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kenmadragon wrote:Hi all. I'm new to the forums, and decided that I might as well start posting here some builds I have been thinking up. The one currently below is a work in progress, so until I finish, please be nice in comments! O and these will pretty much all be 2e since I don't have the 3e rule set. Thanks!
kenmadragon
kenmadragon wrote:Jonathan Blackburne, The Warlock
Abilities: (0+6+2+6+2+6=22PP)
STR 10
DEX 16
CON 12
INT 18
WIS 12
CHA 14
kenmadragon wrote:Saves: (6+6+9=21PP)
Fort +7 (6pp)
Ref +9 (6pp)
Will +10 (9pp)
kenmadragon wrote:Combat: (8+16=24PP)
Tough: 1 (15 w/Force field)
Attack: 5 (8pp) (7 w/ ranged) (9 w/ magic, 11 w/ranged magic)
Defense: 13 (16pp, Dodge focus 2), 8 flat-footed
Grapple: 1
Init: 3
kenmadragon wrote:Skills: 19PP
Concentration 15
Intimidate 9
Knowledge [Arcane] 15
Knowledge [Theology&Philosophy] 5
Language 2 (English [N], French, Latin)
Notice 8
Search 10
Sense Motive 12
kenmadragon wrote:Feats: 9PP
Dodge Focus 2
Attack Specialization 2 (Magic)
Luck 3
Ritualist
Trance
kenmadragon wrote:Powers:
Mystic Hellfire
Magic Array
Rank 14
Effect: Array
Action: Standard (active)
Range: Ranged
Duration: Perception
Extras: Alternate Powers 7
Flaws: Limited (location)-effects halved when on either: a) planes of existence not aligned with magic, b) planes of existence aligned with good. Note that the material plane is an exception to these rules
Cost: 21PP
kenmadragon wrote:Bolt of Mystic Hellfire Blast Rank 14 [Hellfire Magic] - Base power
~Demon's Watching Eyes ESP Rank 7 [200 miles; visual and auditory senses, Extras: Duration - Sustained]
~Demon's Grasp Snare Rank 14
~Blink of Mystic Flame Teleport Rank 14 [60 miles standard. 2 billion miles extended]
~Satan's Shadows Concealment Rank 14 [total concealment versus all senses, except touch]
~Mystic Dispel Nullify Rank 14 [dispels all magical effects on a specified person/object up to 140 feet away]
~Mystic Hands Telekinesis Rank 13 [Power Feats: Precise, Subtle] [Move Object at range with effective Str 65]
~Gentle Flames Healing Rank 14
kenmadragon wrote:....
Mystic Wards
Force Field 14
....
Extras: Impervious 10, Power Feat: AP
Flaws: Limited (location) effects halved in same locations as the mystic hellfire array
Cost: 13PP
~Spectral Form Insubstantial 4
kenmadragon wrote:....
Mystical/Magical Awareness
Super-Senses
Rank 4
Effect: Sensory [mental; Acute, radius, ranged, extended]
Action: None (passive)
Range: 5,000 ft radius
Cost: 4PP

Thanks for the tip. I guess I got used to adding ability scores to everything from years of D&D.I think that you're getting some influence from D&D, 1E M&M, or 3E M&M here. In 2E, ability scores don't add to your attack or defense. 8 pp of Attack nets you a +4 for both. To get points in just melee or ranged, use the Attack Focus feat. Similarly, 16 pp gets you 8 ranks of base defense, then the 2 ranks of Dodge Focus in your feats makes it +10 defense (+4 when flatfooted).
I believe the phrase I used to hear was "He's got the luck of the Devil"Within my own game, I might ask why he's got so many ranks of luck, but that varies among GMs.
Thanks for the catch, I'll be sure to edit that.I think you intended to buy either Awareness (Magic) or Detect (Magic) as the base effect [Awareness lets you detect people using powers of that descriptor and starts as ranged. Detect lets you detect anything of that type and starts at Touch range], whereupon you can start applying the above modifiers. The range is effectively endless other than the -1 penalty per 10 feet (per 100 feet due to Extended)
Really? that 15 in toughness was due to the +1 modifier in Constitution and the +14 that comes from the Force Field Power. So I don't really have any ranks in toughness other than the natural modifier. The Force Field needs to be activated, so I didn't feel the need to have the trade off. The attack/damage trade off is spot on, though i did not know it was limited to your total attack bonus, which sounds rather bogus. I thought that the Power Level limits only applied to the base effect cost on the attack bonus, and things like attack focus could by pass that. It seems silly for a superhero who has super strength to apply their massive strength to lift and throw massive tanks to have a limit of 10 to their attack bonus...One other thing to consider is PL. You have Rank 14 effects, which at PL 10, limits you to a +6 attack bonus (or vice versa). Similarly, your Toughness score of +15 limits you to +5 for your defense bonus at PL 10. Since you don't have your PL listed, I don't know if you're PL 10 and over your limits or PL > 10 and undercapped on exotic saves and skills (since it looks like you have two set at the +15 maximum ranks for PL 10).

