Elric's READY-TO-PLAY MARVEL CHARACTERS

(+11), Knowledge [Business] 8 (+10), Notice 10 .... Limited [only if injured by Blast] (-1)) (24 pp total) ..... to take 10 on Acrobatics for a total of 26, giving him 11.
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Elric’s R E A D Y - T O - P L AY MARVEL CHARACTERS

ANGEL STR +5 20

PL8 DEX +4 18

CON +4 18

INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+4*

+5

+9

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Flight 4 (100 mph, Drawbacks: Not in liquids, Restrainable; 6pp), Super Senses 2 (Extended Vision 2) Super-Strength 1 (Heavy Load: 800 lbs)

SKILLS

Acrobatics 10 (+14), Bluff 5 (+8/+12), Diplomacy 8 (+11/+15), Gather Information 8 (+11), Knowledge [Business] 8 (+10), Notice 10 (+12), Pilot 1 (+5), Sense Motive 6 (+8) COMBAT

FEATS Acrobatic Bluff, Attack Focus 4 (Melee), Attack Specialization (Unarmed), Attractive, Benefit (Wealthy), Connected, Contacts, Defensive Attack, Defensive Roll, Dodge Focus 4, Evasion, Improved Initiative, Move-by Action, Power Attack, Teamwork 2, Uncanny Dodge (Sight)

Attack +5 (+9 melee, +11 Unarmed) [Unarmed 5 dmg], Defense 21 (14 flat-footed), Initiative +8, Grapple +15, Knockback -2

Abilities 40 + Skills 14 + Feats 23 + Powers 10 + Combat 24 + Saves 9 = 120 pp

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Angel as a PL 8, 120 pp PC. My PL 9, 135 pp build felt like a high powered Warren, so here’s a build at a lower PL. I’m not giving him his secondary healing mutation in these builds because I think he’s a better character without it. Angel is a useful character to have on a team because of his social skills and for a PL 8 character, he’s pretty solid (damning with faint praise).

ANGEL STR +5 20

PL9 DEX +4 18

CON +4 18

INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+5

+10

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Flight 4 (100 mph, Drawbacks: Not in liquids, Restrainable; 6pp) Super Senses 2 (Extended Vision 2) Super-Strength 1 (Heavy Load: 800 lbs)

SKILLS

Acrobatics 10 (+14), Bluff 6 (+9/+13), Diplomacy 10 (+13/+17), Gather Information 10 (+13), Knowledge [Business] 8 (+10), Knowledge [Civics] 4 (+6), Notice 12 (+14), Pilot 4 (+8), Sense Motive 8 (+10), Stealth 4(+8)

FEATS

Acrobatic Bluff, Attack Focus 5 (Melee), Attractive, Benefit (Wealthy), Connected, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Evasion, Improved Initiative 2, Luck, Move-by Action, Power Attack, Sneak Attack, Teamwork 2, Uncanny Dodge (Sight), Well-Informed

COMBAT

Attack +6 (+11 melee) [Unarmed 5 dmg], Defense 22 (14 flat-footed), Initiative +12, Grapple +17, Knockback -3

Abilities 40 + Skills 19 + Feats 29 + Powers 10 + Combat 26 + Saves 11 = 135 pp

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Angel as a PL 9, 135 pp PC. Since he’s somewhat underpowered, I couldn’t see doing a build of him at PL 10—9 seems much more appropriate. Angel’s mutant power of Flight doesn’t cost much in M&M—only 6 pp (the drawbacks on Flight are from Ultimate Power and do pretty much exactly what the names imply). So you have 129 power points left to spend on the rest of the build. Angel is a great character to have on a team because of his wealth of social skills. He’s a little underpowered in combat but feints well and can stay out of trouble with Move-by Action. Angel flies at 100 mph with a move action—all the way up to 400 mph with an accelerated move. That’s a little fast, but when flight is your schtick you deserve to be quick.

ARCHANGEL STR +4 18

DEX +4 18

PL10 CON +4 18

INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8

+6

+10

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Flight 3 (50 mph; Drawbacks: Not in liquids, Restrainable) (4 pp), Protection 4, Super Senses 2 (Extended Vision 2) Blast 8 (Extra: Autofire) (24 pp) AP: Blast 6 linked to Paralyze 6 (Extras: Range [Ranged], Alternate Save [Fortitude] (+0); Flaw: Limited [only if injured by Blast] (-1)) (24 pp total) AP: Flight 3 (total: 500 mph) + Strike 4 (Extra: Penetrating; Power Feats: Accurate, Improved Critical, Mighty) + Super-Strength 2 (Heavy Load: 1200 lbs) (21 pp) SKILLS Acrobatics 10 (+14), Bluff 7 (+10/+14), Diplomacy 9 (+12/+16), Gather Information 9 (+12), Knowledge [Business] 8 (+10), Notice 12 (+14), Pilot 1 (+5), Sense Motive 8 (+10) FEATS Acrobatic Bluff, Attack Specialization (Wing attacks), Attractive, Benefit (Wealthy), Connected, Contacts, Defensive Attack, Dodge Focus 5, Evasion, Improved Initiative, Move-by Action, Power Attack, Teamwork, Uncanny Dodge (Sight)

COMBAT Attack +8 (+10 Razor feathers, +12 Wing Strike) [Unarmed 4 dmg, Wing Strike 8 dmg, 19-20 crit], Defense 22 (14 flat-footed), Initiative +8, Grapple +12 (+14 with Super-Strength), Knockback -4

Abilities 38 + Skills 16 + Feats 18 + Powers 36 + Combat 30 + Saves 12= 150 pp

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Archangel as a PC at PL 10, 150 pp. Warren is still good with social skills, but unlike my Angel builds now he’s also a real tough opponent in a fight. Warren’s metal wings provide him with the Protection power since he can use them to shield himself (an effect like this could also be interpreted as the Shield power, but in game he needs the toughness boost). Warren can’t fly at his full speed when using his wings for their ranged attack powers—at a full sprint he can hit 2000 mph and he can fly at a sustainable 1000 mph. His Blast and Blast/Paralyze powers are under cap, as these abilities being at his cap would probably make him more powerful than he should be and would obviate the need to ever use his wings in melee. Warren has two types of ‘feather attacks’—a paralyzing/damaging feather and an autofire, non-paralyzing swarm of feathers. Note that the paralysis effect only works if the target is injured from the feathers—this reflects the fact that armor should help protect against the paralyzing effect. I’ve used this sort of construction before for Wonder Woman’s lasso, where you only have to save against the ‘tell truth effect’ if you fail the save against the snare effect. I think this represents this type of linked attack well. Note that according to Steve Kenson, if he power attacks this does not increase the maximum extra damage he can get from Autofire.

AVALANCHE STR +3 16

DEX +1 12

PL9 CON +3 16

INT +1 12

WIS +1 12

FORTITUDE

REFLEX

WILL

+9/+7*

+7

+7

+6

INJURED

POWERS

SKILLS

Bluff 12 (+12), Climb 3 (+6), Concentration 8 (+9), Intimidate 8 (+8), Knowledge [Earth Sciences] 8 (+9), Knowledge [Physical Sciences] 4 (+5), Notice 8 (+9), Sense Motive 8 (+9), Stealth 8 (+9), Languages 1 (Greek; base English)

UNCONSCIOUS









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Speed 2 (25 mph) Super-Senses 2 (Tremorsense) Vibration Control Array: (27pp base + 4 APs= 31pp) Disintegration 9 (Flaw: Ineffective vs. Organic Material) (27pp) AP: Environmental Control 9 (Distract DC 10 & Hamper Movement—one half speed) (27pp) AP: Nauseate 9 (Extra: Ranged) (27pp) AP: Strike 9 (Extra: Area- Cone) (18pp) AP: Trip 9 (Extra: Area- Shapeable, Range Perception; Drawback: doesn’t work against flying targets) (26pp)

STAGGERED

FATIGUE CONDITIONS

*Flat-footed

Uniform & Helmet (+3 Toughness) (3 ep), Gauntlets [Strike 1 (Mighty)] (2 ep)

BRUISED

CHA +0 10

TOUGHNESS

EQUIPMENT

DAMAGE CONDITIONS

FEATS

All-Out Attack, Attack Specialization (Vibration Powers), Defensive Roll 2, Equipment, Improved Block 2, Improved Initiative, Improved Sunder, Luck, Power Attack, Precise Shot, Taunt, Teamwork 2, Tough, Uncanny Dodge (Tremorsense), Weapon Break COMBAT

Attack +7 (+9 Vibrations) [Gauntlets 4 dmg, Nauseate Fort DC 19], Defense 19 (15 flat-footed), Initiative +5, Grapple +10, Knockback -4

Abilities 18 + Skills 18 + Feats 17 + Powers 35 + Combat 32 + Saves 15 = 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Avalanche as a PL 9, 135 pp PC. This version of Avalanche is much more powerful than my NPC version, since NPC Avalanche isn’t that powerful or versatile. Avalanche still doesn’t have a direct Blast power, but he has a Cone-Area Strike power to represent sending out destructive sonic waves. If he uses the Block action and blocks a melee attack from a weapon, I’d let him use his Disintegrate power on it with Weapon Break. Note that Steve has indicated that you don’t need to roll an attack roll for Weapon Bindthe Block roll effectively serves as the attack roll- so the same should apply to Weapon Break, though I’d probably give the wielder a Reflex save to pull the weapon away if it was a Device (see here). Avalanche can cause the ground to move like a tidal wave and ride it; hence the Speed power. I doubt Avalanche has ever displayed Tremorsense, but it makes sense that he could have it. In Ultimate Power, Tremorsense should only cost 2 pp but this is listed incorrectly in the book— see the Ultimate Power errata. I’m using Disintegration as taken from Ultimate Power. With the flaw it costs 3 pp/rank. The breakdown is: Drain (Toughness) (Extras: Ranged (+1), Affects Objects and only objects (+0)) (2 pp/rank) linked to Blast (Flaw: only affects objects) (1 pp/rank)= 3 pp/rank.

BEAST

PL9

STR DEX CON +8 +8 +7 26/16 26/16 24/16

INT +6 22

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8

+7

+8

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS

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

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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

COMBAT

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

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

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’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 Kenson 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.

BEAST

PL10

STR DEX CON +10 +8 +8 30/16 26/16 26/16

INT +6 22

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10/+8*

+8

+9

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES Enhanced Strength 14 Enhanced Dexterity 10 Enhanced Constitution 10 Super Senses 2 (Acute Scent, Low Light Vision) Super-Strength 2 (Heavy load: 3.2 tons) AP: Leaping 1 & Speed 1 (10 mph) & SuperMovement 1 (Wall Crawling)) SKILLS Acrobatics 8 (+16), Climb 5 (+15), Computers 4 (+10), Craft [Chemical] 4 (+10), Craft [Electronic] 4 (+10), Diplomacy 8 (+10), Knowledge [Life Sciences] 8 (+14), Knowledge [Physical Sciences] 4 (+10), Knowledge [Technology] 8 (+14), Medicine 3 (+7), Notice 6 (+10), Perform [Keyboards] 2 (+4), Sense Motive 6 (+10), Languages 6 (French, German, Latin, Japanese, Russian, Spanish; base English) FEATS Acrobatic Bluff, Ambidexterity, Attack Focus 6 (Melee), Defensive Roll 2, Dodge Focus 3, Eidetic Memory, Evasion, Grappling Finesse, Inventor, Jack of All Trades, Luck, Move by Action, Takedown Attack, Teamwork

COMBAT Attack +4 (+10 melee) [Unarmed 10 damage], Defense 20 (14 flat-footed), Initiative +8, Grapple +20 (+22 with Super-Strength AP), Knockback -5

Abilities 42 + Skills 19 + Feats 22 + Powers 41 + Combat 22 + Saves 4= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere's Beast as a PC at PL 10, 150 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. He could be used as part of the X-Men or the PL 10 Avengers—in particular, the X-Men could really use his versatility. Note that Steve Kenson has said that you should add Acrobatics to your jumping distance before multiplying for Leaping.

BLACK PANTHER STR +4 18

DEX +6 22

CON +5 20

PL11 INT +3 16

WIS +5 20

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9

+7

+10

+7

INJURED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Device 4 (“Panther Costume”, Hard to Lose) (16pp) Leaping 1 Speed 1 (10mph) Super-Senses 4 (Extended Vision, Extended Hearing, Low-Light Vision, Scent) Panther Costume: Feature 2 (Costume can appear as normal clothing, Second Chance [Sonic damage]) Concealment 2 (Normal Sight; Flaws: Blending, Limited [in shadows]) (1 pp) Concealment 1 (Normal Hearing) (2pp), Protection 4 Strike 2 “Vibranium Claws” (Extra: Penetrating; Power Feats: Improved Critical, Mighty) (6pp), Super-Movement 2 (Wall Crawling 1, Water Walking; Flaw: Limited [only while running]) (2pp) Super-Movement 1 (Slow Fall) (2 pp) Super-Senses 1 (Infravision)

STAGGERED

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

FEATS Acrobatic Bluff, Animal Empathy, Attack Focus 7 (Melee), Benefit 2 (Diplomatic Immunity, Wealthy), Dodge Focus 6, Equipment, Evasion, Improved Initiative, Inventor, Jack of All Trades, Leadership, Move-By Action, Power Attack, Skill Mastery (Acrobatics, Notice, Stealth, Survival), Sneak Attack, Takedown Attack, Track, Uncanny Dodge (Hearing)

SKILLS

EQUIPMENT

Acrobatics 10 (+16)*, Climb 5 (+9), Craft [Electronic] 7 (+10), Diplomacy 8 (+11), Handle Animal 7 (+10), Intimidate 8 (+11), Knowledge [Civics] 7 (+10), Knowledge [Physical Sciences] 7 (+10), Knowledge [Technology] 7 (+10), Notice 8 (+13)*, Sense Motive 5 (+10), Stealth 10 (+16)*, Survival 5 (+10)*, Languages 6 (Arabic, English, French, Hausa, Russian, Spanish, base: Swahili)

Kimoyo Card (Commlink, PDA, Cell Phone, GPS, Mini Tracer) COMBAT Attack +7 (+14 melee) [Unarmed 4 dmg; Claws 6 dmg, 19-20 Crit // +2 dmg on Sneak Attack], Defense 23 (14 flat-footed), Initiative +10, Grapple +18, Knockback -4

Abilities 52 + Skills 25 + Feats 30 + Powers 22 + Combat 28 + Saves 8 = 165

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Black Panther as a PC at PL 11, 165 pp. Formidable combatant, master of stealth, good super-senses, excellent mobility, scientist, inventor, acrobat, diplomat, leader—T’Challa can do it all. He’s a very fun character. One minor re-envisioning of note: instead of giving him energy daggers and a kimoyo card that lets him track the traces from the energy daggers, I just gave him a mini-tracer as part of the kimoyo card. You didn’t expect I could cover all of the abilities he’s displayed on 165 pp, did you? Note that Steve Kenson has said that you should add Acrobatics to your jumping distance before multiplying for Leaping (see here). So T’Challa can use Skill Mastery to take 10 on Acrobatics for a total of 26, giving him 11 extra feet of distance, for a 25 x2= a guaranteed 50 foot long jump. Doubling your normal jumping distance: 1 pp. The look on a supervillain’s face when T’Challa takes off from 50 feet away: priceless.

BLACK WIDOW STR +1 12

DEX +5 20

CON +4 18

PL9 INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+5

+8

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-Footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 5 (“Widow’s Bite”; Easy to lose) (15 pp) Widow’s Bite Stun 8 (Extra: Ranged; Power Feat: Accurate)

SKILLS Acrobatics 5 (+10)*, Bluff 10 (+13/+17)*, Computers 8 (+10), Diplomacy 0 (+3/+7), Disable Device 6 (+10)*, Disguise 5 (+10), Escape Artist 5 (+10), Gather Information 7 (+10), Knowledge [Current Events] 8 (+10), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Stealth 8 (+13)*, Languages 2 (English, Spanish; base Russian) EQUIPMENT FEATS Attack Focus (Ranged), Attack Specialization (Firearms), Attractive, Benefit (Security Clearance), Contacts, Defensive Roll 2, Dodge Focus 5, Equipment 4, Evasion, Fearless, Improved Initiative, Jack of all Trades, Luck, Quick Draw, Quickness 1, Power Attack, Precise Shot, Set Up, Skill Mastery (Acrobatics, Bluff, Disable Device, Stealth), Sneak Attack, Uncanny Dodge (Hearing)

Assault Rifle: Blast 5 (Extra: Autofire; Feature [Masterwork: +1 to hit]) Widow’s Line Grapple Gun: Super-Movement 1 [Swinging]), Masterwork Tools (Disable Device, Disguise) COMBAT Attack +7 (+8 ranged, +10 Firearms/Widow’s Bite, +11 Assault Rifle) [Unarmed 1 dmg; Rifle 5 Autofire dmg; Widow’s Bite Fort save DC 18 //+2 damage on Surprise Attack], Defense 22 (14 flat footed), Initiative +9, Grapple +8, Knockback -3

Abilities 34 + Skills 22 + Feats 29 + Powers 15 + Combat 28 + Saves 7= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Black Widow as a PC at PL 9, 135 pp. Note that she has masterwork tools for Disabled Device and Disguise, which accounts for her total skill bonuses there. Her sneak attack doesn’t benefit her Widow’s Bite. I envision Widow’s Bite as a small wristmounted gun that paralyzes someone with a jolt of electricity. She looks like a lot of fun to play. I gave her Quickness 1 taken as a feat (the Mastermind’s Manual has a 1pp powers as feats option). This is the same as the power and represents her great competence with many skills.

BLACK WIDOW STR +1 12

DEX +5 20

CON +4 18

PL10 INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+4*

+6

+9

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 5 (Widow’s Bite; Easy to lose) (15 pp) Widow’s Bite: Stun 8 (Extra: Ranged, Power Feat: Accurate) SKILLS Acrobatics 5 (+10)*, Bluff 10 (+14/+18)*, Computers 8 (+10), Diplomacy 4 (+8/+12), Disable Device 8 (+12)*, Disguise 4 (+10), Escape Artist 5 (+10), Gather Information 8 (+12), Knowledge [Current Events] 8 (+10), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Stealth 8 (+13)*, Languages 4 (Chinese, English, German, Spanish; base Russian) EQUIPMENT

FEATS Attack Focus 2 (Ranged), Attack Specialization (Firearms), Attractive, Benefit (Security Clearance), Contacts, Defensive Roll 3, Dodge Focus 6, Equipment 4, Evasion 2, Fearless, Improved Aim, Improved Initiative, Jack of all Trades, Luck, Quick Draw, Quickness 1, Power Attack, Precise Shot, Set Up, Skill Mastery (Acrobatics, Bluff, Disable Device, Stealth), Sneak Attack, Teamwork, Uncanny Dodge (Hearing)

Assault Rifle: Blast 5 (Extra: Autofire, Feature— Masterwork: +1 to hit), Widow’s Line Grapple Gun (Super-Movement 1- Swinging), Masterwork Tools (Disable Device, Disguise) COMBAT Attack +8 (+10 ranged, +12 Widow’s Bite/Firearms, +13 Assault Rifle) [Unarmed 1 dmg; Rifle 5 Autofire dmg; Widow’s Bite Fort save DC 18 //+2 damage on Surprise Attack], Defense 23 (14 flat footed), Initiative +9, Grapple +9, Knockback -3

Abilities 36 + Skills 24 + Feats 35 + Powers 15 + Combat 30 + Saves 10= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Black Widow as a PC at PL 10, 150 pp. I gave her Quickness 1 taken as a feat (the Mastermind’s Manual has a 1pp powers as feats option). This is the same as the power and represents her great competence with many skills. Note that she has masterwork tools for Disabled Device and Disguise, which accounts for her total skill bonuses there. Her sneak attack doesn’t benefit her Widow’s Bite. She looks like a lot of fun to play.

BLOB STR +11 32/14

PL9 DEX +2 14

CON +2 14

INT -1 8

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+12

+6

+4

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*+12 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Density 9 (+18 Strength, +4 Toughness, Impervious Toughness 4, Immovable 3, Super-Strength 3; Permanent, Power Feats: Buoyant, Innate; Weight 1250 lbs) (29 pp) Immovable 4 (7 ranks total) Protection 8 (Extra: Impervious; Drawback: Impervious can’t “bounce” critical hits, -1 pp) Immunity 6 (Extreme Cold, Entrapment—both Limited to Half effect) (3 pp) Super Strength 3 (6 ranks total, PF: Ground Strike; Heavy load: 66 tons) SKILLS

Bluff 14 (+13), Intimidate 14 (+13), Knowledge [Popular Culture] 8 (+7), Notice 8 (+8), Sense Motive 8 (+8) FEATS

All-Out Attack, Chokehold, Crushing Pin, Distract (Intimidate), Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Interpose, Power Attack, Stunning Attack, Takedown Attack, Taunt, Teamwork 2, Ultimate Effort (Ultimate Toughness Save)

COMBAT

Attack +7 [Unarmed 11 dmg], Defense 14 (12 flat-footed), Initiative +6, Grapple +24, Knockback -20

Abilities 8 + Skills 13 + Feats 16 + Powers 58 + Combat 22 + Saves 18= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Blob as a PC at PL 9, 135 pp. It was hard to find enough abilities to get Blob to come in at 135 pp! He’s a really good grappler and is very hard to hurt. Blob’s drawback on his Impervious power represents that his head isn’t as well protected as the rest of him. Improved Grab is seriously overpowered by the book. My house rule for Improved Grab: it doesn’t let you apply a grapple check result—it just let you start the grapple. Otherwise Blob could hit with an attack for regular damage and then win a grapple check, start the grapple and deal unarmed damage again (in fact, with Crushing Pin, he could deal damage again while pinning an opponent). Note that resisting a grapple check is a reaction. Steve Kenson has realized that he’s been messing up the grapple rules and that the “resisting a grapple takes a standard action” idea (in some of his early responses on grapple) was a mistake. Crushing Pin is from the Mastermind’s Manual. Crushing Pin: While grappling, if you pin an opponent, you can also inflict your normal unarmed damage against that opponent each round for as long as you maintain the pin. You hold your opponent immobile as normal, but must remain immobile yourself to continue the crushing pin. You suffer a -4 defense penalty while maintaining a Crushing Pin, in addition to losing your dodge bonus against anyone you aren’t grappling, as normal.

