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  • Character Creation Help - The Saurian

    I'm not that familiar with with Mutants & Masterminds 3e though I've gone ahead and tried my hand at making a character. If possible could I get some feedback on him? The major inspiration for him was The Lizard from Marvel & Killer Croc from DC. I've included a few of my thoughts and concerns at the bottom.
    ____________________________
    The Saurian
    (PL 10)



    Strength 7, Stamina 12, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0

    Advantages
    All-out Attack, Animal Empathy, Defensive Attack, Hide in Plain Sight, Improved Grab, Improved Initiative, Move-by Action, Power Attack, Takedown, Uncanny Dodge

    Skills
    Athletics 5 (+12), Close Combat: Grab 8 (+8), Deception 5 (+5), Insight 8 (+8), Intimidation 10 (+10), Perception 10 (+10), Persuasion 7 (+7), Ranged Combat: Throw 5 (+5), Stealth 10 (+10)

    Powers
    [1] Combat Array
    . . [1.1] Fangs & Claws: Strength-based Damage 3 (DC 25; Accurate 5: +10, Innate, Multiattack, Penetrating 5)
    . . [1.2] Bullet Toss: Strength-based Damage 3 (ballistic, DC 25; Accurate 5: +10, Increased Range: ranged; Quirk: Requires objects to throw)
    . . [1.3] Primordial Roar
    . . . . [1.3a] Roar: Burst Area Damage 5 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 15; Fades)
    . . . . [1.3b] Ruptured Organs: Burst Area Affliction 9 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Burst Area: 30 feet radius sphere, DC 19; Quirk: Only affects those whose Toughness save for "Roar" failed by at least One Degree)
    . . [1.4] Savage Bite
    . . . . [1.4a] Bite: Strength-based Damage 3 (Linked; DC 25; Accurate 5: +10)
    . . . . [1.4b] Hemorrhaging Wound: Weaken 9 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 19; Accurate 5: +10, Incurable; Quirk: Only if Toughness save for "Bite" failed by at least One Degree)
    . . [1.5] Frenzied Death Roll
    . . . . [1.5a] Tear: Strength-based Damage 3 (Linked; DC 25; Accurate 5: +10; Grab-based, Limited: Only be used if self is suffering the effects of an Affliction or Weakness)
    . . . . [1.5b] Rend: Strength-based Damage 3 (Linked; DC 25; Accurate 5: +10; Quirk: Only if Grapple save for "Tear" was failed by at least One Degree)
    . . . . [1.5c] Maim: Strength-based Damage 3 (Linked; DC 25; Accurate 5: +10; Quirk: Only if Grapple save for "Tear" was failed by at least One Degree)

    [2] Utility Array
    . . [2.1] Animalistic Nature
    . . . . [2.1a] Enhanced Senses: Senses 5 ([0 active, 0/7 PP, 1/r], Darkvision, Infravision, Low-light Vision, Tracking: Scent 1: -1 speed rank)
    . . . . [2.1b] Olfactory Investigation: Senses 4 ([0 active, 0/7 PP, 1/2r-2], Postcognition; Check Required 2: DC 11 - Perception, Limited: Scent)
    . . . . [2.1c] Animal Tongue: Comprehend 2 ([0 active, 0/7 PP, 2/r-3], Animals - Speak To, Animals - Understand; Check Required 3: DC 12 - Insight)
    . . [2.2] Bestial Movements
    . . . . [2.2a] Leap: Leaping 3 ([0 active, 0/7 PP, 1/r-1], Leap 60 feet at 16 miles/hour; Check Required: DC 10 - Athletics)
    . . . . [2.2b] Crawl: Movement 3 ([0 active, 0/7 PP, 2/r-1], Sure-footed 1, Wall-crawling 2: full speed; Check Required: DC 10 - Athletics)
    . . [2.3] Monsterous Resilience
    . . . . [2.3a] Resurgence: Regeneration 5 (Linked; Every 2 rounds)
    . . . . [2.3b] Thick Scales: Impervious Toughness 5 (Linked; Noticeable: Scales, Permanent)

    [3] Aquatic Adaptations
    . . [3.1] Aquatic: Immunity 1 (Linked; Suffocation: Drowning)
    . . [3.2] Aware: Movement 1 (Linked; Environmental Adaptation: Aquatic; Permanent)
    . . [3.3] Streamlined: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round; Limited: Swimming Only)

