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JD's 3E Thread: More fantasy NPCS ?

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Re: M1: Maestro

Postby Goldar » Sat Sep 08, 2012 1:16 pm

JoshuaDunlow wrote:Maestro - PL 6



Dang! Wrong Maestro! I thought this would be the Future Hulk version. I am not familiar with this one.

Any chance to do the Hulk Maestro?
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Re: M1: Maestro

Postby JoshuaDunlow » Sat Sep 08, 2012 3:43 pm

Goldar wrote:
JoshuaDunlow wrote:Maestro - PL 6



Dang! Wrong Maestro! I thought this would be the Future Hulk version. I am not familiar with this one.

Any chance to do the Hulk Maestro?


I'll take a look .
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Caping Stamina?

Postby JoshuaDunlow » Sun Sep 09, 2012 8:23 pm

I'm thinking that maybe, stamina like strength, should have a lower cap. What do you guys think? Since strength is capped mostly at Rank 3, should stamina be capped by the same amount, considering the stacking of armor? Generally I tend to ball park more towards Rank 5 as a soft cap for Stamina with many of builds as is.
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Re: JD's 3E: Cap Stamina?

Postby Arthur Eld » Mon Sep 10, 2012 8:15 am

I don't see a reason, honestly.

Obviously, every builder has their own preference for things, if you don't want to give human characters Stamina higher than 5, go right ahead. But I see a lot of characters that are ostensibly human (usually in anime/manga, sometimes comic books or other media) that are really much tougher than normal people should be, almost on the superhuman side of things. But they're not supposed to be superhuman.

Guys like Bean Bandit, or Shizuo Heiwajima. Guys like that definitely deserve a Stamina of 6 or 7.

Plus how many human characters do you see with Fortitude above 7 or so? Plenty. So it totally makes sense for tougher characters with high fortitude to have Stamina in the 5-7 range.
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Re: JD's 3E: Cap Stamina?

Postby JoshuaDunlow » Mon Sep 10, 2012 8:47 am

It becomes very hard to balance a build, when you have to compare it to someone who has armor (natural or worn). But I'm not disagreeing that humans cannot have a 7 in their defenses either. The game definetly supports that as the "Magic Number" for humans. Which is why , the game usually makes PL 8, street level/starting for most super powers. I think however, that in the change from 2E to 3E, some things got simplified. Not that is ever a bad thing, I like simple :)

But instead of complaining about something, I like to work within the rules anyways. I hate to change things, even if it is to improve it. And 3E has less to change, then 2E did, and the simplicity really appeals over all.

and I could have sworn I did a Hawkeye build..

Examples:
Collosus has Stamina 6.
Wolverine Stamina 5.
Rogue 4
Spider Woman 3
Bullseye 4
Valkyrie 8
Ghost Rider 7 (hah, the only one so far)
Hercules 15
Angel 3
Beast 4
Cyclops 4
Stamina 4
Marvel Girl 2
Ice Man 3
Professor X 2
Spider Man 6


the list can go on.
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Re: JD's 3E: Cap Stamina?

Postby Woodclaw » Mon Sep 10, 2012 9:13 am

Caping any trait is mostly a matter of choices and style. While I still work in 2E I've come to the decision that +7 isn't really the right value for human limit, simply put it feels too high when considering that also you have armor and weapons on the top of that.

Given that there are characters that deserve such a high rank of Stamina/Constitution, not just because of how tough they are, but also because of some amazing feat of Fortitude. Arthur included Bean Bandit, who, aside from an amazing level of toughness and strength also run around with about 20 Kg of armor on his back without problems (his jacket is described as 5 layers of kevlar, an anti-shock plate and a chainmail).
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Marvel: Hawkeye

Postby JoshuaDunlow » Mon Sep 10, 2012 10:06 am

Image

Hawkeye - PL 9
Real Name: Clinton Barton
Origin: Skilled
Profession: Adventurer
Affiliations: Avengers

Height: 6'3", Weight: 230 lbs
Eyes: Blue, Hair: Blonde

Abilities:
Strength 2, Stamina 4, Agility 5, Dexterity 7, Fighting 6, Intellect 3, Awareness 4, Presence 1

Advantages
Agile Feint, All-out Attack, Close Attack, Defensive Roll 2, Equipment 2, Evasion, Improved Aim, Improved Critical 4: Custom Made Bow, Improved Critical: Sword, Languages 1, Power Attack, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 4, Throwing Mastery 2, Ultimate Effort: Aim

