Macyn's M&M Builds(2e&3e)

Where in all of your character write ups will go.
Jabroniville
Posts: 9615
Joined: Fri Nov 04, 2016 8:05 pm

Re: Macyn's M&M Builds(2e&3e)

Post by Jabroniville » Fri Feb 03, 2017 1:50 am

Haha- Boomslang upgraded to PL 10 is EPIC :).

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Sat Feb 04, 2017 2:08 pm

Jabroniville wrote:
Fri Feb 03, 2017 1:50 am
Haha- Boomslang upgraded to PL 10 is EPIC :).
out of all the Serpent Society,i always felt that he got the Least amount of Character time.He had an intresting concept that could've worked well in marvel(at least he'd be better than Boomerang ever was...),if they had just put a little more effort into him.

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Wed Feb 08, 2017 7:56 pm

and now i present to you,the Druidverse version of The X-Men!...
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and,since i can't find a group shot of everybody..
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"Listen to me... You can't kill an idea. It always comes back. Resurrected. Or reborn... into a different form."
CYCLOPS (Scott Summers) Group Affiliations: The X-Men Occupation: Pilot
PL 9 (132) STRENGTH 1 STAMINA 2 AGILITY 3 FIGHTING 5 DEXTERITY 0 INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 3 (+6) Athletics 3 (+4) Close Combat (Unarmed) 3 (+8) Deception 4 (+4) Expertise (Tactics) 3 (+5) Insight 3 (+5) Intimidation 2 (+2) Perception 3 (+5) Ranged Combat (Optic Blasts) 4 (+9) Stealth 2 (+4) Vehicles 4 (+4)

Advantages:
Accurate Attack, Improved Aim, Improved Critical (Optic Blasts), Improved Smash, Power Attack, Precise Attack 2 (Ranged/Cover), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Mutant Powers: Optic Blasts"
"Calculate Angles" Quickness 4 (Flaws: Limited to Mental Calculations of Angles -2) [1]
"Summers Brother" Immunity 2 (His Own & Havok's Power, but not Vulcan's for some reason) [2]

"Optic Blasts"
"Long-Range Beam" Damage 9 (Extras: Area- 60ft. Line +2, Penetrating) (36) -- [38]
AE: "Standard Blast" Blast 9 (Feats: Split, Ricochet 2) (Extras: Penetrating) (30)
AE: "Wide-Angle Beam" Damage 9 (Extras: Area- 60ft. Cone, Penetrating) (27)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Optic Blast +9 (+9 Ranged Damage, DC 24)
Area Blasts +9 Area (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2, Fortitude +5, Will +6

Complications:
Relationship (Jean Grey)- Cyke fell in love at first sight with the beautiful redhead, and the two eventually became a couple after he finally got over his classic shyness.
Responsibility (Xavier's Dream)- Scott is the primary adherent to the Dream, and fights for it as strongly as anyone else.
Relationship (Charles Xavier)- On one level, Xavier is the father Scott lost when his parents were believed killed in a plane crash. But Xavier casts a mighty shadow, and Scott could never quite come out from under it.
Responsibility (Leads the Team)- Cyclops has the lonely position of leadership over the X-Men, making him very unpopular at times, as he has to make the life-or-death tough calls.
Power Loss/Uncontrolled Power- If Cyclops loses his Ruby-Quartz Visor (or replacement glasses), his powers will go out of control, blasting off at full power in a Cone Area Damage 12 effect. The only way to turn it off is to close his eyes, becoming effectively Visually Unaware.
Disabled (Colourblind)- Cyclops wears a red visor, which prevents him from seeing various colours.
Druidverse Background:
Same as the original,only in this one Krakoa was never created...

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"We come into this world alone and we leave the same way. The time we spent in between - time spent alive, sharing, learning together... is all that makes life worth living"
MARVEL GIRL (Jean Grey) Occupation:Fashion Model Group Affiliations: The X-Men
PL 8 (116) STRENGTH 0 STAMINA 1 AGILITY 2 FIGHTING 4 DEXTERITY 0 INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+4) Athletics 2 (+2) Close Combat (Unarmed) 1 (+5) Deception 2 (+4) Insight 3 (+5) Perception 3 (+5) Persuasion 3 (+5) Ranged Combat (TK Attacks) 4 (+8) Stealth 2 (+4)

Advantages:
Improved Disarm, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Mutant Powers: Telepathy & Telekinesis"
Mind-Reading 6 (Feats: Dynamic) Linked to Mental Communication 2 (Feats: Subtle) (Extras: Area, Selective) (25) -- [33]
Dynamic AE: "Focused Mind Control" Mind Control 6 (Feats: Dynamic) (25)
Dynamic AE: "Group Mind Control" Mind Control 3 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (16)
Dynamic AE: "Mental Detection" Senses 2 (Feats: Dynamic) (Mental Awareness, Radius) (3)
Dynamic AE: "Mental Blast" Damage 5 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (21)
Force Field 7 (Feats: Dynamic, Increased Mass 2) (Extras: Affects Others) (17) -- [25]
Dynamic AE: "TK Attack" Blast 8 (Feats: Dynamic) (17)
Dynamic AE: "Telekinesis" Move Object 6 (Feats: Dynamic, Precise) (14)
Dynamic AE: Flight 4 (30 mph) (Feats: Dynamic) (9)
Dynamic AE: Deflect 6 (Feats: Dynamic) (13)

Offense:
Unarmed +5 (+0 Damage, DC 15)
Mind-Reading +6 (DC 16)
TK Attack +8 (+8 Ranged Damage, DC 23)
Mental Attacks +3-6 Perception (+3-6 Perception Affliction, DC 13-16)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +1 (+8 Force Field), Fortitude +4, Will +6

Complications:
Relationship (Scott Summers)- Cyke fell in love at first sight with the beautiful redhead, and the two eventually became a couple after he finally got over his classic shyness.
Responsibility (Xavier's Dream)
Relationship (Charles Xavier)- Xavier is an important father figure to Jean, having saved her mind after it was warped as a youngster (when she mind-melded with a dying friend)
Druidverse Background:
Same as mainstream only without Krakoa,she never met Wolverine and stayed with Scott...

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"Oh, my stars and garters!"
THE BEAST (Henry "Hank" McCoy) Occupation: Scientist Group Affiliations: The X-Men
PL 8 (134) STRENGTH 7 STAMINA 7 AGILITY 5 FIGHTING 8 DEXTERITY 0 INTELLIGENCE 4 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 7 (+12) Athletics 2 (+9) Close Combat (Unarmed) 1 (+9)
Deception 2 (+5) Expertise (Philosophy/Theology) 3 (+7) Expertise (Science) 5 (+9) Expertise (Science) 4 (+13) -- Flaws: Limited to Biology
Insight 5 (+7) Intimidation 2 (+5) Perception 4 (+6) Persuasion 4 (+7) Sleight of Hand 4 (+6) Stealth 2 (+8) Technology 5 (+9) Treatment 6 (+10)

Advantages:
Accurate Attack, Agile Feint, Beginner's Luck, Defensive Attack, Evasion, Fast Grab, Improved Critical (Unarmed), Improved Defense, Improved Grab, Jack-of-All-Trades, Languages (Various), Power Attack, Prone Fighting, Set-Up, Teamwork

Powers:
"Mutant Powers: Advanced Physiology"
Movement 2 (Wall-Crawling, Sure-Footed) [4]
Leaping 2 (30 feet) [2]
Speed 1 (4 mph) [1]
Features 1: May Use Feet as Hands [1]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +7, Fortitude +9, Will +7
Druidverse Background:
same as before,only he never left the Team or took that job at Brand...
Intresting Beast Fact:he has supposedly earned 8 Doctorates& 3MBA's!

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"I was with Lorna when I got the call. We held each other as tight as we could, all night. But Scott...he holds it inside. He just can't do anything else. His entire life has been about holding it in. His power demands it. If he lets it out, people get hurt. But I'm his brother. He can't hurt me. ... I wasn't there when he needed me most. But I can be here now."
HAVOK (Alex Summers) Occupation:Geologist Group Affiliations: The X-Men
PL 11 (158) STRENGTH 2 STAMINA 3 AGILITY 4 FIGHTING 8 DEXTERITY 3 INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 2 (+5) Deception 3 (+6) Insight 2 (+4) Intimidation 5 (+8) Expertise (Science) 4 (+6) Expertise (Science) 4 (+10) -- Flaws: Limited to Earth Sciences Expertise (Tactics) 4 (+6) Perception 4 (+6) Persuasion 3 (+6) Ranged Combat (Plasma Blasts) 4 (+9) Technology 4 (+6) Vehicles 3 (+6)

Advantages:
All-Out Attack, Defensive Roll, Equipment (X-Men Uniform), Inspire, Leadership, Power Attack, Ranged Attack 2, Set-Up, Startle, Teamwork

Powers:
"Mutant Powers: Cosmic Blasts"
"Omnidirectional Burst" Damage 11 (Extras: Area- 60ft. Burst +2, Penetrating) (44) -- [47]
AE: "Cosmic Stream" Damage 11 (Extras: Area- 60ft. Line +2, Penetrating) (44)
AE: "Cosmic Blast" Blast 13 (Extras: Penetrating) (39)
AE: Dazzle Visuals 10 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (20)

"Summers Brother" Immunity 2 (His Own & Cyclops' Powers) [2]
"Cosmic Sponge" Immunity 10 (Heat Damage, Radiation Damage) [10]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Cosmic Burst & Stream +11 Area (+11 Damage, DC 26)
Blast +9 (+13 Ranged Damage, DC 28)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3 (+4 D.Roll, +5 Uniform), Fortitude +6, Will +8

Complications:
Rivalry (With Cyclops)- Alex always feels like he's in Scott's shadow, despite the two having a pretty good relationship.
Responsibility (Summers Family Tree)- Alex is very protective of his Family&will go to extreme lengths to protect them...
Enemy (Living Pharaoh)- The Pharaoh has repeatedly tried to steal Alex's powers.
Relationshiop (Lorna Dane)- Alex had a few ladies in his life, but Polaris became by far the most important.They've been together for a fairly long time now...
Druidverse Background:
same as the original,but because their was no Krakoa here he never left the Team...

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"There are days I forget Lorna Dane is the daughter of Magneto, former Top Villain. And then, every so often, something happens to remind me."
POLARIS (Lorna Dane) Occupation:Geologist Group Affiliations: The X-Men
PL 10 (146) STRENGTH 1 STAMINA 2 AGILITY 2 FIGHTING 5 DEXTERITY 0 INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Close Combat (Unarmed) 4 (+9) Persuasion 4 (+6) Expertise (Science) 3 (+5) Expertise (Science) 2 (+7) -- Flaws: Limited to Earth Sciences
Intimidation 5 (+7) Perception 4 (+5) Ranged Combat (Magnetics) 4 (+9) Technology 3 (+5) Vehicles 4 (+6)

Advantages:
All-Out Attack, Attractive, Equipment (X-Uniform), Improved Critical (Magnetic Blast), Power Attack, Ranged Attack 5, Set-Up, Teamwork

Powers:
"Mutant Powers: Mastery of Magnetism"
Flight 6 (120 mph) [12]
Senses 5 (Detect Magnetics/Metals- Ranged, Acute & Analytical, Direction Sense) [5]

Force Field 7 (Feats: Dynamic) (Extras: Affects Others, 30ft. Burst, Impervious 11) (33) -- [49]
Dynamic AE: "Magnetic Energy Blast" Blast 11 (Feats: Split) (24)
Dynamic AE: "Metal Storm" Blast 11 (Extras: Multiattack) (Quirk: Requires Metals -2) (32)
Dynamic AE: "Metal Trap" Snare 10 (Quirk: Requires Metals -2) (29)
Dynamic AE: "Magnetic Lifting" Move Object 10 (Feats: Precise, Increased Mass 2- 100 tons) (Extras: Perception Range) (Flaws: Limited to Metallics -6) (28)
Dynamic AE: Nullify Electronics & Machinery 8 (Extras: Area- 60ft. Burst +2, Sustained +2) (Flaws: Touch Range) (25)
Dynamic AE: "Shape Metal" Transform Metals to Metals 10 (Feats: Increased Mass 2- 100 tons) (23)
Dynamic AE: "Metal Everywhere!" Environment 4 (Impede Movement 2) (9)
Dynamic AE: Concealment 10 (All Senses) (Flaws: Limited to Machines) (11)

Offense:
Unarmed +9 (+1 Damage, DC 16)
Magnetic Blast & Metal Storm +9 (+11 Ranged Damage, DC 26)
Metal Trap +9 (+10 Ranged Affliction, DC 20)
Mass Trap +10 Area (+10 Affliction, DC 25)
Thrown Object +9 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+3 Uniform, +10 Force Field), Fortitude +6, Will +6

Complications:
Responsibility (Loves Either Havok or Iceman... usually Havok)
Secret (Daughter of Magneto)

Druidverse Background:
same as original,only without Krakoa around,she stayed on the Team...
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"Any dream worth having is a dream worth fighting for."
PROFESSOR X (Charles Xavier) Occupation:Professor Group Affiliations: The X-Men
PL 14 (245) STRENGTH 1 STAMINA 2 AGILITY -2 FIGHTING 2 DEXTERITY 0 INTELLIGENCE 8 AWARENESS 5 PRESENCE 4