    [4] Perfect Specimen
    . . [4.1] Ouroboros: Immortality 1 (Linked; Return after 2 weeks)
    . . [4.2] Unaging: Immunity 1 (Linked; Aging)

    Offense
    Initiative +4
    [1.1] Fangs & Claws: Strength-based Damage 3, +10 (DC 25)
    [1.2] Bullet Toss: Strength-based Damage 3, +10 (DC 25)
    [1.3a] Roar: Burst Area Damage 5 (DC 25)
    [1.3b] Ruptured Organs: Burst Area Affliction 9 (DC Fort 19)
    [1.4a] Bite: Strength-based Damage 3, +10 (DC 25)
    [1.4b] Hemorrhaging Wound: Weaken 9, +10 (DC Fort 19)
    [1.5a] Tear: Strength-based Damage 3, +10 (DC 25)
    [1.5b] Rend: Strength-based Damage 3, +10 (DC 25)
    [1.5c] Maim: Strength-based Damage 3, +10 (DC 25)
    Grab, +8 (DC Spec 17)
    Throw, +5 (DC 22)
    Unarmed, +0 (DC 22)

    Complications
    Enemy
    Monstrous

    Languages
    Native Language

    Defense
    Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8

    Power Points
    Abilities 38 + Powers 44 + Advantages 10 + Skills 34 (68 ranks) + Defenses 24 = 150

    ____________________________

    Reasoning
    • Combat Array - I'm afraid I may have gone a bit overboard with this one as I generally enjoy having a good spread of options to choose from when it comes to combat.
      • Fangs & Claws and Bullet Toss are my two basic options when it comes with the former being superior as I'd envisioned him as being primarily a melee character.
      • Primordial Roar is my AOE attack centered on myself which also serves to debuff those affected by it. I'm concerned a DC 15 might be too low even if it's primarily meant to be getting rid of mooks. Oh, the Fades also helps in limiting its use as well.
      • Savage Bite is meant to weaken my more powerful opponents and while powerful it intentionally lacks the Multiattack of Fangs & Claws.
      • Frenzied Death Roll is fittingly my 'Heavy Hitter' when it comes to attacks and is accordingly only able to be used under specialized circumstances. The idea is that when I'm affected by an Affliction or Weakness is when it comes into though that may be a bit too often. Maybe a Second Stage Affliction? Not sure to be honest. This one could probably use the most feedback.
    • Utility Array
      • Animalistic Nature is dynamic to let me make best use of the powers it's made up of. I've got your typical enhanced senses with some Olfactory-based Precognition for detective work along with the ability to speak with animals. Pretty basic stuff.
      • Bestial Movements covers my ability to get around with it also being Dynamic so I can onto the side of a building to Wall-Crawl and so on. I could maybe get rid of the Activation Flaw for at least the Wall-Crawl since hitting the side of a building sixty feet up and being unable to stick to it would probably be...unpleasant.
      • Monstrous Resilience covers my ability to shrug off damage. Should I make it Dynamic? Also, the intent is to be able to shrug off fire from handguns and the like before gradually ramping it up as I gain more PP so is it at a good level for that?
    • Aquatic Adaptations
      • To be honest this probably won't come into play too often but it fits the whole crocodile theme. Could be useful in the sewers?
    • Perfect Specimen
      • Again, this won't be coming into play too often or if at all but I like the thematics of it.
    Any suggestions on how to improve him? I'm open to alternative power suggestions or modifications as well.
    Hmm, I should probably ask if I've made effective use of the points as well.
    Last edited by malkavian74; 8th August 2019, 02:19 PM.

  • #2
    This looks like a really cool character concept. For the mechanical design, there are some things which you may need to check with your GM about. If your gaming group has fun doing things that don't line up with what I might recommend, then ignore my advice. The game being fun is way more important that anything I might ramble about mechanically.

    Combat Array:
    If I'm interpreting the build correctly, Frenzied Death Roll has three linked damage effects. Even linking two damage effects isn't allowed in RAW (rules as written). The limitation you gave Tear and the quirk you gave Rend and Maim would help a bit, but this could still enable game-breaking amounts of damage (particularly if you used your toughness-weakening bite before the linked damage effects). If your GM is fine with it, then all is well. Personally, I would probably encourage players in my games to go with something else.

    Utility Array:
    I did not add up the point values of your arrays, but you mentioned in the reasoning section that Animalistic Nature and Bestial Movement are dynamic and considerations for making Monstrous Resilience dynamic. I'm not entirely sure, but it looks like you might have built these arrays as nested arrays (arrays within arrays). I could definitely have misinterpreted that, but if the arrays are nested, then your GM almost certainly won't allow it. Your attack array has numerous slots, but every slot with more than one effect is linked instead of nested, which should be fine.

