olopi Posted July 15, 2017 Posted July 15, 2017 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!
Avenger Assembled Posted July 16, 2017 Posted July 16, 2017 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/-1Saves: 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=6PPDiplomacy 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 PPEnhanced 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.
Brown Dynamite Posted July 16, 2017 Posted July 16, 2017 Street Level Weapon Master 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) ------------- 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.
angrydurf Posted July 17, 2017 Posted July 17, 2017 Trap-Door Spider-ManPower 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: -0Saving 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) = -0PPDC 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.
Moira Morley Posted July 18, 2017 Posted July 18, 2017 (edited) 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 Aura: Emotion Control 6 (Extras: Area [Burst, General]; Flaws: Limited [calm], Range 2 [touch]; Power Feats: Subtle) Healing Touch: Healing 6 (Flaws: Distracting, Limited [others only]; Power Feats: Persistent, Regrowth, Stabilize) Spirit-Touched: Protection 2 Totals: Abilities 24 + Combat 20 + Saving Throws 3 + Skills 13 + Feats 18 + Powers 12 = 90pp Edited July 18, 2017 by Moira Morley
EternalPhoenix Posted July 18, 2017 Posted July 18, 2017 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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