Skills:
Athletics 2 (+3) Close Combat (Unarmed) 1 (+3) Deception 8 (+12) Expertise (The Arts) 2 (+10) Expertise (Behavioral Sciences) 4 (+12)
Expertise (Mutant Leader) 10 (+18) Expertise (History) 4 (+12) Expertise (Science) 6 (+14) Insight 10 (+15) Investigation 2 (+7)
Perception 8 (+13) Persuasion 6 (+10) Technology 7 (+15) Treatment 5 (+13) Vehicles 5 (+5)

Advantages:
Assessment, Beginner's Luck, Benefit 5 (Wealth- Billionaire), Equipment 14 (Wheelchair- X-Mansion, Blackbird Jet), Fearless, Inspire, Languages (Various), Leadership, Trance, Ultimate Insight Skill, Ultimate Mutant Leader Skill, Well-Informed

Powers:
"Mutant Powers: Omega-Level Telepathy"
"Mind Shield" Enhanced Will Check 4 (Flaws: Limited to Mental Attacks) [2]

Mind-Reading 14 (Feats: Dynamic) (Extras: Effortless, Cumulative, Sensory Link) Linked to Mental Communication 4 (Feats: Subtle) (Extras: Area, Selective) (96) -- [110]
Dynamic AE: "Focused Mind Control" Mind Control 14 (Feats: Dynamic) (57)
Dynamic AE: "Group Mind Control" Mind Control 10 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (51)
Dynamic AE: "Mental Stun" Affliction 14 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (57)
Dynamic AE: "Astral Form" Remote Sensing 15 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (32)
Dynamic AE: "Focused Mental Blast" Damage 14 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (57)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 10 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (50)
AE: "Area Mental Blast" Damage 10 (Extras: Area- 60ft. Burst +2, Selective, Will Save) (50)
AE: "Brainwashing" Affliction 14 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (56)

"Mental Detection" Senses 7 (Mental Awareness- Ranged, Radius, Acute, Detect Mutants- Ranged & Radius) [7]

Offense:
Unarmed +3 (+1 Damage, DC 16)
Mind-Reading +14 Perception (DC 24)
Mind Attacks +10-14 Perception (+10-14 Perception Affliction, DC 20-24)
Mental Blast +10-14 Perception (+10-14 Perception Damage, DC 25-29)
Initiative -2

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +2, Fortitude +5, Will +13 (+17 vs. Mental Attacks)

Complications:
Responsibility (The Dream)- Mutants and Humans must one day live together in trust and harmony. Charles' life is devoted to this purpose, however difficult the road might be.
Relationship (Various Women in his Life)- Jean Grey, Moira MacTaggart, Amelia Voght, Gabrielle Haller, etc. Charles is pretty pimping for a bald guy in a chair. Though really, he only kind of crushed on Jean as a young student (which is still so wrong). He was engaged to Moira, and fathered a child with Haller (the multi-personalitied lunatic Legion).
Disabled (Wheelchair-Bound)- For most of his life in the public eye, Xavier is trapped in a wheelchair. This reduces his land speed to half of what is normal for a human being, and prevents him from covering certain kinds of terrain. If left without his chair, he will be unable to move other than by crawling.
Enemy (Magneto)- The two were once great friends and allies, but Magneto became more and more twisted by humanity's nature, and now the two are diametrically-opposed, as much as Charles want's his Friend Back.
Guilt (Moral Ambiguities)- Xavier has engaged in some nasty practices to ensure the survival of his team and his people.
Power Loss (Telepathy)- Moments of great anger, fear or other things can cause telepaths to lose or mishandle their powers temporarily, allowing the enemy to get the advantage. Charles was once nearly beaten to death by anti-mutant bigots because he was startled.
Druidverse Background:
Same as Original,only he never had the Vulcan Team and Krakoa was never Created...

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Fri Feb 10, 2017 3:29 pm

here's my attempt at everyone's favorite Nerd Angus MacGuyver for the Merge...
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https://www.youtube.com/watch?v=bJgOV9s0VF4
"Some people are scared of anybody who runs free." - Angus MacGyver
MACGUYVER(Angus MacGuyver) Occupation:Freelance Goverment Agent(?) Group Affiliation:The Phoenix Foundation
PL ? STRENGTH 1 STAMINA 2 AGILITY 2 FIGHTING 5 DEXTERITY 2 INTELLIGENCE 10 AWARENESS 2 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+6) Deception 6 (+6) Expertise (Science) 10 (+20) Insight 2 (+4) Investigation 6 (+8) Perception 5 (+7) Sleight of Hand 4 (+6) Technology 10 (+20) Treatment 8 (+18) Vehicles 6 (+8)

Advantages:
Beginner's Luck, Equipment 5 (Various Vehicals&generic gear,Swiss Army Knife), Improvised Tools, Inventor, Jack-Of-All-Trades, Languages 2 (Many), Ranged Attack 3, Skill Mastery 2 (Science, Technology), Ultimate Technology Skill

Offense:
Unarmed +6 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +2 , Fortitude +5, Will +5

Complications:
Responsibility (refuses to use a Gun)-after his best friend was accidentally shot,Mac has refused to use a gun(even though he's been trained in it's use)...
Responsibility(The Phoenix Foundation/US Goverment)
Relationship(Various Women)-for some odd reason to me,Mac was a bit of a Dog,getting into "Flings" with various women...
Relationship(Peter Thorton,Jack Dlaton)-these three are as close as Brothers and would do practically anything for each other(up to and including,especially in Jack's case,die for each other)...
Merge Background:
MacGyver, or "Mac," as his friends call him, is a master of improvisation. Using his vast scientific knowledge and unique ability to see items as individual components he can use ordinary objects to get himself and his companions out of trouble. All he carries with him is a Swiss Army knife and, occasionally, a roll of duct tape and some odds and ends having forsaken guns (and firearms in general) after a traumatic childhood incident, and tries to avoid violence as much as he can.
Raised in Mission City, Minnesota, MacGyver joined the Special Forces Bomb Disposal team in Vietnam after graduating from high school. After finishing his tour of duty, MacGyver completed his education at Western Tech University with a science degree before setting off to see the world.
He spent several years working odd jobs including Hell fighting,oil-well fires, race-car driving and working at a youth center before meeting Department of External Services (DXS) agent Pete Thornton. Thornton was impressed with MacGyver's ingenuity and asked MacGyver to work with him at the DXS and later the Phoenix Foundation. Over the years, their friendship became very strong, with Pete taking on a father-like role to MacGyver.
In his spare time MacGyver can most probably be found at the local skating rink, indulging his passion for ice hockey. Although his childhood dreams of playing professional hockey were shattered in a hockey accident when he was in his teams, he still enjoys playing as much and often as he can. His other hobbies include painting, playing guitar and collecting classic western movies. He also spends time volunteering at the Challengers Club, a local youth center.
One of MacGyver's more unusual traits is his fear of romantic commitment. This fear, which has stifled many a relationship, stems from his previous experiences of people close and dear to him being killed or dying, such as his father and grandmother being killed in a car accident when he was twelve years old; his mother dying of complications from a stroke while he was on assignment overseas, his fiance being shot and presumed dead while helping him on assignment. He worries that whoever he becomes close to will die, just like his parents and grandmother did.
Despite his misgivings about commitment, MacGyver remains the eternal optimist believing that everyone can change for the better if given the chance.
When the Merge Happened,Mac woke up in the Woods of Minnesota and has been on semi-retirement untill he can get his bearing...

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Sat Feb 11, 2017 6:04 pm

Here's a couple of Independant Druidverse Heroes/Heroines...
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"I was a soldier. When you're a soldier, the red rage carries you. Sees you safely through. Like a lucky rabbit's foot. Like armor that you wear on the inside. But even before that--it was always there. The blood tide. The hot wire, in my brain, glowing like the filament in a light bulb. Bright, bright red. Even when I love someone, it feels like that. Like I'm halfway fighting them. Tearing some trophy of joy or lust out of their lips. Their flesh. Feeding that red screaming thing at the core of me. And I'm sort of thinking I should have asked this sooner. Who am I? Who's the me that's here, now, staring in this mirror? Thinking these thoughts? Joanna Cargill? Sometimes. Not too often. Frenzy. To name it is to own it."
FRENZY (Joanna Cargill) Occupation: Bar Bouncer Group Affiliations: The Alliance of Evil
PL 10 (113) STRENGTH 11 STAMINA 10 AGILITY 3 FIGHTING 8 DEXTERITY 0 INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+9) Deception 4 (+4) Expertise (Criminal) 4 (+4) Insight 2 (+3) Intimidation 7 (+7) Perception 2 (+3) Technology 2 (+2)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Fast Grab, Improved Critical (Unarmed), Improved Initiative, Interpose, Ranged Attack 5, Teamwork

Powers:
"Mutant Powers: Super-Strength & Durability"
Leaping 2 (30 feet) [2]
Speed 4 (30 mph) [4]


Offense:
Unarmed +9 (+11 Damage, DC 26)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +10, Fortitude +10, Will +4

Complications:
Motivation (Repemtion)-Joanna wants to atone for what she did in her past...
Reputation(ex-Villian)-After their Defeat by the Champion's,Joanna left the Alliance and id trying to do good but it can be hard...

Druidverse Background:
Same as before,only this time it was The Champions that the Alliance ran into&repeatedly lost to.After a while(and a Hit from Ghost Rider's Peneance Stare),Joanna decided to leave the Alliance and try to do some good...

Image
https://www.youtube.com/watch?v=tgvxu8QY01s
PALADIN(Real Name Unknown) Occupation:Bounty Hunter,Trouble Shooter
PL 9 (142) STRENGTH 6 STAMINA 6 AGILITY 5 FIGHTING 10 DEXTERITY 4 INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 4 (+9) Athletics 3 (+9) Close Combat (Unarmed) 1 (+11) Deception 5 (+9) Expertise (Mercenary) 7 (+9) Insight 4 (+6)
Intimidation 2 (+6) Investigation 5 (+7) Perception 4 (+6) Persuasion 2 (+6) Sleight of Hand 4 (+8) Stealth 3 (+8) Technology 4 (+6) Vehicles 4 (+8)

Advantages:
Accurate Attack, Beginner's Luck, Defensive Attack, Diehard, Great Endurance, Equipment 7, Improved Aim, Jack-of-All-Trades, Luck, Ranged Attack 7, Taunt, Tracking

Equipment:

"Costume" Protection 1 (Extras: Impervious 8) (Flaws: Impervious Limited to Ballistics) (5)
"Spy Gear" (Rebreather, Infra-vision, etc.) (7)
"Stun Pistol" Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (21)

Offense:

Unarmed +11 (+6 Damage, DC 21)
Stun Pistol +11 (+7 Ranged Affliction, DC 17)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +6 (+7 Costume), Fortitude +8, Will +5

Complications:
Motivation (Justice)
Reputation (Roguish Bounty Hunter, Man-Whore)
Responsibility (Honor)
- Paladin doesn't have A LOT of it, but he will not do outright evil acts. He even helped out some rebels he was hired to stop, refusing to kill them...

Druidverse Background:
TBA
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THE ARABIAN KNIGHT (Navid Hashim)
PL 9 (118) STRENGTH 2 STAMINA 3 AGILITY 3 FIGHTING 8 DEXTERITY 4 INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 3 (+6) Athletics 5 (+7) Close Combat (Scimitar) 1 (+9) Expertise (Soldier) 5 (+7) Insight 2 (+4) Intimidation 2 (+4) Investigation 2 (+4)
Perception 4 (+6) Stealth 2 (+5)

Advantages:
Close Attack, Improved Critical (Scimitar), Improved Defense, Power Attack, Quick Draw, Ranged Attack 6

Powers:
"Golden Scimitar" (Feats: Unbreakable, Restricted to Abdul 2) (Flaws: Easily Removable) [11]
Strength-Damage +4 (Feats: Improved Critical) (Flaws: Penetrating 8) (14) -- (15 points)
AE: Force Blast 7 (14)

"Belt Sash" (Feats: Unbreakable) (Flaws: Easily Removable) [8]
Snare 6 (Flaws: Limited to One Target) (12) -- (13 points)
AE: "Sash Whip" Strength-Damage +0 (Feats: Reach 8) (8)

"Unbreakable Fabric Fatigues" (Flaws: Removable) [13]
Protection 7 (Extras: Impervious 9) (16 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Scimitar +9 (+7 Damage, DC 22)
Force Blast +8 (+7 Ranged Damage, DC 22)
Snare +8 (+6 Ranged Affliction, DC 16)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+10 Fatigues), Fortitude +5, Will +5

Complications:
Motivation(Protecting his people)

Druidverse Background:
TBA

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AMERICAN EAGLE (Jason Strongbow)
PL 10 (153) STRENGTH 8 STAMINA 8 AGILITY 5 FIGHTING 11 DEXTERITY 4 INTELLIGENCE 2 AWARENESS 3 PRESENCE 2


Skills:
Acrobatics 2 (+7) Athletics 6 (+14) Close Combat (Unarmed) 1 (+12) Expertise (Navajo) 6 (+8) Insight 2 (+5) Intimidation 1 (+5) Investigation 2 (+5)
Perception 9 (+12) Ranged Combat (Crossbow) 4 (+14) Stealth 2 (+7) Vehicles 4 (+8)

Advantages:
Accurate Attack, Diehard, Equipment 5 (Motorcycle, Crossbow +4), Evasion, Fast Grab, Great Endurance, Improved Critical 2 (Unarmed, Crossbow), Improved Defense, Improved Initiative 2, Quick Draw, Ranged Attack 6, Takedown

Powers:
"Enhanced Physicality"
Power-Lifting 1 (12 tons) [1]
Leaping 2 (30 feet) [2]
Speed 5 (60 mph) [5]
"Eagle Eyes" Senses 4 (Extended Vision 2, Low-Light Vision, Extended Hearing) [4]

Offense:
Unarmed +12 (+8 Damage, DC 23)
Crossbow +14 (+4 Ranged Damage, DC 19)
Initiative +13

Defenses:

Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +8, Fortitude +8, Will +7

Complications:
Responsibility (Navajo Nation)- Strongbow tends to get involved in situations that affect his people directly.
Motivation (Justice)- Strongbow actively tries to do the right thing.

