After a 4-month break from M&M, I was in the mood this morning to build some characters. For the moment, I'm working on translating some favorite D&D characters to M&M, starting with a Five-Man Band themed party.
Bio
Folkin'Attor is the dragonborn leader of the party.
ALT · Mass Healing Word: Healing 1 Extras: Area (Burst 2); Selective; Action 2 (free action); Increased Range 1 (ranged); Stabilize · (60-ft radius Burst within 25/50/100 ft)
ALT · Restoration: Healing 4 Extras: Energizing; Restorative; Persistent Flaws: Limited to Energizing or Restorative; Unreliable (5 Uses)
ALT · Revivify: Healing 20 Extra: Resurrection Flaws: Limited to resurrection; Tiring; Source (diamonds)
ALT · Blessing of Freedom:
Free Spirit: Immunity 5 (Entrapment) Extras: Sustained; Subtle 1 · (requires an exotic sense to notice) Flaw: Activation 2 · (standard action)
ALT · Tasha's Mind Whip: Damage 8 Extras: Increased Range 2 (perception); Alternate Resistance (Will); Subtle 1 · (requires an exotic sense to notice) Flaw: Unreliable (5 Uses)
ALT · Suggestion: Affliction 10 (Will; Dazed / Compelled / Controlled) Extras: Increased Range 2 (perception); Cumulative; Insidious Flaws: Limited to one general command; Distracting
ALT · Shadow Blade: Damage 10 Extras: Increased Range 1 (ranged); Variable Descriptor 1 (mental or sonic); Indirect 3 (fixed point in any direction); Feature 1 (fixed point for Indirect moves with Echo); Dangerous 1 Flaws: Diminished Range 1; Activation 1 · (move action to activate) Linked: Enhanced Advantage 1 [Favored Environment (darkness)]
ALT · Slow: Affliction 9 (Will; Dazed & Hindered & Vulnerable) Extras: Increased Range 1 (ranged); Area (Burst 1); Selective; Extra Condition 2 Flaws: Limited Degree 2; Diminished Range 2; Unreliable (5 Uses)
Echo's Wrath: Damage 3 Extras: Increased Range 1 (ranged); Reaction 3 (to creatures moving away from Echo); Indirect 3 (fixed point on Echo in any direction) Flaw: Limited to targets within Close range of Echo
Castling: Teleport 4 · (500 ft, move action) Extras: Accurate; Feature 1 (swap directions and velocities with Echo); Increased Mass 1 · (bring 100 lb.) Flaws: Medium (Echo); Limited 2 to switching places with Echo
ALT · Dispel: Nullify 10 (magic) Extras: Broad; Simultaneous; Accurate 4; Penetrating 1 Flaw: Distracting
ALT · Evard's Tentacled Visage: Summon 8 Extras: Heroic; Increased Duration (continuous); Mental Link Flaws: Side Effect (if sustained duration is lost, Visage becomes hostile); Unreliable (5 Uses)
ALT · Cantrips:
Charm Person: Affliction 10 (Will; Dazed / Compelled / Controlled) Extras: Area (Burst 1); Selective; Progressive Flaws: Limited to humanoid subjects; Limited: subjects merely act friendly towards Hysteria; Limited to two targets; Unreliable (5 Uses)
Shadow Blade: +10 · Ranged (100/250/500 ft) Damage DC 25, mental/sonic, crit 19-20. Can originate from direction of Echo. Move Action activation...
Tasha's Mind Whip: Perception-Ranged Damage DC 23, resisted by Will, psychic. Unreliable (5 Uses). Subtle 1 (requires exotic sense to detect).
Slow: Dodge DC 19 · Ranged (45/90/225 ft) Area (30-ft Burst) Affliction DC 19 (resisted and overcome by Will; Dazed & Hindered & Vulnerable), temporal. Selective. Unreliable (5 Uses)..
Suggestion: Perception-Ranged Affliction DC 20 (resisted and overcome by Will; Dazed / Compelled / Controlled), psychic. Cumulative. Limited to one general command. Insidious. Distracting.
Echo's Wrath: +10 · Ranged (75/150/300 ft) Damage DC 18, mental. Limited to within Close range of Echo. Originates from Echo's space. Reaction to creatures moving away from Echo.