    Your GM may be hesitant to allow an array with tons of sensory powers in one slot and regeneration/impervious toughness in another. The powers in each slot (senses, resilience, movement) are linked thematically within each slot, but have little to do with other slots, so it might seem a bit power-gamey. Impervious toughness, being a permanent effect, usually can't be placed in an array (although if you make the effect sustained it can be put into the array). The character concept doesn't seem to fit the impervious toughness being sustained, though. Some senses logically wouldn't be on all the time, like Superman's x-ray vision, but most sensory powers tend to be permanent. Typically allowing an array with effects which are normally permanent can work, but the senses would be more for investigating things and communicating with others while the regeneration and impervious would solely be for combat. This could give lots of free points with little drawback.

    Your GM might not like how many powers have the check required flaw when, barring a terrible roll, you would always be able to use the powers at full rank. Still, I could see lots of GMs being fine with it too.

    Enhanced Senses: I don't think low-light vision does anything since you have darkvision (low-light vision is essentially a weaker version of it).

    Streamlined: Taking speed limited to swimming (one point for two ranks) instead of the swimming power (one point for one rank) is something most GMs would likely frown upon, as it modifies one power to be a cheaper version of something that's already kind of niche.

    There are quite a few linked effects here which don't seem to need linking. Linked effects cannot be used separately. This would bring some interesting results, such as the immunity to drowning requiring that Streamlined be used, technically letting an enemy suffocate the character by dragging him to a container of water and holding his head underwater, since he cannot be swimming to activate his drowning immunity (granted, only a rather twisted GM would do this, but it does illustrate the potential problems of linking effects). A shark-like character might have something resembling this, to show how they need to keep moving to continue respiration. Linking immunity to aging with immortality makes sense from a certain perspective, but the immunity would only cover aging-based effects (Doctor Chronoterror uses his Time-Bending Ray with a 3rd degree affliction causing transformed: older). The immunity is still good for flavor, but linking it to immortality is likely unnecessary.

    These are just some notes. My knowledge of the rules is far from perfect and my interpretation of how you built your character is far from infallible. Hopefully this will be helpful. Still, remember that you and your group enjoying the game is the only thing that is essential.

    Comment


    • #3
      Originally posted by malkavian74 View Post
      The Saurian
      (PL 10)

      Strength 7, Stamina 12, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0
      You've gone with lot of zeroes here. Most animalistic characters have high physical abilities that add in to their skills as opposed to just having high skills. You may have been avoiding point inefficiency, but I'd lean more into it as an opportunity.

      Agility makes sense for a nimble lizard-like PC, and AGI adds to Stealth, Dodge and Initiative, so it could be useful to put points in there. The "ineffiency" lies in not getting those ranks in Acrobatics, which is why I'd recommend actually adding a few points in Acro skill and maybe even adding Agile Feint or Skill Mastery: Acro to make a PC that really takes advantage of their nimbleness. AGI 8 would be superhuman but not unreasonable.

      Dexterity is less useful, especially since you state a preference to close combat. 0 is fine, and I occasionally go slightly negative on DEX for animal types to indicate limited manipulation with paws or claws.

      Fighting should be central for your close combat monster here. You may have thought to save point with Accurate used on all your attacks, but if you drop 4 ranks from each of your close attacks as well as your Parry 8 and your Close Combat 8: Grab, you can trade them all for FGT 8 for the same cost, slightly more utility and a lot less clutter.

      Awareness is something I usually think of as instinctual intelligence, so I usually give this to animalistic PCs instead of INT. It covers Perception, Insight and Will, so you could also do AWE 8 for the same cost as buying all those separately.

      Presence is a common "dump" stat much like DEX, but you've bought up all 3 PRE skills, so if you're GM has some houserule that helps balance out PRE cost, it would be in your best interest to buy that up, too. Alternatively, I'd recommend sticking with only 1 or 2 Pre-skills to specialize in. Deception and Intimidation are the two most combat-worthy ones, but keep in mind that Agile Feint can effectively replace Deception for combat trickery.

