Bladewind's M&M 3ed Builds

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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Jul 27, 2017 1:43 am

Feeling a little nuts as the creative juices begin to flow again.

With the Merge in mind, I took the Dick Grayson build from the DCA Heroes and Villains and retooled him with very little effort to Merge house rules. Then, I took the Thorpacalypse Ghost Rider, tweaked that for the Merge House Rules and mashed the two together to come up with a version of Ghost Rider whose alt ego is Richard Grayson.


Nightwing
PL10/191


Abilities
Strength 8,
Stamina NA,
Agility 6,
Dexterity 4,
Fighting 8,
Intellect 3,
Awareness 3,
Presence 4

Powers
Ghost Rider: (55 points)
Sense Evil: Senses 7 [(Detect Evil [Mental; Analytical, Ranged, Radius, Extended 2, Tracking])],
Enhanced Strength 5,
Resilient: Protection 6,
Too Hot to Handle: Damage 1 [Reaction (Being Touched)],
Light the Night on Fire: Damage 5 [Burst Area, Continous; Quirk - Requires Hellmount]
Alt: Penance Stare: Affliction 14 [Resisted/Overcome by Will; 1st: Dazed and Vulnerable, 2nd: Stunned and Defenseless, 3rd: Incapacitated and Transformed; Cumulative, Extre-Degree; Grab-Based, Sense-Dependant (Sight)]
Alt: Hell Chain: Damage 2 [Strength Based, Blugeoning; Grabbing; Reach 6 (30 ft), Variable Desriptor Blugeoining Weapons]
Alt: Dimensional Breach: Movement 2 [(Hells); Portal; Move Action]
Hell Mount: Summon 10 [Self Powered; Mental Link]
Undead Traits: (30 points)
Spirit of Vengeance: Immunity 40 [Fortitude Effect, Fire Effects],
Absent Stamina: Enhanced Stamina -5,
Toughness Offset: Protection 5

Equipment

Advantages
Accurate Attack,
Defensive Roll 6,
Improved Disarm,
Improved Hold,
Improved Initiative 1,
Languages 4,
Power Attack,
Quick Draw,
Seize Initiative,
Skill Mastery [Acrobatics]
, Takedown 1,
Uncanny Dodge,
Weapon Bind

Skills
Acrobatics 8 (+14),
Athletics 2 (+10),
Deception 2 (+6),
Expertise: Streetwise 8 (+11),
Insight (+3),
Intimidation 10 (+14),
Investigation 1 (+4),
Perception 9 (+12),
Persuasion (+4),
Stealth (+6),
Vehicles 8 (+12)

Offense
Initiative +10
"Unarmed +8, Damage 8
Escrima Sticks +8, Damage 9
Throwing Disk +4, Damage 9
Hellfire Chain +8, Damage 12"

Defense
Dodge 8,
Parry 8
Toughness 12 (Def Roll 6),
Fortitude NA,
Will 12

Power Points
Abilities 62 + Powers 85 + Advantages 17 + Skills 16 + Defenses 11 = Total 191

Complications


Design Notes
:!: Yes, I'm nuts
:!: 1 Social Advantage per Presence Rank, Skills 3:1
:!: PL 11/165 +/- a power level for extra points, 11 XP
:!: I chose to make the Hellbike a Summon power for the heck of it.
:!: Protection/ Toughness offest is to reset the trait to 0 and costs nothing.
Last edited by Bladewind on Mon Jan 29, 2018 12:00 am, edited 2 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind's 3ed M&M Builds

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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Jul 27, 2017 2:12 am

And then... took that build and paired it down to PL 8 using Starguard's house rules for his MCU 2.0 game...