CANNONBALL STR +1 12

DEX +2 14

CON +1 12

PL10 INT +1 12

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*

+6

+8

+7

INJURED

POWERS

SKILLS Acrobatics 3 (+5), Concentration 8 (+11), Diplomacy 9 (+10), Gather Information 4 (+5), Handle Animal 3 (+5), Knowledge [Earth Sciences] 4 (+5), Notice 7 (+10), Profession [Miner] 2 (+5), Sense Motive 7 (+10), Stealth 3 (+5), Survival 2 (+5)









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Energy Control Array (25 pp) (Drawback: only while Flight power active) Strike 10 (Extras: Linked to Overrun Attack (up to Strike rank times a round) (+1), Partial Extra: Penetrating 4) [Thermochemical Energy] (24 pp) AP: Blast 10 (Power Feats: Accurate x4) (24 pp) [Kinetic] AP: Strike 10 (Extras: Area [Explosion], Penetrating; Flaw: Limited [only on a significant impact]) (20 pp) [Kinetic]

Flight Dynamic Array (21 pp) Flight 9 (5000 mph; Feature: Barreling Overrun; Drawback: Minimum Speed, Dynamic) (19 pp) DAP: Super-Strength 6 (Heavy Load: 4.2 tons)

UNCONSCIOUS

FATIGUE CONDITIONS

*11 Impervious

Force Field Array (Drawback: only while Flight power active) (22 pp) Force Field 11 (Extra: Impervious) (22 pp) AP: Force Field 11 (Extra: Affects Others)

STAGGERED

FEATS All-Out Attack, Attack Focus 8 (Melee), Diehard, Dodge Focus 5, Evasion, Fast Overrun, Improved Initiative 2, Improved Overrun, Instant Up, Leadership, Move-by Action, Power Attack, Second Chance (Concentration checks to maintain powers), Teamwork COMBAT Attack +2 (Kinetic Blast/Melee +10) [Unarmed +1; Strike 10 dmg], Defense 18 (12 flat-footed), Initiative +10, Grapple +11 (not counting SuperStrength), Knockback -11

Abilities 18 + Skills 13 + Feats 26 + Powers 68 + Combat 10 + Saves 15= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Cannonball as a PL 10 PC. He was a huge pain for me to build and to cut down to 150 pp. In the end I had to invent a new extra so he’d work better. But it may make him too complicated, even though I think it’s cool. So give me feedback on that. This version might make a better NPC because he’s a good simulation, but will require a lot of GM oversight. Let me go over a bunch of issues:

3) He has a high Concentration score because you really don’t want his Flight and Force Field to deactivate when he’s stunned. He gets one Concentration check (DC 10+rank, compare the result against the DC for each power) to keep both Force Field and Flight up while he’s stunned. If he misses the roll to keep Flight up, his drawback will take out his Forcefield as well, although this doesn’t matter much since any concentration check that fails the DC of his Flight power should also fail the DC of his Force Field power. He could roll high enough to keep up Flight but miss the DC for Forcefield and lose the Forcefield while Flight is still active.

1) Barreling Overrun is a feature that I made up that is similar to but worse than the Improved Throw feat, applied to Overrun attacks (note that neither Improved Throw nor Improved Trip apply to Overrun attempts). It makes total sense, though. Barreling Overrun: Both you 4) How does his offense typically work? OK, here’s where and opponents who resist your Overrun attacks must use that extra that I used comes in—there’s no way of linking your Strength scores to add to your opposed trip rolls. combat maneuvers and powers in the rules, so I made 2) Minimum Speed is a flight drawback from Ultimate it up. He flies at someone with his Strike power active Power. Minimum Speed: You must fly no less than half and rolls an attack roll. If he misses, he’s done for the your maximum speed or you “stall” and begin falling. You round. If he hits, he does damage from his Strike power can restart your Flight as a move action unless circum- and gets to try an Overrun (they can’t avoid it because of stances prevent it (including other drawbacks). You can’t Improved Overrun). He rolls the trip roll at +14 (+9 Flight, +4 Improved Overrun, +1 Strength), provided he has all hover while in flight. his DAP ranks in Flight. I’d interpret “maximum speed” here as your maximum speed with a move action, as half of your all-out speed If he wins the trip check, the opponent is knocked prone wouldn’t make much sense. I would say that even if and Fast Overrun kicks in and he gets to make another Cannonball starts to fall because of not moving half his Strike/Overrun attack against a different enemy. He can speed, the Flight power is still active so his Drawback change directions between attempts, provided he can turning his Force Field off won’t kick in. Fortunately, his move in a 10-foot straight line between each attempt. If Super-Strength DAP means that he can get his move- he loses, he gets pushed back to the square in front of ment speed down to 50 mph if he wants to, which means that opponent. They can try to trip him back but Instant that he can move a minimum of 250 feet in a round in Up means that it won’t matter, as he’ll spring up as a order to keep from falling (using the 1 mph=10 feet as Free Action (since it’s still his action). I probably wouldn’t a move action approximation). The GM should hold him let him use Move-by Action to keep moving if he loses an to reasonable flight maneuverability in general- no “I’m opposed Overrun roll- that doesn’t really make sense. in a room that’s only 50 feet long, so I’m going to fly Why the restriction on only being able to link Strike and in a 10-foot circle repeatedly to satisfy the movement Overrun his Power Rank (10) times in a round? Without requirement.” this limitation he could essentially take out an army sin-

gle-handedly in one round, which is a little much. I’d let him take 10 on Trip rolls against minions (you can take 10 on attack rolls against them, so this makes sense too) and I might waive the 10-foot straight line between overrun attempts requirement on Fast Overrun against minions—so he can often take out 10 minions a round with this tactic, which is pretty good! If you wanted to do this without inventing the Extra that I did, you could link a Targeted Area (Shapeable) Trip power to a Targeted Area (Shapeable) Strike power and then take a few Progression feats to increase the size of the area. But then Cannonball would be able to attack almost all of his enemies every round, which would be less fun and too powerful, and it would also cost more pp. That’s how I started out building him, but then I switched to this. 5) What qualifies as a significant impact for his Area Strike power? A Slam attack, for one! Or if you find a large object to slam into, his Impervious Protection should protect him and you can activate the power based on that. If you want to really alpha-strike a person/area, use a Slam Attack with all of his ranks in Flight—you might have to take a move action to get far enough away to slam and then slam as a standard action (or you can slam as an all-out move if you start from far away). That will deal +11 or +13 damage to the target if you hit. Impervious Protection will protect you from your share of the damage (unless your target has some ranks in Immovable). Then, assuming you hit, switch your AP over to the Area Strike power and use Extra Effort to surge and activate it. 6) His greatest vulnerability, by far, is being caught without his Flight power up, which is particularly deadly if it happens while he’s flat-footed at the start of combat. But he’s a very powerful character so he can use a weakness.

CAPTAIN AMERICA STR +6 22

DEX +7 24

CON +6 22

PL11

INT +2 14

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9

+9

+9

+9

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Leaping 1, Speed 1 (10 mph)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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 (Power Feats: Accurate x3, Improved Critical, Improved Range, Improved Ranged Disarm, Mighty x3, Precise, Ricochet; Drawback: Limited Range [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: Limited Range [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)

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) EQUIPMENT Chain Mail (Protection 3), Commlink, Binoculars

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)

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

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

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’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 [only attack rolls], Limited [only attacks rolls against you]) (1 pp) taken as a feat. ULTIMATE DEFENSE

FORTUNE

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.

CAPTAIN AMERICA STR +7 24

DEX +7 24

CON +7 24

PL12

INT +2 14

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +5 20

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+10

+10

+10

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Leaping 1, Speed 1 (10 mph)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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 (Power Feats: Accurate x3, Improved Critical, Improved Range, Improved Ranged Disarm, Mighty x3, Precise, Ricochet, Drawback-one fifth maximum range, -2 pp) (100-foot range increment and maximum range) (17pp) AP: Blast 4 (Extras: Targeted Area- Burst (20 foot radius), Selective Area; Power Feats: Accurate x3, Drawback: one fifth maximum range, -2pp) (40foot range increment, 100 foot maximum range) (17pp) AP: Strike 3 (Extra: Penetrating; Power Feats: Improved Block 2, Improved Critical, Improved Defense 2, Improved Disarm, Improved Overrun, Mighty, Weapon Bind) (15pp)

FEATS Acrobatic Bluff, Assessment, Attack Focus 6 (Melee), Benefit 2 (Status: Renown, Use Knowledge [Tactics] for Master Plan), Defensive Attack, Dodge Focus, Equipment, Evasion 2, Fearless, Improved Initiative, Inspire 5, Interpose, Leadership, Luck 2, Master Plan, Power Attack, Takedown Attack 2, Teamwork 2, Ultimate Defense, Uncanny Dodge (Hearing) EQUIPMENT Chain Mail (Protection 3), Commlink, Binoculars

SKILLS Acrobatics 9 (+16), Diplomacy 9 (+14), Intimidate 5 (+10), Knowledge [Tactics] 12 (+14), Medicine 2 (+6), Notice 8 (+12), Pilot 4 (+11), Sense Motive 10 (+14), Stealth 4 (+11), Survival 4 (+8), Languages 1 (German; base English)

COMBAT Attack +8 (+14 melee/shield throw) [Unarmed 7 dmg; Shield Throw 7 dmg, 19-20 Crit; Shield Bash 10 dmg, 19-20 Crit], Defense 24 (15 flat footed), Initiative +11, Grapple +21, Knockback -9

Abilities 64 + Skills 17 + Feats 34 + Powers 19 + Combat 34 + Saves 12= 180

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Captain America as a PC at PL 12, 180 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. Using Total Defense or a Hero Point takes his Defense up to a staggering 32 or 33. Note that Steve has said that you should add Acrobatics to your jumping distance before multiplying for Leaping (see here). 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. 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). The Reduced Range drawback from Ultimate Power, which Captain America’s shield has, affects maximum range and not range increment. Note that the Mighty Power Feat doesn’t affect a power’s range (see here). 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

FORTUNE

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.

COLOSSUS STR +12 34/21

DEX +1 12

PL9 CON +5 20

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+13*

+11

+3

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*+12 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Alternate Form 9 (Organic Steel, Extra: Continuous) (54 pp) (Weight in Alternate Form: 1200 lbs) Organic Steel Form Density 6 [Permanent; +12 Strength, +3 Toughness, Impervious Toughness 3, Immovable 2, Super-Strength 2] (18 pp), Enhanced Strength 1 Super Strength 3 (Power Feats: Ground Strike, Shockwave, Heavy Load: 45 tons), Protection 4 (Extra: Impervious 9) Immunity 8 [Critical Hits, Environmental Cold and Heat, Poison, Starvation & Thirst, Suffocation] Drawback: Vulnerable [Magnetic attacks; Uncommon, Major; -3pp] FEATS SKILLS

Climb 0 (+5/+6 in Organic Steel Form), Craft [Artistic] 4 (+5), Diplomacy 4 (+6), Knowledge [Art] 2 (+3), Notice 5 (+7), Pilot 1 (+2), Sense Motive 7 (+9), Language 1 (English; base: Russian)

All-Out Attack, Interpose, Power Attack, Takedown Attack, Teamwork 2, Tough COMBAT

Attack +6 [Unarmed +12 dmg], Defense 15 (13 flat-footed), Initiative +1, Grapple +23, Knockback -14

Abilities 33 + Skills 6 + Feats 7 + Powers 54 + Combat 22 + Saves 13= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Colossus as a PL 9, 135 pp PC. Note that as of Ultimate Power there’s no requirement that the powers in an alternate form all have the same duration as the Alternate Form itself. So changing into and out of Steel Form is Continuous Duration, but when Colossus is in Steel Form his Density is a Permanent power and can’t be turned off unless he turns his entire alternate form off.

COLOSSUS STR +13 36/21

DEX +1 12

PL10 CON +5 20

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+12

+4

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*12 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES Alternate Form 10 (“Organic Steel”, Continuous) (60 pp) (Weight in Alternate Form: 1200 lbs) Organic Steel Form: Density 6 [Permanent; +12 Strength, +3 Toughness, Impervious Toughness 3, Immovable 2, SuperStrength 2] (18 pp) Enhanced Strength 3 Super Strength 3 (Power Feats: Ground Strike, Shockwave; Heavy Load: 59 tons), Protection 5 (Extra: Impervious 9) Immunity 10 (Critical Hits, Disease, Environmental Cold and Heat, High Pressure, Poison, Starvation & Thirst, Suffocation) Drawback: Vulnerable [Magnetic attacks; Uncommon, Major; -3pp] FEATS SKILLS Climb 0 (+5/+7 in Organic Steel Form), Craft [Artistic] 4 (+5), Diplomacy 4 (+6), Knowledge [Art] 4 (+5), Notice 6 (+8), Pilot 1 (+2), Sense Motive 8 (+10), Language 1 (English; Base: Russian)

All-Out Attack, Dodge Focus, Improved Overrun, Interpose, Power Attack, Stunning Attack, Takedown Attack, Teamwork 2, Tough COMBAT Attack +7 [Unarmed +13 dmg], Defense 16 (13 flat-footed), Initiative +1, Grapple +25, Knockback -15

Abilities 33 + Skills 7 + Feats 10 + Powers 60 + Combat 24 + Saves 16= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Colossus as a PL 10, 150 pp PC. He’s slow, but since he has a good ranged attack bonus and enough Strength to throw objects exceedingly long distances, it’s less of a problem for him than it would be for most melee characters. Especially if Wolverine is around. Colossus has the Shockwave power feat on his Super-Strength—you can’t be an incredible Brick without having Shockwave! Note that Ground Strike and Shockwave are both limited to rank 10 (his PL), since they’re Area Attacks and thus the tradeoff rules don’t apply (though there’s nothing about Trip being limited as if it forced a save DC in the core book, Steve Kenson has said Trip should be limited as such and will update the errata to reflect this). If I were GM I’d be nice and would let Ground Strike be a full rank 13 effect, though, because otherwise it’s way outclassed by Shockwave. Note that as of Ultimate Power there’s no requirement that the powers in an alternate form all have the same duration as the Alternate Form itself. So changing into and out of Steel Form is Continuous Duration, but when Colossus is in Steel Form his Density is a Permanent power and can’t be turned off unless he turns his entire alternate form off. Having Continuous duration on an Alternate Form is a crummy deal in terms of pp but it’s too thematic to change it.

CYCLOPS STR +2 14

DEX +2 14

PL9 CON +3 16

INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+4*

+5

+7

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Optic Blast Array (25 pp) Blast 10 (Extra: Targeted Area—Line, Partial Extra: Penetrating +4; Flaw: Uncontrolled) (24 pp) AP: Blast 10 (Extra: Autofire, Partial Extra: Penetrating +4; Flaw: Uncontrolled) (24 pp) Immunity 1 (Own Powers and Havok’s Powers) Device 3 [Ruby Quartz Visor, Easy to Lose] (9 pp) Ruby Quartz Visor: Removes Uncontrolled Flaw to each power in Optic Blast Array (10 pp); Also, adds Power Feats to Blast powers: Accurate Attack, Improved Aim, Precise Shot 2, Ultimate Effort (Ultimate Aim) (5 pp) SKILLS

Acrobatics 6 (+8), Concentration 6 (+9), Diplomacy 4 (+7), Drive 4 (+6), Knowledge [Tactics] 8 (+10), Notice 8 (+11), Pilot 6 (+8), Sense Motive 6 (+9)

FEATS

All-Out Attack, Assessment, Attack Specialization 2 (Optic Blasts), Defensive Roll 3, Dodge Focus 4, Evasion, Improved Initiative, Inspire 3, Luck, Leadership, Master Plan, Power Attack, Teamwork 2, Tough, Uncanny Dodge (Sight) COMBAT

Attack +4 (+8 Optic Blasts) [Unarmed 2 dmg; Optic Blast 10 Autofire dmg; Area Optic Blast 10 dmg], Defense 21 (14 flat-footed), Initiative +6, Grapple +6, Knockback -3

Abilities 30 + Skills 12 + Feats 24 + Powers 35 + Combat 22 + Saves 12= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Cyclops as a PC at PL 9, 135 pp. This is a probably a younger and less experienced version of Cyclops than my PL 10, 150 pp build. This build isn’t as good of a leader, combatant, pilot, or tactician as that build, but his Optic Blasts are just as powerful. 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 (instead you have to hit them with the attack roll to get any effect). The Tough feat is from the Mastermind’s Manual and adds 1 to your Toughness save.

CYCLOPS STR +2 14

DEX +2 14

PL10 CON +3 16

INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+4*

+6

+8

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Optic Blast Array (26 pp) Base: Blast 10 (Extra: Targeted Area [Line], Partial Extra: Penetrating +4; Flaw: Uncontrolled) (24 pp) AP: Blast 10 (Extra: Autofire, Partial Extra: Penetrating +4; Flaw: Uncontrolled) (24 pp) AP: Deflect 12 (All Projectiles; Extras: Ranged, Action [Move Action]; Flaws: Uncontrolled, Limited [No Melee Attacks]) (24 pp) Immunity 1 (Own Powers and Havok’s Powers) Device 3 (“Ruby Quartz Visor”, Easy to Lose) (9 pp) Ruby Quartz Visor: Removes Uncontrolled Flaw to each power in Optic Blast Array (10 pp); Also, adds Power Feats to Blast powers: Accurate Attack, Improved Aim, Precise Shot 2, Ultimate Effort (Ultimate Aim) (5 pp)

SKILLS

FEATS All-Out Attack, Assessment, Attack Specialization 2 (Optic Blasts), Defensive Roll 3, Dodge Focus 6, Evasion, Improved Initiative, Inspire 4, Luck, Leadership, Master Plan, Power Attack, Teamwork 2, Tough, Uncanny Dodge (Sight) COMBAT

Acrobatics 6 (+8), Concentration 8 (+11), Diplomacy 4 (+8), Drive 4 (+6), Knowledge [Tactics] 10 (+12), Notice 10 (+13), Pilot 8 (+10), Sense Motive 10 (+13)

Attack +6 (+10 Optic Blasts) [Unarmed 2 dmg; Optic Blast 10 Autofire dmg; Area Optic Blast 10 dmg], Defense 23 (14 flat-footed), Initiative +6, Grapple +8, Knockback -3

Abilities 32 + Skills 15 + Feats 27 + Powers 36 + Combat 26 + Saves 14= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Cyclops as a PC at PL 10, 150 pp. His Deflect power does not break PL limits, since in Ultimate Power Deflect is limited by your Defense bonus rather than attack bonus. He’s a great leader, a good team player, and can do a lot with his Optic Blasts. Hat tip to MDSnowman for the idea of how to do the visor. There’s one minor rules dodge in the visor: as Deflect is at rank 12, the visor should technically have an alternate power enabling it to remove uncontrolled from the Deflect power at rank 12 (but not adding the power feats like it does for the Blast power). However, the build is simpler this way and it has only saved the Cyclops 0.6 pp to do it like this. 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 (instead you have to hit them with the attack roll to get any effect). The Tough feat is from the Mastermind’s Manual and adds 1 to your Toughness save.

DAREDEVIL STR +3 16

DEX +6 22

PL9 CON +3 16

INT +3 16

WIS +6 22

DAMAGE CONDITIONS BRUISED

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+5

+9

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 2 (Billy Club, Easy to Lose) (6 pp) Billy Club: Strike 3 (Power Feats: Extended Reach, Mighty, Subtle, Split Attack), plus SuperMovement 1 (Swinging) (9 pp) AP: Blast 2 (Power Feats: Accurate 2, Improved Range, Mighty 2, Split Attack; Drawback: Reduced Range [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) 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) DRAWBACKS Disability (Blindness; Uncommon, Minor; -1pp), Vulnerable (Sonic attacks; Uncommon, Moderate; -2pp)

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) 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

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

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’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

FORTUNE

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. 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.

DAREDEVIL STR +3 16

DEX +6 22

PL10 CON +3 16

INT +3 16

WIS +6 22

DAMAGE CONDITIONS BRUISED

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+6

+10

+9

INJURED

POWERS

Acrobatics 12 (+18)*, Bluff 8 (+9), Climb 5 (+8), Diplomacy 4 (+5), 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 8 (+14)*, Language 1 (Spanish; base English) DRAWBACKS Disability (Blindness; Uncommon, Minor; -1pp), Vulnerable (Sonic attacks; Uncommon, Moderate; -2pp)









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 2 (Billy Club, Easy to Lose) Billy Club: Strike 3 (Power Feats: Extended Reach, Mighty, Subtle, Split Attack), plus SuperMovement 1 (Swinging) AP: Blast 2 (Power Feats: Accurate 2, Improved Range, Mighty 2, Split Attack; Drawback: Reduced Range [halve maximum range] -1 pp) (50-foot range increment, 100-foot maximum range) (9 pp)

SKILLS

UNCONSCIOUS

FATIGUE CONDITIONS

*Flat-footed

Super-Senses 11 (Hearing [Extended 2], Sonar [Accurate Ultrasonic Hearing], Scent [Acute, Analytical, Tracking], Touch [Analytical], Tremorsense)

STAGGERED

FEATS Acrobatic Bluff, Assessment, Attack Focus 4 (Melee), Attack Specialization (Billy Club), Defensive Attack, Defensive Roll 2, Dodge Focus 7, Elusive Target, Evasion 2, Fearless, Grappling Finesse, Improved Disarm, Improved Initiative, Move by Action, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Sneak Attack, Takedown Attack, Tough, Ultimate Defense, Uncanny Dodge (Sonar) COMBAT Attack +6 (+10 melee, +12 Billy Club melee/ thrown) [Unarmed 3 dmg; Billy Club melee 6 dmg; Billy Club thrown 4 dmg // +2 dmg on Surprise Attack], Defense 24 (14 flat-footed), Initiative +10, Grapple +16, Knockback -3

Abilities 44 + Skills 24 + Feats 32 + Powers 17 + Combat 26 + Saves 10 – Drawbacks 3= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Daredevil as a PC at PL 10, 150 pp. He doesn’t have that much raw power, but don’t underestimate him. His ability scores are high, his Billy Club is a powerful weapon, his Super-Senses are extensive and his Acrobatics/Notice/Sense Motive scores are incredible. Power Attack plus Takedown Attack lets him sweep through hordes of minions. I’m using Subtle on the Billy Club’s Strike power to represent that the club can be disguised as a blind man’s cane, not to represent that you don’t realize it when the Billy Club hits you. 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

FORTUNE

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.

DAREDEVIL STR +3 16

DEX +6 22

PL12 CON +4 18

INT +3 16

WIS +6 22

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9/+7*

+7

+11

+10

INJURED

POWERS

Device 1 (Armor; Hard to Lose) Armor: Protection 2, buys off Sonic Vulnerability (2 pp); Power Feat: Second Chance (Auditory Dazzle) Super-Senses 15 (Hearing [Extended 2, Penetrates Concealment], Sonar [Accurate Ultrasonic Hearing], Scent [Acute, Analytical, Tracking], Touch [Analytical], Tremorsense) SKILLS Acrobatics 12 (+18)*, Bluff 8 (+10), Climb 5 (+8), Diplomacy 4 (+6), Gather Information 8 (+10), Intimidate 8 (+10), Investigate 8 (+11), Knowledge [Civics] 8 (+11), Knowledge [Streetwise] 8 (+11), Notice 14 (+20)*, Profession [Lawyer] 4 (+10), Sense Motive 14 (+20)*, Stealth 10 (+16)*, Languages 1 (Spanish; English base)

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed

Device 3 (Billy Club, Easy to Lose) Billy Club: Strike 5 (Power Feats: Extended Reach x2, Improved Block, Mighty, Split Attack, Subtle, Weapon Bind) & Super-Movement 1 (Swinging) (14 pp) AP: Blast 3 (Power Feats: Accurate x2, Improved Range, Mighty 3, Ricochet, Split Attack, Subtle; Drawback: Reduced range [halve maximum range] -1 pp) (14 pp) (75-foot range increment, 150-foot maximum range)

STAGGERED

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

FEATS Accurate Attack, Acrobatic Bluff, Assessment, Attack Focus 4 (Melee), Attack Specialization (Billy Club), Defensive Attack, Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion 2, Fearless, Grappling Finesse, Hide In Plain Sight, Improved Disarm, Improved Initiative, Luck, Move by Action, Power Attack, Redirect, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Sneak Attack, Takedown Attack, Tough, Ultimate Defense, Uncanny Dodge (Sonar) DRAWBACKS Disability (Blindness; Uncommon, Minor; -1pp), Vulnerable (Sonic attacks; Uncommon, Moderate; -2pp) COMBAT Attack +8 (+12 melee, +14 Billy Club melee/ thrown) [Unarmed 3 dmg; Billy Club melee 8 dmg or thrown 6 dmg // +2 dmg on Surprise Attack], Defense 25 (14 flat-footed), Initiative +10, Grapple +18, Knockback -4

Abilities 48 + Skills 28 + Feats 37 + Powers 28 + Combat 30 + Saves 12 – Drawbacks 3= 180

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Daredevil as a PC at PL 12, 180 pp. I know Daredevil isn’t actually this awesome. A friend’s favorite superhero is Daredevil, so he wanted to play him in my PL 12 Marvel/DC crossover game. This is what I built for him, with some input on how he envisioned a deific Daredevil. We figured his club and armor were built by Iron Man. The club has Strike 5 because it is partly infused with adamantium and his armor is designed to help negate his super-senses related weaknesses. 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

FORTUNE

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. In Ultimate Power, Tremorsense should only cost 2 pp but this is listed incorrectly in the book—see the Ultime Power errata. Analytical and Penetrates Concealment are SuperSenses modifiers there. 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. Penetrates Concealment: A sense with this trait is unaffected by concealment from obstacles (but not effects like Concealment, Illusion, or Obscure). So hearing that Penetrates Concealment is unaffected by sound-proofing or muffling materials.