kenmadragon wrote:Thanks for the tip. I guess I got used to adding ability scores to everything from years of D&D.though i do have to wonder if the modifiers are added to saves like will and reflex...
kenmadragon wrote:As to your comments about the usage of the flaws on the array powers. Yes, I am aware that applying the flaw to the entire array affects the entire array. And I do understand the reasoning behind why the flaws should be such. Yet, I find that the character would definitely requires some such actual flaw which truly hampers spellcasting that deserves to be a flaw. Personally, I have been looking through some of the books that i do have about the magic power, and came up with changing the limitation to whenever he is in running water, or perhaps wounded by silver. Something common that afflicts otherwordly beings in their usage of magic, that could affect this mystic. I have been thinking about the Distraction flaw, but I am currently hesistant to use it as it shows a rather stereotypical mage who never thinks about protecting spells as he casts, and I would rather not. I figured the character to be the veteran of many magical battles, and the distracting flaw would not suit the idea i have in mind. So, would the Half Power Magic when in running water(naturally running, not some kind of wave spell, cuz the mystic is well-versed in magic) be ok, or the Half power if injured by silver? Another interesting option might be the Full Power flaw, where he cannot control the extent of much of his power, such that he is forced to always blast at full power, and cannot pull back 'punches'(for lack of a better term of course. so master of magic would ever need to resort to fisticuffs).
kenmadragon wrote:as the to number of Alternate powers I currently have listed, I am considering lowering that number to 3-4, and instead using the power points to invest in a Device (spell-book, or magic ring) and Equipment(a Sword and a HQ[The Secret Sanctum]).
kenmadragon wrote:Really? that 15 in toughness was due to the +1 modifier in Constitution and the +14 that comes from the Force Field Power. So I don't really have any ranks in toughness other than the natural modifier. The Force Field needs to be activated, so I didn't feel the need to have the trade off. The attack/damage trade off is spot on, though i did not know it was limited to your total attack bonus, which sounds rather bogus. I thought that the Power Level limits only applied to the base effect cost on the attack bonus, and things like attack focus could by pass that. It seems silly for a superhero who has super strength to apply their massive strength to lift and throw massive tanks to have a limit of 10 to their attack bonus...










SOLOMON THE WISE
PL 11
Abilities: 66
Strength 6
Stamina 5
Dexterity 3
Agility 3
Fighting 5
Intellect 0
Awareness 6
Presence 5
Skills: 28
Close Combat 6 (+11)
Intimidation 5 (+10)
Knowledge (arcane lore) 9 (+9)
Knowledge (theology and philosophy) 13 (+13)
Perception 4 (+10)
Persuasion 10 (+15)
Sense Motive 9 (+15)
Advantages: 6
Attractive
Beginner’s Luck
Diehard
Improved Critical
Inspire 2
Luck 2
Powers: 40
Comprehend 2 (all languages) ~ Tongue of Babel
Flight 5 (500 ft/round) [flaws: Wings] ~ Wings of Heaven
Immunity 10 (aging, life support) ~ Angelic Countenance
Protection 6 ~ Favor of Heaven
Strike 5(power feat: Mighty) ~ Flaming Sword
Senses 5 (Supernatural Awareness, Counters Illusions, Comunication link(summoner), Low Light Vision, Precognition, Extended) ~ Eyes of True Seeing
Defense: 25
Toughness 11
Dodge 11 (8PP)
Parry 11 (6PP)
Fortitude 11 (6PP)
Will 11 (5PP)
Combat:
Attack +11 (melee), +8 (ranged)
Grapple +17,
Damage +6 (unarmed), +11 (sword), Critical 19-20
Defense +11,
Knockback –5
Initiative +3
Abilities 66 + Skills 28 + Advantages 6 + Powers 40 + Defense 25 = 165 PP
The Angel of King Solomon, a former sorcerer king of Biblical myth, who lost his mystic powers after his death and ascension to heaven. However, his lesser key still holds the connection to his soul, and is can be forced back to the mortal coil by the wielder of the Lesser Key of Solomon in his lesser, angelic form.



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