Nightwing
PL8


Abilities
Strength 3,
Stamina -5,
Agility 2,
Dexterity 0,
Fighting 6,
Intellect 0,
Awareness 1,
Presence 1

Powers
Ghost Rider: (45 points)
Sense Evil: Senses 6 [(Detect Evil [Mental; Analytical, Ranged, Radius, Extended, Tracking])],
Resilient: Protection 9,
Penance Stare: Affliction 8 [Resisted/Overcome by Will; 1st: Dazed and Vulnerable, 2nd: Stunned and Defenseless, 3rd: Incapacitated and Transformed; Cumulative, Extre-Degree; Grab-Based, Sense-Dependent (Sight)]
Alt: Enhanced Strength 2
Alt: Hell Chain: Damage 4 [Strength Based, Bludgeoning/Eldtricth/Hellfire; Linked Elongation 2, Improved Grab, Improved Hold, Improved Disarm, Power Attack]
Alt: Dimensional Breach: Movement 2 [(Hells); Portal; Move Action]
Hell Mount: Summon 8 [Self Powered; Mental Link, Alt Power (Change Self Powered to Limited: Available Bike)],
Language Glut: Comprehend 3 [Speak, Be Understood, Read],
Super-Strength: Power-Lifting 2,
Quickchange: Feature 1 [Ghost Rider Form]
Undead Traits: (25 points)
Spirit of Vengeance: Immunity 40 [Fortitude Effect, Fire Effects; Quirk - Noticeable (On fire Effects - must assume GR form)],
Absent Stamina: Enhanced Stamina -5,
Toughness Offset: Protection 5

Equipment

Advantages
Artificer,
Close Attack 2,
Takedown 1

Skills
Acrobatics 3 (+5),
(+3),
Deception (+2),
Expertise: Arcane Lore 7 (+7),
Insight (+1),
Intimidation 7 (+8),
Perception 6 (+7),
(+1),
Stealth (+2),
Vehicles 1 (+1)

Offense
Initiative +2
Unarmed +8, Damage 3
Hellfire Chain +8, Damage 7

Defense
Dodge 7,
Parry 6
Toughness 9 (Def Roll 0),
Fortitude NA
Will 8

Power Points
Abilities 22 + Powers 70 + Advantages 4 + Skills 12 + Defenses 12 = Total 120

Complications


Design Notes
:!: Same general comments as build prior
:!: The Hellfire chain is essentially close combat. I used Elongation for the heck of it.
:!: This was a mostly to see if I could do it build...
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Sat Aug 26, 2017 2:28 pm

Image

Ice/Kevin Winters
PL8


Abilities
Strength 0,
Stamina 2,
Agility 2,
Dexterity 3
Fighting 3,
Intellect 2,
Awareness 2,
Presence 1

Powers
Utility Powers: (33 points)
Ice Form: Protection 8 [Sustained]
Alt: Snow Form: Insubstantial 1
Cold Immunity: Immunity 10 [Limited to in Ice or Snow Form],
Environmental Heat and Cold Immunity: Immunity 2,
Thermal Vision (Infravision): Senses 1,
Infrared Invisibility: Concealment 2,
Freezing Aura: Damage 3 [Reaction (Being Touched)]
Movement Powers: (5 points)
Ice Walking: Movement 3 [ [Environmental Adaptation (Ice and Snow), Water Walking, Trackless]; (Water Walking and Trackless Limited to Snow and Ice)]
Alt: Ice Slides: Flight 4 [Platform]
Offensive Powers: (23 points)
Ice Blast: Damage 9 [Cold & Blugeoning; Ranged; Precise]
Alt: Flash Freeze: Weaken 9 [(Toughness); Ranged, Affects Objects Only; Precise]
Alt: Ice Binding: Affliction 9 [[Resisted by Dodge, Overcome by Damage (Hindered and Vulnerable, Defenseless and Immobilized]; Ranged, Extra Condition; Limited Degree; Precise]
Alt: Shape Ice: Create 8 [Continuous, Proportional; Precise, Reversible]
Alt: Cryokinesis: Affliction 4 [[Resisted and Overcome by Fortitude: Dazed, Stunned, Transformed]; Perception Ranged, Cumulative; Precise]
Offensive Power Stunts: (0 points)
Cold Projection: Environment 9 [Precise], Cold Blast: Damage 9 [Ranged; Precise]

Advantages
Cool (+5 Ranks to Persuasion with the under twenty crowd.)
Power Attack

Skills
Acrobatics 3 (+5),
Athletics 3 (+3),
Deception (+1),
Expertise: Popular Culture 3 (+5),
Insight 4 (+6),
Intimidation (+1),
Perception 4 (+6),
Persuasion 2 (+3), (+7 versus the under twenty crowd)
Ranged Combat: Ice Control 4 (+7),
Stealth (+2),
Vehicles 1 (+4)

