp)
Martian Manhunter (PL 12, 180 pp)
Nightwing (PL 9, 135 pp)
Power Girl (PL 12, 180 pp)
Ra's Al Ghul (PL 10, 150 pp)
Raven (PL 9, 135 pp)
Robin (Tim Drake) (PL 7, 105 pp)
Robin (Tim Drake) (PL 8, 120 pp)
Starfire (PL 9, 135 pp)
Superman (PL 12, 180 pp)
Superman (PL 15, 225 pp)
Talia Al Ghul (PL 8, 120 pp)
Wonder Girl (Cassandra Sandsmark) (PL 10, 150 pp)
Wonder Woman (PL 12, 180 pp)
Wonder Woman (PL 14, 210 pp)
Zatanna (PL 10, 150 pp)

DC NPCs
Batman
Darkseid
Superman
Talia Al Ghul
Wonder Woman

Marvel PC Conversions
Note: Hyborian has turned all of these builds into one 3 MB pdf file.
Angel (PL 8, 120 pp)
Angel (PL 9, 135 pp)
Archangel (PL 10, 150 pp)
Avalanche (PL 9, 135 pp)
Beast (PL 9, 135 pp)
Beast (PL 10, 150 pp)
Black Panther (PL 11, 165 pp)
Black Widow (PL 9, 135 pp)
Black Widow (PL 10, 150 pp)
Blob, The (PL 9, 135 pp)
Cannonball (PL 10, 150 pp)
Captain America (PL 11, 165 pp)
Captain America (PL 12, 180 pp)
Colossus (PL 9, 135 pp)
Colossus (PL 10, 150 pp)
Cyclops (PL 9, 135 pp)
Cyclops (PL 10, 150 pp)
Daredevil (PL 9, 135 pp)
Daredevil (PL 10, 150 pp)
Daredevil (PL 12, 180 pp)
Deadpool (PL 10, 150 pp)
Doctor Doom (PL 13, 195 pp)
Doctor Strange (PL 12, 180 pp)
Echo (Ronin) (PL 9, 135 pp)
Elektra (PL 9, 135 pp)
Emma Frost (PL 10, 150 pp)
Gambit (PL 10, 150 pp)
Hawkeye (PL 10, 150 pp)
Human Torch, The (PL 10, 150 pp)
Iceman (PL 10, 150 pp)
Invisible Woman, The (PL 10, 150 pp)
Iron Fist (PL 10, 150 pp)
Iron Man (PL 11, 165 pp)
Iron Man (PL 12, 180 pp)
Jean Grey (PL 10, 150 pp)
Jubilee (PL 8, 120 pp)
Luke Cage (PL 9, 135 pp)
Luke Cage (PL 10, 150 pp)
Midnight's Fire (PL 10, 150 pp)
Mr. Fantastic (PL 10, 150 pp)
Ms. Marvel (PL 11, 165 pp) (Carol Danvers)
Ms. Marvel (PL 12, 180 pp) (Carol Danvers)
Mystique (PL 9, 135 pp)
Nick Fury (PL 10, 150 pp)
Nightcrawler (PL 9, 135 pp)
Nightcrawler (PL 10, 150 pp)
Psylocke (PL 9, 135 pp)
Punisher, The (PL 10, 150 pp)
Pyro (PL 9, 135 pp)
Quicksilver (PL 9, 135 pp)
Quicksilver (PL 10, 150 pp)
Red Skull (PL 11, 165 pp)
Rogue (PL 9, 135 pp)
Rogue (PL 10, 150 pp)
Sabretooth (PL 11, 165 pp)
She Hulk (PL 11, 165 pp)
She-Hulk (PL 12, 180 pp)
Silver Samurai (PL 10, 150 pp)
Silver Surfer (PL 12, 180 pp)
Silver Surfer (PL 15, 225 pp)
Spider-Man (PL 10, 150 pp)
Spider-Man (PL 11, 165 pp)
Storm (PL 10, 150 pp)
Thing, The (PL 10, 150 pp)
Thor (PL 12, 180 pp)
Thor (PL 14, 210 pp)
Thunderbird (John Proudstar) (PL 9, 135 pp)
Toad (PL 9, 135 pp)
Wolverine (PL 10, 150 pp)
Wolverine (PL 11, 165 pp)

Marvel NPCs
Avalanche
Blob, The
Donald Pierce (White Bishop)
Doctor Strange
Harry Leland (Black Bishop)
Juggernaut (PL 12, 180 pp)
Mystique

2e Other PC Conversions
Ammar ibn Khairan (PL 10, 150 pp)
Anton Chigurh (PL 7, 105 pp)
Jason Bourne (PL 9, 135 pp)
Minotaur (PL 8, 120 pp 1e archetype powerhouse)
Minotaur (PL 10, 150 pp 1e archetype powerhouse)
Muhammad Ali (PL 8, 120 pp)
Pugilist, The (PL 8, 120 pp 1e archetype martial artist)
Pugilist, The (PL 10, 150 pp 1e archetype martial artist)
Rodrigo Belmonte (PL 10, 150 pp)