DEADPOOL STR +4 18

DEX +4 18

PL10 CON +7 24

INT +1 12

WIS +0 10

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7

+7

+8

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Device 1 [Teleportation Device – Hard to Lose; 4 pp] Teleportation Device: Teleport 5 (Flaw: Short Range)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Immunity 2 (Poison & Disease; Flaw: Limited [Halve rank of effect]) (1 pp) Regeneration 23 (Bruised 1 per round with no rest, Injured 1 per round with no rest, Staggered 1 round, Disabled 1 round; Resurrection 1 hour, Power Feats: Persistent, Regrowth) (25 pp)

SKILLS Acrobatics 10 (+14), Bluff 12 (+14), Disable Device 5 (+8), Gather Information 8 (+10), Notice 8 (+8), Sense Motive 8 (+8), Stealth 10 (+14), Languages 3 (German, Japanese, Russian; Base: English

FEATS All-Out Attack, Attack Specialization 2 (Firearms & Unarmed), Benefit (Breaking the Fourth Wall), Contacts, Dodge Focus 6, Equipment 4, Evasion, Improved Aim, Improved Initiative, Power Attack, Precise Shot, Quick Draw, Sneak Attack, Taunt, Takedown Attack, Uncanny Dodge (Hearing)

EQUIPMENT Masterwork Disable Device Tools Arsenal: Assault Rifle with Grenade Launcher [Blast 5 (Extra: Autofire), Features: Improved Range–125 foot range increment, +1 to hit; AP: Blast 5 (Extra: Area- Explosion)] (18ep) AP [1 ep]: Sword [Strike 3, +1 to hit, Mighty, Improved Critical] (6 ep) COMBAT Attack +10 (+11 Sword, +12 Firearms/Unarmed, +13 Assault Rifle) [Unarmed 4 dmg; Sword 7 dmg, 19-20 Crit; Assault Rifle 5 Autofire dmg // +2 dmg on Surprise Attack], Defense 23 (14 flat-footed), Initiative +8, Grapple +14, Knockback -3

Abilities 36 + Skills 16 + Feats 25 + Powers 30 + Combat 34 + Saves 9 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Deadpool as a PL 10, 150 pp PC. From what I’ve read, he seems dumb, but it’s a fun kind of dumb. Despite being a mercenary assassin, he’s got +2 Intimidate because he’s far too silly to take seriously. But he’s great at feints, tricks, and taunts. Deadpool has Benefit (Breaking the Fourth Wall) because, well, it wouldn’t be Deadpool if he couldn’t do that. His Regeneration is as good as Wolverine’s, although he might miss a check to recover from staggered or disabled once in a rare while (as his bonus on recovery checks is only +7—you can interpret this as him ‘not paying enough attention’ to recover fully). I’ve given Deadpool Regeneration from death, which Wolverine doesn’t have. Deadpool is silly, while Wolverine is serious, so there ought to be a greater feeling of danger with Wolverine. Deadpool can get killed twice a session if it has comedic value. His Regeneration ranks are split: 3 Bruised, 6 Injured, 4 Staggered, 6 Disabled, 4 Resurrection, plus 2 Power Feats makes 25 pp. His Assault Rifle doubles as a grenade launcher. Honestly, I’ve taken a liking to him—he’d be really fun to play.

DOCTOR DOOM STR +1 12

DEX +0 10

CON +2 14

PL13 INT +9 28

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA 4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16

+9

+7

+10

INJURED

Enhanced Feat 1 (see below), Flight 3 (50 MPH), Immunity 9 (Life Support) Protection 14, Strike 1 (Extras: Duration 2—Sustained, Aura) [Electrical] (4 pp), SuperSenses 1 (Infravision) Super-Senses 8 (Distance Sense, Radar 7 [Acute, Extended 2, Uncanny Dodge]) AP: Communication 8 (Radio; 2,000 mile range)

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Device 16 (Doom Battlesuit, Hard to Lose) (64 pp) Doom Battlesuit: (80 pp total) Blast Array: (32 pp base + 4 APs= 36 pp) Blast 14 (Power Feats: Accurate 3, Variable Descriptor [Force and/or Electricity]) (32pp) AP: Paralyze 14 (Extras: Alternate Save— Fortitude [+0], Range [Ranged]; Flaw: Action [Full Action], Power Feats: Accurate 3, Precise) (32 pp) AP: Force Shields: Create Object 14 (Extra: Impervious; Flaw: Duration—Concentration; Power Feats: Affects Insubstantial, Stationary, Subtle, Tether) (32pp) AP: Intensify Electricity Aura: Increase Strike Aura by 8 ranks (32 pp) AP: Doom Strength: Enhanced Strength 18 & Super-Strength 2 (Heavy Load: 3.2 tons) & Enhanced Feat 6: Attack Focus 6 (Melee) & Flight 2 (total: 250 MPH) (32 pp total)

STAGGERED

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

SKILLS Bluff 8 (+12), Computers 6 (+15), Concentration 4 (+8), Craft [Chemical] 4 (+13), Craft [Electronic] 12 (+21)*, Craft [Mechanical] 14 (+23)*, Diplomacy 8 (+12), Disable Device 6 (+15), Intimidate 12 (+16), Knowledge [Arcane Lore] 12 (+21)*, Knowledge [Civics] 4 (+13), Knowledge [Physical Sciences] 12 (+21), Knowledge [Technology] 12 (+21)*, Notice 4 (+8), Sense Motive 8 (+12), Languages 2 (English, German; base Latverian) FEATS Benefit 3 (Diplomatic Immunity, Status: Ruler of Latveria, Wealthy), Dodge Focus 5, Eidetic Memory, Inventor, Leadership, Luck, Master Plan, Ritualist, Skill Mastery (Craft [Electronic, Mechanical], Knowledge [Arcane Lore, Technology]), Speed of Thought, Ultimate Effort (Will save), Enhanced Feat: Power Attack COMBAT Attack +6 (+12 Blast/Paralyze/ Melee with Doom Strength) [Blast 14 dmg; Paralyze DC 24 Fort save; Unarmed 10 dmg w/ Doom Strength], Defense 20 (13 flat-footed), Initiative +9, Grapple +7 (+24 w/ Doom Strength), Knockback -8

Abilities 40 + Skills 32 + Feats 17 + Powers 64 + Combat 22 + Saves 20 = 195

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Doctor Doom as a PL 13, 195 pp PC. Building Doom on this few pp was hard. A number of his capabilities are subsumed into arrays to save pp—for example, instead of a powerful electricity aura, like my Human Torch build Doom has a weak aura by default, but can focus his suit’s energy on it to increase its power. Similarly, his super-strength is in the “Doom Strength” alternate power slot of his main Blast power. Like the battlesuit archetype, Doom’s greatest weakness is low Fort/Reflex saves, but I’ve kept them higher than most conversions so this isn’t crippling. Note that Radar in Ultimate Power has been errata’d to only cost 3 pp (Radar is an Accurate, Ranged, Radius Radio Sense). Speed of Thought is from the Mastermind’s Manual and lets you add your Int bonus to Initiative instead of your Dex bonus. Create Objects has a “trap opponents” function that does allow a Reflex save, so this save should be limited to Reflex DC 23. Technically, Steve Kenson has said that if taking an ability would put you over your caps you simply can’t take that ability at all (see here), but I think this is a pretty reasonable construction. Doom’s Create Objects power is mainly there to simulate an impenetrable force field, and shouldn’t generally be used to trap opponents in any case.

DOCTOR STRANGE STR +0 10

DEX +0 10

CON +6 22/14

PL12 INT +4 18

WIS +8 26/22

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16/+6*

+8

+6

+14

Contacts, Dodge Focus 3, Eidetic Memory, Ritualist, Skill Mastery (Concentration, Diplomacy, Knowledge [Arcane Lore], Sense Motive), Trance, Ultimate Effort (Will save)

POWERS

DAMAGE CONDITIONS

Super-Senses 3 (Magical Awareness [Acute, Analytical]) Force Field 10 “Shield of the Seraphim”

COMBAT Attack +6 (+10 Blast) [Blast 14 dmg], Defense 18 (13 flatfooted), Initiative +0, Grapple +6, Knockback -8

Concentration 12 (+20)*, Diplomacy 8 (+11)*, Gather Information 8 (+11), Knowledge [Arcane Lore] 16 (+20)*, Medicine 2 (+10), Notice 8 (+16), Sense Motive 8 (+16, Second Chance)*, Languages 2 (Greek, Latin; English base)

FEATS

*without Force Field

Magic Array (Drawback: Power Loss [when unable to gesture], [when unable to speak], -2pp) (35pp base + 7 APs -2 Drawback= 40pp) Astral Form 8 (2000 miles; Flaw: Duration [Concentration]; Power Feats: Dimensional 2 [any mystical dimension], Subtle) (35pp) AP: “Light of the Seven Suns of Cinnibus” Blast 14 (Power Feats: Accurate 2, Affects Insubstantial 2, Precise, Split Attack, Variable Descriptor [Mystic or Mystic + Fire]) (35pp) AP: Illusion 8 (All Senses—4 pp/rank; Extra: Selective Attack; Flaw: Phantasms; Power Feat: Progression 2 [Area; up to 25 ft radius]) (34pp) AP: “Hypnotism” Mind Control 11 (Extras: Conscious, Duration [Sustained; Lasting], Flaw: Sense-Dependent [Hearing], Power Feat: Subtle) (34pp) AP: “Crimson Bands of Cyttorak” Snare 11 (Extra: Area [Shapeable]; Power Feats: Affects Insubstantial, Reversible) (35pp) AP: Telekinesis 11 (25.6 tons; Extra: Range [Perception]; Power Feat: Precise) (34pp) AP: Teleport 10 (Extra: Accurate; Power Feat: Progression 4 [2500 lbs]) (34pp) AP: Transform 5 (25 lbs; Any inanimate to any inanimate—5 pp/rank; Extras: Duration [Continuous], Range [Perception]) (35pp)

SKILLS

BRUISED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

POWERS (continued) Device 2 (“Cloak of Levitation”; Hard to Lose) (8pp) Cloak of Levitation: Flight 5 (250 MPH) Device 3 (“Eye of Agamotto”; Hard to Lose; Power Feat: Restricted [those of pure soul]) (13 pp) Eye of Agamotto: Enhanced Feat 1: Second Chance (Sense Motive), Add 2 Alternate Powers to Magic Array: Communicate/Probe Minds: Telepathy 12 (Power Feat: Subtle) & Comprehend 2 (Languages [speak/ understand all]) (29pp) “Light of the All-Seeing Eye of Agamotto” Nullify 11 (All Concealment, Illusion, Obscure effects—2 pp/rank; Extras: Area [Burst], Duration [Concentration]; Flaw: Range [Touch]; Power Feat: Progression 2 [increase Area]) (35pp) Super-Senses 10 (True Sight) AP: Super-Movement 2 (Dimensional Movement 2 [mystical dimensions]; Extra: Portal [+2]; Power Feat: Progression 2 [25-ft. x 25-ft.]) (10 pp) AP: Super-Senses 4 (Postcognition, Flaw: Uncontrolled) (2pp)

INJURED

FATIGUE CONDITIONS FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Container 3 (“Sorcerer Supreme”, Permanent) (15pp) Sorcerer Supreme of Earth: Enhanced Feats 2 (Benefit [Status: Sorceror Supreme], Luck), Enhanced Constitution 8, Enhanced Wisdom 4, Immunity 2 (Age, Disease, both Limited [half effect]) (1pp)

Abilities 30 + Skills 16 + Feats 9 + Powers 89 + Combat 22 + Saves 14 = 180

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Doctor Strange as a PL 12, 180 pp PC. This was a hard build. He came out more complicated than I’d hoped because he has a lot of different powers and modifiers on those powers. I couldn’t resist throwing in the names for some of his spells. Doctor Strange is very powerful and versatile, by the standards of my PC conversions, but he has the usual magician weaknesses of needing to speak and gesture to cast spells, and low Fortitude and Reflex saves. One minor ret-con: here having become Sorcerer Supreme (and the associated abilities Strange was granted as a result) has given Doctor Strange Enhanced Constitution such that he has very high, but still human, Constitution. This keeps him a little more durable than he’d otherwise be. Doctor Strange has been variously described as immune to aging and disease or not, so I compromised and tacked on limited immunities to these. I gave Strange Postcognition on the Eye of Agamatto but flawed it to be Uncontrolled. In my experience GMs dislike having characters with usable at will Postcognition abilities. I remember a D&D game where I had a Psionicist with the “Sensitivity to Psychic Impressions” power (essentially Postcognition but going back hundreds of years)—my DM called it “Legend Bore.” As this is a PC build and will probably be used as part of a super-team, he doesn’t have his Sanctum Sanctorum as a separate headquarters or his faithful manservant Wong. Variable Descriptor is a power feat from Ultimate Power— it seems reasonable that Variable Descriptor could include adding or subtracting a descriptor [Fire, in this case] from a power, though this isn’t quite its intended use. Analytical is a Super-Senses modifier in Ultimate Power. 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. True Sight is a Super-Sense in Ultimate Power (it’s just built from the base super-senses in Ultimate Power). True Sight (10 ranks): You automatically see through any Concealment, Illusion, or Obscure effect, see the true form of any disguised creature (including traits that grant a Disguise bonus, like Morph and Shapeshift), and see any deliberately hidden or concealed item (secret door, hidden panel, etc.), although the GM may require a Notice check to detect the latter.

ECHO STR +2 14

PL9 DEX +5 20

CON +3 16

INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+5*

+6

+9

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Features 1 (Mimicry) Reflex Memory 2 (Extra: Feats [+1]) (20 pp) Super-Senses 4 (Detect Weakness [visual; Ranged, Acute, Analytical]; Flaw: Limited [Mimicked subjects; -1]; 2pp)

SKILLS Acrobatics 7 (+12), Craft [Artistic] 4 (+6), Disguise 4 (+6), Intimidate 6 (+8), Knowledge [Popular Culture] 4 (+6), Knowledge [Streetwise] 4 (+6), Notice 12 (+14), Perform [Dance] 4 (+6), Sense Motive 12 (+14), Stealth 5 (+10 / +15 Urban), Languages 2 (Japanese, Sign Language; base: English)

FEATS Acrobatic Bluff, Ambidexterity, Assessment, Challenge (Lip Reading), Defensive Roll 2, Dodge Focus 4, Elusive Target, Equipment 2, Evasion, Improved Initiative, Jack-Of-All-Trades, Power Attack, Takedown Attack, Uncanny Dodge (Visual) DRAWBACKS Disability (Deafness; Very Common, Moderate; -4pp)

EQUIPMENT Arsenal (7 ep equipment array) Katana: Strike 3 (Improved Critical, Mighty, Masterwork: +1 to hit) (6 ep) AP: Twin nunchaku [1ep]: Strike 3 (Masterwork: +1 to hit, Mighty, Split Attack) (6 ep) Costume: Protection 2, Camoflauge (Urban) (3 ep) COMBAT Attack +12 (+13 Katana/Nunchaku) [Unarmed 2 dmg; Katana 5 dmg, 19-20 Crit; Twin nunchaku, 5 dmg], Defense 21 (14 flat-footed), Initiative +9, Grapple +14, Knockback -3

Abilities 32 + Skills 16 + Feats 19 + Powers 23 + Combat 38 + Saves 11 – Drawbacks 4 = 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Echo/Ronin/Maya Lopez as a PC at PL 9, 135 pp. Her signature power is photographic reflexes, much like Taskmaster. Reflex Memory is from Ultimate Power and lets you gain 5 pp/rank of physical skills and combat bonuses by observing them being used (and the Feats extra adds general, combat and skill feats). I’ve built her with two ranks in Reflex Memory and quite a few existing feats, skills and combat bonuses because I think it’s easier to deal with smaller rather than larger Variable effects. Her 10 pp to distribute is still enough to master entire combat forms, given her base stats. Challenge feats are from the Mastermind’s Manual; Challenge (Lip Reading) lets Maya use Lip Reading (Mastermind’s Manual, pg 14) without the usual -5 penalty on the Notice check. Hat tip to Taliesin’s build of Echo for the inspiration for this one.

ELEKTRA STR +2 14

PL9

DEX +5 20

CON +4 18

INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+5

+9

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 2 (Twin Sais, Easy to Lose; Feature—has two sai; losing one only removes Autofire ability) (7 pp) Twin Sais: Strike 2 (Extra: Autofire on Strength and Strike; Power Feats: Improved Critical, Mighty, Weapon Bind) (9 pp) AP: Blast 2 (Flaw: loses one Sai on use; Power Feats: Accurate 2, Improved Critical, Improved Range, Mighty 2, Ranged Pin; Drawback: Reduced Range: one-half normal, -1 pp) (50 foot range increment, 100-foot maximum range) (8 pp) SKILLS Acrobatics 9 (+14)*, Bluff 8 (+11/+15), Climb 5 (+7)*, Diplomacy 0 (+3/+7), Escape Artist 5 (+10), Gather Information 8 (+11), Intimidate 10 (+13)*, Knowledge [Streetwise] 8 (+10), Notice 8 (+11), Sense Motive 8 (+11), Stealth 12 (+17)*, Language 3 (English, Japanese, Spanish; base: Greek) FEATS Acrobatic Bluff, Assessment, Attack Focus 4 (Melee), Attack Specialization (Sai), Attractive, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Evasion, Grappling Finesse, Hide in Plain Sight, Improved Disarm, Improved Initiative, Move-By Action, Power Attack, Redirect, Skill Mastery (Acrobatics, Climb, Intimidate, Stealth), Takedown Attack 2, Ultimate Defense, Uncanny Dodge (Hearing)

COMBAT Attack +8 (+12 melee, +14 Sai) [Unarmed 2 dmg; Sais melee 4 Autofire dmg, 19-20 crit; Thrown Sai 4 dmg, 19-20 crit], Defense 22 (14 flat-footed), Grapple +17, Initiative +9, Knockback -3

Abilities 38 + Skills 21 + Feats 30 + Powers 7 + Combat 30 + Saves 9 = 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

Here’s Elektra as a PC at PL 9, 135 pp. Elektra is like a more offensive minded, stealthier version of Nightwing. Note that if she power attacks this does not increase the maximum extra damage she can get from Autofire. Her Sai’s Blast power represents a thrown sai. Like Nightwing, I didn’t give her Sneak Attack because it would make her weaker offensively than I envision her; a PL 10 version would get it. 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

FORTUNE

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.

EMMA FROST STR -1 8

DEX +1 12

CON +2 14

PL10 INT +4 18

WIS +5 20

BRUISED

CHA +5 20

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8/+3*

+5

+6

+10**

*Flat-footed

DAMAGE CONDITIONS

INJURED

POWERS

Bluff 10 (+15/+19), Concentration 12 (+17), Diplomacy 6 (+11/+15), Gather Information 8 (+13), Intimidate 8 (+13), Knowledge [Behavioral Sciences] 8 (+12), Knowledge [Business] 8 (+12), Knowledge [Technology] 4 (+8), Notice 6 (+11), Sense Motive 10 (+15)









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Mind Shield 4 Super-Senses 2 (Danger Sense [Mental], Mental Awareness)

SKILLS

UNCONSCIOUS

FATIGUE CONDITIONS

*+14 vs. mental effects

Mental Array (32 pp base — 37 pp) Base: Mental Blast 8 AP: Telepathy 10 (Power Feat: Subtle) + Comprehend 2 (Languages- Speak/Understand any) + Super-Senses 4 (Detect Life [at Range, Acute, Radius]) (29 pp) AP: ESP 10 (Vision and Hearing; Power Feat: Subtle) (31 pp) AP: Emotion Control 8 (Extras: Area [Burst] (40foot radius), Selective Attack) (32 pp) AP: Illusion 6 (All Senses; Extras: Sustained, Selective Attack; Flaw: Phantasms, Power Feat: Progression 2 [25 foot radius]) (32 pp) AP: Mind Control 10 (Extra: Conscious; Power Feats: Mental Link, Subtle) (32 pp)

STAGGERED

FEATS Attractive, Benefit (Wealthy), Connected, Contacts, Defensive Roll 5, Dodge Focus 3, Fascinate (Bluff), Jack of All Trades, Leadership, Taunt, Tough, Uncanny Dodge (Mental) COMBAT Attack +3, Defense 22 (15 flat-footed), Initiative +1, Grapple +2, Knockback -4

Abilities 32 + Skills 20 + Feats 18 + Powers 43 + Combat 24 + Saves 13= 150 pp

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

T

his is old-school Emma Frost as a PC at PL 10, 150 pp. She’s an incredibly powerful telepath but is fairly fragile for a PL 10 PC. No telekinetic powers in this version, since she’s so powerful even without them (though it would make sense to use Extra Effort to have her power stunt a telekinetic power). No diamond form—I think she’s a better character without it. Tough is from the Mastermind’s Manual and adds 1 to your Toughness save.

