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Calling all Builders!


olopi

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Greetings!

 

Now, one thing that I’ve always found pretty interesting, in all systems but M&M specifically, is how people go about building their characters. Everybody seems to have their own quirks when it comes to how to put together a character. This can mean that if you give two people the same concept, each of them could come up with something else entirely.

Which is what I’m going for! This is supposed to be a friendly competiton  , without any real rules or prices or anything else, where different people build a character based off of the same concept. That can be something as general as “Paragon, but …”, or something as specific as “Uses the Silence Power”!

You can post the build in your own thread, or in here. Just tell me about it, and I’ll add it onto a list of links. If there’s any questions, go ahead, especially since I’m probably not explaining this well.

 

 

Now, as for the first build(s), the concept is:

 

Street Level

 

What do I mean by that? Does it mean a low PL? Or not too many powers? Or maybe a concrete controller who levels streets? That’s open to you to decide! I’ll leave this open for a while, see how many people are interested, and then maybe do a different one if there’s any interest! So there’s no deadline just yet! :D

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Street-Level Paragon 

 

PL: 7 (105) 

Abilities: 4 + 4 + 4 + 0 + 4 = 16PP 
STR 30/14 (+10/+2) 

DEX 14 (+2) 

CON 30/14 (+10/+2) 

INT 10 (+0) 

WIS 14 (+2) 

CHA 10 (+0) 

Combat: 4 + 4 =8PP  
Init: +10

ATK: +2 (+4 Melee) 
DEF: +4 (+2 Base, +2 Dodge, +1 Base) 

Grapple: +14/+19 

Knockback: -8/-1

Saves: 0 + 3 + 3 = 6PP 
TOU +10/+2 (+2 Con, +8 Enhanced Con, [7 Imp])

FORT +10/+2 (+2 Con, +8 Enhanced Con)

REF +5 (+2 Dex, +3) 

WILL +5 (+2 Wis, +3) 

Skills: 24R=6PP
Diplomacy 8 (+8)

Notice 8 (+10) 

Sense Motive 8 (+10) 

Feats: 8PP 

Attack Focus: Melee (2) 

Dodge Focus (2)  

Improved Initiative (2)

Interpose

Move-By Action 

Powers: 16 + 16 + 9 + 7 + 13 = 61 PP
Enhanced CON 16 (to CON 30/+10) [16PP]


Enhanced STR 16 (to STR 30/+10) [16PP]

 

Immunity 9 (Life Support) [9PP] 

 

Impervious TOU 7 [7PP] 

 

Paragon Array 5 (10PP, PFs: Dynamic, Dynamic Alternate Power) [13PP]

DBE: Flight 0-5 (0-250 MPH/2500 FT per move) {10/10}

DAP: Super-Strength 0-5 (Effective STR 30-55, Heavy Load 1.5-24 tons) {10/10}


costs 
Abilities (16) + Combat (8) + Saves (6) + Skills (6) + Feats (8) + Powers (61) = 105 pts 

 

---

 

Design Notes: 

 

My entry in the challenge is a Street-Level Paragon - fast, strong, able to fly and go into space, impervious to small arms fire, but without the ability to do a lot of things - like solve crimes, fight effectively, or hold down a decent job. This would be a fine build for a Claremont student. 

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Street Level Weapon Master

casey_jones_redesign_by_brickhardcastle-d4uaztr.jpg

PL7 (105)

 +1 Attack/-1 Damage (Melee), +3 Attack/-3 Damage (Unarmed)

"The fewer rules a coach has, the fewer rules there are for players to break." -John Madden

 
Abilities: 8 + 6 + 8 + 0 + 4 + 4 = 30 PP
STR 18 (+4) 
DEX 16 (+3) 
CON 18 (+4) 
INT 10 (+0) 
WIS 14 (+2) 
CHA 14 (+2) 
 
Combat: 14 + 8 = 22 PP
ATK: +7 (+8 Melee, +10 Unarmed) 
DEF: +7 (+5 Dodge Bonus, +2 flat-footed) 
Initiative: +7 (+3 Dex, +4 Improved Initiative) 
Grapple: +12 
Knockback: -3
 