Original PC Builds
American Eagle (PL 10, 150 pp Bird Totem)
Angel (Generic) (PL 11, 165 pp D&D-inspired Angel)
Arsenal of Democracy (PL 10, 150 pp Captain America/Iron Man cross)
Aura (PL 8, 120 pp weapon master/minor energy controller)
Barbarian Champion (PL 10, 150 pp Warriors and Warlocks Barbarian)
Beacon (PL 8, 120 pp, Light Controlling Teleporter)
Captain Britania (PL 8, 150 pp 1889 Victorian England version of Captain America)
Chameleon (PL 8, 120 pp mutant body controller)
Elementalist (Generic) (PL 10, 150 pp Fire/Earth elementalist)
Elementalist (Generic) (PL 11, 165 pp Fire/Earth elementalist
Glory Hound (PL 10, 150 pp Demonic Pomeranian man-dog)
Huitzilopochtli (PL 11, 165 pp Thor analogue)
Johnny Nitro (PL 11, 165 pp Acrobatic Brick, inspired by the pro wrestler of the same name)
Loud Lightning (PL 8, 120 pp Electricity Controller)
Martial Artist, Ki Enhanced (PL 8, 120 pp monk/martial artist)
Mr. Ordinary (PL 8, 120 pp Nemesis mutant)
Ninja (Generic) (PL 10, 150 pp mystic Super-Ninja)
Pack Rat (PL 8, 120 pp mutant gadgeteer)
Paul Revere (PL 8, 120 pp Speedster/American Hero)
Pilot (PL 5, 75 pp unpowered pilot)
Psi Ki (PL 11, 165 pp Psylocke-analogue)
Psi-Ops Agent (Generic) (PL 10, 150 pp)
Psionic (Generic) (PL 10, 150 pp telekinetic/telepathic Psion)
Pyromancer, Half-Crazed (PL 8, 120 pp fire mage)
Rodrigo Garcia de Navarro (PL 8, 120 pp Swords and Sorcery general)
Shadow Swordsman, The (PL 11, 165 pp Darkness Controller/Swordsman)
Shaman (Generic) (PL 8, 120 pp spirit/animal Shaman)
Skylark (PL 10, 150 pp Gravity Controller)
Skylark (PL 11, 165 pp Gravity Controller)
Speedy Powerhouse (Generic) (PL 10, 150 pp speedster/brick)
Swordsman (Generic) (PL 8, 120 pp)
Talib al Ghani (PL 8, 120 pp anti-Earth Ra's al Ghul analogue)
Wrestler (Generic) (PL 6, 90 pp pro-wrestler)
Zosima (PL 10, 150 pp Exalted Monk)

Original NPC Builds
Attilita (PL 11 Villain Energy Controlling Swordswoman- Silver Samurai knock-off)
Brick (PL 9.5 Villain Brick)
Inferna (PL 11 Villain Plasma Controller)
Vendetta (PL 10 Villain Telepath)

Campaign Summary: In the form of Rodrigo's letters
Campaign Summary 1

Miscellaneous 2e/3e
What's an appropriate/challenging fight for your characters? This is a system along these lines meant for 2e, and a discussion of issues that can arise. This system should generally work similarly in 3e, though minions may need to be reevaluated (Takedown 2 in 3e makes them absurdly easy to incapacitate).
The 2e "damage roll" and "players make the rolls" options in the Mastermind's Manual are in need of errata. Here's one way to fix them.
How to do a 3e damage roll.

2e Combat calculations/simulations (with graphs!)
The basic scenario: no tradeoffs, stuns, or hero points
Different tradeoffs (no stuns or hero points)
Stuns: the great utility of Power Attacking a stunned target (no hero points)
Many combinations of tradeoffs and hero points (no stuns)

3e Combat calculations/simulations (with graphs!)
The basics: different PLs and tradeoffs (no hero points)
My chances (different tradeoffs, same PL): characters' chances in a 1-1 combat (no hero points)
What are my chances?: some basic stats on fights between characters of different PLs.

Notes: I intend to create conversions that work well in the M&M system and that people can use in game, either as NPCs or PCs. I'm not trying to get the most accurate or up to date conversion of a character- I'm trying to get the one that's the most fun to play in M&M, which involves getting the feel of the character right and making sure that the character is appropriately powerful. For PC builds, I'll re-envision the character as necessary so the build ends up at 15 pp/PL.

How many pp do the NPC builds cost? I usually don't keep track, which makes my life much easier. Remember, how many points you spend doesn't matter for NPCs.

I am using the powers section from Ultimate Power and occasional rules from other Green Ronin products. I'll mention most of the Ultimate Power specific content and almost everything from other products. If I have any new abilities in a build, I try to put them in italics and later say what they do (for example, Spider-Man's Ultimate Defense feat). Thanks to Taliesin, MDSnowman, and Baron in particular for their excellent conversions, which I draw inspiration from.

House rules: The sorts of house rules I'd use if I were running a campaign. For the builds here, I'm just using one:

1) Trading off offense for defense (or vice versa). For an NPC, I compute offensive PL and defensive PL separately and average them to get overall PL. I'll make a note of it if offensive PL doesn't equal defensive PL on a build. For example, if an NPC Cyclops was PL 11 on offense and PL 9 on defense, I would average out and make him PL 10.