Druidverse Background:
TBA

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THE RAPIER (Dominic Tyrone) Occupation: Buisnessman
PL 7 (66) STRENGTH 2 STAMINA 3 AGILITY 3 FIGHTING 8 DEXTERITY 0 INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 3 (+6) Athletics 4 (+6) Deception 3 (+3) Expertise (Criminal) 6 (+6) Intimidation 4 (+4)

Advantages:
Accurate Attack, Follow-Up Strike, Improved Disarm, Improved Smash, Power Attack

Powers:
"Electro-Stun Sword" (Flaws: Easily-Removable) [9]
Strength-Damage +2 (Feats: Improved Critical) Linked to Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative) (15 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Sword +8 (+4 Damage & +6 Affliction, DC 19 & 16)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +3

Complications:
Motivation (Justice)

Druidverse Background:
TBA

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THE GRIM HUNTER (Vladimir Kravinoff) Occupation:Bounty Hunter Group Affiliations: The Kravinoffs
PL 8 (164) STRENGTH 7 STAMINA 7 AGILITY 6 FIGHTING 8 DEXTERITY 4 INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 4 (+10) Athletics 6 (+13) Close Combat (Unarmed) 1 (+9) Deception 2 (+3)
Expertise (Hunter) 8 (+8) Intimidation 5 (+6) Perception 9 (+11) Ranged Combat (Guns) 2 (+10) Sleight of Hand 4 (+8) Stealth 5 (+11)

Advantages:
Animal Empathy, Chokehold, Equipment 6 (Gear), Fast Grab, Great Endurance, Improved Critical (Unarmed), Power Attack, Ranged Attack 4, Tracking

Powers:
"Permanent Herb-Given Super-Physiology"
Leaping 2 (30 feet) [2]
Speed 4 (30 mph) [4]
Immunity 2 (Aging, Poison) (Flaws: Limited to Half-Effect) [1]
"Animal-Like Senses" Senses 5 (Low-Light & Extended Vision, Extended Hearing & Scent, Acute Scent) [5]

"Hunter Armor" (Flaws: Removable) [23]
"Spiked Cleats" Movement 2 (Wall-Crawling, Sure-Footed) (4)
"Dart-Launchers" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (24)
AE: "Electro-Shock Gauntlets" Damage 7 (7)

-- (28 points)

"Energy Spear" (Flaws: Easily Removable) [11]
Blast 8 (16) -- (17 points)
AE: "Spear-Stab" Strength-Damage +1 (Feats: Reach 2) (3)

Equipment:
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Rifle" Blast 6 (12)
"Pistol" Blast 5 (10)
"Shuriken" Blast 2 (Extras: Multiattack) (5)
"Blowgun" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (Diminished Range -2) (22)

Offense:
Unarmed +9 (+7 Damage, DC 22)
Knife/Spear +8 (+8 Damage, DC 23)
Pistol/Rifle +10 (+5-6 Ranged Damage, DC 20-21)
Shuriken +10 (+2 Ranged Damage, DC 17)
Blowgun/Dart-Launchers +8 (+8 Ranged Affliction, DC 18)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +7, Fortitude +7, Will +4

Complications:
Motivation (The Hunt)- Vladimir is like his father- an avid hunter.
Power Loss (Darts)- Darts can only injure someone if they can penetrate their hide. Someone with any degree of Impervious Toughness, or even a hide/suit thick enough to stop a dart, would be unaffected.

Druidverse Background:
TBA

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NIGHTWATCH (Dr. Kevin Barry Trench) Occupation: Scientist
PL 8 (123) STRENGTH 1/7 STAMINA 2 AGILITY 2/5 FIGHTING 8 DEXTERITY 4 INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+9) Deception 4 (+4) Expertise (Science) 5 (+9) Technology 5 (+9) Investigation 5 (+5) Intimidation 8 (+8) Perception 4 (+4) Stealth 2 (+4, +8 Costume)

Advantages:*
All-Out Attack, Power Attack, Startle

Powers:
"Nightwatch Battlesuit" (Flaws: Removable) [49]
Enhanced Strength 6 (12)
Enhanced Agility 3 (6)
Protection 6 (Extras: Impervious 5) (11)
Regeneration 6 (6)

Senses 2 (Extended & *Infravision) (2)
Immunity 1 (Suffocation) (1)

"Cape"
Flight 4 (30 mph) (Flaws: Gliding) (4)
"Razor-Sharp Tentacles" Damage 5 (Feats: Extended Reach 2) (Extras: Multiattack) (18) -- (19)
AE: "Blind With Tentacles" Dazzle Visuals 8 (Flaws: Touch Range) (8)

-- (61 points)

Offense:

Unarmed +9 (+1 Damage, DC 16)
Unarmed Costume +9 (+7 Damage, DC 22)
Tentacles +8 (+5 Damage, DC 20)
Blind +8 (+8 Affliction, DC 18)
Initiative +2 (+5 Costume)

Defenses:
Dodge +6 (+9 Costume, DC 19), Parry +9 (DC 19), Toughness +2 (+8 Costume, +3 Impervious), Fortitude +6, Will +3

Complications:
Motivation (Trying to Escape Fate)- Nightwatch was given his suit by an older version of himself (who had died). He wants to avoid this future.

Druidverse Background:
TBA

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STARLORD (Sinjin Quarrel)
PL 8 (121) STRENGTH 3 STAMINA 5 AGILITY 4 FIGHTING 7 DEXTERITY 4 INTELLIGENCE 2 AWARENESS 3 PRESENCE 2


Skills:
Deception 2 (+4) Expertise (Space Hero) 2 (+4) Insight 2 (+5) Perception 2 (+5) Technology 4 (+6)

Advantages:
Equipment 1 (Space Suit- Limited Life Support), Ranged Attack 4

Powers:
"Probiti: Low-End Telepathy"
Communication (Mental) 1 (Flaws: Limited to Within Physical Contact) [3]
Mind-Reading 8 (Flaws: Touch Range- 2) [4]
Comprehend 3 (Languages) [6]

"Element Gun" (Flaws: Easily Removable) [26]
Blast 8 (Feats: Variable 2- Earth, Air, Water, Fire) (18)
Create Earth or Water 8 (Feats: Innate) (Extras: Continuous) (25)
-- (43 points)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Element Gun +8 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +6

Complications:
Enemy (Lawgiver Damyish)- Damyish rules the world that Sinjin now calls home.
Quirk (Element Gun)- The Gun works by teleporting material from a nearby world to his present location- if he uses it too often, he can throw a planet's ecological system out of whack.

Druidverse Background:
TBA

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STAINED GLASS SCARLET (Scarlet Fasinera)
PL 9 (113) STRENGTH 2 STAMINA 3 AGILITY 4 FIGHTING 10 DEXTERITY 4 INTELLIGENCE 2 AWARENESS 3 PRESENCE 2


Skills:
Acrobatics 2 (+6) Athletics 4 (+6) Deception 3 (+5) Expertise (Religion) 4 (+6) Expertise (Streetwise) 5 (+7) Insight 2 (+5)
Intimidation 3 (+5) Investigation 4 (+7) Perception 3 (+6) Ranged Combat (Crossbow) 2 (+12) Stealth 2 (+6)

Advantages:
Equipment 2 (Crossbow +4), Evasion, Hide in Plain Sight, Improved Aim, Improved Critical (Crossbow) 2, Power Attack, Precise Shot (Ranged/Cover), Ranged Attack 6, Uncanny Dodge

Powers:
"Psychic Bond" Senses 1 (Communication Link- Moon Knight) [1]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Crossbow +12 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+11 Armor), Fortitude +2, Will +0

Complications:
Motivation (Vengeance)- Scarlet murders criminals, blaming them for her husband and son's failures.
Responsibility (Bad Past)- Scarlet is one of those women who is a magnet for abusive behavior- her father abused her badly enough that she murdered him, and her husband was similarly brutal. Given her attraction to Moon Knight, she possibly has a thing for dangerous men.
Responsibility (Crazy)- Scarlet's actions can seem rather random and insane- she'll call Moon Knight an "angel", but then shoot him in the face with a crossbow.

Druidverse Background:
TBA
and here's my quasi-Independant Hero Race.I honestly like these guy's better than the Eternals,really...
THE DEVIANTS OF PLANET LYONESSE:
As it turned out, the Celestials had created Deviants on other worlds. The Deviants of Earth learned of them when a group of extraterrestrial Deviants arrived, having overthrown their own worlds' base species. The two groups naturally refused to assimilate, so the newcomers established a city called Lyonesse beneath New York. They intended to conquer Earth as they did other worlds.

Lord Tantalus: A big, strong guy with "Black Legacy" energy that gave him a Damaging Aura and Blasts. The father of Blackwulf, and later slain by him.
Id: Blackwulf's brother, never shown on-panel. Had a kind of Warrior's Madness, and was killed before the series began.
Khult: Nirvana's father, becoming the servant of Tantalus, later helping slay the villain. He had plenty of magical powers and was long-lived.
Mammoth (Willie Amos): Class 50-ish and used Energy Weapons in combat. He fought againt Tantalus with the others.
Nirvana: Tantalus' wife, one immune to his powers (she was wed to him for this reason). She killed herself after he beat her (blaming one of their son's inheriting of his powers on her), but was reborn as an undead creature that would kill anyone with a touch.
Pandara: Strong chick who fought Thunderstrike & Spider-Man after being sent to Earth by Tantalus. Her Box (get your mind out of the gutter!) could summon a ton of monsters, shoot Blasts, or create smoke. She killed one of the members of Code: Blue, but was ultimately arrested by Thunderstrike.
Touchstone: Weird lady who could see into other Alternate Universes, and pull versions of herself from each one. Used this to become Immortal (would alter forms, however) and gain various forms and powers (Variable). Can also Teleport, Fly, go Intangible and see the future. Can use stasis fields to protect others, herself and to slice through almost any object. She fought Tantalus, but didn't join The Peacekeepers.
Sparrow (H.R. O'Damia): Unknown.

THE PEACEKEEPERS:
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* Lord Tantalus' Goon Squad.
Bristle: Shoots Quills, some of which explode on contact. Had no personality.
Lady Trident: Uses a Trident empowered by Black Legacy, and returns whenever she throws it. She was trapped in something by Touchstone, who left her to feel pain for all eternity. Which seems a BIT excessive- I mean, she's mean, but she didn't do anything most villains didn't do regularly.
Schizo: Touchstone's insane sister- creates Reality Warps that look like someone's worst fear, driving them crazy. Was rendered catatonic by her sister.
Toxin: Shoots acids and sedatives. Joined the good guys in the very end, after having been led on by Tantalus (he wanted to look less like a green pile of puke for some reason).
Wraath (Willie Amos): Possibly the future self of Mammoth- a cyborg who wanted Mammoth to quit fighting.

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BLACKWULF II (Lucian) Group Affiliations: The Underground Legion
PL 10 (153) STRENGTH 7 STAMINA 7 AGILITY 4 FIGHTING 10 DEXTERITY 4 INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+10) Deception 3 (+5) Expertise (Military) 4 (+5) Expertise (Space Hero) 4 (+5) Insight 2 (+4) Intimidation 3 (+5) Perception 2 (+4) Stealth 1 (+5) Technology 3 (+4) Vehicles 1 (+5)

Advantages:
All-Out Attack, Improved Trip, Ranged Attack 4

Powers:
"The Black Legacy" Damage 10 (Feats: Improved Critical 2) (Extras: Penetrating 8) Linked to Weaken Stamina 10 [30]

"Shadow Lance" (Flaws: Easily Removable) [17]
Adds Ranged to Black Legacy, With 2 Extra Ranks to Each (28 points)

Offense:
Unarmed +10 (+7 Damage, DC 22)
Black Legacy +10 (+10 Damage & Weaken, DC 25 & 20)
Shadow Lance +8 (+12 Ranged Damage & Weaken, DC 27 & 22)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +7, Fortitude +8, Will +6

Complications:
Enemy (Lord Tantalus)- Lucian has grown to despise his murderous father after watching him cruelly cut down Pelops, Lucian's brother and Tantalus' son.
Relationship (The Underground Legion)- Lucian now leads those who fight against Tantalus.
Prejudice (The Black Legacy)- Lucian has a black stripe across his face, marking him as tainted by the evil Black Legacy of his father's.
Relationship(Sif)-during the course of their meeting,Lucian has stated an Attraction to the Asguardian Warrior Woman...