Defense
Dodge 6,
Parry 6
Toughness 10 (Def Roll 0),
Fortitude 6,
Will 6

Power Points
Abilities 30 + Powers 61 + Advantages 2 + Skills 12 + Defenses 15 = Total 120
Complications
:arrow: Vulnerable: Ice takes an extra degree of failure against fire/heat based effects (but not environmental effects)
:arrow: Power Loss: Extreme heat or massive dehyhdration can sometimes prevent him from being able to use his powers, especially his snow and ice forms
:arrow: Enemy: Although its early days in the campaign, Robert's uncle has plans for the young mutant and would love nothing more to coerce him into working for him and using his powers on the other side of the law.
:arrow: Motivation: Acceptance: Robert can pass for a normal, relatively good looking young man. Be that as it may, he's at Xavier's mostly because his parents are afraid of him and don't want to remain close to him. (The truth is they still love their son, but are afraid of his power.)

Design Notes
:arrow: Although quite powerful, to have access to his Protection, he needs to be in Ice Form, per the comics. I also included the Snow Form as I like the possibilities that it implies.
:arrow: Classic heat weakness, but I can't see your average heat wave having any real effect on him.
:arrow: I have precise on most of his ice and cold powers - that's mostly because while I like the concept of the Features listed in the Cold Profiles supplement, they seem more small parts of his existing powers - making a drink cold, making ice cubes, make snowballs or snowcones, give people chills when he walks in a room, making hot food cool or cold...
:arrow: I like to put potential power stunts every now and again for things that I ran out of points on, and for things to reach for eventually with PP.
:arrow: I'm leaning towards the confident yet laid back version of this character - not wanting to be a leader but can if he has to. There's enough angst to go around any X-men series, so I will probably leave that to the side and as for sexual orientation I'm not really into caring much about that aspect of the character. If something happens in game to make it relevant, I'll decide then. As for right now, I could see him having quite the rivalry with Thermic.
:idea: Making some suggested changes - one, the background. This is what happens when you get an idea stuck in your head and you came in on page nine... redoing background to make the character original... (sorry !)
:idea: Changed the create to be continuous and reversible. Drops the ranks, but I think I will compensate a little with it being proportional. The stronger the ice, the less thick as it relies more on stress points than sheer density...
:idea: A;so fixed an oops - miss calculated, and Cryokinesis can't be first power in the array.... Took two points (four ranks) from skills to balance

Background
Yes. My name is Winters and I can generate ice. Ironic ain't it?

Kevin Winters was born in Montreal, Canada to Michel Lariviere and Janet Winters. He took (or was given) his mother's maiden name when his parents split. Janet moved with Kevin to the states to start a new life with the blessing of his father (the split was amicable) and all seemed like it would be OK.

Kevin Winters was 15 when his powers manifested. Trapped in a burning building - a friend's apartment, the event was actually completely unrelated to the group he was with - Kevin's powers were what kept the group from burning and to an extent from asphyxiating. Although the friends initially wanted to keep things under wraps, the lack of fire damage and their safety made that impossible. Shunned and feared by people who didn't understand him (including his father at this point - which was a huge blow because of how supportive he'd been up til now) Kevin was ready to run way, but before he could do that, Charles Xavier showed up at his door with an offer for him and his mother.
Last edited by Bladewind on Tue Aug 29, 2017 3:04 am, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
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Bladewind's 3ed M&M Builds

RainOnTheSun
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Joined: Wed May 03, 2017 7:20 am

Re: Bladewind's M&M 3ed Builds

Post by RainOnTheSun » Sun Aug 27, 2017 4:35 am

The real reason baseline humans hate and fear mutants is their sick abs.

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Bladewind
Posts: 1702
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Nov 09, 2017 8:10 pm

With real life kicking me around, I've also noticed that my posting rate around here is directly tied to the builds that I'm posting.
The more I build, the more I post to games.

As a result, I've got a bunch of builds that I want to finish and post.