PL is descriptive for NPCs (my explanation of PL and its meaning for PCs/NPCs), and this is an improvement in the accuracy of an NPC's PL over the RAW method, which is to base PL on an NPC's highest PL limited trait. This can lead to problems when a villain with PL 12 offensive abilities has PL 8 defensive abilities (or vice versa); he's significantly weaker than his listed PL suggests.
Last edited by Elric on Tue Mar 20, 2012 5:17 pm, edited 278 times in total.
3e Builds, 2e Builds, Index of 2e Official Rules Answers & General Resources (includes character creation and fight examples)

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Elric
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Postby Elric » Mon Aug 20, 2007 4:38 pm

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Captain America

Power Level 11
(165 pp)

Abilities: STR 22 (+6), DEX 24 (+7), CON 22 (+6), INT 14 (+2), WIS 18 (+4), CHA 18 (+4)

Skills: Acrobatics 8 (+15), Diplomacy 10 (+14), Intimidate 6 (+10), Knowledge [Tactics] 12 (+14), Medicine 1 (+5), Notice 8 (+12), Pilot 3 (+10), Sense Motive 8 (+12), Stealth 3 (+10), Survival 4 (+8), Languages 1 (German; base English)

Feats: Acrobatic Bluff, Assessment, Attack Focus 6 (Melee), Benefit 2 (Status: Renown, Use Knowledge [Tactics] for Master Plan), Defensive Attack, Dodge Focus 2, Equipment, Evasion 2, Fearless, Improved Initiative, Inspire 5, Interpose, Leadership, Luck, Master Plan, Power Attack, Takedown Attack 2, Teamwork 2, Ultimate Defense, Uncanny Dodge (Hearing)

Powers: Leaping 1, Speed 1 (10 mph)

Device 5 (Star Spangled Shield, Easy to lose, Power Feats: Restricted [functions as medium shield for anyone else], Indestructible) (17 pp)
Star Spangled Shield: Enhanced Feat 4: Dodge Focus 4, Feature (2)—Reduces Knockback by 2 (taken twice)

Blast 4 (PF: Accurate x3, Improved Critical, Improved Range, Improved Ranged Disarm, Mighty x3, Precise, Ricochet, Drawback-one fifth maximum range, -2 pp) (80-foot maximum range and range increment) (17 pp)
AP: Blast 4 (Extras: Targeted Area- Burst (20 foot radius), Selective Area; Power Feats: Accurate x3, Drawback-one fifth maximum range, -2 pp) (40-foot range increment, 80-foot maximum range) (17 pp)
AP: Strike 3 (Extra: Penetrating, Power Feats: Improved Block 2, Improved Critical, Improved Defense 2, Improved Disarm, Improved Overrun, Mighty, Weapon Bind) (15 pp)

Equipment: Chain Mail (Protection 3), Commlink, Binoculars

Combat: Attack +7 (+13 melee/shield throw) [Unarmed 6 dmg; Shield Throw 7 dmg, 19-20 Crit; Shield Bash 9 dmg, 19-20 Crit], Defense 23 (14 flat footed), Initiative +11, Grapple +19, Knockback -8

Saves: Toughness +9, Fortitude +9, Reflex +9, Will +9

Abilities 58 + Skills 16 + Feats 34 + Powers 19 + Combat 28 + Saves 10= 165

Notes: Here's Captain America as a PC at PL 11, 165 pp. Captain America is the best leader in comicdom with Master Plan, Inspire 5 and Leadership. He beats up minions like nobody's business and has a ton of useful feats and skills. Note that Steve has said that you should add Acrobatics to your jumping distance before multiplying for Leaping (see here).

Note that in Ultimate Power maximum range is separate from Range Increment for a power- a power's maximum range is rank x 100 feet, and Improved Range only makes the ranged increment better (the Progression feat makes the maximum range itself better).

Targeted Area is from Ultimate Power- it means that you have to roll to hit (one roll against everyone in the area of effect), you can't critical, and there’s no Reflex save for half effect (the attack roll replaces it). Improved Range Disarm is from the Mastermind's Manual and negates the attack roll penalty for disarming with a ranged attack.

Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited 2 [only attack rolls, only attacks rolls against you]) (1 pp) taken as a feat.
Ultimate Defense: After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.
Last edited by Elric on Sun Jan 17, 2010 1:59 pm, edited 21 times in total.
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Elric
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Joined: Sun Jun 06, 2004 11:32 am
Location: Los Angeles, CA

Postby Elric » Mon Aug 20, 2007 5:27 pm

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Ms. Marvel

Power Level 11
(165 pp)

Abilities:
STR: 34 [10], (+12) DEX: 14 (+2), CON: 34 [12] (+12), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Bluff 8 (+11), Computers 8 (+10), Diplomacy 4 (+7), Disable Device 8 (+10), Gather Information 7 (+10), Knowledge [Current Events] 8 (+10), Medicine 1 (+4), Notice 8 (+11), Pilot 8 (+10), Sense Motive 8 (+11)

Feats: Benefit (Security Clearance), Contacts, Dodge Focus 5, Evasion, Fearless, Improved Initiative 2, Power Attack, Takedown Attack, Teamwork, Uncanny Dodge (Visual)

Powers:
Enhanced Strength 24 & Enhanced Feats 4: Attack Focus 4 (Melee) (28 pp)
AP: Blast 12 (Power Feats: Accurate x2, Precise, Variable Descriptor [Any electromagnetic]) (28 pp)
AP: Dazzle 12 (Visual; Power Feats: Accurate x2, Improved Range—300 foot range increment, Precise) [Radiation] (28 pp)