Charm Person: Dodge DC 20 · Close Area (30-ft Burst) Affliction DC 20 (resisted and overcome by Will; Dazed / Compelled / Controlled), psychic. Selective. Limited to 2 targets. Progressive. Limited to humanoids. Unreliable (5 Uses). Subject merely acts friendly towards Hysteria.
Grab: +3 · Close · DC 10.
Complications
Prejudice. Some folks don't like fiendish-heritage folks, or psychics.
Motivation - Justice. Hysteria can go along with her party for various quests, but her passion comes out when opposing Far Realm influences that she sees as unjust incursions on the Material Plane.
Shadow Strike: Damage 1 Extra: Increased Range 2 (perception) Flaw: Limited to Close range Linked: Weaken Stamina 1 (Will) Extra: Increased Range 2 (perception) Flaw: Limited to Close range Linked: Affliction 1 (Fortitude; Vulnerable / Defenseless) Extras: Increased Range 2 (perception); Cumulative Flaws: Limited Degree; Limited to Close range
Castling · psychic power · [9 PP]
Teleport 4 · (500 ft carrying 50 lb.) Extras: Accurate; Feature 1 (swap directions & velocities); Reaction 3 (when Hysteria uses Castling) Flaws: Increased Action 1 (standard action); Medium (Hysteria); Limited 2 to switching places with Hysteria
Shadow Strike: Close-Perception Damage DC 16, bludgeoning; Linked to Close-Perception Weaken Stamina DC 11, resisted by Will, necrotic; Linked to Close-Perception Affliction DC 11 (resisted and overcome by Fortitude; Vulnerable / Defenseless), cold. Cumulative (Affliction component).
Unarmed: +8 · Close (+15-ft) Damage DC 23 (Strength-based), bludgeoning. Allows Grab attempt as a free action.
Grab: +8 · Close · DC 18 (with a -5 penalty to escape).
Aura of Lunacy: Dodge DC 13 · Close Area (Perception: sight) Affliction DC 13 (resisted and overcome by Will; Dazed & Vulnerable / Defenseless & Stunned), mental. Selective. Free Action 1/round. Intimidation DC 16 (1 rank of Affliction per Intimidation result in excess of 15).
Greater Chokehold: +8 · Close Affliction DC 14 (resisted and overcome by Fortitude; Dazed / Stunned / Incapacitated), suffocation. Progressive. Requires and reacts to successful Grab.
Complications
Nuts. Creatures of the Far Realm are certifiably crazy.
Bio
Raised by her orcish parent in the wilderness near a goliath tribe, Gruk the half-orc is the big guy of the party, a fighter and cleric of a fire-god.
Orcish Fury: Luck Control 1 (Force a Re-Roll) Extra: Luck 4 Flaw: Quirk 2 (Luck points Limited to use of forcing Gruk's weapon attack targets to re-roll Toughness)
Greatbow: Damage 3 (Strength-based) · 16 ep + 1 ep for Alternate Equipment Extras: Increased Range 1 (ranged) [8 extra ranks]; Extended Range 1; Dangerous 1
ALT · Dagger: Damage 1 Extras: Dangerous 1; Concealable
Unarmed: +5 · Close Damage DC 23 (Strength-based), bludgeoning.
Forgeblessed Maul: +10 · Close Damage DC 25 (Strength-based), bludgeoning/fire, crit 18-20; Linked to Close Move Object DC 18 (fling away), bludgeoning.
Bio
Jibbi is a gnoblik, a fey-descended race that is distantly related to both gnomes and goblins. She uses both arcane and natural magic, and is the party "smart gal."