Skills
Acrobatics 10 (+15), Athletics 7 (+9), Close Combat: Sword 2 (+8), Deception 4 (+5), Expertise: Tactics 7 (+10), Insight 5 (+9), Intimidation 2 (+3), Perception 8 (+12), Stealth 2 (+7), Technology 4 (+7)

Powers
Custom Made Bow (Easily Removable)
. . Trick Arrows
. . . . Acid Arrow: Blast 6 (DC 21; Secondary Effect)
. . . . Bola Arrow: Snare 6 (DC 16)
. . . . Cable Arrow: Movement 2 (Swinging, Wall-crawling 1: -1 speed rank)
. . . . Explosive Tipped Arrow: Burst Area Blast 6 (DC 21; Burst Area: 30 feet radius sphere)
. . . . Flare Arrow: Environment 2 (Light (Bright), Radius: 60 feet; Increased Range: ranged)
. . . . Net Arrow: Burst Area Snare 4 (DC 14; Burst Area: 30 feet radius sphere)
. . . . Putty Cable: Move Object 3 (400 lbs.; Limited Direction: Towards him)
. . . . Reinforced Compound Bow: Strength-based Ranged Damage 4 (DC 21)
. . . . Rocket Arrow: Blast 6 (DC 21; Extended Range)
. . . . Smoke Bomb Arrow: Cloud Area Dazzle 6 (Affects Sense: Visual, Resisted by: Fortitude, DC 16; Cloud Area: 15 feet radius sphere)
. . . . Sonic arrow: Burst Area Affliction 6 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, Increased Range: ranged)
. . . . Tear Gas (Visual): Cloud Area Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Cloud Area: 15 feet radius sphere, Increased Range: ranged)
. . . . Use it like a club: Strength-based Damage 2 (DC 19)
Deaf: Immunity 2 (Custom: Audio Dazzles 2)
Master Archer (Multiattack 6, Split 2: 3 targets, Variable Descriptor: close group - Any bow based attack)
Superior Eye Sight: Feature 1 (gains a +2 bonus to perception checks when using his eyesight)

Equipment
Avengers Card (Commlink, Computer, Security Clearance), Bulletproof Vest
(Note: Hawkeye's Bow has a toughness of 9)

Offense
Initiative +5
Acid Arrow: Blast 6, +11 (DC 21)
Bola Arrow: Snare 6, +11 (DC Dog 16)
Explosive Tipped Arrow: Burst Area Blast 6 (DC 21)
Grab, +7 (DC Spec 12)
Net Arrow: Burst Area Snare 4 (DC Dog 14)
Putty Cable: Move Object 3, +11 (DC 13)
Reinforced Compound Bow: Strength-based Damage 4, +11 (DC 21)
Rocket Arrow: Blast 6, +11 (DC 21)
Smoke Bomb Arrow: Cloud Area Dazzle 6 (DC Fort 16)
Sonic arrow: Burst Area Affliction 6 (DC Fort 16)
Sword, +9 (DC 20)
Tear Gas (Visual): Cloud Area Affliction 6 (DC Fort 16)
Throw, +11 (DC 19)
Unarmed, +7 (DC 17)
Use it like a club: Strength-based Damage 2, +7 (DC 19)

Complications
Disability: Deaf. : Clint is 80% deaf, making it difficult to use his hearing. He can be caught unawares from behind this way. Those without concealment, are considered Partially concealed. And those with partial concealment are considered fully concealed. Using perception for hearing checks, the difficulty is 10 worse.
Power Loss: Ammo. : Clint only has a finite amount of bows, the player can get a hero point, by allowing his character to run out of arrows.
Quirk: Show Off: Hawkeye can't resist a challenge to show off his skills.
Relationship: Hawkeye is good friends with Black Widow (perhaps even some romantic tension there too), and is married to Bobbi Morse (Mocking bird)

Languages
English, Sign Language

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 10/4, Will 7

Power Points
Abilities 64 + Powers 30 + Advantages 25 + Skills 17 (51 ranks) + Defenses 8 = 144
Last edited by JoshuaDunlow on Tue Sep 11, 2012 2:23 pm, edited 4 times in total.
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Request: Maestro

Postby JoshuaDunlow » Tue Sep 11, 2012 12:23 pm

Image

Maestro (future hulk) - PL 17

Abilities
Strength 15/18*, Stamina 15/18*, Agility 2, Dexterity 4, Fighting 12, Intellect 7, Awareness 3, Presence 2
* Stats listed are normal/in rage

Advantages
All-out Attack, Great Endurance, Improved Critical 2: Unarmed, Improved Critical 4: Unarmed, Improved Grab, Improved Hold, Improved Smash, Power Attack, Precise Attack (Close, Cover), Startle, Takedown, Ultimate Effort: Toughness