Enhanced Constitution 22, Immunity 9 (Life Support), Impervious Toughness 12 (Limited: Only Energy Damage) (6 pp) [Absorb Energy], Flight 5 (250 mph) (Dynamic Alternate Power: Super Strength 5 (Heavy Load: 45 tons)) (13 pp)

Combat: Attack +6 (+10 melee/Blast/Dazzle) [Unarmed 12 dmg, Dazzle Reflex save DC 22, Blast 12 dmg], Defense 20 (13 flat-footed), Initiative +10, Grapple +22 (not including DAP Super-Str), Knockback -6 (-12 vs. energy)

Saves: Toughness +12 (12 Impervious vs. Energy), Fortitude +12, Reflex +6, Will +8

Abilities 22 + Skills 18 + Feats 14 + Powers 80 + Combat 22 + Saves 9= 165

Notes: Here's Ms. Marvel as a PC at PL 11, 165 pp. This is the Carol Danvers version of the character, with powers based on her current abilities as an energy controller. Simple and effective.
Last edited by Elric on Tue Jan 29, 2008 4:36 pm, edited 6 times in total.
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Elric
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Postby Elric » Mon Aug 20, 2007 5:59 pm

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Daredevil

Power Level 9
(135 pp)

Abilities: STR: 16 (+3), DEX: 22 (+6), CON: 16 (+3), INT: 16 (+3), WIS: 22 (+6), CHA: 12 (+1)

Skills: Acrobatics 10 (+16)*, Bluff 4 (+5), Climb 5 (+8), Gather Information 4 (+5), Intimidate 8 (+9), Investigate 5 (+8), Knowledge [Civics] 8 (+11), Knowledge [Streetwise] 5 (+8), Notice 12 (+18)*, Profession [Lawyer] 4 (+10), Sense Motive 12 (+18)*, Stealth 6 (+12)*, Languages 1 (Spanish; base: English)

Feats: Acrobatic Bluff, Assessment, Attack Focus 4 (Melee), Attack Specialization (Billy Club), Defensive Attack, Defensive Roll 2, Dodge Focus 7, Elusive Target, Evasion, Fearless, Improved Initiative, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack, Tough, Ultimate Defense, Uncanny Dodge (Sonar)

Powers:
Device 2 (Billy Club, Easy to Lose) (6 pp)
Billy Club: Strike 3 (Power Feats: Extended Reach, Mighty, Subtle, Split Attack), plus Super-Movement 1 (Swinging) (9 pp)
AP: Blast 2 (PF: Accurate 2, Improved Range, Mighty 2, Split Attack, Drawback- halve maximum range, -1 pp) (50-foot range increment, 100-foot maximum range) (9 pp)

Super-Senses 10 (Hearing [Extended], Sonar [Accurate Ultrasonic Hearing], Scent [Acute, Analytical, Tracking], Touch [Analytical], Tremorsense)

Combat: Attack +6 (+10 melee, +12 Billy Club) [Unarmed 3 dmg; Billy Club melee 6 dmg; Billy Club thrown 4 dmg], Defense 22 (13 flat-footed), Initiative +10, Grapple +13, Knockback -3

Saves: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +9, Will +8

Drawbacks: Disability (Blindness; Uncommon, Minor; -1pp), Vulnerable (Sonic attacks; Uncommon, Moderate; -2pp)

Abilities 44 + Skills 22 + Feats 27 + Powers 16 + Combat 22 + Saves 7 – Drawbacks 3= 135

Notes: Here’s Daredevil as a PC at PL 9, 135 pp. Daredevil may be “street-level”, but he’s a very strong PL 9 character.

Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited- only attack rolls, Limited- only attacks rolls against you) (1 pp) taken as a feat. Ultimate Defense: After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.

The Super-Senses are taken from Ultimate Power. As of Ultimate Power, Tremorsense should only cost 2 pp but this is listed incorrectly in the book—see Steve’s answer here. Analytical is a Super-Senses modifier there. Note that Touch is Acute by default. Analytical: Beyond even acute, you can perceive specific details about anything you can detect with an analytical sense, such as chemical composition, exact dimensions or mass, frequency of sounds and energy wavelengths, and so forth. You can only apply this effect to an acute sense.
Last edited by Elric on Wed Aug 18, 2010 10:12 am, edited 15 times in total.
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Postby Elric » Mon Aug 20, 2007 6:31 pm

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She-Hulk

Power Level 11
(165 pp)

Abilities: STR: 38 [12] (+14), DEX: 14 (+2), CON: 38 [14] (+15), INT: 14 (+2), WIS: 14 (+2), CHA: 16 (+3)

Skills: Bluff 4 (+7/+11), Computers 4 (+6), Diplomacy 4 (+7/+11), Intimidate 10 (+13), Knowledge [Civics] 8 (+10), Knowledge [Pop Culture] 4 (+6), Notice 5 (+7), Sense Motive 5 (+7)

Feats: All-Out Attack, Attack Focus 2 (Melee), Attractive, Dodge Focus, Improved Initiative, Interpose, Power Attack, Startle, Takedown Attack, Teamwork

