So with all that said let me welcome you to the T-Verse (also known in some circles as Earth 75), my own setting. Pardon the mess while I organize things.
Index:
Heroes
Villains (Solo)
Villains (Teams)
Organizations, People, Places & Things of Interest
Unrelated Things:
Read To Play Builds
Hanna Barberra Builds
House Rules:
-IANAI (I Am Not An Idiot): Sometimes, the line between what the player knows and what the character knows isn't clear. If a player just isn't sure whether or not their character would connect the dots that they have, feel free to roll an Awareness check (DC 15) to determine whether or not the character connects the dots.
Resistance Checks:
Given how M&M makes it difficult to really injure a Toughness shifted character as opposed to a Fortitude or Will shifted characters, I'm going to use a flat bonus on all such checks. Toughness, Fortitude, and Will Checks receive a +10 bonus.
Furthermore, I am going to put a hard cap on the total bonus to Fortitude and Will Resistance - which a total of +8. Now, there are sometimes that a character's powers might give them a bonus to one of those Resistance Checks, but those bonuses (while allowing a character to have a bonus higher than +8) are limited by the PL of the game and can only be against a very specific kind of check (example: a psychic character might have a power that grants a bonus to their Will Resistance Check, but it is ONLY against Psionic Mind Control Effects). Toughness Resistance Checks can only go 2 ranks above the PL of the game, with the usual decrease to Dodge and Parry.
Skills:
-Skill points are 3/pp rather then 2/pp except for Close Combat and Ranged Combat, those two skills will remain 2/pp.
-Expertise [Criminal]: This means that you know where drugs are made, distributed and sold as well as who is doing what part. You know how to disable an alarm system, know when the banks have the largest sums of money in their vault and knows how to safe-crack it, break into a car, hotwire something, and how to recognize the signs of a "mark" to pull a con job on.
-Expertise [Streetwise]: You know the local gangs and other organized crime groups, which includes their symbols, slang, and their various bosses within your city. This also allows you to know where to get a hold of various illegal substances and supplies.
-Vehicles is divided into four sub-skills; Air, Exotic, Land, and Sea. As each set requires a different understanding of the basic operation of the various vehicles.
Skills Ranks (aka - What those pesky numbers mean):-Air: This sub-skill applies to planes, jets and helicopters.
-Exotic: This sub-skill applies to vehicles like tanks, space ships, hovercrafts, and APCs (Assault Personnel Carriers). Unique crafts that call for specialized training to operate, it also applies to any on-board weapon systems the vehicle might be equipped with as well.
-Land: Most people can operate cars without need of this skill. It mostly applies only when under a stressful or dramatic situation like taking part in a chase, being attacked while operating or trying to reach a destination at higher than normal speeds. This sub-skill also applies to most other vehicles similar to cars in operation as well as motorcycles and 18-wheeler trucks.
-Sea: This sub-skill applies to any motorized water craft like speed boats, yachts, subs, and jet-skis.
+0: You have no training or background or even any natural talent for the task or expectation at hand.
+1 to +4: You have a basic level of proficiency; you’re a student, beginner or dabbler.
+5 to +8: This is the range of a standard and respectable professional, someone who could make a decent living based on this skill if applicable as such.
+9 to +12: You are an expert, notable in your field or just generally quite impressive in any context where you are seen using this skill.
+13 to +16: You are a master in your field, humbling even to experts and you’re probably the measure against which others aspire. Arguably, after +14 or so you are also entering the realm of pulp heroes and cinematic displays only.
+17 or more: This is a legendary level of ability, straddling the border between what most people would even consider possible and arguably constituting superhuman capability.
Advantages:
Benefit (Member of [Team Name]): Characters don’t pay points for Headquarters/Vehicles if they are team-related. Individual versions external to the team still cost, of course. However, a PC who wants his own vehicles or HQ separate from the team DOES pay points for those (e.g., Batman in the DCAU with access to the Watchtower and Javelin, but also the Batcave and a storage bay full of different Bat-[vehicles])
Clean (ranked): Checks to connect you with a crime increase by DC5 per rank, with multiple ranks adding together (limited to 4 ranks total).
Conceal Efforts: Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.
Cunning Fighter: Use Attack instead of Deception to feint an opponent.
Damaging Escape: When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.
Defensive Strike: Get a +2 to hit enemy that misses you in melee combat, a second rank increases the bonus to +5.
Durable Lie: The target believes your Deception for an additional round.
Follow-Up Strike: Additional melee attack after Critical Hit is scored.
Hide Tampering: You can conceal any tampering done to a device. Anyone who inspects the device must make a Technology check against your Sleight of Hand check to notice your tampering.
Improved Daze: Allows a character to make a Daze attempt as a move action.
Improved Feint: Allows a character to Feint an opponent as a move action.
Improved Demoralize: Allows a character to Demoralize an opponent as a move action.
Improved Startle: Allows a character to make a Startle attempt as a move action.
Improved Taunt: Allows a character to make a Taunt attempt as a move action.
Improved Trick: Allows a character to make a Trick attempt as a move action.
Last Stand: Spend an HP to ignore all Damage Conditions for one round.
Lionheart (ranked [2 max]): Grants a +2 to saves against Fear/Intimidation based effects. Taking the second rank of this Advantage grants a +5 bonus.
Multilingual: By spending an HP a character can speak a certain language for the remainder of a scene.