Druidverse Background:
TNA
Last edited by MacynSnow on Wed Feb 22, 2017 4:43 pm, edited 2 times in total.

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Feb 14, 2017 5:02 pm

i was alway's a slight fan of Captain N:The Game Master growing up,but thought that the Group could use a little...re-tooling(i hated what they did to Simon Belmont).so,here's my version of the N-Team of Videoland!
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CAPTAIN N (Kevin Keene)
PL 10 (140) STRENGTH 2 STAMINA 3 AGILITY 4 FIGHTING 6 DEXTERITY 4 INTELLIGENCE 0 AWARENESS 1 PRESENCE 2


Skills:
Athletics 5 (+7) Deception 4 (+6) Expertise (Video Games) 12 (+12) Insight 2 (+3) Perception 4 (+5) Persuasion 3 (+5) Ranged Combat (Zapper) 4 (+10)

Advantages:
Improved Aim, Improved Critical (Zapper), Ranged Attack 2, Ultimate Video Game Skill

Powers:
"Zapper" (Flaws: Easily Removable) [12]
"Freeze Setting" Snare 6 (18) -- (19 points)
AE: Blast 6 (12)

"Power Pad" (Flaws: Removable) [50]
"Start Button" Affliction 10 (Speed Rank; Dazed, Hindered & Vulnerable/Defenseless, Stunned & Prone/Paralyzed) (Extras: Area- 60ft. Burst +2, Extra Condition +2, Selective) (Flaws: Fades) Linked to Move Object 10 (Flaws: Limited to Remaining Stationary) (60) -- (62 points)
AE: "A or B" Leaping 2 (30 feet) (2)
AE: "Left or Right" Speed 2 (8 mph) (2)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Zapper +10 (+6 Range Damage, DC 21)
Pause Button +10 Area (+10 Affliction, DC 20)
Initiative +4

Defenses:

Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +4, Fortitude +5, Will +6
"Pause Button" Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +4, Fortitude +5, Will +6

Complications:
Relationship (Princess Lana,Samus Aran)- They argue a lot, which in TV terms means they're in love.He was also slightly attracted to Samus,which caused some friction between Her&Lana...
Power Loss (Weapons)- Kevin's weapons will power down after all of the buttons have gone blank.

Background:
The teenage leader, protagonist and main character of the series. Initially, he is a reluctant hero and is often found at odds with the rest of the N-Team. When he comes to Videoland, he is armed with a belt and holster that has a Power Pad (an NES controller-shaped device which can stop time, allow him to leap over objects or give him super speed over short distances) and an NES Zapper-like gun which dispatches or "dematerializes" enemies (possibly a nod to Nintendo's content policies at the time which forbid the use of the word "kill"). The Zapper can also shoot ice shaped like Tetris blocks. His expert use of these tools combined with his overall friendly, if competitive, demeanor eventually earns the trust of the others. In many episodes he tries to foster a big-brotherly role to characters suffering from a particular plight. He is most often called Captain N by the other cast members, except Princess Lana who regularly addresses him by his first name. His last name is only ever mentioned in two episodes. He wears light denim jeans, a yellow shirt and a red Letterman jacket with white sleeves. The Varsity letter "N" on his jacket is for swimming.

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LINK PL 10 (184), PL 12 (184) with Cane of Byrna
STRENGTH 2 STAMINA 4 AGILITY 5 FIGHTING 12 DEXTERITY 2 INTELLIGENCE 2 AWARENESS 4 PRESENCE 4


Skills:
Athletics 10 (+12) Close Combat (Sword) 2 (+14) Expertise (Hero) 4 (+6) Insight 2 (+6) Investigation 4 (+8) Perception 5 (+9) Persuasion 4 (+8) Stealth 3 (+8)

Advantages:
Accurate Attack, Diehard, Equipment 4 (Assorted Gear), Evasion 2, Fast Grab, Fearless, Great Endurance, Improved Critical (Sword), Improved Critical (Bow), Improved Defense, Improved Initiative, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 10

Powers:
"Link's Arsenal" (Flaws: Easily Removable) [21]
"The Master Sword" Strength-Damage +4 (Feats: Improved Critical 2, Penetrating 4) Linked to Damage 6 (Extras: Area- 30ft. Line) (Quirks: Only When Uninjured -2) (20) -- (35 points)
AE: "Spin Attack" Strength-Damage +4 (Feats: Improved Critical 2, Penetrating 6), Enhanced Advantages 2: Takedown 2 (14)
AE: "Hook Shot" Blast 4 & Movement 1 (Swinging) (10)
AE: "Boomerang" Blast 5 (Feats: Homing) (11)
AE: "Bow & Arrow" Blast 4 (Extras: Multiattack) (12)
AE: "Bombs" Damage 8 (Feats: Triggered- Time) (Extras: Penetrating) (17)
AE: "Fire Rod" Blast 8 (16)
AE: "Ice Rod" Affliction 6 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Extra Condition, Ranged) (18)
AE: "The Power Glove/Titan's Mitt" Power-Lifting 2 (800 lbs.) (2)
AE: "The Magic Mirror- Transport" Movement 1 (Dimensional Travel- The Dark World/The Light World) (Quirks: Can Only Leave a "Return Portal" to the Dark World) (1)
AE: "The Magic Mirror- Return To The Beginning" Teleport 10 (Extras: Accurate) (Flaws: Limited to Within Dungeons, Limited to the Dungeon's Entrance) (10)
AE: "Magic Flute" Summon 4 (Summons Duck With Movement- Dimensional Travel 1- to the Dark World) (8)
AE: "Magic Powder" Affliction 8 (Stamina; Dazed/Stunned/Transformed) (Feats: Reach 3) (Flaws: Limited to Certain Enemies) (7)
AE: "Bombos Medallion" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) (9)
AE: "Ether Medallion" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Unreliable- 5 Uses) & Nullify Environment 8 (Flaws: Limited to Rain) (13)
AE: "Quake Medallion" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Unreliable) Linked to Affliction 4 (Stamina; Dazed/Stunned/Transformed to Slime) (Extras: Area- 30ft. Burst) (17)

"Link's Gear" (Flaws: Easily Removable) [13]
"The Cane of Byrna" Energy Aura 5 (Flaws: Fades) Linked to Protection 4 (Quirks: May Not Use Spin Attack or Sword Beam -2) (17) -- (21 points)
AE: "The Magic Cape" Concealment 2 (Vision) & Immunity 2 (Spikes) (6)
AE: "The Pegasus Shoes" Speed 2 (8 mph) & Enhanced Strength 2 (Flaws: Limited to Damaging Objects) (4)
AE: "Zora's Flipper" Swimming 4 (4)

"Mirror Shield" (Flaws: Easily Removable) [15]
Enhanced Defenses 4 (4)
Deflect 10 (Extras: Reflection) (20)
-- (24 points)

"The Blue Mail" (Flaws: Removable) [8]
Protection 4 (Extras: Impervious 6) (10 points)

Equipment:
"Green Medicine" Removes Unreliable Flaw on Unreliable Spells (8)
"Red Medicine" Healing 8 (Flaws: Limited to Self) (8)
"The Book of Mudora" (Translates Old Hylian Speech)
"Bottles" (Holds Potions)
"Bug-Catching Net" (Catches Bugs & Fairies)
"Shovel"
"Lamp" (Lights Candles)
"The Magic Hammer" Strength-Damage +2, Hammers in Pegs (3)
"The Moon Pearl" (Allows Link to Retain Hylian Form in The Dark World- He's a Pink Rabbit Otherwise)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Master Sword +14 (+6 Damage & +6 Area Damage, DC 21 & 21)
Hook Shot & Bow +12 (+4 Ranged Damage, DC 19)
Boomerang +12 (+5 Ranged Damage, DC 20)
Fire Rod +12 (+8 Ranged Damage, DC 23)
Ice Rod +12 (+6 Ranged Damage, DC 16)
Medallions +8 Area (+8 Damage, DC 23)
Initiative +9

Defenses:
Dodge +10 (+12 Shield, DC 20-22), Parry +10 (+12 Shield, DC 20-22), Toughness +4 (+8 Blue Mail, +12 Cane of Byrna), Fortitude +6, Will +11

Complications:
Relationship (Princess Zelda)- Link is devoted to rescuing the Princess.
Enemy (Ganon)
Power Loss (Ammunition)-
The Fire Rod, Ice Rod, Magic Cape & Bombs will rapidly run out of ammunition (usually the Magic Meter) if used too often. The Magical ones do EXTRA fast, since they're all using the same source for power.
Background:
same as the video games,but he joined up with the N-Team after Princess Zelda&Lana went missing...

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SAMUS ARAN
Role: Heroic Bounty Hunter
PL 12 (221)
STRENGTH 4 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Athletics 5 (+8)
Deception 3 (+6)
Expertise (Bounty Hunter) 9 (+13)
Insight 2 (+6)
Investigation 4 (+8)
Perception 7 (+11)
Technology 5 (+9)
Vehicles 9 (+14)

Advantages:
Accurate Attack, Beginner's Luck, Diehard, Equipment 6 (Ship), Fearless, Improved Aim, Improved Critical (Guns), Improved Defense, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 7, Tracking, Ultimate Bounty Hunter Skill

Powers:
"Chozo Physiology"
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Immunity 1 (Alien Environments) [1]

"Power Suit- Bonded Bio-Attachment"
Protection 4 [4]
Immunity 8 (Drowning, Pressure, Heat, Cold, Radiation, Pressure, Acid Damage 2) [8]
"X-Ray Scope" Senses 4 (Vision Penetrates Concealment) [4]

"Super Missile" Blast 12 (Extras: Penetrating 10) (34) -- [47]
AE: "Missile" Blast 9 (18)
AE: "Charge Beam" Blast 7 (14)
AE: "Ice Beam" Affliction 8 (Fort; Dazed & Hindered/Stunned & Defenseless/Paralyzed) (Extras: Ranged) Linked to Weaken Toughness 6 (Extras: Ranged) (28)
AE: "Plasma Beam" Damage 8 (Extras: Area- 60ft. Line +2) (24)
AE: "Spazer Beam" Blast 6 (Extras: Multiattack) (18)
AE: "Wave Beam" Blast 7 (Feats: Indirect 1- Away From Samus; Out From Obstacles) (15)
AE: "Screw Attack" Damage 9 (Feats: Accurate 2) (11)
AE: "Power Bombs" Damage 9 (Feats: Triggered) (Extras: Area- 30ft. Burst) (19)
AE: "Grapple Beam" Movement 1 (Swinging) (2)
AE: "Space Jump" Flight 2 (8 mph) (4)
AE: "Speed-Booster" Speed 8 (500 mph), Strength-Damage +4 (Feats: Accurate 2), Immunity 2 (Slam Damage) (16)
AE: "Hi-Jump Boots" Leaping +2 (60 feet) (2)
AE: "Paralyzer" Affliction 6 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Multiattack) (18)

"Morph Ball" Shrinking 4 (Flaws: May Only Use Bombs) Linked to Movement 1 (Slithering) [10]

Offense:
Unarmed +8 (+4 Damage, DC 19)
Speed-Booster +12 (+8 Damage, DC 23)
Screw Attack +12 (+9 Damage, DC 24)
Spazer Beam +12 (+6 Ranged Damage, DC 21)
Charge/Wave Beam +12 (+7 Ranged Damage, DC 22)
Ice Beam +12 (+8 Ranged Affliction & +6 Weaken, DC 18 & 16)
Plasma Beam +8 Area (+8 Damage, DC 23)
Paralyzer +12 (+6 Ranged Affliction, DC 16)
Missile +12 (+9 Ranged Damage, DC 24)
Super Missile +12 (+12 Ranged Damage, DC 27)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +4 (+8 Power Suit), Fortitude +8, Will +11

Complications:
Responsibility (Bounty Hunter)- Though trained by intergalactic police, Samus is a Bounty Hunter. She is often sent against Space Pirates.
Enemy (Ridley)- Ridley killed Samus's parents.
Power Loss (Ammo)- Samus requires ammunition for her weapons. Most beam weapons require "Energy" which she stores in many tanks. The Missiles are the rarest.
Rivalry(Princess Lana)- Samus fell for Kevin almost immediately&see's Lana as her only Competition.
Relationship(Captain N)- Samus wants to be more than "just Friend's" with kevin...
Background:
She joined up with the N-Team shortly before Lana went missing....

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PIT PL 8 (116) STRENGTH 1 STAMINA 3 AGILITY 5 FIGHTING 8 DEXTERITY 3 INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 10 (+11) Expertise (Angel) 7 (+8) Insight 2 (+5) Perception 4 (+7) Ranged Combat (Bow) 3 (+11)

Advantages:
Equipment 1 (Hammer- Frees Trapped Centurions), Improved Aim, Improved Critical (Bow & Arrow), Ranged Attack 5

Powers:
Flight 4 (32 mph) (Flaws: Winged, Gliding) [2]
Leaping 1 (15 feet) [1]

"Protective Crystals" (Flaws: Removable) [12]
Energy Aura 3 (12)
Protection 2 (2)
-- (14 points)

"Bow & Arrow- Fully-Loaded" (Flaws: Easily Removable) [9]
Blast 5 (Extras: Multiattack) (15 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Bow & Arrow +11 (+5 Ranged Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 Crystals), Fortitude +5, Will +8

Complications:
Responsibility (Angel Land & Palutena)- Pit is supposed to rescue both.
Power Loss (Multiattack, Range)- Pit's arrows will lose their Multiattack and gain Diminished Range 1-2 if he takes too much damage. Pit also cannot use them in Fortresses.
Enemy (Medusa)
Background:
After his Best Friend Mega man was Dematerialized,Pit has gone a little Dark...