Powers:
Enhanced Strength 26, Enhanced Constitution 24, Impervious Toughness 10 , Regeneration 11 (Bruised 1 per round w/ no rest, Injured 1 per round w/ no rest, Staggered 20 minutes, Disabled 5 hours)
Super-Strength 4 (AP: Leaping 8, x500 distance)
Super Strength 1 (Power Feats: Countering Punch, Ground Strike, Shockwave) (Heavy load: 77 tons)

Combat: Attack +6 (+8 melee) [Unarmed +14 damage], Defense 18 (14 flat-footed), Initiative +6, Grapple +27, Knockback -12

Saves: Toughness +14 (10 Impervious), Fortitude +14, Reflex +5, Will +7

Abilities 24 + Skills 11 + Feats 11 + Powers 85 + Combat 26 + Saves 8= 165

Notes: Here's She Hulk as a PC at PL 11, 165 pp. She doesn't have the Normal Identity drawback, so in effect she can change into She Hulk whenever she wants. Being stuck as Jennifer Walters all of the time isn't as much fun as smashing things.

Note that she has 1 rank of Super-Strength separate from her Super-Strength/Leaping array so that she can use Leaping and still use the Super-Strength power feats in the same round. Countering Punch is in Ultimate Power and lets you use a Strength check to counter appropriate ranged attacks (but it still takes a readied action or a hero point for Instant Counter).
Last edited by Elric on Wed Jan 30, 2008 4:38 pm, edited 7 times in total.
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Postby Elric » Mon Aug 20, 2007 6:45 pm

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Wolverine
“I’m the best there is at what I do…”
Power Level: 11 (165 pp)

Abilities: STR: 20 [16] (+5), DEX: 16 (+3), CON: 26 (+8), INT: 12 (+1), WIS: 20 (+5), CHA: 8 (-1)

Skills: Acrobatics 4 (+7), Climb 7 (+10), Handle Animal 7 (+6), Intimidate 14 (+13), Notice 9 (+14), Sense Motive 5 (+10), Stealth 9 (+12), Survival 7 (+12), Swim 0 (+3), Languages 2 (Chinese, Japanese; base English)

Feats: All-Out Attack, Animal Empathy, Attack Focus 6 (Melee), Diehard, Dodge Focus 4, Fearless, Improved Initiative, Rage 2 (Duration- 10 Rounds), Power Attack, Startle, Takedown Attack 2, Uncanny Dodge (Hearing)

Powers: Container 4 (Adamantium Skeleton; Power Feat: Innate) (21 pp)
Adamantium Skeleton: Density 2 [Permanent; +4 Strength, Protection 1 (Extra: Impervious)], Super-Strength 1, Protection 2, Strike 4 (Extra: Penetrating; PF: Improved Critical 2, Mighty; Drawback: Only Lethal Damage)

Regeneration 19 (Bruised 1 per round with no rest, Injured 1 per round with no rest, Staggered 1 round, Disabled 1 round; PF: Persistent) (20 pp)

Immunity 3 (Aging; Disease & Poison—both Limited: Halve rank of effect) (2 pp), Speed 1 (10 mph), Super Senses 9 (Scent [Extended, Acute, Accurate, Track], Extended Vision, Low Light Vision, Extended Hearing, Ultra Hearing)

Combat: Attack +7 (+13 Melee) [Claws 9 dmg, 18-20 Crit], Defense 21 (14 flat-footed), Initiative +7, Grapple +19, Knockback -6

Saves: Toughness +11 (1 Impervious), Fortitude +12, Reflex +6, Will +9

Drawbacks: Vulnerable [Magnetism; Uncommon; Major Intensity; 3pp]

Abilities 38 + Skills 16 + Feats 22 + Powers 53 + Combat 28 + Saves 11 -Drawbacks 3= 165 pp

Notes: Here’s Wolverine as a PC at PL 11, 165 pp. Wolverine weighs about 300 lbs due to his adamantium skeleton and his heavy load is 800 lbs. Note that the bonuses to Strength from Density don't add to Climb or Swim checks. His claws can only do lethal damage, which makes sense. Wolverine's claws are Penetrating 4, so his claws are effectively 13 damage for purposes of bypassing Impervious Toughness. His Regeneration ranks are broken down: 3 Bruised, 4 Staggered, 6 Injured/Disabled.

Hopefully your GM rules that Rage that gives a +4 Str bonus can let you exceed your PL limits on offense because it also decreases your Defense by 2, as Steve Kenson suggests would be a fair house rule here. If not, drop the Rage feats and take something else (say, +1 Fortitude save and Endurance). Then just describe going into a rage when you use All-Out Attack and Power Attack at the same time. Container is from Ultimate Power and is a generalization of the Alternate Form power from the core book—a Permanent Container is mainly a way of organizing powers.
Last edited by Elric on Fri Nov 06, 2009 12:00 pm, edited 21 times in total.
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Postby Elric » Mon Aug 20, 2007 7:04 pm

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Iron Man

Power Level 11
(165 pp)

Abilities: STR: 34 [12] (+12), DEX: 12 (+1), CON: 14 (+2), INT: 22 (+6), WIS: 14 (+2), CHA: 16 (+3)

Skills: Bluff 8 (+11/+15), Computers 4 (+10), Craft [Electronics] 12 (+18), Craft [Mechanical] 12 (+18), Diplomacy 8 (+11/+15), Disable Device 4 (+10), Gather Information 7 (+10), Knowledge [Business] 8 (+14), Knowledge [Technology] 12 (+18), Notice 5 (+7), Sense Motive 8 (+10)