Totem Spirits · primal power · [20 PP + 2 PP for Alternate Effects]
Shared Luck: Enhanced Advantage 3 [Luck (Improve Roll) 3] Extras: Affects Others; Increased Range 1 (ranged); Action 2 (free action 1/round to grant to another); Feature 1 (Limitation varies: Strength, Athletics, and Toughness checks under Bear Totem; attack and Perception checks under Hawk Totem; Perception and Healing checks under Unicorn Totem) Flaws: Limited to certain re-rolls; Quirk 1 (activating on self uses up 1/round activation)
ALT · Bear Totem: Deflect 8 · (200/400/800 ft)
ALT · Hawk Totem: Enhanced Perception 4 Extras: Affects Others; Area (Burst 2); Selective; Increased Range 1 (ranged) Flaws: Diminished Range 3; Quirk 1 (needs to be activated on self) · (60-ft radius Burst within 4/10/20 ft)
ALT · Unicorn Totem: Healing 1 Extras: Reaction 3 (to using Panacea); Area (Burst 2); Selective; Increased Range 1 (ranged); Stabilize Flaw: Diminished Range 2 · (60-ft radius Burst within 5/10/25 ft)
Fey Spirit: Summon 8 Extras: Increased Duration (continuous); Heroic; Mental Link Flaws: Unreliable (5 Uses); Side Effect 1 (turns hostile if Sustained duration ends)
Mighty Summoner: Luck Control 1 (Spend on Other) Extra: Luck 5 Flaws: Limited to re-rolling Toughness checks; Limited 2 to use on Fey Spirit; these Flaws apply to Luck points as well as Spend on Other
ALT · Toll the Dead: Damage 8 Extras: Increased Range 2 (perception); Alternate Resistance 1 (Will) Flaw: Limited to damaged targets [partial 5]
Unarmed: +3 · Close Damage DC 16 (Strength-based), bludgeoning.
Dancing Shortsword: +11 · Close Damage DC 20 (Strength-based), piercing/force. Multiattack.
Fuming Stab: +11 · Close Damage DC 20 (Strength-based), force; Linked to Close Weaken Awareness & Presence DC 13, resisted by Will, mental, crit 19-20. Multiattack (against one target).
Mirthful Charm: Close-Perception Affliction DC 16 (resisted and overcome by Will; Dazed / Compelled), mind control/charm. Subject merely acts friendly. Insidious. Reaction to using Fey Step.
Unarmed: +15 · Close Damage DC 20 (Strength-based), bludgeoning.
Flurry of Blows: +15 · Close Damage DC 20 (Strength-based), bludgeoning. Multiattack. Penetrating DC 20.
Hand of Harm: +15 · Close Damage DC 20 (Strength-based), bludgeoning; Linked to Close Affliction DC 15 (resisted and overcome by Fortitude; Impaired / Disabled), chi. Cumulative (Affliction component). Secondary Effect (Affliction component).
Whip: +14 · Close (+10 ft) Damage DC 21, slashing.
Stunning Strike: +15 · Close Affliction DC 16 (resisted and overcome by Fortitude; Dazed & Vulnerable / Defenseless & Stunned), chi. Linked to Unarmed, Hand of Harm, or Whip. Instant Recovery.
Grab: +14 · Close · DC 11.
Grab with Whip: +14 · Close (+10 ft) · DC 11.
Complications
Motivation - Doing Good. Xavier is about mercy to the downtrodden—and swift "mercy" to the worst of the downtrodders.
Traumatic Childhood: Xavier is, frankly, afraid of the possibility of becoming a pauper again, after the things he grew up seeing and being subjected to in the big city.
Mostly it was because I just felt like building PL10 builds haha. But I was loosely basing these on Level 12 builds, which are pretty high powered in most D&D worlds.
Last edited by CaptainKaulu on Sun Jan 03, 2021 12:27 pm, edited 1 time in total.
The next party of D&D-translated PCs is a quartet who live at the edge of an Enchanted Forest and often protect or purge it from evil influences.
Bio
Leaping Leaf the Tabaxi has an unusual background, in which he worked as a minstrel for a while before finding a nature religion that took over his life and forged an agile warrior out of him.
ALT · Lay on Hands: Healing 2 Extra: Restorative Flaw: Unreliable (5 Uses)
ALT · Turn the Faithless: Affliction 10 (Will; none / none / Controlled) Extras: Cumulative; Area (Burst 1); effectively Selective Flaws: Limited Degree (3rd only); Limited 2 to forcing targets to flee; Limited to fey and fiends; Quirk 1 (requires holy symbol and hearing)
Claws: +13 · Close Damage DC 19 (Strength-based), slashing, crit 16-20.
Blessed Rapier: +14 · Close Damage DC 21, piercing, crit 16-20.
Grab: +13 · Close · DC 13.
Turn the Faithless: Dodge DC 20 · Close Area (30-ft Burst) Affliction DC 20 (resisted & overcome by Will; none / none / Controlled to flee), divine. Cumulative. Selective. Limited to fey and fiends. Requires holy symbol and targets able to hear.
Complications
Garners Attention. Who doesn't like a fuzzy cat-person?
Motivation - Duty. Leaping Leaf's new(ish)-found religion mandates that he protect the natural world and do good.