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View Full Version : M & M 2ND ~ Super Speed build



unmarked
2014-08-27, 04:58 PM
I finally finished building my speedster. after everything was said and done I realize that he wasn't much of a fighter. I'm honestly looking for ideas on how to attack my enemies with only using super speed and alternate powers of it. I do have running punch and rapid attack. I also take full advantage of the special ultimate power feet. I have displacement and blur.
Does anyone have any ideas or dirty tricks. some basic information is that the character is power level 8. any help would be appreciated

Sith_Happens
2014-08-27, 05:41 PM
One word: Slam.

unmarked
2014-08-27, 09:48 PM
One word: Slam.

I thought about that, but slam also tends to hurt the user as well. Seems to me like a double edge sword

Here's what I have so far

Jet

Power Level: 8; Power Points Spent: 124/124

STR: +2 (14), DEX: +5 (20), CON: +2 (14), INT: +3 (16), WIS: +2 (14), CHA: +1 (12)

Tough: +2/+5, Fort: +4, Ref: +7, Will: +4

Skills: Acrobatics 1 (+6), Bluff 9 (+10), Computers 5 (+8), Knowledge (current events) 7 (+10), Knowledge (cyberculture) 7 (+10), Medicine 1 (+3), Notice 8 (+10), Sense Motive 3 (+5)

Feats: Attack Focus (melee) 8, Challenge - Improved Feint, Dodge Focus 3, Equipment 1, Evasion 2, Fast Overrun, Improved Disarm, Improved Initiative 6, Improved Overrun, Improved Trip, Instant Up, Move-by Action, Online Research, Passing Attack, Second Chance 2 (will, fort), Uncanny Dodge (Sound), Zig-Zag 5

Powers:
Super-Speed 6 (vibration, Adds: Quickness 7, Speed 7, Feats: Improved Initiative 6; Rapid Attack (Radius: 30 ft.), Running Punch, Special Alternate Power (Blur), Special Alternate Power (Displacement), Special Alternate Power (Phase Shift (Super-Movement 3)), Special Alternate Power (Metabolism (Regeneration 10)), Special Alternate Power (Sonic Boom (Dazzle 4)), Wall Run, Water Run)
. . Blur (Alternate; vibration, Partial concealment from all visual senses, Feats: Hide in Plain Sight, Quick Change 2; Close Range)
. . Displacement (Alternate; vibration, Total concealment to all visual senses, Feats: Defensive Strike, Improved Defense; Close Range)
. . Metabolism (Regeneration 10) (Alternate; vibration, recovery bonus 3 (+3 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 2 (recover 1 / 5 mins), recovery rate (staggered) 1 (recover 1 / 20 mins), Feats: Hardy, Rapid Healing; Source (Food); Diehard, Persistent)
. . Phase Shift (Super-Movement 3) (Alternate; vibration, permeate 3 (full speed))
. . Quickness 7 (Perform routine tasks at 250x speed)
. . Sonic Boom (Dazzle 4) (Alternate; sonic, affects: 1 type + visual - sound, DC 14; Burst Area (20 ft. radius - General); Limited (Has to run around in a circles))
. . Speed 7 (Speed: 1000 mph, 8800 ft./rnd)

Equipment: Armored Jumpsuit, Cell Phone, Laptop Computer

Attack Bonus: +0 (Ranged: +0, Melee: +8, Grapple: +10)

Attacks: Sonic Boom (Dazzle 4) (DC Fort/Ref 14), Unarmed Attack, +8 (DC 17)

Defense: +8 (Flat-footed: +3), Knockback: -2

Initiative: +5/+29

Drawbacks: Normal Identity, common

Languages: Native Language

Totals: Abilities 30 + Skills 11 (41 ranks) + Feats 31 + Powers 40 + Combat 10 + Saves 6 - Drawbacks 4 = 124

Sith_Happens
2014-08-28, 06:51 PM
I thought about that, but slam also tends to hurt the user as well. Seems to me like a double edge sword

I don't have 2e, but the 3e slam description says that immunity to your own slams falls into the cheapest possible category. Even without immunity, you only deal half damage to yourself in the first place so you shouldn't be failing the save very often.


Power Level: 8
...
Tough: +2/+5
...
Defense: +8

Your Toughness + Defense is three below cap, which is going to hurt. A lot.