GAMBIT STR +2 14

PL10

DEX +7 24

CON +3 16

INT +1 12

WIS +2 14

BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6

+5

+11

+6*



DAMAGE CONDITIONS

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*+10 vs. mental effects

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Kinetic Control Array (18 pp base — 16 pp total) Base: Kinetic Control 6 (Extra: Autofire) (18 pp) AP: Kinetic Control 6 (Extra: Area [Burst]) (18 pp) Drawbacks: Power Loss [without medium; Uncommon, Minor, -1 pp], Reduced Range (one fifth normal maximum range, -2 pp) Mind Shield 4 (Extra: Continuous; Flaw: Permanent) SKILLS Acrobatics 8 (+15)*, Bluff 11 (+15/+19)*, Diplomacy 0 (+4/+8), Disable Device 9 (+12), Escape Artist 3 (+10), Gather Information 8 (+12), Knowledge [Streetwise] 8 (+9), Notice 8 (+10), Sense Motive 8 (+10), Sleight of Hand 8 (+15)*, Stealth 8 (+15)*, Languages 1 (English; base: French) FEATS Acrobatic Bluff, Attack Specialization 5 (Thrown Objects/Weapons 2, Staff 3), Attractive, Dodge Focus 7, Elusive Target, Equipment 2, Evasion 2, Fascinate (Bluff), Fast Disable Device, Grappling Finesse, Improved Initiative, Luck, Quick Draw, Power Attack, Precise Shot, Skill Mastery (Acrobatics, Bluff, Sleight of Hand, Stealth), Sneak Attack, Tough, Ultimate Defense, Uncanny Dodge (Visual)

EQUIPMENT Quarterstaff: Strike 2 (Power Feats: Extended Reach, Mighty, Split Attack, Subtle [collapsible]) (6 ep) Body Armor: Protection 2 (Subtle) (3ep) Masterwork Lock Picks (Disable Device Tools) (1 ep), Playing Cards (0 ep) COMBAT Attack +8 (+12 charged cards, +14 Staff) [Unarmed 2 dmg, Staff 4 dmg, Kinetic Control 6 Autofire dmg // +2 dmg on Sneak Attack], Defense 24 (14 flatfooted), Initiative +11, Grapple +15, Knockback -3

Abilities 38 + Skills 20 + Feats 32 + Powers 20 + Combat 30 + Saves 10 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Gambit as a PL 10, 150 pp PC. He looks like a blast to play, no pun intended. Note that since I’m going by Ultimate Power, Gambit’s maximum range on his Blast powers is 120 feet; his range increment on his Autofire Blast is 60 feet. Fast Disable Device is a feat of my own devising and is Quickness 3 (Limited to Disable Device checks [-2]), for 1 pp, taken as a feat. FAST DISABLE DEVICE

SKILL

You can make Disable Device checks at 10 x normal speed (so you can take 20 in 2 minutes, providing you’re in a situation when you could take 20). Note that Gambit’s Disable Device skill bonus includes Masterwork tools. Tough is from the Mastermind’s Manual and adds 1 to your Toughness save. 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

FORTUNE

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.

HAWKEYE STR +3 16

DEX +5 20

PL10 CON +3 16

INT +1 12

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+5*

+6

+10

+6

INJURED

POWERS

SKILLS Acrobatics 10 (+15), Bluff 10 (+12), Concentration 2 (+5), Craft [Mechanical] 8 (+9), Knowledge [Streetwise] 6 (+7), Knowledge [Tactics] 4 (+5), Notice 9 (+12), Pilot 5 (+10), Search 8 (+9), Sense Motive 5 (+8), Stealth 5 (+10)

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed

Device 4 [Bow and Arrows, Easy to Lose] (12pp) Bow and Arrows: Power Feats: Improved Range 2 Blast 6 (Extra: Area [Burst], Flaw: Full-Round Action) (12 pp) [Exploding Arrow] AP: Blast 3 (Power Feats: Mighty 3, Split Attack, Variable Descriptor 2 [any technological]) (12 pp) AP: Blast 3 (Extra: Penetrating 6; Power Feats: Mighty 3) (12 pp) [Adamantium Arrow] AP: Dazzle 6 (Visual) (12 pp) AP: Obscure 4 (Visual, 50-foot radius; Extra: Independent (+0)) [Smoke Arrow] (8 pp) AP: Snare 6 (12 pp) AP: Super-Movement 1 (Swinging), Speed 1 (only swinging) (3 pp)

STAGGERED

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

FEATS Accurate Attack, Acrobatic Bluff, Attack Focus 4 (Ranged), Defensive Attack, Defensive Roll, Dodge Focus 5, Eagle Eyes, Equipment, Evasion 2, Improved Aim, Improved Critical 2 (Bow), Improved Initiative 2, Improved Ranged Disarm, Leadership, Luck, Move-By Action, Power Attack, Precise Shot 2, Quick Draw, Ranged Pin, Set Up, Taunt, Teamwork, Ultimate Defense, Ultimate Effort (Ultimate Aim), Uncanny Dodge (Visual) COMBAT

EQUIPMENT Costume: Protection 2, Commlink, GPS, Signal Flare [5 ep]

Attack +10 (+14 ranged) [Bow and Arrows, 6 dmg, 18-20 crit; or by arrow]; Defense 24 (15 flat-footed), Initiative +13, Grapple +13, Knockback -3

Abilities 34 + Skills 18 + Feats 37 + Powers 12 + Combat 38 + Saves 11 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Hawkeye as a PL 10, 150 pp PC. He definitely qualifies as the world’s greatest archer and he comes equipped with an arrow for almost any situation. But he’s also an incredible acrobat, a capable leader and team player, a craftsman, and a good allaround combatant. Note that by Ultimate Power Improved Range 2 means that Hawkeye’s bow has a range increment of (50x the rank in each power) feet but its maximum range is still (100x the rank in each power) feet. If you’re playing a Hawkeye who is mostly deaf, he should have a hearing aid that lets him function normally most of the time—when his being mostly deaf comes up, it’s a Complication (you can handle this entire mechanic with Complications—no need to give him separate equipment or drawbacks). Eagle Eyes is from the Mastermind’s Manual and is Super-Senses 1 (Extended Vision), taken as a feat. Improved Range Disarm is also from there and negates the attack roll penalty for disarming with a ranged attack. Independent is a +0 extra on Obscure from Ultimate Power: Independent: The Obscure effect requires no maintenance from you, but fades by 1 power point of effectiveness per round until it is gone. You cannot turn off an Independent Obscure effect yourself unless you have the Reversible power feat. Signal Flares are from Agents of Freedom (a 1 pp piece of equipment). For Hawkeye, I’d say he uses his bow to shoot the signal flares. Signal Flare Gun: This gun can fire a brightly glowing flare into the air. Anyone within a mile can spot the flare with a DC 10 Notice check. 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

FORTUNE

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.

HUMAN TORCH STR +1 12

DEX +3 16

CON +2 14

PL10 INT +1 12

WIS +0 10

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8*/+4**

+5

+9

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*6 Impervious vs. physical attacks **without Force Field

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Immunity 6 (Environmental Condition [Heat], Fire damage) Alternate Form 6 “Flame On!” (30 pp) Fire Form Traits (30 pp total) Strike 2 (Extras: Duration—Sustained [+2], Aura [+1], Power Feat: Selective) [Flame Aura] (9 pp); Linked Power: Force Field 6 (Extra: Impervious; Flaw: Impervious is Limited [to physical damage]) (9 pp) Flight 6 (500 mph) (12 pp) Fire Control 13 (26 pp + 5 APs= 31 pp) AP: Blast 12 (Power Feats: Accurate, Precise) (26 pp) AP: Dazzle 12 “Fire Flash” (Visual; Power Feats: Accurate, Precise) (26 pp) AP: Flame Objects 12 (Power Feat: Precise) (25 pp) AP: Strike 10 “Nova Blast” (Extra: Area—Burst, Power Feat: Progression 2—radius 5, 10, or 25 ft/ rank) (22 pp) AP: “Intensify Energy Aura” Increase Strike Aura by 6 ranks, Increase Flight by 1 rank (total: 1000 mph) (26 pp) EQUIPMENT Unstable Molecule Uniform (5ep): Protection 2, Commlink, GPS Receiver, PDA

SKILLS Acrobatics 9 (+12), Bluff 8 (+11/+15), Concentration 8 (+8), Craft [Mechanical] 4 (+5), Diplomacy 0 (+3/+7), Drive 5 (+8), Knowledge [Popular Culture] 4 (+5), Notice 5 (+5), Sense Motive 5 (+5) FEATS Accurate Attack, All-Out Attack, Attack Focus 1 (Ranged), Attractive, Dodge Focus 7, Equipment, Evasion, Improved Initiative 2, Move-By Action, Power Attack, Taunt, Teamwork COMBAT Attack +5 (+6 Ranged, +8 Blast/Dazzle) [Unarmed 1 dmg, Blast 12 dmg, Dazzle Reflex DC 22], Defense 22 (13 flat-footed), Initiative +11, Grapple +6, Knockback -7 (-4 vs. energy attacks)

Abilities 20 + Skills 12 + Feats 19 + Powers 67 + Combat 20 + Saves 14 – Drawbacks 2 = Total 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

ICEMAN STR +5 20/12

PL10

DEX +3 16

CON +2 14

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10*/+2**

+6

+8

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*4 Impervious **Out of Ice Form POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Flight 4 (Flaw: Platform) (100 mph) Immunity 5 (Cold Effects) Super-Senses 1 (Infravision) Alternate Form 4 “Ice Form” (Sustained) (20 pp) Ice Form: Enhanced Strength 8, Protection 8 (Impervious 4) (12pp) Cold Control Array (28 pp base — 37 pp) Base: Cold Control 14 (28 pp) AP: Blast 12 [Ice] (Power Feats: Precise, Split Attack) (26 pp) AP: Blast 8 [Ice] (Extra: Targeted Area [Shapeable]; Power Feat: Precise) (25 pp) AP: Create Object 9 [Ice] (Extra: Continuous, Power Feat: Precise) (28 pp) AP: Drain Toughness 12 (Affects Objects and Only Objects (+0); Extra: Range [Ranged]; Power Feats: Reversible, Precise, Slow Fade) (27 pp) AP: Environmental Control 14 (Mix-and-Match Environments; Distraction [DC 10], Hamper Movement [one-quarter speed]; Extra: Independent (+0)) (28 pp) AP: Fatigue 7 [Cold] (Extra: Range [Perception] [+2]) (28 pp) AP: Healing 9 (Power Feats: Persistent, Regrowth; Flaw: Limited [Self Only]) (11 pp) AP: Snare 12 (Power Feats: Reversible, Precise) [Ice] (26 pp) AP: Snare 8 (Extra: Area [Shapeable]; Power Feats: Reversible, Precise) [Ice] (26 pp)

SKILLS Acrobatics 4 (+7), Bluff 12 (+14), Concentration 8 (+10), Craft [Artistic] 4 (+5), Knowledge [Business] 6 (+7), Knowledge [Pop Culture] 6 (+7), Notice 4 (+6), Sense Motive 4 (+6 FEATS Attack Specialization (Cold Control Array), Dodge Focus 3, Evasion, Improved Initiative, Move-By Action, Taunt, Teamwork 2 COMBAT Attack +6 (+8 Ice Array) [Ice Blast 12 dmg, Targeted Area Ice Blast 8 dmg, Snare Reflex DC 22], Defense 20 (14 flat-footed), Initiative +7, Grapple +11, Knockback -7

Abilities 22 + Skills 12 + Feats 10 + Powers 67 + Combat 26 + Saves 13 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Iceman as a PL 10, 150 pp PC. I managed to make him without a Dynamic Array, which makes him simpler than he would otherwise be. The place where this has the most impact is his Environmental Control power, which I had to give the Independent extra to so that he could use it at the same time as his instantduration array powers. The more thematically compelling way to do this is to give him a fully Dynamic Array and a regular Sustained Environmental Control power—but that costs more pp and results in a more complicated character.

Bobby’s Environmental Control power uses the mix-and match environment optional rules from Ultimate Power: Rather than having a set list of effects he can create, divide its cost for any given use among the effects listed, making it a limited sort of Variable structure. This makes Environmental Control more powerful, which I think is fine since it’s a pretty weak effect.

Technically, the book lists Immunity (Cold) as a 10 pt immunity. However, I think cold by itself is too narrow to be 10 pp—the reason is that Cold is almost exclusively a descriptor of Fort save attacks, while Ice is the descriptor associated with Toughness and Reflex save attacks. So Cold + Ice might qualify as a 10 pp immunity, but Cold alone shouldn’t.

like a continuous duration effect, although it can still be countered or nullified (also like a continuous effect). This is like a combination of the Duration (continuous) and Fades modifiers. An Independent Alternate Power continues to function even when the Array is switched to a different configuration.

Platform is a flaw on Flight from Ultimate Power: If you suffer any knockback while flying or you are grappled by someone standing on the ground, you’re knocked or pulled off your platform and cannot fly. You can regain I’ve tried to keep this from being “T-2000 Iceman”—no the use of your flying platform by reactivating your Flight Regeneration (Resurrection) or the like—he has a very effect. strong healing power but it’s active, not passive, so he Independent is a +0 Extra from Ultimate Power. Indepenwon’t automatically reform after being broken into a mil- dent: Applied to a sustained effect, this modifier makes lion pieces. I also didn’t include his Water or Vapor forms. its duration independent of the user and based instead What I did try to include was a lot of built in APs based on on the number of power points in the effect. The effect his cold/ice schtick. He can drain the heat from some- occurs normally and then fades at a rate of 1 power point one’s body at Perception range and has a nice variety of of effectiveness per round until it is gone. While it lasts, Snare and Blast effects. it requires no attention or maintenance from the user,

INVISIBLE WOMAN STR +0 10

DEX +2 14

CON +1 12

PL10

INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+13/+3*

+5

+6

+9

INJURED

POWERS

Force Field 12 Concealment 4 (all visual; Flaw: Passive, Power Feat: Selective) (5 pp) SKILLS Bluff 4 (+6/+10), Computers 4 (+6), Concentration 12 (+15), Diplomacy 8 (+10/+14), Knowledge [Business] 4 (+6), Knowledge [Technology] 4 (+6), Notice 8 (+11), Perform [Acting] 4 (+6), Sense Motive 8 (+11), Stealth 8 (+10)

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Without Force Field Force Array: (40 pp base + 5 APs= 45 pp) Create Objects 12 “Force Constructs” (Extra: Movable; Power Feats: Progression, Stationary, Subtle, Tether) (40 pp) AP: Blast 12 (Extra: Autofire, Power Feats: Accurate, Precise, Subtle) (39 pp) AP: Concealment 4 (all visual; Extras: Attack [+1], Area—Burst, Selective Attack; Power Feats: Close Range, Progression [increase area], Selective) (23 pp) AP: “Force Shield”: Force Field adds Impervious and Affects Others and Ranged extras and Progression 3 (affects 10 others) (39 pp) AP: Immunity 9 (Life Support, Sustained; Extras: Affects Others [+1], Area—Shapeable) (27 pp) AP: Super-Senses 3 (Invisibility Awareness 3 [Accurate]) (3 pp) & Nullify 12 (Invisibility effects; Extra: Duration—Concentration) (24 pp)

STAGGERED

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

FEATS Accurate Attack, Attractive, Connected, Defensive Attack, Equipment, Improved Initiative, Interpose, Leadership, Luck, Power Attack, Teamwork 2 EQUIPMENT Unstable Molecule Uniform (5ep): Protection 2, Commlink, GPS Receiver, PDA COMBAT Attack +6 (+8 Force Bolt) [Force Bolt 12 Autofire damage], Defense 17 (14 flat-footed), Initiative +6, Grapple +6, Knockback -6 (-12 with Impervious array slot)

Abilities 20 + Skills 16 + Feats 12 + Powers 62 + Combat 26 + Saves 14 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s the Invisible Woman as a PC at PL 10, 150 pp. She was definitely the hardest of the Fantastic Four to build. Invisibility and Force Constructs/ Force Fields that can affect your allies are potentially game-breaking, and I find it hard to do force field based characters (see my Jean Grey build for more commentary on force field builds). I tried to avoid making Sue overwhelmingly powerful— hence, she can’t grant her teammates use of Invisibility while using her force powers to attack, and her default Concealment power is Passive. Her big Concealment power is a little unwieldy—she can affect her choice of characters, friend or foe (Selective Attack extra), including herself, within a 40-ft radius, with saves as against a normal area attack for unwilling targets. She can choose to leave only part of a character concealed (the Selective power feat). Sue’s costume doesn’t stack with her force field, but it will help if she’s caught without her force field up. Note that Create Objects has a “trap opponents” function that does allow a Reflex save, so this save should be limited to Reflex DC 20. Technically, Steve Kenson has said that if taking an ability would put you over your caps you simply can’t take that ability at all (see here), but I think this is a pretty reasonable construction.

IRON FIST STR +4 18

PL10

DEX +6 22

CON +4 18

INT +2 14

WIS +6 22

DAMAGE CONDITIONS BRUISED

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+7

+10

+10

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Speed 1 (10 mph) Chi Array (9 pp) Enhanced Feat 5 ‘Combat Sense’ (Attack Focus 5 [Melee]) AP: Healing 5 (Flaw: Self-Only) AP: Leaping 3 & Super-Movement 1 (SlowFalling) AP: Super-Senses 5 (Extended Hearing, Accurate Hearing, Extended Vision, Low-Light Vision) AP: Strike 5 ‘Iron Fist’ (Flaw: Unreliable [5 uses]; Power Feats: Improved Critical, Mighty)

SKILLS FEATS Acrobatic Bluff, Assessment, Attack Specialization 2 (Unarmed), Blind Fight, Defensive Attack, Defensive Roll 2, Dodge Focus 5, Elusive Target, Evasion 2, Grappling Finesse, Improved Critical (Unarmed), Improved Initiative, Improved Throw, Luck, Moveby Action, Power Attack, Redirect, Skill Mastery (Acrobatics, Concentration, Sense Motive, Stealth), Stunning Attack, Takedown Attack 2, Trance, Ultimate Defense, Uncanny Dodge (Hearing)

Acrobatics 12 (+18)*, Bluff 8 (+8), Concentration 9 (+15)*, Escape Artist 4 (+10), Intimidate 8 (+8), Investigate 4 (+6), Knowledge [Arcane Lore] 4 (+6), Knowledge [Business] 4 (+6), Medicine 1 (+7), Notice 12 (+18), Sense Motive 12 (+18)*, Stealth 8 (+14)*, Languages 2 (Chinese, Japanese; base: English) COMBAT Attack +7 (+11 Iron Fist, +12 melee, +16 Unarmed) [Unarmed 4 dmg, 19-20 Crit; Iron Fist 9 dmg, 18-20 Crit], Defense 24 (15 flat-footed), Initiative +10, Grapple +18, Knockback -3

Abilities 44 + Skills 22 + Feats 31 + Powers 10 + Combat 32 + Saves 11= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Iron Fist as a PL 10, 150 pp PC. He’s one mean dude. This should have been the core book archetype. If someone wants a generic awesome PL 10, 150 pp martial artist, get a new picture and a new name and you’re set to go. There isn’t anything this guy can’t do. He Acrobatic feints incredibly well, is almost impossible to feint himself, has great Notice and Super-Senses and can heal himself. With his Iron Fist power and full Power Attack he can get to 14 damage, with criticals on 18-20 for 19 damage (ouch!). He has Speed 1 to reflect his command of chi greatly enhancing his foot speed and I also gave him a Leaping/Slow Falling power which represents channeling his chi to get a “flying people, hidden wires” effect. About his only limitation is that he can only use his Iron Fist 5 times—and if he uses it the fifth time he loses access to that power which in turn means he can’t use his entire Chi Array! I felt this was a good way to let him use the Iron Fist while representing that it is too tiring to use often. He recovers uses of the Iron Fist by going into a Trance and meditating for a not insignificant length of time. 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

FORTUNE

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.

IRON MAN STR +12 34/12

DEX +1 12

PL11 CON +2 14

INT +6 22

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+6

+6

8

INJURED

POWERS

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









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 18 [Iron Man Battle Suit, Hard to Lose, Power Feat: Restricted 2] (74 pp)

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)

UNCONSCIOUS

FATIGUE CONDITIONS

*12 Impervious

Iron Man Battle Suit: Enhanced Feats 4 (see below), Protection 12 (Extra: Impervious), Immunity 9 (Life Support) Super Senses 3 (Direction Sense, Distance Sense, Infravision) Super-Senses 5 (Radar [Acute, Extended]) AP: Communication 5 (Radio: 5 miles) Flight 5 (Dynamic; 250 mph) DAP: Super Strength 5 (Heavy Load: 45 tons))

STAGGERED

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 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

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

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’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.

IRON MAN STR +14 38/12

DEX +1 12

PL12 CON +2 14

INT +6 22

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA 3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+7

+7

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*+12 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 19 (Iron Man Battle Suit, Hard to Lose; Power Feat: Restricted 2) (78pp) Iron Man Battle Suit: Enhanced Feats 4 (see Feats section) Protection 12 (Extra: Impervious) Immunity 9 (Life Support) Flight 5 (250 mph; Dynamic) (13pp total) DAP: Super Strength 5 (Heavy Load: 77 tons)) Blast Array: 35pp (31pp base + 4 Alternate Powers) Enhanced Strength 26 & Enhanced Feat 5: Attack Focus 4 (Melee) & Attack Specialization (Unarmed) (31pp) AP: Blast 14 (Power Feats: Accurate x3) (31pp) [Force] AP: Stun 14 [Sonic] (Extra: Ranged; Flaw: FullRound Action; Power Feats: Accurate x3) (31pp) AP: Blast 14 “Uni Beam” (Extra: Targeted Area—Line; Flaw: Range: Touch; Power Feats: Accurate x3) (31 pp) AP: Blast 10 (Extra: Area—Burst) (30pp) Super Senses 4 (Direction Sense, Distance Sense, Extended Sight, Infravision) Super-Senses 5 (Radar [Acute, Extended]) AP: Communication 5 (Radio: 5 miles)

SKILLS Bluff 8 (+11/+15), Computers 6 (+12), Craft [Electronics] 16 (+22), Craft [Mechanical] 16 (+22), Diplomacy 8 (+11/+15), Disable Device 6 (+12), Gather Information 8 (+11), Knowledge [Business] 10 (+16), Knowledge [Technology] 16 (+22), Notice 6 (+8), 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 DRAWBACKS Normal Identity [Tony Stark; Full-Round Action, -4 pp] COMBAT Attack +4 (+10 Unarmed/Blasters) [Unarmed 14 damage, Blast 14 dmg, Stun Fort DC 24], Defense 20 (14 flat-footed), Initiative +6, Grapple +22 (+5 w/o Enhanced Strength AP, doesn’t include DAP Super-Strength), Knockback -13

Abilities 30 + Skills 27 + Feats 10 + Powers 78 + Combat 22 + Saves 17 - Drawbacks 4= 180

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Iron Man as a PC at PL 12, 180 pp. Tony is really, really good. Social skills, technical skills, bulletproof and unaffected by the environment, flight, super-strength, super-senses, a versatile set of blast powers, and he’s one of the the best businessmen in the world—Donald Trump, eat your heart out! Like the battlesuit archetype, Tony’s greatest weakness is low exotic (Fort/Reflex/Will) saves. His inventions will be quite useful, given his high Craft and Knowledge skills. 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. I haven’t decided what descriptor his Area [Burst] blast is. It could be a Missile Launcher, an exploding ball of force, or whatever else seems appropriate (a missile would usually be Area [Explosion] but I prefer Area [Burst] because from the GM’s side it’s much easier to deal with in play and from the player’s side it’s easier to avoid collateral damage), 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.