That said, one of my favorite artists over on Deviant Art has some rather original Amalgam ideas, (at least) one of which I plan to have a go at statting:

Image

(His gallery can be found here, and I am using his image and concept without permission as it were. Full and all credit to him!)
FrischDVH wrote: Mar’nna = Marinna + Martian Manhunter (Atlantis)

From the depths of the ocean comes Mar’nna. She is a member of an alien race (The Martian born Atlat’Eons) that landed on Earth thousands of years ago. At first, they got along with the human race until people decried them as demons. They submerged their city and are often the fodder for such legends as the lost city of Atlantis. Due to recent volatile activity in the ocean’s ecosphere, Mar’nna was sent as an ambassador to the land world. She has been here for years serving as an envoy and peacekeeper. Mar’nna has several special abilities such as: superhuman strength, aquatic polymorph, under water adaptation, and water control. With her polymorphic abilities, she can assume a regular human shape, but when she is in the water she prefers the tail of a mermaid.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
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The Merge: Character List

Bladewind's 3ed M&M Builds

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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Mon Nov 27, 2017 3:26 am

Torque
PL6


Abilities
Strength 6,
Stamina 4,
Agility 1,
Dexterity 2,
Fighting 4,
Intellect 3,
Awareness 1,
Presence 1

Powers
Cybertronian Life Form: (34 points)
More than Meets the Eye: Morph 2 [Vehicles of similar size and mass],
Mechanoid: Immunity 5 [[Environmental Cold, Heat, Vacuum, Suffocation; Disease and Poison (Limited to Effects that target flesh based lifeforms)]],
Size: Growth 4, 3 ranks permanent
Language Databanks: Comprehend 3 [Speak/Read/ Understand; Quirk – Encountering new language requires access to internet and standard action],
Interface: Comprehend 2 [Machines]
Rider: Feature 1 (Holographic Rider)
Control Technology: Affliction 2 [Resisted by Fortitude, Overcome by skill or Fortitude (Controlled); Cumulative, Perception, Affects Object Only, Limited to Third Degree Only, Limited to Technology
Autobot Abilities: (19 points)
Ground Speed: Speed 12 [Dynamic]
Dyn: Enhanced Movement: Movement 6 [Wall Crawling (Limited to Upright Movement), Water-Walking 2, Sure-Footed 3, Water-Walking (limited to over ice/snow) 1; Dynamic]
Dyn: Parkour: Movement 5 [Environmental Adaptation (Urban), Safe Fall, Sure Footed 2; Wall Crawling; 4 Ranks Limited to Moving In Urban Environment]
Dyn: Riot Shield: Enhanced Parry 6 [Enhanced Protection 6] (Activation: Move Action)
Weapons: (17 points)
Blaster: Damage 7 [Ranged]
Alt: Energon Blade: Damage 1 [Strength Based Slashing]
Alt: Police Baton: Damage 1 [Strength Based Blugeoning]
Alt: Radio Comms: Communication 3

Equipment
Sensory Array: Senses 9 [Extended Vision 2, Low Light Vision, Dark-Vision, Distance Sense, Direction Sense, Ultravision, Radio Hearing]

Advantages
Benefit 1 [Resourceful (as per Inventor, using Investigation and Persuasion)],
Equipment 2 [Sensor Array],
Jack-of-All-Trades,
Well-Informed
Assessment,

Skills
Acrobatics (+1),
Athletics 1 (+7)
Deception 1 (+2),
Expertise: Current Events 2 (+5),
Expertise: Streetwise 2 (+5),
Expertise: Tactics 3 (+6),
Expertise (+3),
Insight (+1),
Intimidation (+3),
Investigation 4 (+7),
Perception (+1),
Persuasion 6 (+7),
Ranged Combat: Blaster 3 (+5),
Sleight of Hand (+2),
Stealth (+1),
Technology 2 (+5),
Treatment (+3),
Vehicles (+2)

Offense
Initiative +1
Energon Blade/ Police Baton +4, Damage 8
Damage +5, Damage 7

Defense
Dodge 4,
Parry 14
Toughness 4 (Def Roll 0),
Fortitude 6,
Will 6

Power Points
Abilities 28 + Powers 70 + Advantages 5 + Skills 8 + Defenses 12 = Total 123