Saves: 3 + 2 + 1= 6 PP 
TOU +7 (+4 Con, +2 Defensive Roll, +1 Tough) 
FORT +7 (+4 Con, +3) 
REF +5 (+3 Dex, +2) 
WILL +3 (+2 Wis, +1) 
 
Skills: 68 r=17 PP
Climb 1 (+5)

Diplomacy 3 (+5)

Drive 5 (+8)

Gather Information 8 (+10)

Intimidate 8 (+10) 

Knowledge (Current Events) 8 (+8)

Knowledge (Popular Culture) 5 (+5)

Knowledge (Streetwise) 10 (+10)

Notice 6 (+8) 
Sense Motive 4 (+6)
Swim 1 (+5) 
 
Feats: 28 PP  
All-Out Attack

Ambidexterity

Attack Focus (Melee) 1
Attack Specialization (Unarmed) 1

Challenge (Improved Demoralize)

Challenge (Improved Feint)

Distract (Intimidate)

Dodge Focus 3

Equipment 3
Favored Opponent (Street Gangs)

Improved Initiative

Improved Throw

Improvised Weapons

Instant Up

Luck 2

Power Attack

Set-Up

Startle

Takedown Attack 2

Tough

Uncanny Dodge (Auditory)

 

Equipment

Golf bag full of Beatsticks 4 ( 8pp Array; Feat: Alternate Power 6 [14EP]

BP: Damage 2 ( Feats: Improved Critical, Mighty ) {4/8} (Cricket Bat)

AP: Damage 2 ( Feats: Knockback, Mighty ) {4/8} (Baseball Bat)

AP: Damage 2 ( Feats: Extended Reach, Mighty ) {4/8} (Golf Club)

AP: Damage 2 ( Feats: Mighty 4, Thrown ) {7/8} (Javelin)

AP: Damage 2 ( Feats: Mighty, Split Attack [2 Targets] ) {4/8} (Pool Cue)

AP: Damage 1 ( Extras: Autofire, Range[Ranged] ) {3/8} (Baseballs and Billiards Balls)


Powers: 1 + 1 = 2 PP 

 

Leaping 1 ( Jumping Distance x2; Running Jump 28', Standing Jumping 14', High Jump 7' ) [1PP]

 

Speed 1 ( 10mph, 100 ft/rnd. [1PP]

 

 
Abilities (30) + Combat (22) + Saves (6) + Skills (17) + Feats (28) + Powers (2) = 105 PP
 
 

 

DC Block

ATTACK

RANGE

SAVE

EFFECT

Unarmed

Touch

DC19 Toughness

Damage (Physical)

Baseballs and Billiard Balls

Ranged

DC16 Toughness

Damage (Bludgeon)

Baseball Bat

Touch

DC21 Toughness

Damage (Bludgeon)

Cricket Bat

Touch

DC21 Toughness

Damage (Bludgeon)

Golf Club

Touch

DC21 Toughness

Damage (Bludgeon)

Javelin

Touch

Thrown

DC21 Toughness

Damage (Piercing)

Pool Cue

Touch

DC21 Toughness

Damage (Bludgeon)

 

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Move over Sportsmaster, Casey Jones is the gold standard in what means to beat up goons with sports equipment.  As such this build is a bit based on that ultraviolent minion sweeper who we all fell in love with in the 90s.  If he's caught without his equipment he can still reach offensive and defensive caps.  And since it is literally equipment, that should be a situation he finds himself in here and again.  Now my build philosophy for your peak humanish badass normals is to have their Abilities total 60 spent which would allow you to make say a Batman expy with 10 points into each attribute.  This guy's at half that through no coincidence!

 

There's actually a bit of pp bloat and he's pretty easy to shuffle around for customization.  Perhaps you want to lower str and have him Rage up in combat?  Skills could easily be shifted around.  One example would be dropping his diplomacy and may swim to cap out his Intimidate bonus.  His equipment sn't actually drastically different from one another.  You could change that up by moving from equipment to powers and super science it up with gimmicks like exploding baseballs.  Or even just combine them into a single variable descriptor damage effect with all the feats.  

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Trap-Door Spider-Man
Power Level:  10 (150/150PP)
Unspent Power Points: 0 
Trade-Offs: ±
0 Attack / ±0 Damage, +5 Defense / -5 Toughness

 

In Brief: Like Spider-man but more on the level of the streets ...