      Advantages
      All-out Attack, Animal Empathy, Defensive Attack, Hide in Plain Sight, Improved Grab, Improved Initiative, Move-by Action, Power Attack, Takedown, Uncanny Dodge

      Skills
      Athletics 5 (+12), Close Combat: Grab 8 (+8), Deception 5 (+5), Insight 8 (+8), Intimidation 10 (+10), Perception 10 (+10), Persuasion 7 (+7), Ranged Combat: Throw 5 (+5), Stealth 10 (+10)

      Powers
      [1] Combat Array
      . . [1.1] Fangs & Claws: Strength-based Damage 3 (DC 25; Accurate 5: +10, Innate, Multiattack, Penetrating 5)
      . . [1.2] Bullet Toss: Strength-based Damage 3 (ballistic, DC 25; Accurate 5: +10, Increased Range: ranged; Quirk: Requires objects to throw)
      . . [1.3] Primordial Roar
      . . . . [1.3a] Roar: Burst Area Damage 5 (Linked; DC 25; Burst Area: 30 feet radius sphere, DC 15; Fades)
      . . . . [1.3b] Ruptured Organs: Burst Area Affliction 9 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Burst Area: 30 feet radius sphere, DC 19; Quirk: Only affects those whose Toughness save for "Roar" failed by at least One Degree)
      . . [1.4] Savage Bite
      . . . . [1.4a] Bite: Strength-based Damage 3 (Linked; DC 25; Accurate 5: +10)
      . . . . [1.4b] Hemorrhaging Wound: Weaken 9 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 19; Accurate 5: +10, Incurable; Quirk: Only if Toughness save for "Bite" failed by at least One Degree)
      . . [1.5] Frenzied Death Roll
      . . . . [1.5a] Tear: Strength-based Damage 3 (Linked; DC 25; Accurate 5: +10; Grab-based, Limited: Only be used if self is suffering the effects of an Affliction or Weakness)
      . . . . [1.5b] Rend: Strength-based Damage 3 (Linked; DC 25; Accurate 5: +10; Quirk: Only if Grapple save for "Tear" was failed by at least One Degree)
      . . . . [1.5c] Maim: Strength-based Damage 3 (Linked; DC 25; Accurate 5: +10; Quirk: Only if Grapple save for "Tear" was failed by at least One Degree)
      Almost all of these are Close range, so they can use FGT rank for their attack. You could go with my suggestion of FGT 8 and keep Accurate 1 on the rest.

      The exception is the Bullet Toss, which feels really out of place. I recommed just dropping it; with your STR 7 you can pick up anything weighing up to 3 tons as a Move Action and throw it as an Attack without having to buy any additional powers. You could buy up your Throwing skill, but your PC is definitely geared toward close engagement.

      Not sure why Fangs and Claws is Innate. Multiattack always feels a bit heavy to me for close attacks for anyone that's not a speedster, but it's reasonable here; keep in mind that's 10 ranks of Multiattack to cover all the Str damage.

      The Roar with the Linked Stun is interesting. Burst Area works, but consider Cone, which is slightly more directional with a slightly better range, make it more useful in team play. Another option might be to make the Affliction Fear-based, targeting Will instead of Fortitude; it may not be enough to knock someone out, but you could Limit degrees and increase rank to make it more effective.

      The Savage Bite is another Toughness and Fort attack. Keep in mind that Weakened traits come back at 1p/round, so Incurable seems a little wasted on this. Otherwise, it is pretty vicious and might still not make it past some GMs.

      Frenzied Death Roll is just ridiculously broken as mentioned above, with Damage linked to Damage linked to Damage. I might recommend another Affliction with Hindered/Immobile and Vulnerable/Defenseless to hamstring and immobilize a target. One other alternative could be a bite with Improve Critical 4, allowing for more damage or "free" power stunts to make things like hamstringing or disabling attacks on good rolls.

      [2] Utility Array
      . . [2.1] Animalistic Nature
      . . . . [2.1a] Enhanced Senses: Senses 5 ([0 active, 0/7 PP, 1/r], Darkvision, Infravision, Low-light Vision, Tracking: Scent 1: -1 speed rank)
      . . . . [2.1b] Olfactory Investigation: Senses 4 ([0 active, 0/7 PP, 1/2r-2], Postcognition; Check Required 2: DC 11 - Perception, Limited: Scent)
      . . . . [2.1c] Animal Tongue: Comprehend 2 ([0 active, 0/7 PP, 2/r-3], Animals - Speak To, Animals - Understand; Check Required 3: DC 12 - Insight)
      . . [2.2] Bestial Movements
      . . . . [2.2a] Leap: Leaping 3 ([0 active, 0/7 PP, 1/r-1], Leap 60 feet at 16 miles/hour; Check Required: DC 10 - Athletics)
      . . . . [2.2b] Crawl: Movement 3 ([0 active, 0/7 PP, 2/r-1], Sure-footed 1, Wall-crawling 2: full speed; Check Required: DC 10 - Athletics)
      . . [2.3] Monsterous Resilience
      . . . . [2.3a] Resurgence: Regeneration 5 (Linked; Every 2 rounds)
      . . . . [2.3b] Thick Scales: Impervious Toughness 5 (Linked; Noticeable: Scales, Permanent)
      I believe this was already mentioned, but while these are all good workable powers, putting them all in one array is too much, and making them Dynamic is ridiculous.