Skills
Athletics 9 (+27), Deception 9 (+11), Expertise (AWE): Survival 6 (+9), Expertise: Gamma Research 12 (+19), Expertise: Physics 12 (+19), Intimidation 12 (+16), Investigation 7 (+14), Perception 7 (+10), Ranged Combat: Throw 10 (+14), Technology 12 (+19)

Powers
Astral Sight: Senses 1 (Detect: Astral Creatures (visual) 1)
Healing Factor: Regeneration 15 (1.5 per round)
Hulk Mad!!
. . Adrenaline Surge: Enhanced Strength 3 (+3 STR, Advantages: Improved Critical 4; Quirk: Must be in a rage)
. . No stopping the Hulk!: Immunity 30 (Will Effects; Limited - Half Effect, Quirk: Only in a Rage)
. . Unwavering Resilience: Enhanced Stamina 3 (+3 STA; Quirk: Must be in a Rage)
Hulk Smash! (Penetrating 18)
. . Crushing Climb: Movement 1 (Alternate; Wall-crawling 1: -1 speed rank)
Hulking Size: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Permanent)
Leaping: Leaping 13 (Leap 8 miles at 250 miles/hour in 2 minutes)
Mean & Green: Impervious Toughness 18
Self Sustenance: Immunity 5 (Disease, Environmental Condition: Cold, Environmental Condition: Heat, Suffocation (All))
Super Strength: Power-lifting 4 (+4 STR for lifting)
Thunder Clap (hearing): Cone Area Affliction 16 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 26; Cone Area: 60 feet cone)
. . Ground Strike (Movement): Burst Area Affliction 17 (Alternate; 1st degree: Hindered, 2nd degree: Prone, DC 27; Alternate Resistance (Dodge), Burst Area 2: 60 feet radius sphere; Instant Recovery, Limited: Attack & Target must be in contact with the ground, Limited Degree)
. . Shockwave: Cone Area Damage 10 (Alternate; DC 25; Alternate Resistance: Dodge, Cone Area: 60 feet cone)

Offense
Initiative +2
Grab, +12 (DC Spec 25/28)
Ground Strike (Movement): Burst Area Affliction 17 (DC Dog/Fort/Will 27)
Shockwave: Cone Area Damage 10 (DC Dog 25)
Throw, +14 (DC 30/33)
Thunder Clap (hearing): Cone Area Affliction 16 (DC Fort 26)
Unarmed, +12 (DC 30/33)

Complications
Insanity: As if getting angry wasn't enough, the constant radiation from future wars, fuels the hulk even more. He looses all control, and tolerance in his rages

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 18, Toughness 18, Will 13

Power Points
Abilities 104 + Powers 144 + Advantages 12 + Skills 32 (96 ranks) + Defenses 20 = 312
Last edited by JoshuaDunlow on Tue Sep 11, 2012 2:18 pm, edited 1 time in total.
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Re: JD's 3E: Cap Stamina; Hawkeye, Maestro (hulk)

Postby Gazman » Tue Sep 11, 2012 1:19 pm

Hey, JD! I was just reading through your kickin' builds when a couple of things jumped out at me in your Hawkeye.

You have both Reinforced Compound Bow +4 and Use it like a club +2 as strength based close damage. Is the former supposed to be ranged? Cause the combat line says its a +7 attack like unarmed, not +11 like the rest of the bow stuff.

The other issue would be explained away if that attack were 7 ranks of ranged damage because everything else tops out at rank 6, and you bought 7 ranks of floating mutliattack.
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Re: JD's 3E: Cap Stamina; Hawkeye, Maestro (hulk)

Postby JoshuaDunlow » Tue Sep 11, 2012 2:15 pm

Gazman wrote:Hey, JD! I was just reading through your kickin' builds when a couple of things jumped out at me in your Hawkeye.

You have both Reinforced Compound Bow +4 and Use it like a club +2 as strength based close damage. Is the former supposed to be ranged? Cause the combat line says its a +7 attack like unarmed, not +11 like the rest of the bow stuff.

The other issue would be explained away if that attack were 7 ranks of ranged damage because everything else tops out at rank 6, and you bought 7 ranks of floating mutliattack.


I forgot to add the ranged, on the compound bound effect. Since the Blast doesn't give you that option. And yes, the Multi attack should be at Rank 6. I'll fix. Thanks. :)
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Devices & Substance Toughness

Postby JoshuaDunlow » Tue Sep 11, 2012 2:30 pm

Eyeballing It
In general an item has a toughness based on what its made out of. This should allow many to gauge it's substance toughness with some accuracy. Though a GM is well within his rights to let an item be up to 3 ranks greater in toughness, for say maybe Enchanted Items, of very High Tech items. Though there are times you may not be able to just eyeball it. So I have included my own house rule, for devices that don't fit in the usual (especially the very costly).