Catchphrase: Just your friendly Neighborhood Trap-Door Spider-man

Theme:

Trap-Door Spider-man, 

Trap-Door Spider-man, 

Does whatever a,

Trap-Door Spider can, 

Digs a hole,

In the Ground,

Sits and waits,

For you to fall in, 

Lookout out,

Over there,

Its the Trap-Door Spider-man

 


Abilities: 20 + 20 + 10 + 0 + 10 - 2 = 58PP
Strength: 30 (+10)
Dexterity: 30 (+10)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 20 (+5)
Charisma: 8 (-2)


Combat: 8 + 10  = 18PP
Initiative: +22 (+10 Dex. +12 Improved Init)
Attack: +10 Melee, +4 Ranged 
Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed

Grapple: +29
Knockback: -0


Saving Throws: 0  + 0  + 0  = 0PP
Toughness: +5 (+5 Con)
Fortitude: +5 (+5 Con, +0)
Reflex: +10 (+10 Dex, +0)
Will: +5 (+50 Wis, +0)


Skills: 40R = 10PP

Craft(Structural) 10 (+10)

Knowledge: Tactics 5 (+5)

Notice 5 (+10)

Profession() 5 (+10)

Stealth 15 (+20)



Feats: 22PP

Attack Focus(melee) 6

Dodge Focus 10

Grappling Finesse

Hide In Plain Sight

Improved Grapple

Luck 2

Seize Initiative



Powers: 3 + 4 + 3 + 20 + 12 = 42PP

Additional Limbs 3 (Arm-rachnid; Four extra arms;[3PP] (Mutation)

Burrowing 3 (Digger!; Feats: Subtle[4PP] (Mutation)

Enhanced Feats 3 (Ambush; Improved Initiative 3, [3PP] (Mutation)

Snare 10 (Webs; Extras: Engulf +0[20PP] (Mutation)

Super Strength 6 (Spidey Strength[12PP] (Mutation)

 


Drawbacks: (-0) + (-0) = -0PP


DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 25 Toughness            Damage

Snare                   Touch     DC 25 Reflex                   Snare

 

Totals: Abilities (58) + Combat (18) + Saving Throws (0) + Skills (10) + Feats (22) + Powers (42) - Drawbacks (0) = 150/150 Power Points

 

Mutant Spider (Or Ant-Lion?) totem, with too many limbs and a tendency to ambush criminals from hidden hidey holes quickly immobilizing them in a grapple or with webbing!

Functions at to slightly below street level.  Concept credit to an old friends high school gaming group.

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white_dress_by_konpeito_ko.png

Street Saint

or Waging Peace!

or Doing The Best With What You Have

 

This is inspired by the Living Saint in Street Level Archetypes 2. You can bump it up to PL 7 or 10 at your whim. It's meant to be a holy person who eschews violence and promotes peace. To stop carnage before it happens. This one has a kind of holy theme, but you can easily make it a budding Terminus kid or Psion.

 

PS, this was not an easy picture. Not a fan of the one I chose. I just like to have something to visually represent the build at least!

 

Abilities 0 + 4 + 6 + 0 + 8 + 6 = 24pp

Strength 10 (+0)

Dexterity 14 (+2)

Constitution 16 (+3)

Intelligence 10 (+0)

Wisdom 18 (+4)

Charisma 16 (+3)

 

Combat 6 + 14 = 20pp

Attack +3

Grapple +3

Damage +0 (unarmed)

Defence +7 (+4 flat-footed)

Knockback -2

Initiative +2

 

Saving Throws 0 + 0 + 3 = 3pp

Toughness +5

Fortitude 0 (+3)

Reflex 0 (+2)

Will 3 (+7)

 

Skills 52 = 13pp

Concentration 4 (+8)

Diplomacy 7 (+10)

Gather Information 7 (+10)

Knowledge (streetwise) 5 (+5)

Knowledge (theology and philosophy) 5 (+5)

Medicine 6 (+10)

Perform (oratory) 7 (+10)

Sense Motive 11 (+15)

 

Feats 18pp

Benefit (Status [Holy Person])