Image
BAYOU BILLY (Billy West) PL 8 (117) STRENGTH 3 STAMINA 4 AGILITY 5 FIGHTING 10 DEXTERITY 5 INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 8 (+11) Deception 2 (+5) Expertise (Survival) 10 (+13) Expertise (Soldier) 6 (+8) Insight 2 (+5) Intimidation 2 (+5) Investigation 4 (+7) Perception 5 (+8) Stealth 1 (+6) Vehicles 6 (+11)

Advantages:
Accurate Attack, Diehard, Equipment 3 (Jeep, Knife, Club, Gun, Whip), Fast Grab, Improved Critical (Whip), Improved Disarm, Improved Initiative, Jack-Of-All-Trades, Quick Draw, Ranged Attack 4, Tracking

Equipment:
"Knife" Strength-Damage +1 (1)
"Club" Strength-Damage +2 (2)
"Whip" Strength-Damage +3 (Feats: Reach 2) (5)
"Gun" Blast 4 (8)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Knife +10 (+4 Damage, DC 19)
Club +10 (+5 Damage, DC 20)
Whip +10 (+6 Damage, DC 21)
Gun +9 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +5, Will +7

Complications:
Enemy (Godfather Gordon)
Relationship (Annabelle)

Background:
Billy joined up with the N-Team after Mega Man's Dematerializing(Much to Pitt's Consternation)...

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SIMON BELMONT Occupation:Monster Hunter
PL 10 (145) STRENGTH 2 STAMINA 4 AGILITY 5 FIGHTING 12 DEXTERITY 4 INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 10 (+12) Close Combat (Whip) 2 (+14) Expertise (The Occult) 10 (+12) Insight 2 (+5) Perception 5 (+8) Stealth 3 (+8)

Advantages:
All-Out Attack, Defensive Attack, Equipment 1 (Gear), Great Endurance, Improved Aim, Improved Critical (Whip) 2, Improved Defense, Improved Initiative, Power Attack, Ranged Attack 8, Takedown 2

Powers:
"Vampire Hunting Gear" (Flaws: Easily Removable) [20]
"Holy Water" Blast 7 (Diminished Range -1) Linked to Snare 8 (Flaws: Source- Hearts) (Diminished Range -1) (28) -- (33 points)
AE: "Whip" Strength-Damage +3 (Feats: Reach 2) (5)
AE: "Daggers" Blast 3 (6)
AE: "Axe" Blast 5 (10)
AE: "Stopwatch" Affliction 10 (Speed Rank; Dazed, Hindered & Vulnerable/Defenseless, Stunned & Prone/Paralyzed) (Extras: Area- 60ft. Burst +2, Extra Condition +2) (Flaws: Limited to 4 Rounds, Unreliable- 5 Uses, Source- Hearts) (20)
AE: "Cross Boomerang" Damage 7 (Extras: Area- 30ft. Line, Secondary Effect) (Flaws: Enemy Gets Second Dodge Attempt on Secondary Effect) (17.5)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Whip +14 (+5 Damage, DC 20)
Daggers +12 (+3 Ranged Damage, DC 18)
Axe +12 (+5 Ranged Damage, DC 20)
Stopwatch +10 Area (+10 Affliction, DC 20)
Cross Boomerang +7 Area (+7 Damage, DC 22)
Holy Water +12 (+7 Ranged Damage & +8 Affliction, DC 22 & 18)
Initiative +9

Defenses:
Dodge +14 (DC 24), Parry +15 (DC 25), Toughness +4, Fortitude +5, Will +9

Complications:
Enemy (Dracula)
Weakness (Knockback)- Simon will automatically leap backwards five feet every time he is struck by an enemy. So if he were to visit a place that just happened to have a bottomless pit every six or seven feet... well, it really wouldn't be his day.
Rivalry(Captain N)- As soon as he first showed up in Videoland,Simon has seen Kevin as better than him,even winning the Affections of Both Samus&Lana...
Arrogance-Even when he tries to "tone it Down",Simon tends to overestimate Himself against opponents...
Relationship(Princess Lana)-Despite he occusional rebuttal's,Simon is still intent to "Woo" The Princess...
Guilt(Mega man's destruction)-Simon was supposed to be helping him,but stopped to look in a mirror instead,leading to his Friend's Dematerializing...

Background:
After what happened to Mega Man(something Simon Blames himself partially for),The Monster Hunter decided to "get back to His Roots" and became much more Proficient...

Jabroniville
Posts: 9615
Joined: Fri Nov 04, 2016 8:05 pm

Re: Macyn's M&M Builds(2e&3e)

Post by Jabroniville » Wed Feb 15, 2017 5:55 am

Neat! So are they in-canon to the rest of your universe, then?

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Thu Feb 16, 2017 2:51 pm

Jabroniville wrote:
Wed Feb 15, 2017 5:55 am
Neat! So are they in-canon to the rest of your universe, then?
you know,i never really thought about it.I was just a fan of the Cartoon and hated what they turned Simon into.....But that's a really good idea Jab,thanks! :D

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Thu Feb 16, 2017 5:15 pm

here's an idea i had about combining bit's of G.I.Joe and Superhero comics...
Edit:i gave my boy some more background.Enjoy! :D
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RED STAR( Anatoly Fyodorovich Krimov,Rocket Red #22 ) Birthplace:Odessa,Ukraine Occupation:Hero/Pushkin Scholar
PL 9 (133) STRENGTH 9 STAMINA 7 AGILITY 2 FIGHTING 6 DEXTERITY 2 INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Close Combat 2 (+8) Deception 3 (+5) Expertise (Soldier) 4 (+6) Insight 2 (+4) Intimidation 4 (+6) Perception 4 (+6) Technology 3 (+5) Vehicles 2 (+4)

Advantages:
Benefit (UN Clearence), Ranged Attack 7

Powers:
"Forced Evolution"
Blast 9 (Feats: Split) [19]
"Mecha-Empathy" Affliction 8 (Tech Skill of Creator; Entranced/Compelled/Controlled) (Flaws: Limited to Machines) [4]

"Rocked Red Power Armour" (Flaws: Removable) [15]
Protection 2 (2)
"Rocket Boots" Flight 8 (250 mph) (16)
-- (18 points)

Offense:
Unarmed +8 (+9 Damage, DC 24)
Blasters +9 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+9 Armour), Fortitude +5, Will +5

Complications:
Responsibility(Doing Good)-Despite the way he's been trained,Anatoly would rather do the right thing.
Arrogant-Despite everything,Red is still Russian and think's he's slightly better then everyone else...
Responsibility (Mother Russia)- Red Star is a patriot, and was generally depicted as a proud communist until the fall of the Soviet Bloc.
Quirk(Stubborn)-if he think's he's right about something,Red Star will "Dig in his heel's" and refuse to consider other options sometimes...

Total: Abilities: 66/ Skills: 24--12 / Advantages: 8 / Powers: 38 / Defenses: 13 (135)
Background:
Anatoly Fyodorovich Krimov was born in Odessa, Ukraine in Russia, back in the days of the Soviet Union. Anatoly was an exceptional child, becoming the youngest chess master in Odessa at eleven years old. Later in life, he became a published Pushkin scholar, his monograph on "Boris Godonov" being considered the definitive work on the subject. Red Star also coached the pistol team at the Dynamo Sports Club in Moscow. After joining the Soviet Navy, Red Star became a member of the elite Black Sea Regiment of the Soviet Naval infantry. Among his many campaigns was the Soviets' fight against rebels in Afghanistan during the 1980s.After his tour of duty,he was selected to help reform the Rocket Red Brigade(Being augmented the same way as the other were) and served with Distinction for many years.Recently he was recruited by the UN to help with Conflux City as one of their newer Recruits.

Personality:
Anatoly can come across as a bit of a Hard-Head if he think's he right about something(Sometimes even going so far as to ignore direct orders),but in the end he consider's himself a good person.Despite the Fall of the Soviet Bloc,he even still consider's himself a "Good Russian"...
Last edited by MacynSnow on Thu Mar 16, 2017 3:27 pm, edited 4 times in total.

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Feb 21, 2017 6:18 pm

I decided to add a couple of Druidverse Villians into the Mix here...
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BULLET BIKER (Dillon Zarro)
PL 8 (96) STRENGTH 2 STAMINA 3 AGILITY 4 FIGHTING 6 DEXTERITY 4 INTELLIGENCE 0 AWARENESS 1 PRESENCE 2


Skills:
Athletics 5 (+7) Deception 2 (+4) Expertise (Showman) 2 (+4) Expertise (Criminal) 3 (+3) Vehicles 8 (+12) -- Flaws: Limited to Ground Vehicles

Advantages:
Equipment 7 (Motorcycle), Ranged Attack 4

Powers:
"Specialized Biker Costume" (Flaws: Removable) [24]
"Gas Pellets" Sleep 7 (Extras: Area- 15ft. Cloud) (28) -- (29)
AE: Energy Blast 7 (14)

Protection 1 (1)
-- (30 points)

Equipment:
"Motorcycle" (Medium Size; Strength 1, Speed 6, Defense 10, Toughness 8) -- (35 points)
"Missiles" Blast 8 (Extras: Area- 30ft. Burst) (24) -- (25)
AE: "Machine Guns" Blast 6 (Extras: Multiattack) (18)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Machine Guns +8 (+6 Ranged Damage, DC 21)
Energy Blast +8 (+7 Ranged Damage, DC 22)
Gas Pellets +7 Area (+7 Affliction, DC 17)
Missiles +8 Area (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+4 Costume), Fortitude +4, Will +3

Complications:
Enemy (Formerly Hawkeye,Ghost Rider)-after Barton's Death,The Biker tried to get back into his Circus life but kept getting upstaged by Johnny Blaze,so he went back to Villiany,aiming for Ghost Rider Instead...

Druidverse Background:
TBA

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CUTTHROAT (Daniel "Danny" Leighton) Group Affiliations: The Skeleton Crew, The Savage Crims (street gang)
PL 8 (107) STRENGTH 2 STAMINA 3 AGILITY 5 FIGHTING 10 DEXTERITY 3 INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 5 (+11) Close Combat (Unarmed) 1 (+11) Close Combat (Knives) 1 (+11) Deception 4 (+4) Expertise (Criminal) 5 (+6)
Intimidation 4 (+4) Investigation 4 (+5) Perception 6 (+7) Ranged Combat (Knives) 4 (+12) Stealth 5 (+11) Vehicles 3 (+6)

Advantages:

Accurate Attack, All-Out Attack, Damaging Escape, Defensive Attack, Defensive Roll, Equipment 6 (Arsenal of Blades, Body Armour), Grappling Finesse, Improved Critical (Knife) 2, Improved Defense, Improved Disarm, Power Attack, Ranged Attack 5, Takedown, Uncanny Dodge

Equipment:
"Body Armour" Protection 2 (2)

"Rocket Gun"
Blast 8 (Extras: Area- 30ft. Burst on 6 Ranks) (22) -- (25)
AE: Dazzle Hearing 6 (Extras: Area- 30ft. Burst) (18)
AE: "Adamantium-Edged Knives" Strength-Damage +2 (Feats: Improved Critical) (Extras: Penetrating 4) (7)
AE: "Throwing Knives" Strength-Damage +1 (Extras: Ranged 3, Multiattack 3) (Diminished Range -2) (5)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Knives +11 (+4 Damage, DC 19)
Throwing Knives +12 (+3 Ranged Damage, DC 18)
Dazzle +6 Area (+6 Affliction, DC 16)
Rocket Blast +8, +6 Area (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 Body Armour), Fortitude +6, Will +4

Complications:
Motivation (Greed)
Enemy (Crossbones)- Crossbones is actually Brock Rumlow, the thug who brutalized Daniel & Rachel Leighton when they were younger.
Relationship (Mother Night)- Cutthroat hooked up with Night while one of Red Skull's agents.

Druidverse Background:
TBA

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CRUSADER (Arthur Charles Blackwood) Occupation:Religious Zealot
PL 10 (86) STRENGTH 3 STAMINA 4/11 AGILITY 3 FIGHTING 7 DEXTERITY 3 INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Religion) 4 (+5) Intimidation 3 (+5) Perception 1 (+2)

Advantages:
Power Attack

Powers:
"Faith Begets Power" (All Powers Have Flaws: Directly Dependent Upon Faith; Can Be Lost With Failed Will Saves)
Enhanced Strength 8 [8]
Enhanced Stamina 7 [7]
Leaping 2 (30 feet) [1]

"Sword" (Flaws: Easily Removable) [6]
Strength-Damage +2 (Feats: Improved Critical, Penetrating 7) (10 points)

"Shield" (Flaws: Easily Removable) [3]
Enhanced Dodge & Parry 2 (4 points)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Sword +7 (+5 Damage, DC 20)
Faith Boost +7 (+11 Damage, DC 26)
Sword +7 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +7 (+9 Shield, DC 17-10), Parry +7 (+9 Shield, DC 17-19), Toughness +4 (+11 With Faith), Fortitude +5, Will +4

Complications:
Motivation (Killing Sinners)- Crusader is a bargain-basement religious extremist, out to kill sinners and/or pagans.
Enemy(Sif)-Crusader has a personal Beef with her since he think's a woman has a "Certain Place in things"...