      Some could be grouped into pairs of Alternate Effects:
      Senses: maybe, but only because the Investigative Postcog is kind of interesting.
      Movement Powers: I could see making Leap and Wall-crawl their own array. Switching takes a Free Action and can happen only once per round, but that would probably work for most situations.
      Animal Tongue should probably stand alone, and Regen and Impervious Toughness definitely can't be in an array, especially if you want to make it Permanent. (Note that making a Sustained effect Permanent means making it Continuous first, so the net modifier is +0.)

      [3] Aquatic Adaptations
      . . [3.1] Aquatic: Immunity 1 (Linked; Suffocation: Drowning)
      . . [3.2] Aware: Movement 1 (Linked; Environmental Adaptation: Aquatic; Permanent)
      . . [3.3] Streamlined: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round; Limited: Swimming Only)

      [4] Perfect Specimen
      . . [4.1] Ouroboros: Immortality 1 (Linked; Return after 2 weeks)
      . . [4.2] Unaging: Immunity 1 (Linked; Aging)
      None of these need to be Linked, which I think is mentioned above. Immortality 1 either isn't going to come up often or is going to take a lot of time when it does, so you might consider using Diehard instead.

      [*]Combat Array - I'm afraid I may have gone a bit overboard with this one as I generally enjoy having a good spread of options to choose from when it comes to combat.
      I usually recommend only 2 or 3 in an array for new players with a hard max of 5 and a recommendation to jot down some power stunts.
      • Primordial Roar is my AOE attack centered on myself which also serves to debuff those affected by it. I'm concerned a DC 15 might be too low even if it's primarily meant to be getting rid of mooks. Oh, the Fades also helps in limiting its use as well.
      I would probably increase rank on the Roar and lower Rupture to about equal.[*]Utility Array
      • Monstrous Resilience covers my ability to shrug off damage. Should I make it Dynamic? Also, the intent is to be able to shrug off fire from handguns and the like before gradually ramping it up as I gain more PP so is it at a good level for that?
      Imperv 5 ignores attacks rank 3 and below, which is Light Pistols and most unpowered close attacks. Imperv 9 is high enough to ignore most conventional firearms. I'd say you have a good start, and the Regen would have you covered otherwise.
      [*]Aquatic Adaptations
      • To be honest this probably won't come into play too often but it fits the whole crocodile theme. Could be useful in the sewers?
      Absolutely. Sewers have the advantage of beiong both aquatic and close quarters, so not using them when available would just be a lost opportunity. Favored Environment might almost be worth it.
      [/LIST]Any suggestions on how to improve him? I'm open to alternative power suggestions or modifications as well.
      Hmm, I should probably ask if I've made effective use of the points as well.
      I might suggest leaning into the nimble and increasing Dodge & Parry by lowering Toughness, and using Agile Feint and other advantages to go more Martial Artist than Powerhouse, although that might just be my preference.

      My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
      My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
      [/URL]
      I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

      Comment


      • #4
        Terribly sorry about the delay as I've been caught up in some RL stuff and this completely slipped my mind till now. I have taken the helpful advice that's been provided and done my best to rework the Saurian however. I think as it stands I'm pretty satisfied with him and I'll see about perhaps making another different character using what I've learned from this.