Feats: Attractive, Benefit (Wealthy), Connected, Dodge Focus 3, Inventor, Jack of All Trades, Speed of Thought, Teamwork, Enhanced Feats: Accurate Attack, Improved Aim, Power Attack, Precise Shot

Powers: Device 18 [Iron Man Battle Suit, Hard to Lose, PF: Restricted 2] (74 pp)
Iron Man Battle Suit:
Enhanced Feats 4 (see above), Protection 12 (Extra: Impervious), Immunity 9 (Life Support)

Flight 5 (250 mph) (Dynamic Alternate Power: Super Strength 5 (Heavy Load: 45 tons))

Blast Array: 31 pp (27 pp base + 4 Alternate Powers)
Enhanced Strength 22 & Enhanced Feat 5: Attack Focus 4 (Melee) & Attack Specialization 1 (Unarmed) (27 pp)
AP: Blast 12 (Power Feats: Accurate x3) (27 pp) [Force]
AP: Stun 12 (Extra: Ranged, Flaw: Full-Round Action, Power Feats: Accurate x3) (27 pp) [Sonic]
AP: Blast 12 (Extra: Targeted Area- Line, Flaw: Range: Touch, Power Feats: Accurate x3) (27 pp) [Uni-beam]
AP: Blast 9 (Extra: Area- Burst) (27 pp)

Super Senses 3 (Direction Sense, Distance Sense, Infravision)
Super-Senses 5 (Radar [Acute, Extended]), AP: Communication 5 (Radio: 5 miles)

Combat: Attack +4 (+10 Unarmed/Blasters) [Unarmed 12 damage, Blast 12 dmg, Stun Fort DC 22], Defense 18 (13 flat-footed), Initiative +6, Grapple +20 (not counting DAP Super-Strength), Knockback -13

Saves: Toughness +14 (12 Impervious), Fortitude +6, Reflex +6, Will +8

Drawbacks: Normal Identity [Tony Stark; Full-Round Action, -4 pp]

Abilities 30 + Skills 22 + Feats 10 + Powers 74 + Combat 18 + Saves 15- Drawbacks 4= 165

Notes: Here’s Iron Man as a PC at PL 11, 165 pp. Like the battlesuit archetype, Tony’s greatest weakness is low exotic (Fort/Reflex/Will) saves. This isn’t a version of Iron Man with his armor built into his blood—figure that he carries the battlesuit around folded up in a briefcase when he isn’t using it. Speed of Thought is from the Mastermind's Manual and lets you add your Int bonus to your initiative instead of your Dex bonus.

Note that Radar in Ultimate Power has been errata'd to only cost 3 pp (Radar is an Accurate, Ranged, Radius Radio Sense). One potential problem with Radar: for a battlesuit character, the battlesuit isn’t adding Radar as an innate super-sense—it’s probably just taking Radar data and using it to display an accurate picture image of everything around you (which, due to the magic of superheroes, can be interpreted alongside regular visual data at no loss in precision for either). So this means that if Iron Man fails his save against a Dazzle: Visual effect, he should lose the ability to benefit from his Radar power as well. When this comes up, call it a Complication.
Last edited by Elric on Tue Feb 10, 2009 10:49 am, edited 18 times in total.
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Postby Elric » Mon Aug 20, 2007 8:51 pm

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Spider-Man

Power Level 11
(165 pp)

Abilities: STR: 28 [10] (+9), DEX: 34 [12] (+12), CON: 24 [10] (+7), INT: 18 (+4), WIS: 12 (+1), CHA: 8 (-1)

Skills: Acrobatics 8 (+20), Bluff 9 (+13), Craft [Mechanical] 8 (+12), Craft [Chemical] 8 (+12), Disable Device 1 (+5), Knowledge [Physical Sciences] 6 (+10), Knowledge [Technology] 6 (+10), Notice 8 (+9), Profession [Photographer] 2 (+3), Sense Motive 8 (+9)

Feats: Acrobatic Bluff, Attack Focus 3 (Melee), Attack Specialization 6 (Unarmed 2 & Web-Shooters 4), Benefit (Bluff based on Intelligence), Defensive Attack, Dodge Focus 11, Elusive Target, Equipment, Evasion 2, Improved Trick (Bluff), Inventor, Move-by Action, Sneak Attack, Takedown Attack, Taunt, Ultimate Defense, Uncanny Dodge (Spider Sense)

Powers: Enhanced Dexterity 22, Enhanced Strength 18, Enhanced Constitution 14 , Enhanced Feats 24 (in italics above), Enhanced Skills 2 (in italics above), Speed 1, Super Senses 1 (Danger Sense) [Spider Sense- Mental]

Leaping 2 (x5 distance) & Super-Movement 2 (Wall Crawling 2) (AP: Super Strength 3 (Heavy Load: 4.8 tons))

Device 5 [Web Shooters; Hard to Lose] (20 pp)
Web Shooters: Snare 10 (Power Feats: Split Attack, Tether], Super Movement 1 (Swinging), Speed 2 (Flaw: Limited- Only to Swinging)]

Equipment: Mini Tracer, Camera, GPS Receiver, Flashlight, Cell Phone

Combat: Attack +4 (+7 melee, +11 Unarmed, +12 Web Shooters) [Unarmed +9 dmg, Snare Reflex DC 20 // +2 dmg on Sneak Attack], Defense 25 (12 flat-footed), Initiative +12, Grapple +16 (+19 with Super-Strength AP), Knockback -3

Saves: Toughness +7, Fortitude +7, Reflex +14, Will +6

Abilities 10 + Skills 14 + Feats 11 + Powers 109 + Combat 14 + Saves 7 =165

Notes: Here's Spider-Man as a PC at PL 11, 165 pp. This build represents a more experienced Spider-Man than my PL 10, 150 pp build. His technical skills in particular are quite a bit better and he’s gained the Inventor feat.