Complications
:arrow: Freshly Minted: Although showing strong Autobot tendencies, he was sparked during a battle with the Autobots and Decepticons over the Allspark. He is often taken for an Autobot but has no real idea of the scope of the conflict. He is watching all the lore though...
:arrow: 12 Foot Robot: In humanoid form, he`s twelve feet tall. And made of metal. People tend to react to that...
:arrow: Vulnerable - Magnetics - The DC of any save versus a magnetic attack is increased by 5

Design Notes
:arrow: A retool of my build for The Merge: Agents and Powers
:arrow: I will probably take the Riot Shield out of the Movement Array eventually (needs 7 pp to do it) but I sort of like the ground speed, various movement abilities and the shield wrapped into one package. It's reflective of making choices in terms of speed vs balance vs staying power.
:arrow: Resourceful is a Benefit, AFAIK, that is of my own creation/ adaptation... its essentially the Inventor Advantage using different skills...
:arrow: Growth 4 is a little larger/ heavier than the original build, I did not put in Innate as I am still of the opinion that the descriptor makes it such. In any event, only three ranks are Permanent. This represents the extra mass of Riot Gear/ Riot Shield and slightly larger/ bulkier motorcycles. I won't have his robot form be shorter or taller than 12 feet.
:arrow: Flavor on the Riot Shield is that it's the windshield of Police Bike. It has an Activation flaw for flavor, and is the only power in that Array that requires an action to switch to. It represents deploying the shield. Technically, it means I can have an extra point of either Parry or Protection, but did not put them.
:arrow: I put in movement abilities, that he would have to sacrifice Speed to use, that allow him to become a Sea-Doo or a Ski-Doo, just because.
:arrow: I did not repost my images from the original Torque build because they really don't fit anymore.
:arrow: Jan 2/2018 - Added our three XP. Had forgotten the Holographic Rider in my upgrade and put a low level Control Technology - allowing him to control a video camera, cell phone or the like to be able to join the group in situations that his frame might normally allow.
Last edited by Bladewind on Wed Feb 21, 2018 3:20 pm, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
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Bladewind's 3ed M&M Builds

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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Mon Jan 29, 2018 3:52 am

Image
Pic with Soulsword

Colossus
PL11/ 180 points


Name: Colossus
Alternate Identity: Piotr (Peter) Rasputin
Type of Alternate Identity: Public
Gender: Male
Age: 31
Height: 6'6”/ 7'5”
Weight: 250 lbs/ 500 lbs
Eyes: Blue, Silver
Hair: Black

Abilities
Strength 13,
Stamina 10,
Agility 3,
Dexterity 2,
Fighting 8,
Intellect 2,
Awareness 3,
Presence 2

Powers
Organic Steel Form: (46 points)
Power Activation (-1 points)
Increased Size: Growth 1,
Mutant Strength: Enhanced Strength 8,
Mutant Stamina: Enhanced Stamina 5,
Resilient: Protection 3 [Impervious 11],
Prodigious Leaps: Leaping 2 [(30 ft)],
Heat, Cold, Poison, Disease, Radiation, Vacuum Immune: Immunity 6 [Limited to while in Organic Steel form]
Strength Power Stunts: (2 points)
Alt: Cracking the Whip: Affliction 11 [Resisted by Dodge, Overcome by Fortitude (Dazed and Vulnerable, Prone and Stunned); Line Area, Extra Condition; Limited Degree, Targets must both be on the same surface]
Alt: Stonewall: Damage 5 [Immunity 10 (Being Moved), Limited to while in Organic Steel form; Reaction; Limited to Effect Rank or Attack's Damage Rank (whichever is less), Limited to while in Organic Steel form]
Soulsword: (38 points)
Removable (-9 points)
Soulsword: Nullify 13 [(Magic Based Effects); Broad, Concentration/ Sustained; Touch Range; Dynamic, Restricted 2 (Illyana Rasputin or someone she chooses), Summonable (Standard Action)]
Dyn: Strike the Supernatural (2 points)
Dyn: Banish to Limbo: Movement 1 [Dimensional; Attack (Dodge Negates); Dynamic, Increased Mass 4 (200 lbs), Increased Dodge DC 10 (21)]