Druidverse Background:
TBA

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FIREBRAND (AmandaGilbert) Occupation:Social Activist,Eco-Terrorist Group Affiliations: The Masters of Evil, The Corporation
PL 9 (125) STRENGTH 2/8 STAMINA 3 AGILITY 3 FIGHTING 6 DEXTERITY 2 INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 1 (+4) Close Combat (Unarmed) 1 (+7) Deception 5 (+7) Expertise (Activist) 4 (+5) Insight 2 (+4) Intimidation 4 (+6)
Investigation 5 (+7) Perception 3 (+5) Persuasion 4 (+6) Ranged Combat (Thermal Blasts) 4 (+8) Search 2 (+4) Technology 4 (+5) Vehicles 3 (+5)

Advantages:
All-Out Attack, Evasion, Improved Aim, Improved Critical (Thermal Blast), Precise Attack (Ranged/Cover), Ranged Attack 2

Powers:
"Firebrand Costume" (Flaws: Removable) [44]
Enhanced Strength 6 (12)
Power Lifting 1 (12 tons) (1)
Protection 6 (6)
Immunity 10 (Heat Effects) (Flaws: Limited to Half-Effect) (5)
"Air Supply" Immunity 2 (Drowning & Suffocation) (Flaws: Limited to 30 Minutes) (1)

Flight 6 (120 mph) (10)
Thermal Blast 9 (Feats: Split Attack) (19) -- (20)
AE: "Flamethrowers" Damage 8 (Extras: Area- 60ft. Cone) (16)

-- (55 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Costume Unarmed +7 (+8 Damage, DC 23)
Thermal Blast +8 (+9 Ranged Damage, DC 24)
Flamethrowers +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+9 Costume), Fortitude +5, Will +3

Complications:
Motivation (Activism)- Amanda was an activist who turned to crime after realizing that peaceful protests accomplished nothing. Eventually, she "needs work" so she shifts mostly towards Greed.
Enemy(Melter)- Amanda has specifically targeted Horgan Munitions while she's been in the states...
Druidverse Background:
TBA

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FIREPOWER I (Jack Taggert) Occupation:Mercenary Group Affiliations: Cord Co.
PL 10 (168) STRENGTH 2/12 STAMINA 3 AGILITY 1 FIGHTING 6 DEXTERITY 3 INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+8) Deception 2 (+3) Expertise (Soldier) 4 (+4) Intimidation 4 (+5)

Advantages:
Ranged Attack 5

Powers:
"Firepower Armor" (Flaws: Removable) [112]
Enhanced Strength 10 (20)
Protection 9 (Extras: Impervious 9) (18)
"Turbine Boot Jets" Flight 7 (250 mph) (14)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Armor Sensors" Senses 7 (Extended & Infravision, Extended Hearing, Radar 4) (7)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Powersuit Unarmed +8 (+12 Damage, DC 27)
Missiles +10 Area (+10 Ranged Damage, DC 25)
Heat Beams +8 (+11 Ranged Damage, DC 26)
Concussion Cannons +6 (+13 Ranged Damage, DC 28)
Terminatrix +15 Area (+15 Ranged Damage, DC 30)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+12 Suit), Fortitude +4, Will +4

Complications:
Responsibility (Arrogant)- Taggert is a bit overconfident thanks to the power of his new suit- he is easily-goaded into a fight, and doesn't take losing well.

Druidverse Background:
TBA

Image
FORCE (Clayton Wilson)
PL 10 (130) STRENGTH 2 STAMINA 3 AGILITY 3 FIGHTING 7 DEXTERITY 5 INTELLIGENCE 4 AWARENESS 0 PRESENCE 2


Skills:
Deception 3 (+5) Expertise (Science) 3 (+7) Intimidation 2 (+4) Perception 2 (+2) Technology 6 (+10)

Advantages:
Improved Defense, Ranged Attack 2

Powers:
"Force Battlesuit" (Flaws: Removable) [59]
Enhanced Strength 6 (12)
Flight 7 (250 mph) (14)
Protection 5 (5)

Force Field 5 (Extras: Impervious 9) (14)
Electrical Aura 7 (28)
-- (73 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Battlesuit Strength +7 (+8 Damage, DC 23)
Electrical Aura +7 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+8 Suit, +13 Force Field), Fortitude +4, Will +3

Complications:
Motivation (Greed)- He dropped a promising ESU career to be a costumed super-villain.
Enemy(The Racer)-he got beat pretty easily by Farrell and has had a mad-on for him ever since.

Druidverse Background:
TBA

Image
FUSION (Hubert & Pinky Fusser) Occupation:Scientist(Hubert)/Janitor(Pinky)
PL 10 (157) STRENGTH 6 STAMINA 8 AGILITY 0 FIGHTING 4 DEXTERITY 0 INTELLIGENCE 6 AWARENESS 0 PRESENCE 0

Skills:
"Hubert's Skills"
Deception 4 (+4) Expertise (Science) 6 (+12) Intimidation 2 (+2) Perception 4 (+4) Technology 4 (+10)

"Pinky's Skills"
Expertise (Janitor) 4 (+10) Insight 2 (+2)

Advantages:
Ranged Attack 6

Powers:
"Chemical Monster"
"Absorb Energy" Immunity 20 (Energy Damage) [20]
"Absorbs Webbing" Immunity 5 (Grappling Effects) [5]
"Absorb Kinetic Energy" Protection 6 (Extras: Impervious 11) [17]

"Take Energy" Nullify 10 (Energy Powers) (Extras: Broad, Simultaneous) (30) -- [33]
AE: Blast 12 (Feats: Variable 2- Any Energy) (26)
AE: Damage 10 (Feats: Variable 2- Any Energy) (Extras: Area- 30ft. Burst) (22)
AE: Energy Aura 6 (Feats: Variable 2- Any Energy) (26)
Movement 1 (Water-Walking) [2]
"Of Two Minds" Enhanced Advantages 1: Second Chance (Mind Control) [1]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Blast +6 (+12 Ranged Damage, DC 27)
Area Damage +10 (+10 Damage, DC 25)
Energy Aura +4 (+5 Damage, DC 20)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +14, Fortitude +8, Will +4

Complications:
Involuntary Transformation (Hubert & Pinky)- Pinky, who is not evil like Hubert, can nullify the "Fusion" form and cause him to split back into the twins. Sometimes this won't work, however. Both have Strength 0, Stamina 1 & Agility 0, while Pinky has INT 0.
Disabled (Dwarfs)- Hubert & Pinky are dwarfs, and are thus shorter and weaker than most adult males.

Druidverse Background:
TBA

Image
THE GHOST (Real Name Unknown) Occupation: Industrial Saboteur
PL 10 (176) STRENGTH 2 STAMINA 3 AGILITY 3 FIGHTING 10 DEXTERITY 4 INTELLIGENCE 5 AWARENESS 2 PRESENCE 0

Skills:
Deception 5 (+5) Expertise (Science) 9 (+14) Expertise (Business) 4 (+9) Intimidation 6 (+6) Perception 8 (+10) Stealth 2 (+5) Technology 10 (+15)

Advantages:
Benefit (No Real Identity- Erased From Public Knowledge), Equipment 7, Hide In Plain Sight, Ranged Attack 6

Powers:
"Ghost Costume" (Flaws: Easily Removable) [56]
Insubstantial 4 (Feats: Subtle) (Extras: Affects Others, Affects Objects, Attack, Reaction) (37) -- (38)
AE: "Invisibility" Concealment 2 (Vision) (Extras: Affects Others, Affects Objects) (16)

Enhanced Skills 10: Stealth 10 (+15) (5)
"Phasing Attack" Damage 10 (Feats: Penetrating 10) (Extras: Affects Corporeal) (Flaws: Limited to Toughness & Size of Objects Phased) (20)
"Tamper With Electronics" Affliction 10 (Tech Skill of Creator; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Flaws: Limited to Electromagnetic Signals -2) (5)
Flight 2 (8 mph) (Flaws: Low Ceiling) (2)
-- (70 points)

"Special Gun" (Flaws: Easily Removable) [11]
Blast 8 (Feats: Variable Descriptor- Laser or Electricity) (17 points)

Equipment:
"Spy Gear" (5)
"Grenades" Blast 8 (Feats: Ricochet 2, Homing 2) (Extras: Area- 30ft. Burst) (28) -- (29)
AE: "Bombs" Damage 10 (Feats: Triggered- Sound) (Extras: Area- 30ft. Burst) (21)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Phasing Attack +10 (+10 Damage, DC 25)
Special Gun +10 (+8 Ranged Damage, DC 23)
Grenades +8 Area (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Destroying Capitalism)- The Ghost is an anti-capitalist crusader who seeks to destroy corporations. He will hire himself out as a saboteur, but often betrays his own employers.
Responsibility (Weird)- The Ghost no longer deals with people on an emotional level, and comes across as bizarre to others.

Druidverse Background:
TBA
and now for one of my Favorite Villian Groups...
Image
THE HEADMEN:
The Headmen were a quartet of minor super villains (mostly scientists) who banded together to seek world domination, apparently for no better reason than because they all had something freakish about their heads: Arthur Nagan, their leader, had his head transplanted onto the body of a gorilla, while Ruby Thursday replaced her own head with an organic computer capable of changing shape.Jerold Morgan AKA Shrunken Bones accidentally shrank his own skeleton, including his skull, and Chondu the Mystic's head has been transplanted by Nagan onto a number of bodies, none of which Chondu appreciated much.Recently,they managed to get into Videoland where they've kiddnapped Princess Lana&Zelda in order to Study them...

Image
CHONDU THE MYSTIC (Harvey Schlemerman) Group Affiliations: The Headmen
PL 8 (127) STRENGTH 8 STAMINA 9 AGILITY 2 FIGHTING 7 DEXTERITY 0 INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Deception 3 (+6) Expertise (Stage Magic) 6 (+6) -- Uses Dex Expertise (Magic) 5 (+8)

Advantages:
Close Attack, Fast Grab, Benefit (Ambidexterity), Improved Hold, Ranged Attack 6, Ritualist

Powers:
"Magical Might"
Illusion 5 (All Senses) (Flaws: Will Save Allowed) (20) -- [23]
AE: Weaken Strength 8 (Extras: Ranged) (16)
AE: "Mesmerisation" Affliction 6 (Will; Entranced/Compelled/Controlled) (Extras: Perception Range +2) (18)
AE: Communication 2 (Mental) (8)

"Tentacled Arms"
Extra Limbs 6 [6]
Elongation 2 (Flaws: Limited to Arms) [1]

Flight 5 (60 mph) (Flaws: Winged) [5]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Weaken Strength +6 (+8 Ranged Weaken, DC 18)
Mesmerisation -- (+6 Perception-Ranged Affliction, DC 16)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +9, Fortitude +9, Will +3

Complications:
Motivation (Greed)
Responsibility (Insane)
- Having his head placed on different bodies has driven Chondu insane. The Headmen are always looking for an alternate body for his head to sit upon.
Prejudice (Obvious Superhuman)- Chondu's head is always on the body of some bizarre creature, or an unrelated superhero or something.

Druidverse Background:
TBA
Image
SHRUNKEN BONES (Dr. Jerold "Jerry" Morgan) Group Affiliations: The Headmen
PL 7 (58) STRENGTH 0 STAMINA 2 AGILITY 0 FIGHTING 2 DEXTERITY 3 INTELLIGENCE 5 AWARENESS 0 PRESENCE 0

Skills:
Deception 4 (+4) Expertise (Science) 7 (+12) Expertise (Science) 4 (+16) -- Flaws: Limited to Biological Sciences Technology 6 (+11)

Advantages:
Inventor, Ranged Attack 3

Powers:
"Loose Skin" Immunity 5 (Entrapment Effects) (Flaws: Limited to Half-Effect) [2.5]

"Assortment of Devices" (Flaws: Easily Removable) [10]
"Shrinking Gun" Affliction 8 (Fort; Impaired/Disabled/Transformed to Smaller Size) (Extras: Ranged) (Diminished Range -1) (15) -- (16 points)
AE: "Tranquilizer Gun" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (12)

Offense:
Unarmed +2 (+0 Damage, DC 15)
Tranquilizer Gun +6 (+6 Ranged Affliction, DC 16)
Shrinking Gun +6 (+8 Ranged Affliction, DC 18)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +3, Will +3

Complications:
Motivation (Greed)
Prejudice (Freak)
- Dr. Morgan's skin hangs off of his shrunken skeleton.

Druidverse Background:
TBA
Image
GORILLA-MAN II (Dr. Arthur Nagan) Group Affiliations: The Headmen
PL 7 (57) STRENGTH 6 STAMINA 6 AGILITY 2 FIGHTING 5 DEXTERITY 3 INTELLIGENCE 5 AWARENESS 0 PRESENCE 0

Skills:
Athletics 1 (+7) Close Combat (Unarmed) 3 (+8) Intimidation 6 (+6) Perception 3 (+3) Treatment 7 (+12)

Advantages:
Extraordinary Effort, Fast Grab, Improved Hold, Startle

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Ape Strength & Long Arms" Strength-Damage +1 (Feats: Reach) [2]
Protection 1 [1]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +7, Fortitude +6, Will +3

Complications:
Motivation (Greed)
Prejudice (Obvious Superhuman)-
Dr. Nagan's head is permanently attached to the body of a gorilla.