My quick rule for Devices is this.
Simply divide your device cost by 10, rounding up or down. The GM may decide just like under eyeballing to let the player increase this by up to 3 ranks, or simply raise this to a substance toughness of 10. Or both depending on the nature of the Device in question.

• If we took hawkeye's bow it would have a toughness of 8, but it's been stated on the marvel wikia, that he uses a reinforced bow thats as strong as steel. So thus it has a toughness of 9.

• If I were to take my recent Iron Man Build, (147 / 10) = a Toughness of 15 (18 if I "eye ball it" ). Not too shabby if you ask me.

• The standard battle suit template out of the core book, would have a toughness of 8 (though the judge might want to bump this to 10; Or "eye ball it" to 13).

Play around with it, and see what works for you. But this is what I do.
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Wizard's Familiar

Postby JoshuaDunlow » Tue Sep 11, 2012 9:05 pm

Using Fantasy Familiars in 3E

Take any of the animal templates , though many are small or tiny creatures as far as size are concerned, and add the following modifications to their statistics. This is what happens when they become bound with a particular individual. The most typical familiars are : Bat, Cat, hawk, Lizard, Monkey, Owl, Rat, raven, Snake, Toad, and Weasel.

Lesser Familiar
Abilities: Intellect is raised to -2, then gain a +1 bonus to their awareness. (these are adjustments to the animals base stats)
Advantages: All familiar's gain Evasion.
Powers:
Familiar's Pact (multiple powers , treated as one)
• Resilient: Protection 1
• The Bond: Communication 2 (Mental; Limited (to Master), Radius; Cost 8pp)

Having a lesser familiar grants a specific ability to the wizard (which counts as a feature, unless it provides an additional power):
Familiar Features:
Bat. +2 bonus to perception checks using your hearing. + Senses (extended hearing)
Cat. +2 bonus to stealth checks
Hawk. +2 to perception checks using eyesight + Senses (extended vision)
Lizard. +2 bonus to climb checks.
Monkey: +2 bonus to Acrobatics checks.
Owl. +2 bonus to sight based perception checks, + Senses (low light vision)
Rat. +2 bonus to fortitude tests, to resist poison and diseases.
Raven. +2 bonus to Expertise (Appraisal)
Snake. +2 bonus to deception checks.
Toad. +1 bonus to toughness.
Weasel. +2 bonus to Sleight of Hand checks.



Greater Familiar:
These powers are optional for those who desire more powerful Familiars (these are adjustments to the animals scores)
Abilities: Intellect is raised to -1, Awareness is +2
Advantages: Evasion
Powers:
Familiar's Pact (multiple powers , treated as one)
• Resilient: Protection 2
• The Bond: Communication 2 (Mental; Limited (to Master), Radius)


Having a greater familiar grants the following power to the wizard in question as well as the Familiar Features above:
Familiar's Senses: Remote Sensing 8 (Visual, hearing; Medium (Familiar), Feedback; 8 pps) – The Familiar's Senses cannot be greater then the range of the Bond.
Last edited by JoshuaDunlow on Mon Jul 29, 2013 3:26 pm, edited 1 time in total.
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Ideas: The 3E Fantasy Document?

Postby JoshuaDunlow » Fri Sep 14, 2012 11:18 am

Once upon a time, some of you will remember, I took a lot of my D&D ideas, and put them into a document for the 2nd Edition M&M core system (which was before the warriors & Warlocks book had ever come out). I am thinking of reviving that project, and putting it in the 3E system.
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Re: Ideas: The 3E Fantasy Document?

Postby dwellerofthedeep » Fri Sep 14, 2012 1:23 pm

JoshuaDunlow wrote:Once upon a time, some of you will remember, I took a lot of my D&D ideas, and put them into a document for the 2nd Edition M&M core system (which was before the warriors & Warlocks book had ever come out). I am thinking of reviving that project, and putting it in the 3E system.


This sounds like a great idea, JD. I'd like to see that, especially if the stuff you've done for familiars is any indication of quality.
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Re: JD's 3E: Maestro, Device Toughness, Wizards Familiar

Postby JoshuaDunlow » Fri Sep 14, 2012 1:57 pm

Thanks Dweller, I'm just deciding if I should do a second thread dedicated to this. Or .. Do it in this thread.
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