Equipment

Advantages
Attractive 1,
Diehard,
Fast Grab,
Improved Critical 1 [Unarmed (19-20)],
Improved Grab,
Improved Hold,
Interpose,
Languages: Russian ,English
Power Attack,
Ranged Attack 2,
Set-Up,
Takedown 1,
Teamwork

Skills
Acrobatics 4 (+7),
Athletics (+13),
Deception (+2),
Expertise: Farming 2 (+4),
Insight 4 (+7),
Intimidation 6 (+8),
Perception 1 (+4),
Persuasion 4 (+6),
Ranged Combat: Debris 3 (+7),
Ranged Combat: Fastball Special 7 (+11),
Stealth (+3),
Vehicles 2 (+4)

Offense
Initiative +3
Unarmed +8,
Damage 4
Steel Form (Unarmed) +8,
Damage 13

Defense
Dodge 9,
Parry 9
Toughness 13 (Def Roll 0),
Fortitude 13,
Will 8

Power Points
Abilities 56 + Powers 86 + Advantages 12 + Skills 11 + Defenses 15 = Total 180

Complications
:arrow: Relationship - His sister, Illyana
:arrow: Motivation - Xavier's dream
:arrow: Temper - Although he has a long fuse, when it does go, it goes.
:arrow: Power Loss (Durability) Vibranium based weapons bypass his Organic Steel

Design Notes
:arrow: I was bored for five minutes and decided to build a Merge style character based (borrowed, stole?) from Jab. I then tweaked his Soulsword and added it in.
:arrow: Power Point allotment uses some (most) of the XP allotment characters in the game have gained thus far.
Last edited by Bladewind on Wed Feb 21, 2018 3:11 pm, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
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Bladewind's 3ed M&M Builds

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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Feb 01, 2018 4:23 am

James Mason - Glitch
PL10


Abilities
Strength 3,
Stamina 3,
Agility 1,
Dexterity 5,
Fighting 2,
Intellect 0,
Awareness 5,
Presence 0

Powers
Avatar: (51 points)
Like a Badass: Feature 1 [Always Looks good/ clean],
Perfect Defense (Dodge & Parry): Immunity 40 [Concentration],
Perfect Balance/ Wall Crawling: Movement 4 [Perfect Balance = 2 ranks Movement, Limited to Upright Movement],
Parkour: Movement 3 [Safe Fall, Sure-Footed 2; Limited to Moving in Urban Enviroment (3 ranks); Environmental Adaptation (Urban)], Vaulting: Leaping 3, More than Human:
Speed 3 [Quickness 3],
Tough as Nails: Protection 9
Starvation/ Thirst Immune 1
Matrix Powers: (23 points)
Firearms: Damage 13 [Ranged; Requires Weapon]
Alt: Hurt Anything (1 points) (Penetrating 10 Variable Descriptor - Any attack you wield)
Alt: There is No Spoon: Morph 3 [Affects Objects, ; Move Action,; Precise]
Alt: Disassemble: Transform 6 [Assembled Objects into Disassembled Objects (50 lbs); Precise]
Unarmed Strike: Damage 7 [Strength Based]
Alt: Skill Download: Variable 1 (Skills and Advantages, Activation -1)

Equipment

Advantages
Improvised Weapon 1,
Quick Draw,
Assessment,
Evasion 2,
Uncanny Dodge,
Favored Environment [(Urban)],
Hide in Plain Sight,
Precise Attack 1 [Close, Concealment],
Defensive Attack,
Grabbing Finesse,
Improved Disarm,
Instant Up,
Move-by Action,
Redirect,
Ranged Attack 3,
Equipment 1,
Equipment 3 [“HQ”],
Close Attack 11, Improved Initiative 2,
Jack-of-All-Trades,
Beginner's Luck

Skills
Acrobatics 4 (+5),
Athletics 6 (+9),
Close Combat: Unarmed 2 (+15),
Deception (+0),
Expertise: Streetwise 3 (+3),
Expertise (+0)
Insight 4 (+9),
Intimidation 6 (+6),
Investigation (+0)
Perception 4 (+9),
Persuasion (+0),
Sleight of Hand 6 (+11),
Stealth 13 (+14),
Technology (+0),
Treatment (+0),
Vehicles (+5)