JEAN GREY STR +0 10

DEX +1 12

PL10 CON +2 14

INT +2 14

WIS +5 20

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*/+2**

+4

+6

+10***

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*12 Impervious with base Telekinesis Array slot active **Without Force Field ***Add Mind Shield 5 when base Mental Array slot active

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

POWERS Flight 2 (25 MPH) Force Field 12 Telekinetic Array (25 pp base — 28 pp total) Base slot: Force Field adds Impervious & Affects Others extras & Progression 1 (affects 2 others) (25 pp) AP: Telekinesis 8 (Extra: Range [Perception]; Power Feat: Precise) (25 pp) AP: Blast 10 (Power Feats: Accurate x3, Power Attack, Precise) [Force] (25pp) AP: Create Objects 10 (Power Feats: Progression [one 10-ft cube/rank], Stationary, Subtle 2, Tether) (25 pp) Mental Array (32 pp base — 37 pp total) Base slot: Communication 11 (Extra: Two-Way; Power Feat: Subtle) & Comprehend 2 (Languages [Speak & Understand all]) & Mind Shield 5 (32 pp) AP: Mind Reading 10 (Extra: Action- Move Action; Power Feat: Subtle) (31 pp) AP: ESP 10 (Vision and Hearing; Power Feat: Subtle) (31 pp) AP: Illusion 7 (all senses; Extra: Selective Attack; Flaw: Phantasms; Power Feat: Progression 2 [illusion covers up to 25-ft. radius]) (30 pp) AP: Mental Blast 8 (32 pp) AP: Mind Control 10 (Extra: Conscious; Power Feats: Mental Link, Subtle) (32 pp)

SKILLS Bluff 0 (+2/+6), Concentration 12 (+17), Diplomacy 8 (+10/+14), Medicine 1 (+6), Notice 3 (+8), Pilot 4 (+5), Sense Motive 8 (+13)

FEATS Attractive, Dodge Focus, Eidetic Memory, Interpose, Leadership, Teamwork

COMBAT Attack +4 (+10 Telekinetic Blast) [Blast 10 dmg]; Defense 16 (13 flat-footed), Initiative +1, Grapple +4, Knockback -13 (-7 when not using base telekinesis power)

Abilities 24 + Skills 9 + Feats 6 + Powers 81 + Combat 18 + Saves 12 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Jean Grey as a PC at PL 10, 150 pp. I find it very hard to do characters with bubble-style force fields in M&M. A key problem is that Force Field the power only provides a Toughness bonus but a bubble-style force field should protect against more than this. However, you don’t want to make a character with a bubblestyle force field impossible to hurt. So Jean has a regular force field power, an array slot that adds Impervious and Affects Others to her Force Field, and a separate array slot for Create Objects. This gives her a few different options—protect herself and those right next to her particularly well from damaging attacks (the Impervious/Affects Others slot), use her telekinesis/telekinetic blast while still having access to most of her personal protection, or create a large bubble style force field that can protect a number of allies in a broad area from a wide variety of attacks but that her allies can’t attack through (Create Objects). In general, GMs should watch out for a character constantly wrapped in a transparent Create Objects effect while attacking through it (either because it’s Selective or because the character is using Perception powers), and Jean is no exception. Note that the Affects Other extra specifically listed for Force Field in Ultimate Power is slightly different from the generic Affects Others extra listed in the core book (the extra in the core book more or less lets you grant someone you are touching a second copy of a power rather than simply extending your power’s effect to that person). Affects Others: This extra (as a +1 modifier) extends the benefits of your Force Field to one other person you are touching. Steve Kenson has suggested that it should be a +1 extra to have Communication be two-way; whoever you’re communicating with can communicate with you in the same way. So my build reflects that.

JUBILEE STR 0 10

PL8

DEX +4 18

CON +2 14

INT +1 12

WIS +0 10

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4/+2*

+3

+8

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Immunity 1 (Own powers) Fireworks Array: (18 pp base + 4 APs= 22 pp) Base: Light Control 9 ‘Fireworks’ (18 pp) AP: Blast 9 (18 pp) AP: Dazzle 9 (Visual) (18 pp) AP: Stun 9 (Extra: Range [Ranged], Alternate Save [Will] (+0); Flaw: Daze) (18 pp) AP: Blast 6 (Extra: Area [Burst]) (18 pp)

FEATS SKILLS Acrobatics 10 (+14), Bluff 8 (+11/+15), Computers 4 (+5), Craft [Artistic] 1 (+2), Diplomacy 4 (+7/+11), Disable Device 8 (+9), Escape Artist 4 (+8), Knowledge [Popular Culture] 8 (+9), Knowledge [Streetwise] 8 (+9), Medicine 4 (+4), Notice 5 (+5), Sense Motive 5 (+5), Sleight of Hand 6 (+10), Stealth 8 (+12), Languages 1 (English; base: Chinese)

Acrobatic Bluff, Attack Specialization (Fireworks), Attractive, Beginner’s Luck, Defensive Roll 2, Distract (Bluff), Dodge Focus 5, Elusive Target, Evasion, Improved Initiative, Improved Trick, Luck, Precise Shot, Redirect, Set-Up, Taunt, Teamwork COMBAT Attack +5 (+7 Fireworks) [Blast 9 dmg; Dazzle Reflex DC 19, Daze Will DC 19], Defense 22 (14 flatfooted), Initiative +8, Grapple +5, Knockback -2

Abilities 20 + Skills 21 + Feats 22 + Powers 23 + Combat 24 + Saves 10 = 120

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Jubilee as a PC at PL 8, 120 pp. She’s an awfully effective character for being Jubilee but I haven’t gone with a version that can ‘potentially cause nuclear blasts if her powers go out of control.’ I don’t include most of this ‘secondary mutation/supreme untapped power’ stuff in my X-Men builds. Improved Trick is from the Mastermind’s Manual and lets Jubilee use the Trick function of Bluff as a move action at no penalty. Consistent with this being ‘very effective Jubilee’, she also has Redirect to use with it.

LUKE CAGE STR +10 30

DEX +2 14

PL9 CON +10 30

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+10

+5

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*8 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Impervious Toughness 8 Super Strength 3 (Heavy Load: 12.8 tons) Super-Strength 1 AP: Speed 1 (10 mph) & Leaping 1

SKILLS Bluff 4 (+6), Drive 2 (+4), Gather Information 8 (+10), Intimidate 12 (+14), Investigate 4 (+5), Knowledge [Business] 1 (+2), Knowledge [Civics] 4 (+5), Knowledge [Pop Culture] 2 (+3), Knowledge [Streetwise] 8 (+9), Notice 5 (+7), Sense Motive 7 (+9), Stealth 3 (+5)

FEATS All-Out Attack, Attack Focus 3 (Melee), Contacts, Defensive Attack, Diehard, Dodge Focus, Improved Critical (Unarmed), Improved Initiative, Interpose, Luck, Power Attack, Startle, Takedown Attack 2, Teamwork, Ultimate Effort (Ultimate Toughness Save)

COMBAT Attack +5 (+8 melee) [Unarmed 10 dmg; 19-20 Crit], Defense 18 (14 flat-footed), Initiative +6, Grapple +22, Knockback -9

Abilities 54 + Skills 15 + Feats 18 + Powers 17 + Combat 24 + Saves 7= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Luke Cage as a PC at PL 9, 135 pp. I also have a PC build of him at PL 10 since he could fit at either PL. He’d be a fun character to play.

LUKE CAGE STR +10 30

DEX +2 14

PL10 CON +10 30

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+12

+6

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*10 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Impervious Toughness 10 Super Strength 3 (Heavy Load: 12.8 tons) Super-Strength 1 AP: Speed 1 (10 mph) & Leaping 1

SKILLS Bluff 4 (+6), Drive 2 (+4), Gather Information 8 (+10), Intimidate 12 (+14), Investigate 4 (+5), Knowledge [Business] 1 (+2), Knowledge [Civics] 4 (+5), Knowledge [Pop Culture] 4 (+5), Knowledge [Streetwise] 8 (+9), Notice 6 (+8), Sense Motive 8 (+10), Stealth 3 (+5)

FEATS All-Out Attack, Attack Focus 4 (Melee), Contacts, Defensive Attack, Diehard, Dodge Focus, Improved Critical (Unarmed), Improved Initiative, Interpose, Luck, Power Attack, Startle, Stunning Attack, Takedown Attack 2, Teamwork, Ultimate Effort (Ultimate Toughness Save), Uncanny Dodge (Sight)

COMBAT Attack +6 (+10 melee) [Unarmed 10 dmg; 19-20 Crit], Defense 20 (15 flat-footed), Initiative +6, Grapple +24, Knockback -10

Abilities 54 + Skills 16 + Feats 21 + Powers 19 + Combat 30 + Saves 10= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Luke Cage as a PC at PL 10, 150 pp. He’d be a fun character to play. His feats give him a lot of options in combat and he has a number of useful skills.

MIDNIGHT’S FIRE STR +7 24

DEX +7 24

CON +7 24

PL10 INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7

+9

+9

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Super Senses 3 (Extended Vision, Extended Hearing, Scent) Speed 1 (10 mph) Leaping 1

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

SKILLS Acrobatics 4 (+11)*, Bluff 12 (+14)*, Diplomacy 8 (+10), Drive 4 (+11), Gather Information 8 (+10), Intimidate 12 (+14)*, Knowledge [Streetwise] 12 (+14), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+15)*

FEATS All-Out Attack, Assessment, Attack Focus 6 (Melee), Blind Fight, Chokehold, Contacts, Defensive Attack, Dodge Focus 4, Evasion 2, Grappling Finesse, Improved Critical (Unarmed), Improved Initiative, Power Attack, Redirect, Skill Mastery (Acrobatics, Bluff, Intimidate, Stealth), Stunning Attack, Takedown Attack, Uncanny Dodge (Hearing), Well-Informed

COMBAT Attack +7 (+13 Melee) [Unarmed 7 dmg, 19-20 Crit], Defense 23 (15 flat-footed), Initiative +11, Grapple +20, Knockback -3

Abilities 56 + Skills 21 + Feats 28 + Powers 5 + Combat 32 + Saves 8= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Midnight’s Fire, a relatively obscure Marvel villain, as a PC at PL 10, 150 pp. Midnight’s Fire has the physical ability scores to rival Captain America, is a great martial artist, and is very street-savvy. He’s an effective grappler with a high grapple check and Grappling Finesse so he doesn’t lose his Dodge Bonus while grappling. If you’re going to use him as an NPC villain, add Minions 6 (25 Thugs) and various headquarters/vehicles as appropriate.

MISTER FANTASTIC STR +0 10

DEX +0 10

CON +2 14

PL10

INT +10 30/24

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+6

+5

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*12 Impervious vs. physical damage POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Intelligence 6 Protection 12 (Extra: Impervious, Impervious is Limited: Only Physical Damage) (18 pp) Strike 8 Elongation 9 (2,500 ft) & Enhanced Feat 1: Takedown Attack (10pp) AP: Flight 2 (Flaw: Gliding) & Super-Strength 4 (Heavy Load: 1,600 lbs.) (10 pp) AP: Insubstantial 1 (fluid form) & SuperMovement 1 (Slithering) & Concealment 4 (Visual; Flaws: Blending, Limited [to one side; -1]) (9 pp) SKILLS Computers 12 (+22), Craft [Chemical] 12 (+22), Craft [Electronic] 12 (+22)*, Craft [Mechanical] 15 (+25)*, Craft [Structural] 15 (+25)*, Diplomacy 4 (+5), Disable Device 12 (+22)*, Knowledge [Earth Sciences] 12 (+22), Knowledge [Life Sciences] 12 (+22), Knowledge [Physical Sciences] 15 (+25), Knowledge [Technology] 12 (+22), Notice 5 (+7), Pilot 5 (+5), Sense Motive 5 (+7) EQUIPMENT Unstable Molecule Uniform (5ep): Cell Phone, Commlink, GPS Receiver, PDA, Signal Flare [Fantastiflare]

FEATS Attack Focus 6 (Melee), Benefit (Wealthy), Connected, Dodge Focus 3, Eidetic Memory, Equipment, Inventor, Leadership, Master Plan, Skill Mastery (Craft [Electronic, Mechanical, Structural], Disable Device), Speed of Thought, Teamwork, Ultimate Effort (Ultimate Craft Check) COMBAT Attack +2 (+8 melee) [Unarmed 8 dmg], Defense 16 (12 flat-footed), Initiative +10, Grapple +8 (+17 with Elongation), Knockback -13 (-7 vs. energy attacks)

Abilities 24 + Skills 37 + Feats 20 + Powers 44 + Combat 10 + Saves 15 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Mister Fantastic as a PC at PL 10, 150 pp. He’s incredibly skilled, as you’d expect. I’ve compromised between “humans shouldn’t have Intelligence scores above 25 by the book’s benchmarks” and “Mr. Fantastic ought to have above 25 Int” by giving him Enhanced Intelligence that accounts for his abilities in excess of the normal human maximum (i.e., it was the radiation exposure that made Reed superhumanly smart). He’s also my rare PC build that doesn’t have an easy way to hit his offensive PL caps (only with inventions). His inventions will be very powerful given his incredibly high Craft and Knowledge skills and his Ultimate Effort (Craft checks) feat. Note that Mister Fantastic’s Protection applies against all attacks; the Imperviousness applies against only physical attacks. The way to cost this is to apply the fractional cost rules to the extra because of the flaw, making the extra only 1 pp/2 ranks. This is what Steve Kenson says you should do for ‘flawing an extra’ (see here). I haven’t given him a Morph power so if you want him to use his stretching ability to assume a disguise, you’ll have to use Extra Effort. Speed of Thought is from the Mastermind’s Manual and lets you add your Intelligence bonus to Initiative instead of Dexterity. Signal Flares are from Agents of Freedom (a 1 pp piece of equipment). Signal Flare Gun: This gun can fire a brightly glowing flare into the air. Anyone within a mile can spot the flare with a DC 10 Notice check.

MISS MARVEL STR +12 34/10

DEX +2 14

CON +12 34/12

PL11 INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*

+12

+6

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*12 Impervious vs. Energy POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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 (Flaw: Limited [Only Energy Damage]) (6 pp) [Absorb Energy] Flight 5 (Dynamic; 250 mph) (13pp total) DAP: Super Strength 5 (Heavy Load: 45 tons) 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)

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)

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

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’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.

MISS MARVEL STR +12 34/10

DEX +2 14

CON +12 34/12

PL12 INT +2 14

WIS +3 16

BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*

+12

+8

+8

*12 Impervious vs. Energy

DAMAGE CONDITIONS

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Strength 24 & Attack Focus 4 (Melee) (28pp) AP: Blast 12 (Power Feats: Accurate x2, Precise, Variable Descriptor [Any electromagnetic]) [Radiation] (28 pp) AP: Dazzle 12 (Visual; Power Feats: Accurate x2, Improved Range—300 foot range increment, Precise) [Radiation] (28pp) Flight 6 (500 mph; Dynamic) (15pp) DAP: Super Strength 6 (90 tons) Enhanced Constitution 22 Immunity 9 (Life Support) Impervious Toughness 12 (Limited: Only Energy Damage) [Absorb Energy] (6pp)

FEATS

SKILLS

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

Bluff 8 (+11), Computers 8 (+10), Diplomacy 4 (+7), Disable Device 8 (+10), Gather Information 8 (+11), Knowledge [Current Events] 8 (+10), Knowledge [Tactics] 4 (+6), Medicine 2 (+5), Notice 8 (+11), Pilot 8 (+10), Sense Motive 8 (+11), Stealth 6 (+8)

Attack +8 (+12 melee/Blast/Dazzle) [Unarmed 12 dmg, Dazzle Reflex save DC 22, Blast 12 dmg], Defense 22 (14 flat-footed), Initiative +10, Grapple +24 (not including DAP Super-Strength), Knockback -6 (-12 vs. energy)

Abilities 22 + Skills 20 + Feats 15 + Powers 82 + Combat 30 + Saves 11= 180

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

T

his is the Carol Danvers version of the character, with powers based on her current abilities as an energy controller, as a PC at PL 12, 180 pp. Simple and effective. She doesn’t have Absorption (Energy) because Absorption used to Boost Blast is a crummy deal for the power points, so her Absorption power was recast to Impervious (to energy) and she can use Blast and Dazzle as APs of her enhanced strength (which also saves pp).

MYSTIQUE STR +2 14

DEX +5 20

PL9 CON +3 16

INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+3*

+5

+9

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed

FATIGUED

EXAUSTED

UNCONSCIOUS

POWERS







NOTES

Morph 5 (Humanoids only; Power Feats: Covers Scent, Precise, Quickness 3 (Limited [only Escape Artist checks])) (13pp) AP: Enhanced Feats 13: Attack Focus 8 (Melee), Elusive Target, Evasion, Martial Strike, Quick Draw, Ultimate Defense SKILLS

Acrobatics 7 (+12)*, Bluff 12 (+16)*, Computers 8 (+10), Disable Device 6 (+10), Disguise 0 (+29)*, Escape Artist 10 (+15), Gather Information 6 (+10), Notice 8 (+11), Search 8 (+10), Sense Motive 8 (+11), Stealth 8 (+13)*, Languages 7 (Chinese, French, German, Italian, Japanese, Portuguese, Spanish; Base: English) FEATS

Attack Focus 5 (Ranged), Attack Specialization 1 (Firearms), Defensive Roll 2, Dodge Focus 5, Equipment 3, Improved Initiative, Leadership, Luck, Jack of All Trades, Power Attack, Precise Shot, Set Up, Skill Mastery (Acrobatics, Bluff, Disguise, Stealth), Sneak Attack, Uncanny Dodge (Hearing)

EQUIPMENT

Silenced Machine Pistol: Blast 3 (Extra: Autofire, Feature [+1 to hit]; Power Feats: Subtle, Improved Range- 75 foot range increment) [12 ep]; Masterwork Disable Device Tools; Grappling Gun: Super Movement 1 (Swinging) [2ep] COMBAT

Attack +5 (+10 ranged, +12 Firearms, +13 Pistol/Melee) [Unarmed 3 dmg, Pistol 3 Autofire dmg // +2 damage on Surprise Attack], Defense 23 (14 flat-footed), Initiative +9, Grapple +15 (+7 outside of own form), Knockback -2

Abilities 38 + Skills 22 + Feats 27 + Powers 14 + Combat 24 + Saves 10= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Mystique as a PC at PL 9, 135 pp. I know someone out there is running a “Brotherhood of Evil Mutants” game instead of an X-Men game!

Mystique has a number of feats relating to agility and hand-to-hand combat as an AP of her Morph power. This encourages her to fight in her own form (which, at least in the movies, she does anyway) and it makes sense that Mystique would be most agile and most comfortable fighting hand to hand in her own form. Her combat stats are given for her “own form”— the extrapolation to when she’s in another form is pretty easy. Martial Strike is from the Mastermind’s Manual and adds 1 to your unarmed damage. Mystique is a great utility character but she’s a little underpowered in terms of raw combat ability. She feints really well, though, and can Set Up heavy hitters (e.g., Blob) nicely. Mystique has a Grapple Gun because agile seductive infiltrators are even better when swinging. Note that Morph by default affects visual, auditory, and tactile senses (Steve Kenson suggests that covering an additional sense should be a power feat). Mystique’s Morph power affects scent as well. So unlike movie Mystique, this build of Mystique won’t be so easily detected by Wolverine! I haven’t given her Shapeshift even though she has gained this power in the comics. I like Mystique more without it. 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

FORTUNE

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.

NICK FURY STR +3 16

DEX +3 16

PL10 CON +4 18

INT +3 16

WIS +4 18

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9/+7*

+7

+6

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Immunity 1 (Aging) EQUIPMENT Arsenal Array (10 ep base + 3 APs= 13 ep) Blaster pistol: Blast 5 (10 ep) AP: Explosive cigar: Blast 3 (Extra: Area [Burst]; Subtle) (10 ep) AP: Knife: Strike 1 (Power Feats: Improved Critical, Mighty, Thrown 2) (5 ep) AP: Machine pistol: Blast 3 (Extra: Autofire, Masterwork: +1 to hit) [10 ep] Other Equipment (8 ep) Handcuffs (1 ep), Lock release gun (1ep), Mini Tracer (1 ep), PDA (1ep), Signal flare (1ep) Body Armor (Protection 3) (3 ep) Vehicle S.H.I.E.L.D. flying car (34 ep) Size: Huge, Strength 30, Speed 5 (Flight), Defense: 9, Toughness: +10; Features: Remote Control, Navigation System; Powers: Flight 5 (250 mph speed), Blast 6 (Extra: Autofire), AP: Blast 6 (Extra: Area [Explosion]) DRAWBACKS Disability (One eye, -4 with ranged attacks; Common, Moderate; -3pp)

SKILLS Acrobatics 2 (+5), Bluff 8 (+12), Computers 7 (+10), Diplomacy 8 (+12), Disable Device 7 (+10), Drive 2 (+5), Gather Information 12 (+16), Intimidate 8 (+12), Investigate 7 (+10), Knowledge [History] 2 (+5), Knowledge [Tactics] 12 (+15), Knowledge [Technology] 2 (+5), Medicine 1 (+5), Notice 8 (+12), Pilot 7 (+10), Search 7 (+10), Sense Motive 8 (+12), Stealth 7 (+10), Survival 1 (+5) FEATS Assessment, Attack Focus (Ranged), Benefit 2 (Security Clearance, Use Knowledge [Tactics] for Master Plan), Connected, Contacts, Defensive Roll 2, Dodge Focus 6, Equipment 11, Evasion, Improved Initiative, Leadership, Master Plan, Power Attack, Precise Shot, Quick Draw, Sneak Attack, Uncanny Dodge (Visual), Well-Informed COMBAT Attack +14 (+11 Ranged [one eye], +12 Machine Pistol) [Unarmed 3 dmg; Knife 4 dmg, 19-20 crit; Machine Pistol 3 Autofire dmg; Blaster Pistol 5 dmg // +2 dmg on Surprise Attack), Defense 21 (13 flatfooted), Initiative +7, Grapple +17, Knockback -4

Abilities 42 + Skills 29 + Feats 35 + Powers 1 + Combat 38 + Saves 8 – Drawbacks 3 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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ere’s Nick Fury as a PL 10, 150 pp PC. This is a fairly bare bones Nick Fury, as he could easily have more skills, feats, and minions/equipment/ devices. He’d be a very useful character to have in a group, though he’s a bit underpowered on offense for his PL. Note that Nick Fury has 14 ranks of Base Attack, 1 rank of Attack Focus (Ranged), and the Drawback (OneEye), leading to his listed attack bonuses. As this is intended as a PC build I didn’t give Nick Fury minions; he can call for backup with his Connected feat when appropriate. Having a bunch of minions around most of the time could detract from the accomplishments of the heroes and if the minions are a team resource along the lines of a headquarters then a single character shouldn’t pay for them himself. I did manage to fit in a flying car because, well, it’s Nick Fury. You can spend a hero point to gain most equipment items as alternate power of the flying car (e.g., having Nick Fury pull out Plastic Explosives). Hat tip to Taliesin’s build for the flying car idea and his exploding cigar. His flying car is built as follows: Size H (2 points, base Str 30, base Toughness 9), Toughness 10 (1 point), Features: Remote Control, Navigation System (2 points), Powers: Flight 5 (10 points), Blast 6 (Autofire) (18 points), AP (Blast 6 (Explosion)) (1 point). Note (from the FAQ) that a vehicle’s listed speed is its top speed; there’s no equivalent of accelerated or all-out movement for vehicles. Signal Flares are a 1 pp piece of equipment from Agents of Freedom. Signal Flare Gun: This gun can fire a brightly glowing flare into the air. Anyone within a mile can spot the flare with a DC 10 Notice check.