Connected

Contacts

Fascinate (Perform [oratory])

Fearless

Inspire 5

Leadership

Luck 2

Second Chance (Sense Motive [detecting lies])

Teamwork 3

Ultimate Skill (Diplomacy)

 

Powers 4 + 6 + 2 = 12pp

 

Harmonious AuraEmotion Control 6 (Extras: Area [Burst, General]; Flaws: Limited [calm], Range 2 [touch]; Power Feats: Subtle)

 

Healing TouchHealing 6 (Flaws: Distracting, Limited [others only]; Power Feats: Persistent, Regrowth, Stabilize)

 

Spirit-TouchedProtection 2

 

Totals: Abilities 24 + Combat 20 + Saving Throws 3 + Skills 13 + Feats 18 + Powers 12 = 90pp

Edited by Moira Morley
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Psychic Detective

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

 

Tough: +2/+6, Fort: +7, Ref: +7, Will: +10

 

Skills: Bluff 5 (+8/+15), Diplomacy 5 (+8/+15), Gather Information 5 (+8/+15), Intimidate 5 (+8/+15), Investigate 12 (+15), Knowledge (current events) 7 (+10), Knowledge (physical sciences) 7 (+10), Knowledge (streetwise) 12 (+15), Notice 5 (+8/+15), Search 5 (+8/+15), Sense Motive 5 (+8/+15), Stealth 2 (+3/+10)

 

Feats: Attack Focus (ranged) 3, Beginner's Luck, Defensive Roll 2, Dodge Focus 6, Eidetic Memory, Equipment 1, Evasion 2, Luck, Power Attack, Seize Initiative, Skill Mastery 2 (Diplo, Gather Info, Investigate, KN (streetwise), Notice, Search, Sense Motive, Ste

 

Powers:

Blaster (Device 2) (Easy to lose)

   Blaster Shot (Blast 5) (DC 20)

Concealed Body Armor (Protection 2) (+2 Toughness; Subtle (subtle))

Enhanced Attack (Enhanced Trait 16) (Traits: Attack Bonus +8 (+12))

Enhanced Feats (Enhanced Trait 10) (Traits: Defensive Roll 2 +1 (+2), Feats: Dodge Focus 6, Evasion 2, Seize Initiative)

Enhanced Skills (Enhanced Trait 14) (Traits: Bluff +7 (+15), Diplomacy +7 (+15), Gather Information +7 (+15), Intimidate +7 (+15), Notice +7 (+15), Search +7 (+15), Sense Motive +7 (+15), Stealth +7 (+10))

Psychic Senses (Super-Senses 4) (danger sense: Mental, radius: Mental, ranged: Mental, uncanny dodge: Mental)

Psychic Visions (Super-Senses 8) (postcognition, precognition; Uncontrolled)

 

Equipment: Concealed Body Armor [Concealed Body Armor (Protection 2), +2 Toughness; Subtle (subtle)], Toolkit (Basic)

 

Attack Bonus: +4/+12 (Ranged: +7/+15, Melee: +4/+12, Grapple: +6/+14)

 

Attacks: Blaster Shot (Blast 5), +15 (DC 20), Unarmed Attack, +12 (DC 17)

 

Defense: +12  (Flat-footed: +3), Knockback: -3

 

Initiative: +1

 

Languages: Native Language

 

Totals: Abilities 28 + Skills 19 (75 ranks) + Feats 11 + Powers 54 + Combat 20 + Saves 18 + Drawbacks 0 = 150

 

Here's something in the Non-Combat Focused department. The first Street Level Archetypes PDF had a Private Detective and a Psychic Investigator. I've mushed them together a bit, and (obviously to readers of that PDF) jacked the PL up. As a detective, he's highly skilled PL 6 (ish in the skills). But it is his powers that kick him up into excellence. He's nigh impossible to get the drop on, and when he needs to go first, he just does. He was a pro with his blaster, but now he's a crack shot. He was reasonably tough and dodgy for a normal guy, now he's almost superhuman in both. I think he's pretty neat.

 

Also located here: http://www.freedomplaybypost.com/topic/7522-eternal-phoenixs-character-factory-and-archetype-blendarama/?do=findComment&comment=257642

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