Offense
Initiative +9
Unarmed +13, Damage 7
Firearms +8, Damage 12

Defense
Dodge 3,
Parry 2
Toughness 12 (Def Roll 0),
Fortitude 10,
Will 10

Power Points
Abilities 38 + Powers 75 + Advantages 37 + Skills 16 + Defenses 14 = Total 180

Complications
:arrow: Delusion - He truly believes that he escaped from the Matrix. He's not aware that his body is comatose, being cared for in some Third World hellhole that might as well be the Real World of the Matrix films. As such, he tends to compartmentalize and rationalize things as part of the Matrix mythology. Especially himself.

Design Notes
:arrow: using the Merge rules (Biiig surprise :roll: ) PL 10/ 180 PP, Skills at 3:1
:arrow: I had this idea to make a character for use in the Matrix. This would be his online persona/ avatar. I actually have an idea how this would work/ be represented in the real world when there is no Matrix as such. Just need to round off a few edges and I'll put up the background.
:arrow: I'm really not a huge fan of Variable (the full version, Variable Descriptor I'm fine with). But for Skills and Advantages and pulling rabbits out of their posteriors, there's no real way to represent the ability to download a helicopter pilot skill.
:arrow: Still looking for a pic, and not really happy with the name.

Background
James Mason is a vastly powerful psychic being whose mind has shackled itself in order to be able to interact with the world.

In the days leading up to the Merge, Mason suffered massive headaches that lead to hospitalization. He had been on vacation when they hit, and so the facility he found himself in was not completely to the standards that he expected back home. Still, the treatment was more than adequate and the headaches began to abate.

That`s when the worst affects of the Merge hit our world.

In addition to the arrival of new people, strange powers and visitors from other worlds, land masses appeared and shifted in some parts of the world resulting in seismic activity that devastated the region where Mason was being treated. Rendered paralyzed by collapsing rubble, he was nonetheless rescued by other survivors who had no idea of the scope of the Merge. Trapped in a vast cavern-like area, Mason`s psychic ability manifested by completely rewriting the area to provide for the handful of survivors.

Sensing life beyond their near prison, Mason`s mind began to reformat itself to cope with the situation and he created a construct that he could project into the world, one with abilities that far surpassed ordinary people, but were still a far cry from what he was truly capable of. He discovered that he was tied to the avatar and whatever befell it would also befall him. Still trying to cope with everything, his mind began to do what he could to deal with his situation, and he found himself believing that he had been freed from the Matrix, and that his Avatar was him being sent into the Matrix.

He does not believe he is the one, but his abilities solidified around ones from that paradigm, and now he finds himself fighting not only for the survival of those trapped with him but also of all the minds he believes are trapped in the Matrix. He believes it is his duty alongside all those who would do the same, to do everything possible to protect the Matrix so that others can do what they can to free minds and retake the world. The program is not stable to his eyes, and fighting against the Chaos that threatens to cause a system crash is necessary lest everyone hooked up to the Matrix perish.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Fri Feb 09, 2018 3:30 am

whoops ! Double post!
Last edited by Bladewind on Thu Mar 15, 2018 2:30 am, edited 7 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Fri Feb 09, 2018 3:56 am

Another double post. Doh !
Last edited by Bladewind on Thu Mar 15, 2018 2:34 am, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Tue Feb 13, 2018 4:26 am

Image

Green Lantern - Allanah Scott
PL10/ 180 PP


Abilities
Strength 2,
Stamina 2,
Agility 1,
Dexterity 2,
Fighting 8,
Intellect 1,
Awareness 2,
Presence 2

