[M&M] How would YOU make....?


log in or register to remove this ad

Edit: Darnit, and here I thought it was well balanced. :mad:

Well, here's the revised version, at Power Level 20. Figured out how to boost the character effectively.

Magneto
Power Level 20

Abilities [16]
Str 11 +0
Dex 13 +2
Con 12 +1
Int 13 +2
Wis 13 +2
Cha 16 +3

Saves
Damage+7/+27 (forcefield)
Fort +6
Reflex +7
Will +7

Attack Bonus [30]
Melee +11
Ranged +11

Initiative +1

Defense +10+1 [20]

Speed 30 ft/100ft (flight)

Skills: [70]
Bluff+5
Computers+5
Concentration+10
Diplomacy+10
Intimidate+10
Science (Genetics)+10
Sense Motive+10

Feats: [14]
Attack Focus (Metal TK)
Detect: Metals
Headquarters
Indomitable Will
Iron Will
Leadership
Inspire

Powers: [160]
Amazing Save+5 Will Extra: Fortitude, Reflex, Damage [20]
Animation+20 Flaw: Limited - only metals [Mutation, 20]
Deflection +20 Flaw: Limited - only metal-based attacks [Mutation, 10]
Energy Control (Magnetism) +20 Extra: Energy Field, Energy Shapes. Flight, Force Field [Mutation, 60]
Mental Protection+10 Flaw: Device (shielded helmet) [science, 10]
Shape Matter+20 Extra: Continuous, Flaw: Only Metal [Mutation, 40]

Weaknesses: Quirk - Obsession with making a world where Mutants can live in peace... at any cost. [-10]

Villain Points: 10

And my suggestion for the next character creation:
How would you make Daredevil?
 
Last edited:

At power level 15 Mag's max power rank would be +15, not +20. Also, he has Astral Projection, though it is rarely used, haven't seen him use it in the last ten years actually.

Jason
 

I like the Magneto. I think he would hav a higher INT though. Maybe not an 18 but maybe a 15 or 16.

DareDevil huh? Not mine though. I found in on another forum. Looked good.

Daredevil (150 PP)

Game Statistics (33 PP)

STR 15 +2
DEX 18 +4
CON 14 +2
INT 16 +3
WIS 16 +3
CHA 14 +2

Matt's training has left him strong and almost at the human maximum for dexterity. He is smart (good lawyer) and street wise and has a ready manner with people he meets.

His main abilities are good reflexes, unarmed combat, radar vision, enhanced senses and swinging (via his Billy Club).

Lets start with Feats.

Feats (20 PP)

2 PP each

*Blind Sight
*Blind Fight
*All Around Sight
*True Sight
*See Invisibility

These Feats represent his Radar Vision, they all have [Source - Mutation]

*Accurate Attack
*Dodge
*Expertise
*Richochet Attack
*Throwing Mastery

These Feats bring in his Combat training, they all have [Source - Training]

Let's throw in

*Scent
*Ultra-Hearing

These Feats represent his enhanced senses, they all have [Source - Mutation]

Now to Super-Powers.

Super-Powers (18 PP)

There's only two that I could think of

*Amazing Save(Reflexes) Rank 6 (6 PP)
*Super-Senses Rank 6 (12 PP) [Sight not Affected]

The Reflexes are an advantage that his training and Radar Vision give him. Although sight is not affected with Super Senses I didn't rate this enough to apply a flaw although a referee might feel like subtracting 1 PP from the cost.

Devices (10 PP)

Of course we can't Forget his Billy Club. He uses it for Swinging via the coiled rope and he has been know to deflect attacks with it (including Bullets) However it would't do an excessive amount of damage.

Thus Using the formula on pg 110;

Quote:
Device cost per Rank = (number of Effects + number of Extras) - Number of Flaws


2 PP / Rank = (Movement(Swinging) + Defence(Deflection) + Extras(Automatic) ) - (Flaws(Only Projectile Attacks))

Billy Club (Rank 6; Save DC 23; Damage Bonus 6)
Swinging, [Deflection; Automatic; Only Projectile Attacks] - Stun

He is a trained fighter so

Attack/Defence (25 PP)

*Base Defence 6 (10 PP)
*Base Attack 5 (15 PP)


We've Used 110 PP so far, now I could increase his Defence or Attack or purchase skills. I wasn't sure here so I went for skills. We would normally only have 40 PP, but his blindness is a weakness.

Weakness

*Blind (+10 PP)

Skills (50 PP)

Total
Acrobatics Rank 8 +12
Balance Rank 6 +12
Climb Rank 5 +7
Concentration Rank 6 +9
Escape Artist Rank 2 +6
Gather Information Rank 4 +8
Intimidate Rank 6 +8
Knowledge(Law) Rank 8 +11
Profession(Lawyer) Rank 5 +8

Finally

Saves and Attack/Defence

Damage 2
Fortitude 2
Reflex 10 (remember Amazing Save)
Will 3

Defence 21 (When Using Dodge)
22 (When using Dodge vs 1 Person)
Flat Footed 17/18 (Defence - Dex Bonus)

Melee Attack 7
Ranged Attack 7

How about something simple next: Elektra
 
Last edited:

Remove ads

Top