        Code:
        The Saurian - PL 10
        
        Strength 7, Stamina 12, Agility 8, Dexterity 0, Fighting 8, Intellect 0, Awareness 8, Presence 0
        
        Advantages
        All-out Attack, Animal Empathy, Defensive Attack, Hide in Plain Sight, Move-by Action, Power Attack, Uncanny Dodge
        
        Skills
        Acrobatics 1 (+9), Athletics 3 (+10), Intimidation 9 (+9), Persuasion 9 (+9), Ranged Combat: Throw 8 (+8), Stealth 2 (+10)
        
        Powers
        [1] Combat Array
        . . [1.1] Fangs & Claws: Strength-based Damage 3 (DC 25; Accurate: +2, Multiattack, Penetrating 5)
        . . [1.2] Primordial Roar
        . . . . [1.3a] Roar: Shapeable Area Damage 8 (Linked; DC 23; Shapeable Area: 30 cft., DC 18; Fades)
        . . . . [1.3b] Ruptured Organs: Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Quirk: Only affects those whose Toughness save for "Roar" failed by at least One Degree)
        . . [1.3] Savage Bite
        . . . . [1.4a] Bite: Strength-based Damage 3 (Linked; DC 25; Accurate: +2)
        . . . . [1.4b] Hemorrhaging Wound: Weaken 9 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 19; Accurate: +2, Incurable; Quirk: Only if Toughness save for "Bite" failed by at least One Degree)
        Animal Tongue: Comprehend 2 (Animals - Speak To, Animals - Understand; Check Required 3: DC 12 - Insight)
        Aquatic Adaptations
        . . Immunity: Immunity 1 (Suffocation: Drowning)
        . . Movement: Movement 1 (Environmental Adaptation: Aquatic)
        . . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round; Limited: Swimming Only)
        Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour; Acrobatics Check Required)
        Movement: Movement 3 (Sure-footed 1, Wall-crawling 2: full speed)
        Regeneration: Regeneration 5 (Every 2 rounds)
        Senses: Senses 3 (Infravision, Low-light Vision, Tracking: Choose Sense 1: -1 speed rank)
        . . Olfactory Investigation: Senses 4 (Alternate; Postcognition; Limited: Scent Only)
        Thick Scales: Impervious Toughness 5 (Noticeable: Scales, Permanent)
        
        Offense
        Initiative +8
        [1.1] Fangs & Claws: Strength-based Damage 3, +10 (DC 25)
        [1.3a] Roar: Shapeable Area Damage 8 (DC 23)
        [1.3b] Ruptured Organs: Affliction 8, +8 (DC Will 18)
        [1.4a] Bite: Strength-based Damage 3, +10 (DC 25)
        [1.4b] Hemorrhaging Wound: Weaken 9, +10 (DC Fort 19)
        Grab, +8 (DC Spec 17)
        Throw, +8 (DC 22)
        Unarmed, +8 (DC 22)
        
        Complications
        Enemy
        Monstrous
        
        Languages
        Native Language
        
        Defense
        Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8
        
        Power Points
        Abilities 86 + Powers 41 + Advantages 7 + Skills 16 (32 ranks) + Defenses 0 = 150
        
        
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        Originally posted by CoolTieGuy View Post
        Streamlined: Taking speed limited to swimming (one point for two ranks) instead of the swimming power (one point for one rank) is something most GMs would likely frown upon, as it modifies one power to be a cheaper version of something that's already kind of niche.
        To be honest Swim just seems like a really terrible power for what you get out of it. I'll talk it o

        Comment


        • #5
          This look cool. I think the array is working better too. (It's written weirdly, but it's not nested, so that's fine.)

          He doesn't have Perception, but has a lot of sensory abilities, so he needs that. Otherwise you seem to have all the basics covered. Even social skills... that guy is really persuasive!

          Comment


          • #6
            Originally posted by Kimera757 View Post
            He doesn't have Perception, but has a lot of sensory abilities, so he needs that.
            AWE 8 would give a default Perception 8, which is pretty decent; it just doesn't show in Hero Lab output if you donb't buy ranks in a Skill.

            My old [URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]Atomic Think Tank[/URL] thread
            My current character thread: [URL="https://roninarmy.com/threads/6194-The-Sound-of-My-Eyebeams-JDRook-s-builds-and-blather?p=233536&viewfull=1#post233536"]The Sound of my Eyebeams[/URL][URL="http://www.atomicthinktank.com/viewtopic.php?p=743877#p743877"]
            [/URL]
            I will build characters in HeroLab for you! Send me [URL="https://www.fiverr.com/jdrook/transcribe-a-mutants-and-masterminds-pc-in-herolab?funnel=6e71f15f-207e-49f4-bf35-9ceb23b979a7"]your finished design[/URL] or even [URL="https://www.fiverr.com/jdrook/create-a-mutants-and-masterminds-pc-in-herolab?context=advanced_search&context_type=rating&funnel=2014103117123522519608360"]your original concept[/URL]!

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