Druidverse Background:
TBA
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RUBY THURSDAY (Thursday Rubinstein) Group Affiliations: The Headmen
PL 10 (154) STRENGTH 1 STAMINA 2 AGILITY 2 FIGHTING 8 DEXTERITY 4 INTELLIGENCE 6 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4) Expertise (Science) 8 (+14) Perception 2 (+4) Technology 8 (+14)

Advantages:
Inventor, Improved Critical (Head Weapons), Power Attack, Ranged Attack 4

Powers:
"Shapeshifting Head"
Morph 4 (Any Form) (Flaws: Limited to Head -2) [12]
Variable 8 (Tech Powers) (Extras: Move Action) [64]
Features 1: May Separate Head From Body & Move Independently [1]

Typical Powers:
Blast 12 (24)
"Tentacles" Extra Limbs 10, Enhanced Strength 10 (30)
Flight 5 (60 mph) (Flaws: Winged) (5)
"Shield" Enhanced Dodge & Parry 2 (4)
"Assorted Weapons" Blast 8 (Extras: Multiattack) (24)
"Taser" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (12)

Offense:
Unarmed +8 (+1 Damage, DC 21)
Taser +8 (+6 Ranged Affliction, DC 16)
Weapons +8 (+8 Ranged Damage, DC 23)
Blast +8 (+12 Ranged Damage, DC 27)
Initiative +0

Defenses:

Dodge +8 (+10 Shield, DC 18-20), Parry +8 (+10 Shield, DC 18-20), Toughness +2, Fortitude +4, Will +4

Complications:

Motivation (Greed)
Prejudice (Obvious Superhuman)- Dr. Rubinstein's head is a big ruby sphere.
Relationship (Daughter)
Obsession (Captain N)-For some odd reason,Ruby has taken a really weird intrest in Kevin...

Druidverse Background:
TBA
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THE SURGEON GENERAL (Angela Kutter) Occupation: Doctor
PL 8 (94) STRENGTH 2 STAMINA 3 AGILITY 4 FIGHTING 10 DEXTERITY 5 INTELLIGENCE 3 AWARENESS 1 PRESENCE 2

Skills:
Athletics 5 (+7) Deception 4 (+6) Insight 3 (+4) Intimidation 2 (+4) Perception 4 (+5) Persuasion 3 (+5) Stealth 2 (+6) Treatment 5 (+8)

Advantages:
Equipment 5 (Deadly Medical Gear), Improved Critical (Scalpels), Fast Grab, Quick Draw, Power Attack, Ranged Attack 2

Equipment:
"Scalpels" Strength-Damage +1 (Feats: Precise, Improved Critical) (3)
"Scalpel Toss" Blast 3 (Extras: Multiattack) (9)
"Needle Full of Stuff" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Cumulative) (Inaccurate -1, Not To Anyone Over Toughness 6) (10)
"Bone Saw" Strength-Damage +3 (Extras: Multiattack 5) (Flaws: Distracting) (Inaccurate -1) (3)
"Anesthetic Gas" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 15ft. Cloud, Cumulative) (18)
"Gas Mask" (1)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Scalpel +10 (+3 Damage, DC 18)
Scalpel Toss +10 (+3 Ranged Damage, DC 18)
Needle +8 (+6 Affliction, DC 16)
Bone Saw +9 (+5 Damage, DC 20)
Anesthetic Gas +6 Area (+6 Affliction, DC 16)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +4, Will +3

Complications:
Motivation (Greed)- Angela sells organs on the black market.

Druidverse Background:
TBA

Image
VIDEOMAN (Francis Byte)
PL 8 (105) STRENGTH 5 STAMINA -- AGILITY 3 FIGHTING 6 DEXTERITY 2 INTELLIGENCE 0 AWARENESS 0 PRESENCE -1


Skills:
Intimidation 5 (+4) Ranged Combat (Electricity) 5 (+7)

Advantages:
Startle

Powers:
"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
"Two-Dimensional Form" Insubstantial 1 (Flaws: Limited to Wide, Flattened Spaces) [4]

Electrical Blast 9 (Feats: Split) (Extras: Multiattack) [28]

Offense:
Unarmed +6 (+5 Damage, DC 20)
Blasts +6 (+10 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude --, Will +4

Complications:
Vulnerable (Microwaves)- Samus' powers mess him up pretty bad.

Druidverse Background:
in this one,he was created by th Headmen as a way to Distract Captain N&his team in Videoland while they Studied Princess Zeld&Lana...

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Sat Jun 16, 2018 2:25 pm

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Dr.Archimedes Imperious Age:19 Occupation:Hero,Mad Scientist, occasional bad Violinist Pl/PP:10/150 Group Affiliation:The Wall(I like the name too much) Eyes:Blue-Green Hair: Short Red
STATS--48 points
STR- 0 STA- 0 AGL- 1 DEX- 3 FGT- 4 INT- 10 AWE- 5 PRE- 0
Character Note: "Archie" was never allowed to be a very active child,as his parents(Both 'Mad' Scientists in there own right) tended to be overly protective...Except for when they go to Monster Island for "Family Outings"....

POWERS--42 point
The Imperious Gloves 24 point array, Easily Removable(-10 points)
--Ranged Damage 12 (24 pnt.)
--Dazzle 12 (1pnt.)

The Imperious Belt
--Protection 10(Impervious, Sustained, Precise, Removable [-4 pnt] ) (21 pnt.)

The Imperious Flight Harness
--Flight 5(60mph, Removable [-2 pnt] ) (10 pnt.)

Imperious Intellect
--Quickness 4(limited to Mental Tasks [-2 pnt] ) (2 pnt.)
Character Note: Archimedes comes from an incredibly long line of Mad Scientists who,for the...majority of his family tree,only married other Scientist's.So by the time the genes reached him,the Imperious line had some of the most Brilliantly Insane people on the Planet.Each Imperious child that reaches their Majority(In the Families case,19) are given enough Funds to set-up their Own hidden lair and expected to 'continue pushing the boundries of SCIENCE!' elsewhere in the world...

ADVANTAGES--16 points
Defensive Roll=2,Eidetic Memory, Equipment(The Imperious Lair, other stuff)=4, Improvised Tools, Inspire=2, Inventor, Ranged Attack=3, Skill Mastery(Technology), Fearless
Character Note: having been raised in an incredibly scientific and nearlly insane household,Archie tended to pick-up certain....ticks that various aunts&uncles had...

SKILLS--22 points
Expertise:Engineering 5(+15)--Science 10(+20), Insight 5(+10), Investigation 4(+14), Perception 5(+10), Technology 10(+20), Vehicles 5(+8)
Character Note:It's amazing what skills you pick-up from around you as a child.Archimedes loves to learn new things,he's practically a spong for new thoughts and experiences....

OFFENSE
Initiative +2
Imperious Gloves +6(Ranged, Damage 12 or Dazzle 12 DC22 Dodge?)
Unarmed +4 (Close, Damage 0 DC 10)

DEFENSE--22 points
Dodge+8 , Parry+8, Will+10, Fortitude+7, Toughness+12/10(w/out Defensive Roll)

COMPLICATIONS
Motivation:FOR SCIENCE!(and technically Doing Good)-The good Doctor is intent on not only helping those in need,but pushing the boundaries of Scientific wonders....
Quirk(Family near-Insanity)-to Archie,the utterly wierd and Horrific looking things are fairly normal to him.It's all this Average stuff that looks...off to him.
Mildly Arrogant-While part of him knows his Families not perfect(....yet),he still knows he's smarter than you are....
Relationship(Imperious Family)-Despite making Archie go out on his own(as is tradition),their still a very tight-nit family,going out of their way to help each other if needed...

BACKGROUND:
Dr.Archimedes Imperious is the 8th child of Lord(Prof.) Regulus Atlas Imperious and Lady(Dr.) Margaret Feltwielder-Imperious.The Imperious family tree goes all the way back to the Young Cousin of Dr.Victor Frankenstein,where the first case of "Brilliantly Insane" was ever recorded.The Imperious family became notorius throughout Europe for their "Unique Take" on the Sciences,even going so far as to branch out into Disciplines best described as "Near Mystical".However,by the time Archimedes' elder brother Stephan Eobard(Doctorate in Behavioral Sciences) was born,the Family had mostly settled down in Gray County,Winfall Scotland.The Imperious Family's nature tended to draw them to either side of the Battle betwixt Good(or "The Establishment" as was the trend in the household) and Evil(or "The Extreme Radicals" by the family line), sometimes they even helped out both sides at ounce(usually by taking or destroying said object/item/person/what-have-you they were fighting over). Recently,Archie turned 19 and was given both his Doctorate(Engineering and Experimental Sciences) and enough money to allow him to build a "Secret Laboratory" anywhere he wanted.So naturally he headed towards the most active place he could find...Emerald City(Freedom City already had a couple of Mad Scientist's in Doc Otaku,whom he's a pen-pal with, and Daedalus).Now the "normal route" would be to become a Villian,but instead Archimedes decided to try a Social Experiment his brother recommended; Use a Villianous Methodology for Heroic apperances & outcomes.Log the results....

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Sat Jun 16, 2018 2:26 pm

ImageImage
get rid of the staff and turn the colors into the Academy School colors
THE BUG Real Name: Ernest "Ernie" Graystone Occupation:Student/Hero PL/PP:8/120
Height:5'7"(3 inches max shrink) Weight:158ibs./? ibs. max shrink Eyes:Brown Hair: Black
Stats=36pnt.
STR- 1 STA- 2 AGL- 3 FGT- 6 DEX- 2 INT- 2 AWE- 2 PRE- 0

Skills=18--8pnt.
Acrobatics 2(+5) Close Combat:Unarmed 2(+8) Insight 3(+5) Perception 3(+5) Stealth 2(+5) Expertise:Science--Limited to Etymology 4(+6)
Investigation 2(+4)

Advantages=9 pnt
Accurate Attack, Benefit:Security Clearence(Albright Institute), Benefit: Insects assume he's one of them, Evasion(2), Improved Defense,
Uncanny Dodge, Improved Smash,Well-informed

Powers=46 pnt Power Origin=Natural Mutation (Pheromone release for Tagalong Call& The 8-Legged Network)
SHRINK 16 (+8 Dodge/Parry, +16 Stealth, -8 Intimidation Extra:Normal Strength) {48}
---"Insect Strength" Enhanced Strength 2(Flaw:limited to small size) {2}
---"Fight like an Insect" Enhanced Advantages 4: Close Attack 4 (Flaw:Limited to while shrunk) {2}
---"Tagalong Call" Affliction 4(Will;Dazed, Compelled, Controlled, Area 60ft. Burst+2 Flaw:limited to insects) {8}
---"The 8-Legged Network" Comprehend 2(Speak&Understand Animals Flaw:limited to insects only) {2}

Offense:
Unarmed +8(+1 Damage, DC 16)
"Fight Like An Insect" Unarmed +12(+1 Damage, DC 18)
Initiative +3

Defense= 13pnt
Dodge +6(DC 20)--Parry +6(DC 20)--Toughness +2--Fortitude +8--Will+8
"Small Size" Dodge +14(DC25)--"Small Size" Parry +14(DC 25)--Toughness +2--Fortitude+8--Will+8

Complications:
Vulnerable(Small Size)-like all shrinking folks,Ernie's vulnerable despite his higher defenses at small size.All attacks from human sized opponents are considered Area Attacks ounce he hits anything smaller than shrink 12....

Do me a Solid,Bro!-if he uses the Well-informed advantage,the Insect species in question would require him to do something for them in return(help them find a better nesting spot,get rid of that stupid spider in the corner,etc.)....

Relationship( Professor Juliet Graystone;Mom)-Ernie loves his mom(A renowned Etymologist and former love Intrest of the deceased hero The Flea)and talks to her often,despite being at the Academy...

Relationship(The Albright Institute)- Since his mom works as a Part-time Consultant for the Institute,Erine consider's everyone that works(or currently dwell's there) "family",even if their Super-Criminal's he'll have to fight sometime.I mean,every family has a few "Black Sheep" in it,right?...

Legacy(The Flea)-Ernie's Dad was the deceased Hero The Flea,and he wants to get involved in the "family buisness" so badly(He was born several months after his dad died,so he has no memories of him)....

Reckless-Bug wants to be like his dad so badly that he'll sometimes jump into a situation without considering it first...

Background:
Ernest grew-up in the Hanover district of Freedom City,the son of a World renound Etymologist Professor Juliet Grayston.His early childhood was fairly normal(if fairly wierd what with all the Scientist's from The Albright Institute hanging around...),though he tended to suffer from a small case of Vertigo ounce in awhile.A small and quiet child(sometimes his early teachers and babysitters would forget he was even there untill he said or did something),Ernie became something of a bookworm,always reading and discovering new types of Insect's around his house and school.