NIGHTCRAWLER STR +2 14

DEX +8 26

CON +3 16

PL9 INT +1 12

WIS +3 16

BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+3*

+4

+11

+7

*Flat-footed

DAMAGE CONDITIONS

INJURED

Acrobatics 10 (+18), Bluff 8 (+10), Climb 5 (+7), Concentration 3 (+6), Diplomacy 4 (+6), Intimidate 4 (+6), Knowledge [Theology & Philosophy] 6 (+7), Medicine 1 (+4), Notice 7 (+10), Pilot 1 (+9), Sense Motive 5 (+8), Stealth 8 (+16), Languages 2 (English, Latin; base: German)









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Super Movement 1 (Wall Crawling) Super Senses 1 (Low-Light Vision)

SKILLS

UNCONSCIOUS

FATIGUE CONDITIONS

POWERS

Teleport Array (13 pp) Teleport 6 (Flaw: Short-Range Only, 600 feet as move action; Power Feats: Change Direction, Change Velocity, Progression 2—500 lbs, Turnabout) (11 pp) AP: Teleport 3 (Extra: Accurate; Flaw: Short Range only, 300 feet as a move action; Power Feats: Change Direction, Change Velocity, Progression 2—500 lbs, Turnabout) (11 pp) AP: Stun 11 (Flaw: Full-Round Action) (11 pp)

STAGGERED

FEATS

Acrobatic Bluff, Attack Focus 3 (Melee), Attack Specialization 2 (Unarmed), Defensive Attack, Defensive Roll 2, Dodge Focus 6, Elusive Target, Evasion 2, Extra Limb (Tail), Grappling Finesse, Hide in Plain Sight, Improved Initiative, Luck, Martial Strike 3, Redirect, Set Up, Sneak Attack, Takedown Attack, Taunt, Teamwork 2, Ultimate Defense, Uncanny Dodge (Hearing) COMBAT

Attack +4 (+7 melee, +11 Unarmed) [Unarmed 5 dmg, Stun Fort DC 21 //+2 dmg on Surprise Attack], Defense 23 (14 flat-footed), Initiative +12, Grapple +15, Knockback -2

Abilities 38 + Skills 16 + Feats 35 + Powers 16 + Combat 22 + Saves 8 = 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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ere’s Nightcrawler as a PC at PL 9, 135 pp. I already have a PL 10 PC build of Nightcrawler, but he could fit at either PL 9 or 10. This build is heavily inspired by X-Men 2. I prefer to have Nightcrawler as an unarmed combatant rather than having him use a sword. So he gets Martial Strike 3 (from the Mastermind’s Manual—adds 3 to your unarmed damage) so he can do decent damage. He has the Extra Limb feat from the Mastermind’s Manual—it’s just the Additional Limb power taken as a feat. Nightcrawler’s Stun power represents him teleporting himself and an enemy quickly in place to disorient (and possibly knock unconscious) the enemy. Nightcrawler sickens anyone who teleports with him in general, but if it has any game effects (like his Stun power activating on someone he teleports with him!), that’s a complication. The Ultimate Power version of the Turnabout power feat doesn’t require you to end up where you started. Turnabout: You can teleport, take a standard action, and teleport again as a full action, so long as the total distance doesn’t exceed your short Teleport range (rank x 100 feet). 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

FORTUNE

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.

NIGHTCRAWLER STR +3 16

DEX +8 26

CON +3 16

PL10 INT +1 12

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+3*

+5

+12

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES Super Movement 1 (Wall Crawling) Super Senses 2 (Distance Sense, Low-Light Vision) Teleport Array (15 pp) Base: Teleport 8 (Flaw: Short-Range Only; Power Feats: Change Direction, Change Velocity, Progression 2 [500 lbs], Turnabout) (13 pp) AP: Teleport 4 (Extra: Accurate; Flaw: Short Range only; Power Feats: Change Direction, Change Velocity, Progression 2 [500 lbs], Turnabout) (13 pp) AP: Stun 12 (Flaw: Full-Round Action) (12 pp) FEATS

SKILLS Acrobatics 12 (+20), Bluff 8 (+10), Climb 5 (+8), Concentration 4 (+7), Diplomacy 4 (+6), Escape Artist 2 (+10), Intimidate 4 (+6), Knowledge [Theology & Philosophy] 7 (+8), Medicine 2 (+5), Notice 8 (+11), Pilot 2 (+10), Sense Motive 8 (+11), Stealth 8 (+16), Languages 2 (English, Latin; Base: German)

Acrobatic Bluff, Attack Focus 4 (Melee), Attack Specialization 2 (Unarmed), Challenge (Fast Taunt), Defensive Attack, Defensive Roll 3, Dodge Focus 7, Elusive Target, Evasion 2, Extra Limb (Tail), Grappling Finesse, Hide in Plain Sight, Improved Initiative, Luck, Martial Strike 3, Redirect, Set Up, Sneak Attack, Takedown Attack, Taunt, Teamwork 2, Ultimate Defense, Uncanny Dodge (Hearing) COMBAT Attack +4 (+8 melee, +12 Unarmed) [Unarmed +6 dmg, Stun Fort DC 22 //+2 dmg on Surprise Attack], Defense 24 (14 flat-footed), Initiative +12, Grapple +16, Knockback -3

Abilities 40 + Skills 19 + Feats 39 + Powers 19 + Combat 22 + Saves 11 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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ere’s Nightcrawler as a PC at PL 10, 150 pp. This build is heavily inspired by X-Men 2. I prefer to have Nightcrawler as an unarmed combatant rather than having him use a sword. So he gets Martial Strike (3) (from the Mastermind’s Manual—adds 3 to your unarmed damage) so he can do decent damage. He has the Extra Limb feat from the Mastermind’s Manual—it’s just the Additional Limb power taken as a feat. Challenge feats are from the Mastermind’s Manual. Challenge (Fast Taunt) lets you use the Taunt feat as a move action at no penalty. 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

FORTUNE

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. Nightcrawler’s Stun power represents him teleporting himself and an enemy quickly in place to disorient (and possibly knock unconscious) the enemy. Nightcrawler sickens anyone who teleports with him in general, but if it has any game effects (like his Stun power activating on someone he teleports with him!), that’s a complication. Note that Sneak Attack doesn’t benefit his Stun power. The Ultimate Power version of the Turnabout power feat doesn’t require you to end up where you started. Turnabout: You can teleport, take a standard action, and teleport again as a full action, so long as the total distance doesn’t exceed your short Teleport range (rank x 100 feet).

PSYLOCKE STR +2 14

DEX +5 20

PL9 CON +3 16

INT +1 12

WIS +4 18

BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+3*

+4

+8

+8**

*Flat-footed

DAMAGE CONDITIONS

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

**+12 vs. mental effects

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Mind Shield 4 (4pp) Teleport 4 (Flaws: Medium [Shadows], Short Range) (2pp) Mental Blast 6 (Flaw: Mental Weapon [-2]) (12pp) AP: Telepathy 6 (12pp) AP: ESP 6 (Visual) (12pp) SKILLS

Acrobatics 8 (+13), Bluff 8 (+10), Concentration 8 (+12), Escape Artist 8 (+13), Gather Information 4 (+6), Intimidate 8 (+10), Notice 8 (+12), Pilot 1 (+6), Sense Motive 8 (+12), Stealth 10 (+15), Languages 1 (Japanese; base English) EQUIPMENT

FEATS

Acrobatic Bluff, Assessment, Attack Focus 4 (Melee), Defensive Attack, Defensive Roll 3, Dodge Focus 5, Equipment, Evasion, Hide in Plain Sight, Improved Initiative, Move-By Action, Power Attack, Takedown Attack 2, Teamwork, Uncanny Dodge (Hearing)

Sword: Strike 3 (Power Feat: Improved Critical, Mighty) [5ep] COMBAT

Attack +8 (+12 Melee) [Unarmed 2 dmg; Sword 5 dmg, 19-20 Crit; Psychic Blade 6 dmg, Will save], Defense 22 (14 flat-footed), Initiative +9, Grapple +14, Knockback -3

Abilities 34 + Skills 18 + Feats 25 + Powers 20 + Combat 30 + Saves 8 = 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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ere’s Psylocke as a PL 9, 135 pp PC. As MDSnowman says, there’s nothing cooler than a psychic ninja who’s also a total babe. This is CrimsonDawn era Psylocke, not her new incarnation with telekinetic powers. Her Teleport in Shadows power is fairly weak—to do a ‘multiple person, long-range teleport’, power stunt something like Teleport 9 (Flaw: Medium [Shadows]; Power Feat: Progression x3) using her Mental Weapon power.

PUNISHER STR +3 16

DEX +3 16

PL10 CON +4 18

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9/+8*

+8

+7

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed SKILLS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Bluff 4 (+6), Climb 4 (+7), Craft [Mechanical] 4 (+5), Demolitions 8 (+9) Drive 8 (+11), Escape Artist 4 (+7), Gather Information 8 (+10), Intimidate 12 (+14), Knowledge [Streetwise] 8 (+9), Knowledge [Tactics] 8 (+9), Medicine 4 (+6), Notice 8 (+10), Pilot 4 (+7), Search 4 (+5), Sense Motive 8 (+10), Stealth 8 (+11), Survival 8 (+10)

FEATS Assessment, Challenge (Forceful Intimidation), Chokehold, Defensive Roll, Equipment 11, Improved Aim, Improved Initiative, Master Plan, Power Attack, Precise Shot, Prone Fighting, Quick Draw 2, Startle, Tough, Track

EQUIPMENT Arsenal (33 ep array): Assault rifle (1ep), Fragmentation grenades (1ep), Knife (1ep), Twin Machine pistols (1ep, as book but add Split Attack), Sniper rifle (1ep), Tear gas grenades (28ep); Vehicle “Armored Van” (Strength 35, Speed 5, Defense 8, Toughness 11, Size Huge; 11ep), Body Armor [+3 Toughness] (3ep); Flashlight, Night Vision Goggles, Handcuffs, Mini-Tracer, 4 ep unspent

COMBAT Attack +15 [Unarmed 3 dmg; Knife 4 dmg, 19-20 crit; Machine pistol 3 Autofire dmg; Assault Rifle 5 Autofire dmg; Sniper Rifle 5 dmg, 19-20 Crit; Fragmentation Grenade Blast 5, Area—Explosion], Defense 21 (16 flat-footed), Initiative +7, Grapple +18, Knockback -4

Abilities 30 + Skills 28 + Feats 26 + Combat 52 + Saves 14 = 150

HP Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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nents.

ere’s the Punisher as a PC at PL 10, 150 pp. He’s a monster if used in a street-level game and is strong enough to take on super-powered oppo-

Demolitions is a skill in the Mastermind’s Manual, but it’s really just an amalgam of skills from the core book. It encompasses all of the Demolitions uses of Craft in the Skills chapter of M&M. It replaces both Craft(chemical) and Craft(Mechanical) for making, setting, and disarming explosive devices. It also replaces Craft (structural) for setting explosives for maximum effect against structures. Challenge feats are from the Mastermind’s Manual. Challenge (Forceful Intimidate) lets Punisher force a subject to take an action that is against his interests (but not life threatening) without the usual -5 penalty on the Intimidate check. Tough is also from the Mastermind’s Manual and adds 1 to your Toughness save. Note that Tear Gas Grenades are 28 ep in Agents of Freedom—it’s Nauseate 4 (Extras: Area [Burst], Range [Ranged]) linked to Dazzle 4 (Visual, Extras: Area [Burst], Alt Save [Fortitude, +0]). I am using this construction.

PYRO STR +1 12

PL9 DEX +3 16

CON +3 16

INT +1 12

WIS +0 10

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+5*

+6

+9

+6

INJURED

POWERS

SKILLS

Acrobatics 7 (+10), Bluff 10 (+12), Concentration 8 (+8), Intimidate 8 (+10), Notice 8 (+8), Search 8 (+10), Sense Motive 8 (+8), Stealth 7 (+10)









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 3 “Fire Suit with Flame-thrower” (Hard to lose) (12pp) Fire Suit: Protection 2, Immunity 6 (Heat environment & Heat damage—Limited: Half effect) (3pp) Flame-thrower: Blast 5 (Extra: Line Area, Flaw: Touch)

Immunity 1 (Own Powers; Duration: Sustained) (1pp)

UNCONSCIOUS

FATIGUE CONDITIONS

*Flat-footed

Fire Control Array: 25pp (22 base + 3 APs) Blast 9 (Power Feats: Accurate, Homing, Indirect 2, Split Attack; Drawback (-1): requires a source of flame) AP: Fire Control 9 AP: Flame Objects (Create Objects at power rank 11, made of fire, that deal 5 dmg; Drawback (-1): requires a source of flame) AP: Change Device Flame-thrower to: Blast 9 (Extra: Line Area) (net 17pp) & Leaping 4 (4pp)

STAGGERED

FEATS

Accurate Attack, Defensive Roll 2, Dodge Focus 2, Evasion, Improved Initiative, Luck, Power Attack, Precise Shot 2, Taunt, Teamwork, Uncanny Dodge (Visual) COMBAT

Attack +7 (+9 Flame Blast) [Unarmed 1 dmg, Blast 9 dmg], Defense 21 (15 flat-footed), Initiative +7, Grapple +8, Knockback -3

Abilities 20 + Skills 16 + Feats 14 + Powers 38 + Combat 32 + Saves 15= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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ere’s Pyro as a PC at PL 9, 135 pp. He has a versatile Blast power and a very powerful flamethrower. For anyone else, though, it’s a pretty ordinary flame-thrower. Note that the base flamethrower in the suit is Range [Touch] but when Pyro uses his Flame Control AP it is Range [Ranged] instead. So Pyro can use his Flamethrower to create lines of fire that don’t have to start from his location—think of this as a small ray of fire that becomes a roaring inferno when it reaches its target. Flame Objects is a suggested Alternate Power of Fire Control from Ultimate Power. As the base power here is 22 pp, I’ve assumed this corresponds to Create Objects rank 11, which inflicts 5 damage. Flame Objects: You can form objects out of flame like a Create Object effect at your power rank, except the objects have no Toughness score (being insubstantial) but inflict half your Fire Control power rank in damage against anyone touching them instead.

QUICKSILVER STR +2 14

DEX +4 18

CON +4 18

PL9 INT +1 12

WIS +0 10

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4

+4

+14

+4

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS

Displacement (Drawback: only while capable of taking free actions and moving) (3 pp)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Super-Movement 2 (Wall Crawling 1 & Water Walking—Limited: only while running) (2pp) Super Speed 7 (1000 mph; Power Feats: Alternate Power x3) (38 pp) Super-Speed Array: Rapid Attack (35 foot radius) (14 pp) AP: Flurry of Blows—Strike 6 (Extra: Autofire on Strength and Strike (8 pp), Power Feat: Mighty, Drawback: no “walking the fire” use) (14 pp) AP: Air Control 7 (Heavy Load: 1.6 tons) (14 pp) AP: Concealment 7 (all Visual senses, all Radio senses, Sonar; Limited: only when using all-out movement) (7 pp)

FEATS

Attack Focus 4 (Melee), Attack Specialization (Unarmed), Dodge Focus 9, Evasion 2, Fast Overrun, Improved Overrun, Instant Up, Move-by Action, Set Up, Taunt, Teamwork 2

SKILLS

COMBAT

Acrobatics 4 (+8), Bluff 10 (+12), Knowledge [Streetwise] 6 (+7), Notice 6 (+6), Search 4 (+5), Sense Motive 8 (+8), Languages 2 (Romani native; English, German)

Attack +4 (+8 melee, +10 Unarmed) [Unarmed 2 dmg, Flurry 8 Autofire damage], Defense 24 (13 flat-footed), Initiative +32, Grapple +10, Knockback -2

Abilities 26 + Skills 10 + Feats 24 + Powers 43 + Combat 18 + Saves 14= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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ere’s Quicksilver as a PL 9, 135 pp PC. He’s exceedingly hard to hit, but he’ll really feel it if you hit him. On offense he has to choose between using Rapid Attack and doing low damage while hitting a lot of targets and using his Strike power and doing high damage to one target. He can perform routine actions at 250 times normal speed. Displacement is a Sustained power from Ultimate Power—essentially a limited version of Concealment (Visual). It represents him moving so quickly that he’s very hard to target. Displacement: You can create a visual distortion that causes you to appear in an area adjacent (about 5 feet away) from where you actually are. This provides total concealment in that opponents attacking your apparent position have a 50% miss chance and your actual position is difficult to detect (use the guidelines under the Concealment effect description). This power is not quite as useful as true invisibility as your displaced image is still present; anyone seeing it knows you are nearby, just not necessarily where. You can shift the position of your displaced image as a free action once each round, but it must always remain within 5 feet of your actual position.

QUICKSILVER STR +2 14

DEX +4 18

CON +4 18

PL10 INT +1 12

WIS +0 10

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5

+6

+14

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Displacement (Drawback: only while capable of taking free actions and moving) (3 pp) Super-Movement 2 (Wall Crawling 1 & Water Walking; Flaw: Limited [only while running]) (2pp) Super Speed 8 (2500 mph; Power Feats: Alternate Power x3, Moving Feint) (44 pp) Super-Speed Array: Rapid Attack (40 foot radius) (16 pp) AP: “Flurry of Blows” Strike 6 (Extra: Autofire on Strength and Strike (8 pp); Power Feat: Mighty; Drawback: no “walking the fire” use) (14 pp) AP: Air Control 8 (Heavy Load: 3.2 tons) (16 pp) AP: Concealment 7 (all Visual senses, all Radio senses, Sonar; Flaw: Limited [only when using allout movement]) (7 pp) FEATS Attack Focus 4 (Melee), Attack Specialization 2 (Unarmed), Dodge Focus 10, Endurance, Evasion 2, Fast Overrun, Improved Overrun, Instant Up, Move-by Action, Set Up, Taunt, Teamwork 2, Tough, Uncanny Dodge (Visual)

SKILLS Acrobatics 4 (+8), Bluff 12 (+14), Knowledge [Streetwise] 8 (+9), Notice 6 (+6), Search 4 (+5), Sense Motive 8 (+8), Languages 2 (English, German; base : Romani)

COMBAT Attack +4 (+8 melee, +12 Unarmed) [Unarmed 2 dmg, Flurry 8 Autofire damage], Defense 25 (13 flat-footed), Initiative +36, Grapple +10, Knockback -2

Abilities 26 + Skills 11 + Feats 29 + Powers 49 + Combat 18 + Saves 17= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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ere’s Quicksilver as a PL 10, 150 pp PC. This was an easy character to build—he’s a one-trick pony so it was hard finding enough abilities to get him to cost 150 pp! He’s exceedingly hard to hit, but he’ll really feel it if you hit him. On offense he has to choose between using Rapid Attack and doing low damage while hitting a lot of targets and using his Strike power and doing high damage to one target. He can perform routine actions at 500 times normal speed. Moving Feint is from Ultimate Power. Moving Feint: You can substitute twice the power rank of a movement effect with this power feat for your Bluff check modifier when making a check to feint in combat. You must use the effect to move during the round in which you feint, making the attempt a full round action (a move action to move plus a standard action for the feint check). So Quicksilver can roll a feint as a standard action at +16, provided that he’s already used a move action to move that round. I think it would make sense to have opponents resist this with best of 2x(rank of highest active movement power) and Sense Motive and Steve endorses that approach here. Displacement is a Sustained power from Ultimate Power—essentially a limited version of Concealment (Visual). It represents him moving so quickly that he’s very hard to target. Displacement: You can create a visual distortion that causes you to appear in an area adjacent (about 5 feet away) from where you actually are. This provides total concealment in that opponents attacking your apparent position have a 50% miss chance and your actual position is difficult to detect (use the guidelines under the Concealment effect description). This power is not quite as useful as true invisibility as your displaced image is still present; anyone seeing it knows you are nearby, just not necessarily where. You can shift the position of your displaced image as a free action once each round, but it must always remain within 5 feet of your actual position.

RED SKULL STR +7 24

DEX +7 24

PL11 CON +7 24

INT +3 16

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+9

+9

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Immunity 1 (Poison), Speed 1 (10 mph)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 5 [Dust of Death Device, Easy to Lose] (15pp) Dust of Death: [Poison] Drain Constitution 10 (Extra: Range [Ranged]; Power Feats: Accurate x2, Slow Fade, Subtle) (24pp) AP: Drain Constitution 10 (Extras: Area [Cloud] (25 foot radius), Range [Ranged]; Flaws: FullRound Action; Power Feats: Slow Fade, Subtle) (22 pp) SKILLS Acrobatics 4 (+11), Bluff 8 (+12), Craft [Chemical] 12 (+15), Intimidate 13 (+17), Knowledge [Tactics] 10 (+13), Knowledge [Technology] 8 (+11), Notice 8 (+10), Sense Motive 11 (+13), Stealth 4 (+11), Languages 2 (English, Italian; base: German)

EQUIPMENT

FEATS

Undercover Vest (Protection 3, Subtle) [4 ep], Submachine Gun (Blast 5 (Extra: Autofire, Feature: +1 to hit)) [16 ep]

Assessment, Attack Focus 5 (Melee), Attack Specialization 3 (Firearms), Dodge Focus 3, Equipment 4, Evasion, Inventor, Leadership, Master Plan, Power Attack, Sneak Attack, Startle, Uncanny Dodge (Visual)

COMBAT Attack +8 (+12 Dust of Death, +13 melee, +15 SMG) [Unarmed 7 dmg, SMG 5 Autofire dmg, Dust of Death Fort save DC 20 // +2 dmg on Sneak Attack], Defense 22 (15 flat-footed), Initiative +7, Grapple +20, Knockback -5

Abilities 60 + Skills 20 + Feats 24 + Powers 17 + Combat 34 + Saves 10 = 165

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Red Skull as a PC at PL 11, 165 pp. Don’t think you’re going to be able to use this guy as a ‘reformed villain’ or give him a new name, picture and background and use these stats as a PC—better save him for a villains game. This is Red Skull with Captain America’s cloned body, which keeps him more physically imposing so he doesn’t have to rely on his Dust of Death so much. And what powerful Dust of Death it is. The Dust of Death is an incredibly deadly attack against opponents with low Fortitude saves. Note that being drained to 0 Constitution doesn’t automatically kill you in M&M—but it comes close. If you’re using Red Skull as an NPC villain, he should have access to appropriate numbers of soldier minions, headquarters, and vehicles.