Online Research: Allows a character to use the Expertise [Computers] skill instead of the Gather Information sub-skill of Investigation when looking for anything that would normally be acquired by talking to people and buy them drinks and such. This feat can be used with the Well-Informed advantage also.
Speed of Thought: Allows a character to use their Intellect modifier for Initiative.
Task Focus (Ranked [2 max per skill chosen]): Choose a specific task or situation that can be performed with a skill check, such as keeping watch at night for Notice. When making checks that involve your chosen specialization, you gain a bonus +2 bonus that can exceed PL caps. You can buy additional ranks, these can either increase the bonus to +5 or apply to a new task.
Unbalancing Strike: When you hit an opponent with a close attack, you can choose to throw him off balance rather than inflicting damage (a hit means he is Vulnerable on defense for the next round).
Withstand Damage: Trade-Off Defense for Toughness- I would allow this for either Parry or Dodge.
Combat Maneuvers: I'm fairly sure that Jon L has said that characters are not supposed to use maneuver combos like All-Out/Power Attack at the same time, but I think it fits for certain moments in a scene. That said the character must have both Advantages (and not just using the -/+2 bonus everyone is now allowed to use) and must spend an HP to use the full -/+5 bonus together.
The Luck Advantage:
The maximum amount rank of this feat is half the Power Level of the game; a PL 8 can only have 4 total ranks of the Luck feat, while a PL 10 can have a total of 5 ranks.
Powers:
-All "Flat +1 Extras" are called "Feats" because it's ridiculous to change it to something more confusing.
-Impervious works just as it did in 2nd Edition.
-Penetrating works just as it did in 2nd Edition.
Extras & Feats:
~Independent (Extra +0 per rank): 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. If an effect is not sustained, modify its duration before applying this modifier. Independent is useful for effects like Create (for objects that fade or melt away), Environmental (for changes to the environment that slowly return to normal), or Concealment (for obscured areas that slowly shrink and disappear, like the effects of a smoke or gas grenade).
~Total Fade (Extra +1 per rank): Effects with this extra don’t fade gradually, at the normal at a rate of 1 power point per round. Instead, when the total fade time is up, the trait returns to its normal level. For example, an ability score receives an adjustment of 10 points. This would normally fade in a minute, or ten rounds (at a rate of 1 point per round). With total fade, the ability score retains the 10-point adjustment for one minute, and then loses the entire amount at once, back to its original value. GMs should be cautious about allowing this modifier in conjunction with more than one or two ranks of the Slow Fade power feat; it can be an easy way to create long-lasting effects requiring no effort from the user.
~Slow Fade (Feat +1 total): An effect that fades over time, such as a trait effect or an effect with the Fades modifier, does so slower with this power feat. Each application moves the time interval one step down the following table;
Dimensional Pocket:1 rank: 2 rounds
2 ranks: 5 rounds
3 ranks: 1 minute
4 ranks: 4 minutes
5 ranks: 15 minutes
6 ranks: 30 minutes
7 ranks: 1 hour
8 ranks: 4 hours
9 ranks: 16 hours
10 ranks: 1 day
Feature - Extradimensional storage of mass rank in material. (1 pt per rank)
You can access an extradimensional “pocket” or storage space where you can place things and retrieve them later.
Items placed in your dimensional pocket remain in the same state until you withdraw them. You cannot place living or unwilling beings into your pocket, only nonliving objects. The object you wish to retrieve from the pocket is always “on top” when you reach into it, coming immediately into your hand. The power’s rank determines the mass you can store at once. Once the pocket is “full” nothing else will fit into it without first removing something.
Movement:
~Air Walking: You can “walk” on air at half your normal ground movement speed as if it were solid ground and move up or down at a 45 degree angle at half speed (one-quarter your ground movement speed). For two ranks, you move at your normal ground movement speed (half speed when ascending or descending).
Summon:
~Multiple Minion (Feat: 1 pt flat): You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1 you can summon two 90-point minions, four at 2 ranks, eight at 3 ranks and so on. It requires a standard action to summon each minion unless you also have the Horde extra. +1 flat point.
Regeneration Rounds: To clarify, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.
Regeneration 1 (1/every 10 rounds [10]); 1 pts
Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
Regeneration 10 (1/every round); 10 pts
Regeneration 11 on would be one every round, then add a check per the chart
Knockback:
I like this as an optional effect of a critical hit. I refer to it as optional since the attacker has the choice whether to do Knockback or not (to avoid situations where this rule would otherwise mean a critical is detrimental to the person rolling it, a low mobility melee attacker for example). Knockback is only possible with attacks targeted at Toughness.
To determine Knockback, take the damage of the attack (including critical damage), and add 15 to determine the DC. The target makes a resistance check using Strength, Dodge or Flight ranks at his choice.
Ranks of Growth will directly add to Strength or Flight value for this purpose; half the rank of Impervious Toughness add to it also. Ranks of Defensive Roll will add to Dodge for purposes of this roll. Ranks of Shrinking come off any resistance.
A single degree of failure causes the target to be knocked down; each additional degree will cause the target to be knocked back one step on the distance chart, starting at distance 0 (that is to say, 30 feet). Targets do not take additional damage for hitting other objects during Knockback, thought the objects will (equal to the rank of the distance); its possible under some circumstances such objects could include a person (usually they'll get a Dodge roll against the rank of the Knockback to avoid this).
With all that said, on with the build lists and holding spaces......