His life changed drastically,however,when he turned 16.Instead of getting a car like the rest of his(relatively small) circle of friend's,he was given a "genetic gift" from his late father,namely the ability to shrink his size to that of his insect "friends".His Mother came home to discover him the size of a Black Ant,briefly panicked and immediately took him to the institute,which helped him get back to normal size(with the help of their Micron Scientific Armor).His mother then set him down and told him the Family Secret:His late father(whom he'd been told was one of the casualties of The Terminus Invasion) was the Superhero known as The Flea.Now whereas his father could shrink by accessing a form of energy,Ernie not only gained that but could also communicate with all types of Insects(wether this was one of the flea's powers or is the result of Natural mutation is unknown at this time.....).

After helping Ernest for 2-3 weeks after the incident to adjust,the Institute put his mother in contact with Duncan Summers,the headmaster of The Claremont Academy.......
Last edited by MacynSnow on Sat Jun 16, 2018 2:41 pm, edited 3 times in total.

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Sat Jun 16, 2018 2:29 pm

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Image
NAME=Alexander "A-Ry" Riley OCC=Ex-Gangbanger/Super-Villian PL=10/150pnt.
HT=6'2" WT=245Ibs. EYES=Blue HAIR=Brown D.FEATURES=light scaring over upper body

STR-2 AGI-4 FIT-5 AWA-2 STA-3 DEX-2 INT-2 PRE-4

POWERS:
Gas Gun Of The Red Death:
Array=Easily Removable
Eternal Slumber-Affliction+8(Daze/Stun/Incapacitated,Fort resists:Extra-Cumulative+1,Range+1)
Gas Of The Red Death:
Damage+8(Extra-Fort resists+1,Range+1)
Paralytic:Affliction+8(Daze/Stun/Incapacitated:Extra-Cumulative+1,Range+1)
Mantle Of The Red Death:
Flaw=Removable
Armored Costume-Protection +4
Mask Of The Red Death-Features+2(Gas mask,rebreather),Senses+2(Darkvision)

ADVANTAGES:
Defensive Roll 4 = Improved Initiative 2 = Range Attack 1 = Evasion 2 = Contacts = Quick Draw = Diehard = Startle = Well Informed = Inventor

SKIILS:
Athletics+6 Deception+8 Expertise:Chemisrty+6 Expertise:Current Events+8 Expertise:Streetwise+9 Insight+10 Intimidation+10
Investigation+10 Perception+8 Range Cmbat:Gas Pistol+12 Stealth+6 Technology+6 Vehicals+6

COMPLICATIONS:
Motivation:Masque of The Red Death-Believes like Cecilia that there can ba no true justice so long as the Wealthy can hide behind their money...
Enemies:The Miz-ation - they'd really want to know who's been trying to kill them off.....
Hatred:Mike "The Miz" Mizanin-Despises the Gang leader for trying to kill him.....
Honor:despite his Vendetta against his old gang,Alex refuses to let other's be harmed by his gases(especially the homeless and destitute).That doesn't mean he has a problem with Collateral damage,it just mean's he'll avoid it if he can....

DEFENSES:
Toughness+10/6/2 Dodge+10/15 Fort+8 Parry+10 Will+12 Initiative+12

Backstory:
Alex grew-up in a fairly normal household in Washington DC,the son of a minor Legislater&his personal call girl.Showing a marked intellect at a young age(especially in Chemistry,where he excelled),his mother used her connections to get him a Schollarship for FCU,majoring in Chemistry and minoring in Football(where he played Alternate quarterback/Linebacker).While just a Freshman,he met Both Miz&Maryse at a College mixer.That started his pull into villiany.....

Falling somewhat easily for the charm Miz exhibited,alex became one of the Miz-ations "Head Nerds"(along with fellow Freshman Damian Sandow) and used his remarkable knowledge of chemistry to improve the drug Zoom to the point where even the smallest dose could get you hooked.Apparently seeing something in him,Mike made "A-Ry"(as he was refered to in the crew) his personal assistant and Protoge'.with the money rolling in,Alex thought life was good.Untill it all came crashing down around him due to Mike growing paranoia&Maryse's near constant need for Mike's attention....

For some reason unknown to Alex,Mike had decided to "Take care of" Himself and Damian(who was having second thought's about what he was doing and was slowly talking Alex into leaving the group with him) by having Truth "enlighten" both of them.Alex was the only one to come out of the South River that night,mostly due to his unaturally high pain threshold(which was what got him the football minor in the first place).

Vowing revenge on not just Mike,but also the Entire Miz-ation for what they did to him&his friend,Alex stumbled upon one of the Hideouts of the Second Red Death(Cecelia Rogers),where he collapsed almost right on top of her.Taking upon herself to see to his injures,she helped nurse him back to health,hearing his story in the process.Pointing out to him that people like Mike were the reason society was the way it was&no amount of the law could hold him due to his money,Cecelia managed to convince Alex to take up her old Mantel of The Red Death(as she had realized,even through her insanity,that she was getting on in years and couldn't keep up the "Good Fight" forever)and start the ball rolling with Mike.

Alex has been currently waging a Gureilla War on Mike and his Holdings(Using his knowledge of chemistry to improve The Gas' Duration),but can't seem to catch any of Miz's inner circle.He was finally caught by Foreshadow when he tried to Gas Mike&Maryse when they went to pick up their Kid from The Daycare she was at(while he normally would never do something like that,Alex was starting to get Desperate at that point),so he's currently sitting in jail waiting for his chance to get back out and nail Mike's Skin to the wall....

Personality:
Before his split with the Miz-ation,Alex was a Varsity Jock with a brain,using what he knew about chemistry to just make money,who cared about some idiot taking it?not his problem.....Now,after the betrayal and talking to Ceclia(whom he consider's a big sister and confidant),he now consider's himself "reborn to avenge those lost to greed and avarice" like his friend Damion(he and the Miz-ation don't know it,but Sandow actually survived his encounter with Truth,having been found and brainwashed by Dr.Sin's Agents),though he can still be the thoughtful,romantic soul he was before he befriended Mike those years ago(it just needs to be found underneath all the bitterness,regret and anger).....

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Sat Jun 16, 2018 2:43 pm

Hiruma "Hanta" Akihito
Image
"Even as the Archer loves the arrow that flies,so too does he love the bow that stays true in his hands."
--Nigerian Proverb
Background
Akihito&his sister Yakemi grew-up in the Kyoto Province to a small Hunting family.Deeply spiritual,they all believed that the Ancestors&yuki would watch after them.Unfortunately,The Ongoing problems between the Damiyos caused the death of most of the family(Due to Bad Communications,Oda’s own soldiers attacked everyone within the Villiage where Akihito’s family was living.Him&his sister don’t know this,But Nobunaga does),forcing Akhihito&Yakemi to run to Kyoto…
They Became street beggars for a time in the large city,as neither knew anyone there.They Both came to the Attention of Hiruma Yoshitomo,a Yakuza Boss within the city itself and a staunch ally of Nobunaga.Quickly seeing their Potential,Yoshimoto adopted both youngster’s(Training Yakemi to be a Geisha Spy&Akihito into a Fine Scout&ranged Assassin)and ensured their completed educations.He was given a “Blessed Bow&Quiver” by a Group of Monks as payment for aiding them when they went through the city…

Present
· Akihito’s first job would be to find his Lord as fast as possible,using everything he has at his disposal to accomplish it.

Personality
·Tends to be quiet with new people in the group,studying them first in order to ensure they aren’t spy’s.Ounce you get to know him,however,you discover that he’s a rather charming person(Despite being half raised by Yakuza Thugs)…
· He has a bad habit of “Plucking” his Recurve Bow when he’s nervous or Upset about something…

Game Statistics
PL 8, 119.5/120 PP(.5 ppt. remaining)
Abilities =40ppt
STR: 2, STA: 2, DEX: 5, AGI: 5, FGT: 5, INT: 0, AWE: 1, PRE: 0

Skills =22.5ppt
· Acrobatic 4(+9) Athletics 4(+6) Expertise:Criminal 2(+2) Investigation 2(+2) Perception 4(+5) Close Combat:Spear 2(+7)
Persuasion 4(+4) Ranged Combat:Recurve Bow 6(+11) Stealth 4(+9) Expertise: Bowyer/Fletcher 4(+4) Expertise:Shinto Magic 5(+5)
Vehical:Riding 4(+9)

Advantages =13ppt
· Defensive Roll(2), Equipment(1), Evasion, Improved Critical(Recurve Bow), Accurate Attack, Precise Attack(Range:Cover), Connected,Quick Draw, Artificer, Close Attack,Move By Attack, Minion(Bōfū the Cranky Warhorse)

Powers=24ppt
“Eagle’s Vision”
Senses 4(Extended Vision-Tracking(2)-Direction Sense)

“Wolf’s Ears”
Senses(Hearing) 3(Accurate Hearing-Danger Sense-Extended Hearing)

"Blessed Bow&Arrows"
Removeable 15pool+5AEs-4 = 16pp
“Netto” Arrowhead [Snare], Affliction pr 5, Ranged, Cumulative, Extra Condition, Limited Degree (Resisted by Dodge, overcome by Str, Hindered & Vulnerable, Defenseless & immobilized), Dodge DC15
-AE: Arrow Volley, Damage 5, Ranged, Multiattack
-AE: Blessed “Yūrei” Elemental Arrowhead, Damage 5, Ranged, Affects Incorporeal 2, Variable descriptor 2 - Any Element, Homing 1
-AE: Sleep “Suimin” Arrows, Affliction pr 5, Ranged, Cumulative (Resist/Overcome by Fort, Fatigued, Exhausted, Asleep), Fort DC15
-AE: Stunning “Sandā” Arrows, Affliction pr 5, Ranged, Cumulative (Resist/Overcome by Fort, Daze, Stun, Incapacitated), Fort DC15
-AE: Flash “Raitoningu” Arrow, Affliction pr 5, Ranged, Area-Burst (Resist/Overcome by Fort, Vision Impair, Vision Disable, Vision Unaware), Dodge DC15 then Fort DC15 or DC12

Defenses (20 pp)
· Dodge: 10
· Parry: 10
· Fortitude: 8
· Toughness: 6/4/4/2*(Without Defensive Roll)
· Will: 8

Offense
-Melee:+5(Close Damage 2)
-Range:+8(Range Damage 5 Crit 19-20)
-Raito Arrows(+5 Electrical Affliction DC 15 )
-Sanda Arrows(+5 Sleep Affliction DC 15 )
-Net+11,Snare
-Volley+11(Toughness, DC20, Multiattack)

Initiative:+5

Specific Equipment
Light leather(Protection 2)
Spear: Damage 2[STR-based]
Military saddle :Ultimate Effort(Vehicle:Riding)
Minion Data
Horse PL3 • MR1 Bōfū
STR 4 STA 4 AGL 1 DEX –4 FGT 4 INT –4 AWE 1 PRE –3
Powers: Growth 4 (Permanent, Innate), Senses 2 (Extended
Vision, Low-Light Vision), Speed 4 (30 MPH).
Skills: Perception 4 (+5).
Offense: Init +1, Attack +4 (Close, Damage 4).
Defenses: Dodge 2, Parry 2, Fortitude 5, Toughness 4, Will 1.
Equipment:Horse Barding(Protection 2)
Totals:Abilities –14 + Powers 15 + Advantages 0 + Skills 2 + Defenses 6 = Total 9 points
Motivation
Justice=Akihito refuses to let what happened to him&his Sister happen to others.At the least,he’ll Avenge The Dead…

Complications
Enemy(Other Yakuza Gangs)=Both the Kuroi Ryu and the Reddorotas yakuza families want the Hiruma Territory(mostly due to their closesness with The Nobunaga),but couldn’t touch them due to Oda Nobunaga’s Protection.Now that he’s gone missing,however…
Relationship(Hiruma Yakemi)=Akihito’s little sister is all he has left of his Original Family in this world&he would do anything to protect her
Reputation(Yakuza Thug)=Due to his Rather visible Tattoo’s,Akihito could’nt pass in Higher Status if he tried…
Fame(Yakuza Thug)=Because he’s a known member of the Hiruma Yakuza,Akihito often get approached by the more…lower class…people,asking for aid.
Responsibility(Hiruma Yakuza)= The Yakuza function as a police force in their areas of operation, to help reduce crime (that would be their competition). They also provide protection to businesses and relief in times of disaster.Akihito’s duties intailed him basically forming a “Micro Yakuza Group” within Nobunaga’s forces,so his responsibilities are the same as a Cop…

MacynSnow
Posts: 3185
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Sat Jun 16, 2018 2:44 pm

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Hedao Itami From:Hanabi/originally America(Boston) Element:Water Diviner: Old Timey Ship's Wheel Compass Specific Attack:"Aqua Wall!"(Flashing his Compass into the Air,the viewer see's an image of a Giant Sperm Whale then briefly shows as a gianormus wall of water rushes and strikes the opponent...)
Lesser Ability:Absolute perfect sense of Direction Personality:Good-hearted 'Scallawag' that does what he thinks is right,even if he get's into trouble for it.Quirks: Despite the Element, he can be Hot-tempered,rushing headlong into situations without thinking.He also tends to be bluntly Honest,bordering on being Rude.

Abilities:Iron Willed 2, Quick 3, Sixth Sense 1, Tough 3 Weaknesses: Short-Tempered 2, Rude 2, Kind-Hearted 2
Perks: Area Effect, Multiple Targets, Stunning Flaws: Build-up, Elaborate Gesture

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