Spider-Man swings at 50 mph as a move action (Speed 1 + Speed 2 more from Web-Shooters). Note that Steve has said that you should add Acrobatics to your jumping distance before multiplying for Leaping (see here).

Improved Trick is from the Mastermind's Manual and lets him use the Trick combat option with Bluff as a move action at no penalty. Note that Improved Trick only applies to one skill (see here)—adding Acrobatics would take a second application of the feat.

Ultimate Defense is a feat I invented, but it’s really just Luck Control 1 (Force Rerolls; Limited- only attack rolls, Limited- only attacks rolls against you) (1 pp) taken as a feat. Ultimate Defense: After an opponent rolls an attack roll against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.
Last edited by Elric on Thu Jan 31, 2008 4:10 am, edited 9 times in total.
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Postby Elric » Tue Aug 21, 2007 9:51 am

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Beast

Power Level 9
(135 pp)

Abilities: STR: 26 [16] (+8), DEX: 26 [16] (+8), CON: 24 [16] (+7), INT: 22 (+6), WIS: 18 (+4), CHA: 14 (+2)

Skills: Acrobatics 8 (+16), Climb 5 (+13), Computers 4 (+10), Craft [Chemical] 4 (+10), Craft [Electronic] 4 (+10), Diplomacy 6 (+8), Knowledge [Life Sciences] 8 (+14), Knowledge [Physical Sciences] 4 (+10), Knowledge [Technology] 4 (+10), Medicine 1 (+5), Notice 5 (+9), Sense Motive 5 (+9), Languages 6 (French, German, Latin, Japanese, Russian, Spanish; base English)

Feats: Acrobatic Bluff, Ambidexterity, Attack Focus 6 (Melee), Dodge Focus 5, Eidetic Memory, Evasion, Grappling Finesse, Inventor, Jack of All Trades, Move by Action, Takedown Attack, Teamwork, Tough

Powers: Enhanced Strength 10, Enhanced Dexterity 10, Enhanced Constitution 8, Super Senses 1 (Acute Scent)

Super-Strength 2 (Heavy load: 1.8 tons)
AP: Leaping 1 & Speed 1 (10 mph) & Super-Movement 1 (Wall Crawling))

Combat: Attack +4 (+10 melee) [Unarmed 8 damage], Defense 20 (13 flat-footed), Initiative +8, Grapple +18 (+20 with Super-Strength AP), Knockback -4

Saves: Toughness +8, Fortitude +7, Reflex +8, Will +7

Abilities 42 + Skills 16 + Feats 22 + Powers 34 + Combat 18 + Saves 3= 135

Notes: Here's Beast as a PC at PL 9, 135 pp. This is more of a classic Beast- no secondary mutation here. He’s pretty good in combat but he’s very vulnerable to being surprise-attacked. Beast is going to shine out of combat because of his skills.

Note that Steve has said that you should add Acrobatics to your jumping distance before multiplying for Leaping (see here). Tough is from the Mastermind's Manual and adds 1 to your Toughness save.
Last edited by Elric on Sat May 24, 2008 11:37 am, edited 12 times in total.
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Postby catsi563 » Tue Aug 21, 2007 11:22 am

looks good so far.

as to wolvie yes speed 1 for him is not a stretch. hes alot stronger faster, and tougher with greater stamina then a normal human. and because his healing factor eliminate fatigue poisons quickly he can go all out much longer then a normal athlete could. that ebings aid 1 rank is more then suffcient.
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Postby BARON » Tue Aug 21, 2007 1:13 pm

totally stealing that ms marvel picture...

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Postby Elric » Tue Aug 21, 2007 5:51 pm

catsi563 wrote:looks good so far.

as to wolvie yes speed 1 for him is not a stretch. hes alot stronger faster, and tougher with greater stamina then a normal human. and because his healing factor eliminate fatigue poisons quickly he can go all out much longer then a normal athlete could. that ebings aid 1 rank is more then suffcient.


Note that I have Endurance 2 and his Con to cover his being able to sprint for longer than a normal human. Speed 1 under my house rule is 10 mph (20 mph when sprinting) which isn't superhuman- just a very fast regular human. I think this is another advantage of the house rule, as it gives you a speed between normal speed (about 12 mph when sprinting) and Speed 1 (in RAW, 40 mph when sprinting). Speed 1 under RAW I don't think would be appropriate for Wolverine, but under my house rule it's probably fine.

BARON wrote:totally stealing that ms marvel picture...


I think I stole this from Taliesin. Taliesin, thanks for finding another great picture. Baron, I think I stole Captain America and She Hulk from you, so thanks for that :)
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Postby Thorpacolypse » Tue Aug 21, 2007 8:05 pm

There's no stealing here, Elric. Only "homages", "research" and "borrowing"...