ROGUE STR +10 30/9

PL9

DEX +2 14

CON +12 34/14

INT +0 10

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*

+12

+5

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*+11 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Strength 21

AP: Fatigue 10 (Flaw: Full-Round Action) (10 pp) linked to Drain 10 (All Mutant Powers; Flaws: Full-Round Action, Distracting; Power Feat: Slow Fade) (11 pp)

Enhanced Constitution 20 Impervious Toughness 11, Flight 5 (250 mph) (13 pp) DAP: Super Strength 5 (Heavy Load: 25.6 tons) SKILLS

Bluff 8 (+10/+14), Computers 5 (+5), Diplomacy 4 (+6/+10), Intimidate 8 (+10), Knowledge: Streetwise 5 (+5), Notice 6 (+8), Pilot 4 (+6), Sense Motive 6 (+8), Languages 2 (French, Russian; base: English) FEATS

COMBAT

All Out Attack, Attack Focus 2 (Melee), Attractive, Dodge Focus, Evasion, Improved Initiative 2, Interpose, Leadership, Power Attack, Takedown Attack, Teamwork

Attack +6 (+8 melee) [Unarmed 10 dmg, Fatigue/Drain Fort DC 20], Defense 16 (13 flat-footed), Initiative +10, Grapple +18 (not counting DAP Super-Strength), Knockback -11

Abilities 15 + Skills 12 + Feats 13 + Powers 66 + Combat 22 + Saves 7= 135 pp

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Classic Rogue as a PC at PL 9, 135 pp. One re-envisioning for the sake of keeping her PP cost down: she doesn’t have the ability to steal mutant powers under normal circumstances—she can only drain them (while fatiguing her targets). Rogue must have acquired Ms. Marvel’s powers because the duration of the contact led to Rogue gaining the powers that she drained. Remember that you roll only one Fort save for both Fatigue and Drain. As her Fatigue/Drain power isn’t always on based on this build, consider it a complication that the power in general switches on too much when she isn’t concentrating on it for her to enjoy a normal romantic life, and also necessitates that she wear gloves on a regular basis.

ROGUE STR +12 34/9

PL10

DEX +2 14

CON +13 36/14

INT +0 10

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+13*

+13

+6

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*11 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Strength 25 (13 pp total) AP: Fatigue 12 (Flaw: Full-Round Action) (12 pp) linked to Drain 12 (All Mutant Powers; Flaws: FullRound Action, Distracting; Power Feat: Slow Fade) Enhanced Constitution 22 Impervious Toughness 11 Flight 6 (500 mph; Dynamic) (15 pp total) DAP: Super Strength 6 (Heavy Load: 89.6 tons))

SKILLS Bluff 8 (+10/+14), Computers 5 (+5), Diplomacy 4 (+6/+10), Intimidate 8 (+10), Knowledge [Streetwise] 5 (+5), Notice 6 (+8), Pilot 4 (+6), Sense Motive 6 (+8), Stealth 4 (+6), Languages 2 (French, Russian; base English) COMBAT

FEATS All Out Attack, Attack Focus 2 (Melee), Attractive, Evasion, Improved Initiative 2, Interpose, Leadership, Power Attack, Takedown Attack, Teamwork 2

Attack +6 (+8 melee) [Unarmed 12 dmg, Fatigue/ Drain Fort DC 22], Defense 17 (14 flat-footed), Initiative +10, Grapple +20 (not counting DAP Super-Strength), Knockback -12

Abilities 15 + Skills 13 + Feats 13 + Powers 74 + Combat 26 + Saves 9= 150 pp

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Classic Rogue as a PC at PL 10, 150 pp. One re-envisioning for the sake of keeping her PP cost down: she doesn’t have the ability to steal mutant powers and use them herself under normal circumstances— she can only drain them from her targets (while fatiguing them). Rogue must have acquired Ms. Marvel’s powers because the duration of the contact led to Rogue gaining the powers that she drained. Remember that you roll only one Fort save for both Fatigue and Drain. As her Fatigue/Drain power isn’t always on based on this build, consider it a complication that the power in general switches on too much when she isn’t concentrating on it for her to enjoy a normal romantic life, and also necessitates that she wear gloves on a regular basis. I read something indicating that her Danger Sense ability was inconsistently applied in the comic books, so I decided not to give it to this build. I also left out her immunity to telepathy—but I did give her a decent Will save.

SABRETOOTH STR +7 24

DEX +3 16

CON +8 26

PL11 INT +1 12

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12

+12

+5

+9

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Immunity 3 (Aging, Half effect from Poison and Disease) (2 pp) Leaping 1 Protection 4 Speed 1 (10 mph) Strike 3 (Power Feats: Mighty, Improved Critical) Super Senses 9 (Scent [Extended, Acute, Accurate], Tracking [Scent], Infravision, Low-Light Vision, Extended Hearing, Ultra Hearing), Regeneration 19 (Bruised 1 per round with no rest, Injured 1 per round with no rest, Staggered 1 round; Disabled 1 round; Power Feats: Persistent, Regrowth) (21 pp) SKILLS Bluff 10 (+9), Climb 8 (+15), Computers 4 (+5), Intimidate 16 (+15), Notice 12 (+15), Sense Motive 8 (+11), Stealth 10 (+13), Survival 8 (+11), Swim 4 (+11) FEATS All-Out Attack, Attack Focus 6 (Melee), Chokehold, Dodge Focus, Diehard, Improved Initiative 2, Power Attack, Startle, Rage 2 (10 Rounds), Takedown Attack, Uncanny Dodge (Scent)

COMBAT Attack +6 (+12 Melee) [Claws 10 dmg, 19-20 Crit], Defense 20 (15 flat-footed), Initiative +11, Grapple +19, Knockback -6

Abilities 42 + Skills 20 + Feats 18 + Powers 43 + Combat 30 + Saves 12= 165

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Sabretooth as a PC at PL 11, 165 pp. This is a version of him without the adamantium skeleton (I think he’s a better character without it). He’s a very scary combatant with great stats, senses, and regeneration. 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 Reflex save and Endurance). Then just describe going into a rage when you use All-Out Attack and Power Attack at the same time.

SHE-HULK STR +14 38/12

DEX +2 14

PL11 CON +14 38/14

INT +2 14

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+14

+5

+7

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*10 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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)

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

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

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

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’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).

SHE-HULK STR +14 38/12

DEX +2 14

PL12 CON +15 40/14

INT +2 14

WIS +2 14

BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+15*

+15

+7

+8

*+10 Impervious

DAMAGE CONDITIONS

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Enhanced Strength 26 Enhanced Constitution 26 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) SKILLS Bluff 5 (+8/+12), Computers 8 (+10), Diplomacy 5 (+8/+12), Intimidate 10 (+13), Knowledge [Civics] 8 (+10), Knowledge [Pop Culture] 4 (+6), Notice 6 (+8), Sense Motive 6 (+8) FEATS

COMBAT

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

Attack +8 (+10 melee) [Unarmed +14 damage], Defense 19 (15 flat-footed), Initiative +6, Grapple +29, Knockback -12

Abilities 24 + Skills 13 + Feats 11 + Powers 87 + Combat 34 + Saves 11= 180

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s She Hulk built as a PL 12, 180 pp PC. One major difference from the NPC version; 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).

SILVER SAMURAI STR +4 18

DEX +3 16

CON +4 18

PL10 INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+8

+7

+8

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Corrosion 8 (Partial Extra: Penetrating 2 [damage], Drawback: Power Loss [without medium; Uncommon, Minor]) (25 pp)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Device 1 (Teleport Ring, Hard to Lose) (4 pp) Teleport Ring: Teleport 5 (Flaw: Short-Range Only)

SKILLS Bluff 8 (+10), Concentration 8 (+10), Diplomacy 4 (+6), Gather Information 8 (+10), Intimidate 12 (+14), Knowledge [Streetwise] 8 (+9), Knowledge [Tactics] 8 (+9), Notice 8 (+10), Ride 1 (+4), Sense Motive 10 (+12), Stealth 4 (+7), Languages 1 (English; base: Japanese)

EQUIPMENT FEATS Assessment, Attack Focus 4 (Melee), Defensive Attack, Dodge Focus 3, Equipment 3, Improved Initiative 2, Instant Up, Interpose, Power Attack, Quick Draw, Startle, Takedown Attack 2, Tough, Trance, Uncanny Dodge (Hearing), Weapon Break

Katana (Strike 3, Improved Critical, Mighty, Masterwork: +1 to hit) [6 ep] Samurai Armor (Protection 5) [5 ep] Masterwork Shuriken (Blast 1, Extra: Autofire, Masterwork: +1 to hit) [4 ep] COMBAT Attack +8 (+9 Shuriken, +12 melee, +13 Katana) [Unarmed 4 dmg, Katana 7 dmg, 19-20 crit], Defense 20 (14 flat-footed), Initiative +11, Grapple +16, Knockback -5

Abilities 32 + Skills 20 + Feats 25 + Powers 29 + Combat 30 + Saves 14 = 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Silver Samurai as a PC at PL 10, 150 pp. He’s a powerful warrior even without his signature Tachyon Field power, which he channels through a medium (usually his sword) to devastating effect. If you’re using this build as an NPC villain, give him appropriate minions, headquarters, and other equipment. Tough is from the Mastermind’s Manual and adds 1 to your Toughness save. Note that in Ultimate Power Corrosion costs 3 pp/rank (because the underlying Drain power has Ultimate Power ’s Affects Objects extra).

SILVER SURFER STR +0 10

DEX +2 14

CON +12 34

PL12 INT +2 14

WIS +6 22

BRUISED

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+12

+7

+10

*+12 Impervious

DAMAGE CONDITIONS

INJURED









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Comprehend 2 (Languages—Speak/Understand all), Immunity 12 (Aging, Life Support, Need for Sleep, Starvation and Thirst), Impervious Toughness 12, Protection 2, Super-Senses 1 (Extended Vision), Super-Strength 3

Device 3 (Surfboard, Hard to Lose, Power Feats: Indestructible, Remote Control, Restricted—Cosmic Energy Control rank 10+) (15pp) Surfboard: Flight 9 (5,000 mph, Flaw: Platform) AP: Space Travel 9 (500c)), Super-Movement 1 (Permeate), Enhanced Feats 3: (see above)

UNCONSCIOUS

FATIGUE CONDITIONS

POWERS

Cosmic Energy Control 14 (Power Feats: Accurate 3, Power Attack, Precise) (33pp + 4 APs= 37pp) AP: “Cosmic Strength” Enhanced Strength 24 & Enhanced Feat 3: Attack Specialization 3 (Unarmed) & Super-Strength 3 (Heavy Load: 90 tons) (33pp) AP: Healing 7 (Extras: Range [Ranged], Action [Standard Action]; Power Feats: Accurate 3, Persistent) (32pp) AP: Transform 6 (any inanimate object to any inanimate object; Extra: Duration (Continuous), Flaw: Action [Full Action]; Power Feats: Accurate x3) (50 lbs) (33pp) AP: Super-Senses 23 ([Mental senses are Acute, Analytical, Extended 7: Range Increment—20,000 miles], Cosmic Awareness, Detect Life [at Range], Detect Energy [at Range]—all Mental) (23pp)

STAGGERED

SKILLS Acrobatics 12 (+14), Concentration 8 (+14), Diplomacy 12 (+12), Knowledge [Physical Sciences] 12 (+14), Notice 8 (+14) FEATS Dodge Focus 5, Improved Initiative, Uncanny Dodge (Visual), Enhanced Feats: Acrobatic Bluff, Evasion, Move-by Action COMBAT Attack +4 (+10 Cosmic Blast, +10 Unarmed while using Cosmic Strength) [Unarmed 12 dmg; Cosmic Blast 14 dmg], Defense 20 (13 flat-footed), Initiative +6, Grapple +7 (+22 with Cosmic Strength active), Knockback -13

Abilities 44 + Skills 13 + Feats 7 + Powers 89 + Combat 18 + Saves 9 = 180

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

Here’s Silver Surfer as a PC at PL 12, 180 pp. You’ll be able to take it away from him such that he can’t get it really have to come up with an explanation for how he back as soon as he wakes up—maybe he needs to have an idea where the board is to summon it). If he suffers got powered down this much. Knockback or is Grappled by someone on the ground, Steve Kenson has suggested that it’s reasonable to apply he’ll be knocked off the board automatically (and I’d Extended to an entire sense type for 2 pp at each step say he loses its other abilities as well)—then he can (no option to do so is listed in Ultimate Power, but there reactivate his Flight power to get them back (i.e., recall is an option to do this with Acute/Analytical). So making the board to him). all of Silver Surfer’s Mental Super-Senses Extended 7, Acute and Analytical costs 18 pp, and the individual Note that as of Ultimate Power, Ranged Healing requires a ranged attack roll to successfully “touch” the subject senses cost 5 pp, for 23 pp total. with the Healing effect. “The GM may waive the required Analytical is a Super-Senses modifier in Ultimate Power. attack roll for a willing subject holding completely still (or Analytical: Beyond even acute, you can perceive specific a helpless subject unable to move), but the subject is details about anything you can detect with an analytical also treated as helpless against other attacks that round, sense, such as chemical composition, exact dimensions making it an unwise decision in the midst of combat.” So or mass, frequency of sounds and energy wavelengths, that’s why Healing has the Accurate power feat. and so forth. In Ultimate Power, Space Travel is specifically not Platform is a flaw on Flight from Ultimate Power: If you allowed to be in an Array with Flight—that makes no suffer any knockback while flying or you are grappled sense as a specific exception, so I’m ignoring it. Note by someone standing on the ground, you’re knocked or that Silver Surfer could add Space Flight 9 to his Superpulled off your platform and cannot fly. You can regain Senses array slot (which wouldn’t really limit him in any the use of your flying platform by reactivating your Flight way) and save the pp on his surfboard, so doing it this effect. way actually costs more points than the alternative. Note Silver Surfer’s Board is Hard to Lose because he can that Steve has said, here, that characters with Immunity summon it back to himself more or less at will (it’s still a (Life Support) and Flight essentially have the benefits of Device, though, so if he’s knocked out someone should the Environmental Adaptation (Zero Gravity) feat.

SILVER SURFER STR +0 10

DEX +3 16

CON +15 40

PL15 INT +3 16

WIS +8 26

DAMAGE CONDITIONS BRUISED

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+15

+15

+10

+12

INJURED

POWERS









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Comprehend 3 (Languages—Speak/Understand/ Read all), Immunity 12 (Aging, Life Support, Need for Sleep, Starvation and Thirst), Impervious Toughness 15, Super-Senses 1 (Extended Vision), Super-Strength 4

Device 3 (Surfboard, Hard to Lose; Power Feats: Indestructible, Remote Control, Restricted—Cosmic Energy Control rank 12+) (15 pp) Surfboard: Flight 10 (10,000 mph; Flaw: Platform) AP: Space Travel 10 (1000c)), Super-Movement 1 (Permeate), Enhanced Feats 2 (see below)

UNCONSCIOUS

FATIGUE CONDITIONS

*15 Impervious

Cosmic Energy Control 18 (Power Feats: Accurate 3, Precise) (40pp + 4 Alternate Powers= 44 pp) AP [Cosmic Strength]: Enhanced Strength 30 & Enhanced Feat 8: Attack Focus 8 (Melee) & Super-Strength 1 (Heavy Load: 102 tons) (40 pp) AP: Healing 9 (Extras: Range—Ranged, Action— Standard Action; Power Feats: Accurate 3, Persistent) (40 pp) AP: Transform 7 (any inanimate object to any inanimate object; Extra: Duration—Continuous, Flaw: Action [Full Action]; Power Feats: Accurate 3) (100 lbs) (38 pp) AP: Super-Senses 29 ([Mental senses have Acute, Analytical, Extended 10: Range Increment—20 million miles], Cosmic Awareness, Detect Life [at Range], Detect Energy [at Range]—all Mental) (29 pp)

STAGGERED

SKILLS Acrobatics 12 (+15), Concentration 8 (+16), Diplomacy 12 (+12), Knowledge [Physical Sciences] 12 (+15), Notice 8 (+16)

FEATS Dodge Focus 6, Evasion, Improved Initiative 2, Luck, Power Attack, Uncanny Dodge (Visual), Enhanced Feats: Acrobatic Bluff, Move-by Action

COMBAT Attack +6 (+12 Cosmic Energy, +14 melee with Cosmic Strength) [Unarmed 15 dmg; Cosmic Blast 18 dmg], Defense 25 (15 flat-footed), Initiative +11, Grapple +10 (+34 with Cosmic Strength active), Knockback -15

Abilities 58 + Skills 13 + Feats 12 + Powers 101 + Combat 30 + Saves 11 = 225

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Silver Surfer as a PC—if you’re playing in a PL 15, 225 pp campaign, that is! He’s incredibly powerful, as you’d expect. This build would work fine as the herald of Galactus.

where the board is to summon it). If he suffers Knockback or is Grappled by someone on the ground, he’ll be knocked off the board automatically (and I’d say he loses its other abilities as well)—then he can reactivate his Flight power to get them back (i.e., recall the board to him). I’m not convinced that Platform is enough of a penalty to be a flaw, but it’s too iconic to leave out. As GM, I’d probably make him take a move action and possibly roll a Concentration check at DC 10+ his ranks in Flight, depending on the situation, to recall the board—knocking him off it is hard.

Steve Kenson has suggested that it’s reasonable to apply Extended to an entire sense type for 2 pp at each step (no option to do so is listed in UP, but there is an option to do this with Acute/Analytical). So making all of Silver Surfer’s Mental Super-Senses Extended 10, Acute and Analytical costs 24 pp, and the individual senses cost 5 pp, for 29 Note that as of Ultimate Power, Ranged Healing requires pp total. a ranged attack roll to successfully “touch” the subject Analytical is a Super-Senses modifier in Ultimate Power. with the Healing effect. The GM may waive the required Analytical: Beyond even acute, you can perceive specific attack roll for a willing subject holding completely still (or details about anything you can detect with an analytical a helpless subject unable to move), but the subject is also sense, such as chemical composition, exact dimensions or treated as helpless against other attacks that round, makmass, frequency of sounds and energy wavelengths, and ing it an unwise decision in the midst of combat. So that’s so forth. why Healing has the Accurate power feat. Platform is a flaw on Flight from Ultimate Power: If you sufIn Ultimate Power, Space Travel is specifically not allowed fer any knockback while flying or you are grappled by someto be in an Array with Flight—that makes no sense as a one standing on the ground, you’re knocked or pulled off specific exception, so I’m ignoring it. Note that Silver Surfer your platform and cannot fly. You can regain the use of your could add Space Flight 10 to his Super-Senses array slot flying platform by reactivating your Flight effect. (which wouldn’t really limit him in any way) and save the Silver Surfer’s Board is Hard to Lose because he can sum- pp on his surfboard, so doing it this way actually costs mon it back to himself more or less at will (it’s still a De- more points than the alternative. Note that Steve Kenson vice, though, so if he’s knocked out someone should be has said that characters with Immunity (Life Support) and able to take it away from him such that he can’t get it back Flight essentially have the benefits of the Environmental as soon as he wakes up—maybe he needs to have an idea Adaptation (Zero Gravity) feat.

SPIDER-MAN STR DEX +8 +12 26/10 34/12

CON +6 22/10

PL10 INT +4 18

WIS +1 12

DAMAGE CONDITIONS BRUISED

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6

+6

+14

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Enhanced Dexterity 22, Enhanced Strength 16, Enhanced Constitution 12 , Enhanced Feats 27 (in italics below), Enhanced Skills 2 (in italics below), Speed 1, Super Senses 1 (Danger Sense) [Spider Sense—Mental]

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Leaping 2 (x5 distance) & Super-Movement 2 (Wall Crawling 2) AP: Super Strength 3 (Heavy Load: 3.7 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)] FEATS Acrobatic Bluff, Attack Focus 6 (Melee), Attack Specialization 7 (Unarmed 2 & Web-Shooters 5), Benefit (Bluff based on Intelligence), Defensive Attack, Dodge Focus 11, Elusive Target, Equipment, Evasion 2, Improved Trick (Bluff), Move-by Action, Sneak Attack, Takedown Attack, Taunt, Ultimate Defense, Uncanny Dodge (Spider Sense)

SKILLS Acrobatics 8 (+20), Bluff 8 (+12), Craft [Mechanical] 4 (+8), Craft [Chemical] 4 (+8), Disable Device 1 (+5), Knowledge [Physical Sciences] 2 (+6), Knowledge [Technology] 2 (+6), Notice 8 (+9), Profession [Photographer] 2 (+3), Sense Motive 5 (+6) COMBAT

EQUIPMENT Mini Tracer, Camera, GPS Receiver, Flashlight, Cell Phone

Attack +0 (+6 melee, +10 Unarmed/Web Shooters) [Unarmed +8 dmg, Snare Reflex DC 20 // +2 dmg on Sneak Attack], Defense 24 (12 flat-footed), Initiative +12, Grapple +14 (+17 with SuperStrength AP), Knockback -3

Abilities 10 + Skills 9 + Feats 11 + Powers 108 + Combat 6 + Saves 6 =150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Spider-Man as a PC at PL 10, 150 pp. He’s pretty bare-bones—imagine him as starting out Spider-Man. Spider-Man is quite bad at ranged attacks (besides his web-shooters), since this saves pp— and it’s appropriate for starting Spider-Man to be a very inexperienced combatant. 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. 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—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

FORTUNE

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.

SPIDER-MAN STR DEX +9 +12 28/10 34/12

CON +7 24/10

PL11 INT +4 18

WIS +1 12

DAMAGE CONDITIONS BRUISED

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7

+7

+14

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

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

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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)] FEATS 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) EQUIPMENT Mini Tracer, Camera, GPS Receiver, Flashlight, Cell Phone

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, Moveby Action, Sneak Attack, Takedown Attack, Taunt, Ultimate Defense, Uncanny Dodge (Spider Sense) 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 flatfooted), Initiative +12, Grapple +16 (+19 with Super-Strength AP), Knockback -3

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

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’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. 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—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

FORTUNE

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.

STORM STR +0 10

PL10

DEX +3 16

CON +2 14

INT +2 14

WIS +3 16

DAMAGE CONDITIONS BRUISED

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+3*

+4

+7

+9

INJURED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Immunity 5 (Powers and effects with Weather descriptor; Sustained) Feature 1 (Weather Sense) Flight 3 (50 mph) Weather Control Array (39 pp total) Base: Weather Control 16 (32pp—mix and match environments: Cold, Distraction, (Precipitation), Hamper Movement (Icy or Wet Surfaces), Heat, Reduced Visibility (Rain); Extra: Independent (+0)) AP: Air Control 10 (Extra: Knockback (for Trip), Trip Opposed by Strength (+0), Power Feats: Freshen Air, Precise) (32 pp) AP: Blast 12 “Lightning” (Power Feats: Accurate, Improved Range 3—1200 ft range increment, Indirect 2, Precise) (31pp) AP: Blast 10 “Lightning” (Extra: Area [Line], Power Feat: Indirect 2) (32 pp) AP: Blast 7 “Tornado” (Extra: Area [Cylinder], Duration [Concentration]; Power Feats: Indirect 2, Progression 2 [increase Area’s size]) (32 pp) AP: Dazzle 10 “Lightning & Thunderclap” (Visual & Audio; Extra: Area [Burst]; Flaw: Full-Round Action, Power Feat: Indirect 2) (32 pp) AP: Obscure 10 “Fog” (1 mile radius, Visual; Extra: Independent (+0); Power Feat: Reversible) (21 pp) AP: Trip 10 “Wind” (Extras: Opposed by Strength (+0), Range [Perception], Knockback, Area [Cone]; Flaw: Limited [Effect must originate at Storm, -1]) (30 pp)

STAGGERED

SKILLS Bluff 4 (+7), Concentration 8 (+11), Diplomacy 4 (+7), Disable Device 8 (+10), Escape Artist 8 (+11), Knowledge [Streetwise] 4 (+6), Knowledge [Tactics] 4 (+6), Notice 8 (+11), Pilot 2 (+5), Sense Motive 8 (+11), Sleight of Hand 8 (+11), Stealth 4 (+7), Survival 4 (+7), Languages 2 (English, Swahili; Base: Arabic) FEATS Benefit (Status), Defensive Roll 4, Dodge Focus 2, Evasion, Favored Environment 4 (Airborn, +4 to Dodge), Leadership, Teamwork, Tough, Uncanny Dodge (Visual) COMBAT Attack +6 (+8 Lightning Bolt) [Unarmed 0 dmg, Lightning Bolt 12 dmg], Defense 19 (23 Airborn) (14 flat-footed), Initiative +3, Grapple +6 (resist/escape grapples with Escape Artist +11), Knockback -3 (-1 flat-footed)

Abilities 26 + Skills 19 + Feats 16 + Powers 51 + Combat 26 + Saves 12= 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Storm as a PL 10, 150 pp PC. She’s very powerful on offense, particularly due to her variety of Area Attacks, but she’s fragile for her PL and is quite vulnerable if you can surprise attack her. I managed to make her without a Dynamic Array, which makes her simpler than she would otherwise be. The place where this has the most impact is Storm’s Environmental Control power, which I had to give the Independent extra to so that she could use it at the same time as her instant-duration array powers. The more thematically compelling way to do this is to give her a fully Dynamic Array and a regular Sustained Environmental Control power—but that costs more pp and results in a more complicated character. Favored Environment normally can be used either to increase Attack or Defense, but this creates problems because Storm would be over her PL caps on attack/ damage with her targeted Lightning Bolts if she could do this (Steve Kenson says that in general if part of an ability would put you over PL caps you simply can’t buy the ability at all). So I’ve limited Storm’s Favored Environment to providing a Dodge bonus to Defense to avoid this problem. Notable Power Stunts of hers should include: increasing the heat and humidity in the air for a Fatigue (Range [Perception]) effect, encasing opponents in instantlycreated ice for a Snare effect, creating a pressure dome of air for a Create Objects effect, or lifting allies with her control of the winds for an Affects Others Flight effect. 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 (modified by the progression feat), and Improved Range only makes the ranged increment better. So Storm’s targeted Lightning Bolts can hit targets up to 1200 feet away and since Storm’s range increment is 1200 feet, she’ll never take range penalties. For Storm’s Area Trip at Range [Perception], you should consider this a Targeted Perception Area in Ultimate Power’s lingo (essentially, it’s like a conventional explosion—Storm doesn’t have to perceive the target—but the power can be blocked by cover) Her Weather Control power uses the mix-and match environment optional rules from Ultimate Power: Rather

than having a set list of effects Storm can create, divide its cost for any given use among the effects listed, making it a limited sort of Variable structure. This makes Weather Control more powerful, which I think is fine since it’s a pretty weak effect. Storm’s Trip abilities have the +0 Opposed by Strength Only modifier from Ultimate Power, which does exactly what the name implies. Yes, it’s strictly better than the regular Trip power, but since Improved Throw is listed as a power feat for only 1 pp and that’s strictly better than Opposed by Strength, there’s no room for an in-between cost here. Independent is a +0 Extra from Ultimate Power. Independent: Applied to a sustained effect, this modifier makes its duration independent of the user and based instead on the number of power points in the effect. The effect occurs normally and then fades at a rate of 1 power point of effectiveness per round until it is gone. While it lasts, it requires no attention or maintenance from the user, like a continuous duration effect, although it can still be countered or nullified (also like a continuous effect). This is like a combination of the Duration (continuous) and Fades modifiers. An Independent Alternate Power continues to function even when the Array is switched to a different configuration. Cylinder is an option for the shape of an Area Effect in Ultimate Power. Cylinder: The effect fills a cylinder with a total radius and height of 5 feet per rank. So, for example, a rank 10 Cylinder Area could have a 20-foot radius and a height of 30 feet, a 10-foot radius and a height of 40 feet, or any other combination adding up to 50 feet (10 ranks x 5 feet). Features are from Ultimate Power and are the equivalent for powers of the Benefit Feat. Weather Sense is an invented feature that lets Storm know the current and upcoming weather in her vicinity; remember, her character was created before the Weather Channel! Freshen Air is a power feat on Air Control in Ultimate Power that does more or less what the name implies. Tough is from the Mastermind’s Manual and adds 1 to her Toughness save.

THING STR +12 34/22

PL10 DEX +2 14

CON +10 30

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+13*

+13

+5

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*12 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Density 6 (Extra: Continuous; Flaw: Permanent; Power Feats: Buoyant, Innate; 20pp) Density Effects: Strength +12, Impervious Protection 3, Immovable 2, Super-Strength 2, Mass x5 Impervious Toughness 9 Super-Strength 1 AP: Leaping 2 (x5 distance) Super-Strength 3 (Heavy Load: 90 tons; Power Feats: Countering Punch, Groundstrike, 8pp)

SKILLS FEATS All-Out Attack, Attack Focus 2 (Melee), Distract (Intimidate), Environmental Adaptation (Zero Gravity), Improved Critical (Unarmed), Improved Grab, Improved Grapple, Improved Initiative, Improved Overrun, Interpose, Luck, Power Attack, Second Chance (saves vs. Auditory Dazzle), Startle, Takedown Attack

Bluff 4 (+6), Climb 0 (+6), Craft [Mechanical] 1 (+2), Intimidate 12 (+14), Knowledge [Streetwise] 8 (+9), Knowledge [Technology] 1 (+2), Notice 6 (+8), Pilot 8 (+10), Sense Motive 8 (+10), Swim 0 (+6) COMBAT Attack +6 (+8 melee) [Unarmed 12 dmg, 19-20 crit], Defense 17 (14 flat-footed), Initiative +6, Grapple +26, Knockback -14

Abilities 46 + Skills 12 + Feats 16 + Powers 40 + Combat 26 + Saves 10 = Total 150

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s The Thing as a PC at PL 10, 150 pp. He’s not the strongest or the toughest powerhouse out there, but he makes up for it with good looks and witty charm. Well, maybe not good looks. He doesn’t have Teamwork even though he’s a great team player— he doesn’t set up the rest of the Fantastic Four- they set up him! The Thing’s Density power has the power feat Buoyant not because The Thing naturally floats, but because with his Super-Strength it wouldn’t make sense for him to fail all swim checks. I don’t really buy Thing weighing 500 lbs, even though that’s what online sources say he weighs. Come on, look at him. He’s got to be taller than his listed 6’0” height as well. I’d say he weighs about 800 lbs. 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).

THOR STR +13 36/28

PL12 DEX +1 12

CON +13 36

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16*

+16

+4

+10

INJURED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*+11 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Density 4 (Permanent; Power Feats: Buoyant, Innate [+8 Strength, Protection 2 (Impervious), Immovable 1, Super-Strength 1]) (14pp) Immunity 1 (Age) Impervious Toughness 9 Super-Strength 5 (Heavy Load: 118 tons) Device 6 (“Mjolnir”, Easy to Lose; Power Feats: Indestructible, Restricted 2—must be worthy to lift or use) (21pp) Mjolnir: Super-Senses 3 (Counters Illusion [Vision], Magical Awareness), Base Array Slot: Strike 3 (Power Feats: Affects Insubstantial 2, Improved Critical, Mighty) & Flight 7 (1000 mph) & Power Feat (on SuperStrength): Shockwave [Electricity] & SuperMovement 1 (Dimensional Travel to Asgard) (24pp) AP: Blast 3 (Power Feats: Accurate, Affects Insubstantial 2, Improved Critical, Improved Range—75 foot range increment, Mighty 13) [Mjolnir, thrown] (24pp) AP: Flight 2 (25 mph) & Blast 12 (Flaw: FullRound Action; Power Feats: Accurate x3, Improved Range x3—1200 foot range increment, Indirect 2) [Lightning] (24pp) AP: Flight 2 (25 mph) & Weather Control 10 (20pp—mix and match environments: Cold, Distraction (Precipitation), Hamper Movement (Icy or Wet Surfaces), Reduced Visibility (Rain)) (24pp)

STAGGERED

SKILLS Climb 0 (+9), Diplomacy 8 (+12), Intimidate 16 (+20), Knowledge [Arcane Lore] 5 (+6), Knowledge [History] 5 (+6), Knowledge [Tactics] 8 (+9), Notice 6 (+8), Sense Motive 8 (+10), Swim 0 (+9) FEATS All-Out Attack, Attack Focus 2 (Melee), Benefit (Status), Dodge Focus 3, Fearless, Improved Initiative, Interpose, Power Attack, Startle, Takedown Attack, Tough, Ultimate Effort (Ultimate Toughness Save) COMBAT Attack +6 (+8 melee/Mjolnir thrown, +12 Lightning Bolt) [Unarmed 13 dmg, Mjolnir 16 dmg, 19-20 Crit; Lightning Bolt 12 dmg], Defense 18 (13 flat-footed), Initiative +5, Grapple +27, Knockback -14

Abilities 60 + Skills 14 + Feats 15 + Powers 55 + Combat 22 + Saves 14= 180

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Thor as a PC at PL 12, 180 pp. Thor’s Heavy Load is 118 tons (example—Cargo Jet). To perform even more incredible lifting feats than usual, you can power stunt Super-Strength off of his ranks in Flight from Mjolnir This version of Thor has neither his Asgardian Armor nor his Belt of Strength—I figured that giving my PL 14 Thor both of these items and not giving my PL 12 Thor either helps explain why this version of Thor is PL 12 instead of PL 14. I think I remember seeing that removing Thor’s Belt of Strength weakens him for a time, so you could also explain his lower PL that way. He’s still as intimidating as ever. The Shockwave power feat that Mjolnir grants is a cone of Electricity rather than Force (and is rank 12, since as an Area Attack it’s limited by Thor’s PL). Thor can also call down Lightning Bolts against individual targets and can control weather conditions in the broader area. In Ultimate Power, maximum range is separate from Range Increment for a power- a power’s maximum range is rank x 100 feet (modified by the progression feat), and Improved Range only makes the ranged increment better. So Thor’s Lightning Bolts can hit targets up to 1200 feet away and since Thor’s range increment is 1200 feet, he’ll never take range penalties. His Weather Control power uses the mix-and match environment optional rules from Ultimate Power: Rather than having a set list of effects Thor can create, divide its cost for any given use among the effects listed, making it a limited sort of Variable structure. This makes Weather Control more powerful, which I think is fine since it’s a pretty weak effect. The Counters Illusion Super-Sense is from Ultimate Power and does exactly what the name implies. Buoyant is also from Ultimate Power and is a power feat on Density that makes it so you don’t automatically fail Swim checks— Thor doesn’t naturally float, but he’s far too strong to automatically fail Swim checks just because he weighs 640 lbs. Note that Strength bonuses from Density don’t add to Climb or Swim checks. The Tough feat is from the Mastermind’s Manual and adds 1 to your Toughness save.

THOR STR +15 40/32

PL14 DEX +1 12

CON +13 36

INT +1 12

WIS +2 14

DAMAGE CONDITIONS BRUISED

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+18*

+18

+6

+10

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*12 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Density 4 (Permanent; Power Feats: Buoyant, Innate [+8 Strength, Protection 2 (Impervious), Immovable 1, Super-Strength 1]) (14 pp), Immunity 1 (Age), Impervious Toughness 10, Super-Strength 5, Super-Senses 2 (Counters Illusion [Vision]) Device 2 (Belt of Strength and Asgardian Armor, Hard to Lose, Power Feat: Indestructible) (9 pp) Belt and Armor: Protection 2, Super-Strength 4 Device 6 (Mjolnir, Easy to Lose; Power Feats: Indestructible, Restricted 2—must be worthy to lift or use) (21 pp) Mjolnir: Super-Senses 1 (Magical Awareness), Strike 3 (Power Feats: Affects Insubstantial 2, Improved Critical, Mighty) & Flight 8 (2500 mph) & Power Feat (on Super-Strength): Shockwave [Electricity] & SuperMovement 1 (Dimensional Travel to Asgard) (26 pp) AP: Blast 3 (Power Feats: Accurate, Affects Insubstantial 2, Improved Critical, Improved Range—75 foot range increment, Mighty 15) [Thrown Hammer] (26 pp) AP: Flight 2 (25 mph) & Blast 14 (Power Feats: Accurate x3, Improved Range 3—1400 foot range increment, Indirect 2, Flaw: Full-Round Action) [Lightning] (26 pp) AP: Flight 2 (25 mph) & Weather Control 11 (22pp—mix and match environments: Cold, Distraction (Precipitation), Hamper Movement (Icy or Wet Surfaces), Reduced Visibility (Rain)) (26 pp)

SKILLS Climb 0 (+11), Diplomacy 8 (+12), Intimidate 16 (+20), Knowledge [Arcane Lore] 6 (+7), Knowledge [History] 6 (+7), Knowledge [Tactics] 8 (+9), Notice 7 (+9), Sense Motive 9 (+11), Swim 0 (+11)

FEATS All-Out Attack, Attack Focus 2 (Melee), Benefit (Status), Dodge Focus 3, Fearless, Improved Initiative 2, Interpose, Power Attack, Startle, Takedown Attack, Tough, Ultimate Effort (Ultimate Toughness Save)

COMBAT Attack +8 (+10 melee/Mjolnir thrown, +14 Lightning Bolt) [Unarmed 15 dmg, Mjolnir 18 dmg, 19-20 Crit; Lightning Bolt 14 dmg], Defense 20 (14 flat-footed), Initiative +9, Grapple +35, Knockback -16

Abilities 64 + Skills 15 + Feats 16 + Powers 67 + Combat 30 + Saves 18= 210

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Thor as a PC at PL 14, 210 pp. Thor’s Heavy Load is about 3280 tons (example—Nuclear Sub). They don’t call him Mighty for nothing! He has +20 Intimidate and deserves every penny of it. This build of Thor doesn’t have some of the abilities you’d associate with a more “godly” version—like more Immunities, Space Travel, or the Anti-Force. I only have so many power points to work with and you really don’t want a PC throwing around the Anti-Force (Drain Constitution 20 in some of the builds I’ve seen)—he’s plenty powerful without it. I think it’s more fun to be Thor than Donald Blake, so I didn’t give him any Normal Identity type drawback—if it comes up with this build, it’s a Complication. Thor is very effective when throwing Mjolnir, but he can’t fly while doing so (since he flies by throwing Mjolnir and holding on to it). The Shockwave power feat that Mjolnir grants is a cone of Electricity rather than Force (and is rank 14, since as an Area Attack it’s limited by Thor’s PL). Thor can also call down Lightning Bolts against individual targets and can control weather conditions in the broader area. Note that as of Ultimate Power, maximum range is separate from Range Increment for a power- a power’s maximum range is rank x 100 feet (modified by the progression feat), and Improved Range only makes the ranged increment better. So Thor’s Lightning Bolts can hit targets up to 1400 feet away and since Thor’s range increment is 1400 feet, he’ll never take range penalties. His Weather Control power uses the mix-and match environment optional rules from Ultimate Power: Rather than having a set list of effects Thor can create, divide its cost for any given use among the effects listed, making it a limited sort of Variable structure. This makes Weather Control more powerful, which I think is fine since it’s a pretty weak effect. The Counters Illusion Super-Sense is from Ultimate Power and does exactly what the name implies. Buoyant is also from Ultimate Power and is a power feat on Density that makes it so you don’t automatically fail Swim checks—Thor doesn’t naturally float, but he’s far too strong to automatically fail Swim checks just because he weighs 640 lbs. Note that Strength bonuses from Density don’t add to Climb or Swim checks. The Tough feat is from the Mastermind’s Manual and adds 1 to your Toughness save.

THUNDERBIRD STR +10 30

DEX +3 16

CON +9 28

PL9 INT +1 12

WIS +5 20

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+9

+8

+6

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

POWERS Speed 2 (25 MPH) Super Strength 2 (Heavy Load 6.4 tons) Super-Strength 1 AP: Leaping 2 Super-Senses 3 (Extended Vision, Low Light Vision, Extended Hearing)

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

SKILLS Acrobatics 7 (+10), Concentration 3 (+8), Handle Animal 8 (+10), Intimidate 8 (+10), Knowledge [Arcane Lore] 1 (+2), Medicine 1 (+6), Notice 8 (+13), Ride 4 (+7), Sense Motive 3 (+8), Stealth 8 (+11), Survival 8 (+13), Languages 1 (Apache; base English)

FEATS Attack Focus 2 (Melee), Dodge Focus, Endurance, Evasion, Fearless, Improved Initiative 2, Move by Action, Power Attack, Steadfast, Takedown Attack, Teamwork, Tough, Track, Uncanny Dodge (Hearing)

COMBAT Attack +6 (+8 melee) [Unarmed 10 dmg], Defense 18 (14 flat-footed), Initiative +11, Grapple +21, Knockback -6

Abilities 60 + Skills 15 + Feats 16 + Powers 12 + Combat 26 + Saves 6 = 135 pp

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Thunderbird as a PL 9, 135 pp PC. The X-Men work very nicely as starting characters at the PL 9-10 range and Proudstar is no exception.

Steadfast is from the Mastermind’s Manual and is 1 rank of the Immovable power, taken as a feat, except that it isn’t lost while you’re moving and it provides no special benefit against Slam attacks. Tough is from the Mastermind’s Manual and adds 1 to your Toughness save.

TOAD STR +3 16

PL9 DEX +7 24

CON +3 16

INT +2 14

WIS +0 10

DAMAGE CONDITIONS BRUISED

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+3*

+5

+11

+5

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*Flat-footed

FATIGUED

EXAUSTED

UNCONSCIOUS

POWERS







NOTES

Additional Limb 1 (Tongue; Power Feats: Extended Reach x2, Innate) (4 pp) Super-Movement 1 (Wall Crawling 1) Leaping 3 AP: Swimming 1 (2.5 mph) & Enhanced Skill 2 (Swim 8 [+11]) Dazzle 8 “Spittle” (Visual, Flaw: Full-Round Action) (8 pp) AP: Strike 3 (Power Feat: Mighty) & SuperStrength 2 (Heavy Load: 920 lbs) (8 pp) FEATS

Acrobatic Bluff, Attack Focus 6 (Melee), Attack Specialization 3 (Spittle), Challenge (Fast Taunt), Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion, Grappling Finesse, Improved Initiative 2, Improved Trip, Move by Action, Redirect, Set Up, Sneak Attack, Taunt, Teamwork 2, Uncanny Dodge (Hearing) SKILLS

Acrobatics 12 (+19), Bluff 8 (+10), Climb 5 (+8), Computers 4 (+6), Craft [Electronics] 4 (+6), Craft [Mechanical] 4 (+6), Knowledge [Technology] 8 (+10), Notice 8 (+8), Perform [Comedy] 3 (+5), Sense Motive 8 (+8), Stealth 8 (+15)

COMBAT

Attack +4 (+10 melee/Spittle) [Strike 6 dmg, Dazzle Reflex DC 18 // +2 dmg on Surprise Attack], Defense 23 (13 flat-footed), Initiative +15, Grapple +17, Knockback -2

Abilities 34 + Skills 18 + Feats 35 + Powers 19 + Combat 18 + Saves 11= 135

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

H

ere’s Toad as a PL 9, 135 pp PC. This is a powerful version of Toad. Definitely inspired by the movie version. He’s the Brotherhood’s equivalent of Nightcrawler, with a major shift for high Defense/low Toughness, Wall-Crawling, extremely high Acrobatics and Acrobatic Bluff, good movement and stealth, an exotic (i.e., non-Toughness save) attack, and the Taunt feat. Challenge feats are from the Mastermind’s Manual— Challenge (Fast Taunt) lets Toad use the Taunt feat as a move action at no penalty. Toad is an effective grappler and does 6 damage in a grapple (his Strike power adds to damage in a grappleit can represent either something like a flying kick or a strike/squeeze with his tongue). Likewise, Toad’s Super-Strength can either represent his incredible lower body strength or his ‘mighty tongue.’ His Spittle blinds opponents—use Extra Effort to Power Stunt a different kind of Spittle if you want it to do something else. Despite his appearance, Toad has high Charisma—he definitely has presence. Think of this build of Toad as if he were almost as badass as, say, Darth Maul. Note that you add extra distance from Acrobatics before multiplying by 10 for Toad’s Leaping power.

WOLVERINE STR +5 20/16

DEX +3 16

PL10 CON +8 26

INT +1 12

WIS +5 20

DAMAGE CONDITIONS BRUISED

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10*

+11

+5

+9

INJURED

STAGGERED

UNCONSCIOUS









DISABLED

DYING

FATIGUE CONDITIONS

*1 Impervious POWERS

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

Container 3 (“Adamantium Skeleton”; Power Feat: Innate) (16 pp) Adamantium Skeleton: Density 2 [Permanent; +4 Strength, Protection 1 (Extra: Impervious)], Protection 1, Strike 4 (Extra: Penetrating; Power Feat: 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; Power Feat: Persistent) (20 pp) Immunity 3 (Aging; Disease & Poison; Flaw: Limited [Halve rank of effect]) (2 pp) Speed 1 (10 mph) Super Senses 7 (Scent [Extended, Acute, Accurate, Track], Low Light Vision, Extended Hearing) SKILLS

FEATS

Acrobatics 4 (+7), Climb 4 (+7), Handle Animal 6 (+5), 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)

All-Out Attack, Animal Empathy, Attack Focus 6 (Melee), Diehard, Dodge Focus 5, Fearless, Improved Critical 2 (Claws), Improved Initiative, Rage 2 (Duration- 10 Rounds), Power Attack, Startle, Takedown Attack 2, Uncanny Dodge (Hearing)

DRAWBACKS

COMBAT

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

Attack +5 (+11 Melee) [Claws 9 dmg, 18-20 Crit], Defense 20 (13 flat-footed), Initiative +7, Grapple +16, Knockback -5

Abilities 38 + Skills 15 + Feats 25 + Powers 46 + Combat 20 + Saves 9 -Drawbacks 3= 150 pp

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

T

he irascible Wolverine, as a PC at PL 10, 150 pp. Wolverine is an unkillable killing machine, just as you’d expect. His ranged attack bonus is a little lower than a straight conversion would deserve, but he still has a "professional" level of skill. He doesn’t have regeneration from Unconscious because it would make him too powerful. Wolverine weighs about 300 lbs due to his adamantium skeleton. 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 only 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. Speed 1 makes a very fast version of Wolverine—but you don’t want to be playing a character with 30 foot movement a round and no ranged attacks if you can help it (and you can, for only one pp!). 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.

WOLVERINE STR +5 20/16

DEX +3 16

PL11 CON +8 26

INT +1 12

WIS +5 20

DAMAGE CONDITIONS BRUISED

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+11*

+12

+6

+9

INJURED

POWERS









DISABLED

DYING

FATIGUED

EXAUSTED

UNCONSCIOUS







NOTES

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; Power Feat: Improved Critical 2, Mighty; Drawback: Only Lethal Damage)

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)

UNCONSCIOUS

FATIGUE CONDITIONS

*1 Impervious

Regeneration 19 (Bruised 1 per round with no rest, Injured 1 per round with no rest, Staggered 1 round, Disabled 1 round; Power Feat: 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)

STAGGERED

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) DRAWBACKS Vulnerable [Magnetism; Uncommon; Major Intensity; 3pp] COMBAT Attack +7 (+13 Melee) [Claws 9 dmg, 18-20 Crit], Defense 21 (14 flat-footed), Initiative +7, Grapple +19, Knockback -6

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

HP

Character Write-Up: Elric — Layout: Hyborian — http://www.atomicthinktank.com/

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ere’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.