Nice thread you've got going. I toyed with the half PL's myself as I was fighting with myself on the appropriate PLs for my builds. I may even end up "borrowing" that idea as I clean up my earlier builds. :)
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Postby Elric » Tue Aug 21, 2007 9:08 pm

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Batman

Power Level 11


Abilities: STR: 18 (+4), DEX: 18 (+4), CON: 18 (+4), INT: 20 (+5), WIS: 18 (+4), CHA: 14 (+2)

Skills: Acrobatics 8 (+12), Bluff 8 (+10), Climb 6 (+10), Computers 5 (+10), Diplomacy 4 (+6), Disable Device 7 (+12), Drive 6 (+10), Escape Artist 10 (+14), Gather Information 8 (+10), Intimidate 12 (+14)*, Investigate 10 (+15)*, Knowledge [Business] 3 (+8), Knowledge [Streetwise] 7 (+12), Notice 8 (+12), Pilot 4 (+8), Search 7 (+12), Sense Motive 10 (+14)*, Sleight of Hand 8 (+12), Stealth 10 (+14)*, Languages 8 (Arabic, Chinese, French, Japanese, Latin, Nama, Nepali, Spanish; Base: English)

Feats: Assessment, Attack Specialization 2 (Unarmed & Batarangs), Benefit (Wealthy), Challenge (Vanish), Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 3, Equipment 18, Evasion, Fast Escape, Fearless, Improved Disarm, Improved Initiative, Improved Ranged Disarm, Jack of All Trades, Martial Strike, Master Plan, Minion 4 (Alfred), Power Attack, Skill Mastery (Intimidate, Investigate, Sense Motive, Stealth), Sneak Attack, Startle, Takedown Attack, Uncanny Dodge (Hearing), Well-Informed

Powers: Device 2 (Bat suit, hard to lose)
Bat suit: Protection 2, Enhanced Feat 5- Fearsome Presence 5

Combat: Attack +13 (+15 Unarmed/Batarangs) [Unarmed 5 dmg; Batarang 4 dmg //+2 dmg on Sneak Attack], Defense 24 (16 flat-footed), Initiative +8, Grapple +17, Knockback -4

Saves: Toughness +8 (+6 flat-footed), Fortitude +8, Reflex +8, Will +9

Equipment:
Batarangs: Blast 2 (PF: Mighty 2, Ricochet, Improved Range) (8 ep)
Grappling hook and line gun: Super-Movement 1 (Swinging) (2 ep)
Utility Belt: Gadgets [20 ep worth of equipment, Move Action; Hard to Lose] (32ep)

Wayne Manor / Bat Cave - Size: Huge; Toughness: 10; Features: Communications, Computer, Concealed, Defense System, Dock, Garage, Gym, Hanger, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Workshop. [20ep]

The Batmobile - Strength 35; Speed 5, Defense 8, Toughness 9, Size: Huge; Features: Alarm [5; DC 40], Caltrops, Hidden Compartments Navigation System [3], Oil Slick, Remote Control, Smoke Screen; Powers: Impervious 4 (25 ep)

Notes: You don't really have a conversion thread until you have a build of Batman, so even though he isn't an Avenger here he is. I've made him PL 11 instead of the more typical 12 but make no mistake- PL 11 Batman is certainly an exceedingly powerful character.

Fast Escape is a feat of my own devising and is Quickness 3 (Limited to Escaping Restraints -2) for 1 pp, taken as a feat. It lets Batman make Escape artist checks to escape restraints at 10x normal speed (so he can take 20 in 2 minutes, or escape in a single action). Martial Strike (adds +1 to your unarmed damage) and Improved Range Disarm (which negates the attack roll penalty for disarming with a ranged attack) are in the Mastermind's Manual as are the Challenge feats.

For equipment I gave him a Gadgets equipment power along with some standard equipment that he always has on him (Gadgets is in both Ultimate Power and the Mastermind's Manual). Batman use Gadgets to pull out common equipment like a Flashflight, Binoculars, a Camera, and so on. I bought Gadgets as a Hard to Lose device to represent that the utility belt can’t be disarmed. It’s reasonable that many of the items Batman pulls out with Gadgets can be disarmed.

I don’t have stats for Alfred but here are two good sources for stats for him:Baron’s build andMDSnowman’s build. Thanks to MDSnowman for the Batmobile and Wayne Manor stats.
Last edited by Elric on Wed Jan 30, 2008 5:43 pm, edited 5 times in total.
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Postby Elric » Wed Aug 22, 2007 10:10 pm

Thorpacolypse wrote:There's no stealing here, Elric. Only "homages", "research" and "borrowing"...

Nice thread you've got going. I toyed with the half PL's myself as I was fighting with myself on the appropriate PLs for my builds. I may even end up "borrowing" that idea as I clean up my earlier builds. :)


Yes, I guess we're all "borrowing" from each other. I find half PLs to be quite useful. What I do for PL is compute offensive PL and defensive PL separately and average them to get overall PL. I'll make a note of it if offensive PL doesn't equal defensive PL on a build. This lets you make a character who is PL 11 on offense and PL 10 on defense and count the character as PL 10.5. I'm staying away from quarter PLs for now, though :)
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