PowersGreen Lantern Power Ring: (81 points)
Removable (-24 points)
Ring Features: Feature 4 [Communications Link to Central Battery (Database); Restricted (Chosen by the Ring); Quick Change 2],
Universal Translator: Comprehend 4 [Understand, Be Understood, Read/Write, Comprehend Machines],
Flight 12
Alt: Space Travel: Movement 3
Environmental Adaptation (Zero G): Movement 1,
Force Field: Protection 10,
Life Support Immunity: Immunity 11 [Ageless (Immunity - Aging)],
Communications: Communication 5 [Radio Hearing]
Force Manipulation: (33 points)
Force Blast: Damage 12 [Ranged; Dynamic, Precise, Split]
Alt: Force Bubble: Immunity 9 [Affects Others, Burst Area, Ranged on Immunity - Life Support]
Alt: Force Constructs: Create 13
Alt: Fourth Dimensional Shift 4 (Insubstantial)
Dyn: Burrowing 9 [Ranged, Penetrating, Dynamic, Diminished Range 1)
Dyn: Lifting: Move Object 13 [Dynamic]
Dyn: Mobile Constructs: Create 9 [Movable]

Advantages
Contacts,
Attractive 1
Diehard,
Extraordinary Effort,
Inventor,
Ultimate Effort (Will)
Minion 8 [Ring AI],

Skills
Athletics 4 (+6),
Deception (+2),
Expertise: Engineering 6 (+7),
Insight 7 (+9),
Intimidation (+2),
Perception 5 (+7),
Persuasion (+2),
Ranged Combat: Power Ring 6 (+8),
Stealth (+1),
Technology 8 (+9)

Offense
Initiative +1

Defense
Dodge 8,
Parry 8
Toughness 12 (Def Roll 0),
Fortitude 8,
Will 12

Power Points
Abilities 40 + Powers 93 + Advantages 12 + Skills 12 + Defenses 23 = Total 180

Complications
:arrow: Relationships - Allanah is protective of her two younger sisters- Jennie-Lynn and Dawn (Jade and Onyx). (Their father, Alan Scott did not Merge)
:arrow: Vulnerability - Oak. The power of her ring is ineffective against oak. Why that specific type of wood, she doesn't know.
:arrow: Power Loss - The ring needs to be recharged periodically. Typically every twenty four hours, but this can vary based on use.
:arrow: Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.
:arrow: Motivation - Responsibilities: To the Corps, to her father's legacy.
:arrow: Motivation - Hero Worship. Allanah positively idolizes Supergirl. To the point that sometimes the ring manifests the imagery of her constructs as Supergirl, even going so far as to change her costume on more than one occasion.

Design Notes
:arrow: Merge House Rules: PL 11/165 - Trade Off to 10/180; Skills 3:1, Free Social Advantage/Presence Rank
:arrow: Jewel was thinking of throwing her hat in the ring for the final battle over in the Merge and came up with this idea. Essentially a Rule 63 Alan Scott with a small twist. She wanted the ring to be a full fledged AI and so we made it a minion (see below).
:arrow: Neither one of us could find any image of a Rule 63 Alan Scott though. :x
:arrow: We gave her Inventor as the character's civilian identity was/ is a an engineer.
:arrow: We also decided that all Sensory Powers should go to the ring, leaving the Communication and Radio Hearing in the Array(s).
:arrow: Note that in Allanah's universe Pre-Merge, she is the eldest of three sisters, Todd (Obsidian) is also a "Rule 63 version" named Theresa in her civilian identity and going by the name of Onyx otherwisr. Also, although she is Alan Scott's daughter and wields his ring, she's more of a traditional GL. The other sister is a non-powered version of Jade.
:arrow: Finally, although we used a Jessica Cruz picture, we still think that Alan Scott's colors are better for this character.

Image

Power Ring
PL8/ 120


Abilities
Strength -NA,
Stamina -NA,
Agility NA,
Dexterity 0,
Fighting 0,
Intellect 1,
Awareness 2,
Presence 0

Powers
Construct: (49 points)
Fortitude Immune: Immunity 30,
Absent Strength: Enhanced Strength -5,
Absent Stamina: Enhanced Stamina -5,
Absent Agility: Enhanced Agility -5,
Tiny: Shrinking 8 [Permanent; Innate],
Indestructible: Immortality 20 [(1 round)],
Power Ring: (35 points)
Choose New Wielder: Feature 1,
Sensory Array: Variable 2, [Sense Powers]
Uncontrollable: Immunity 10 [(Mind Control)]
Lantern Images: Illusion 8 [Visual, 250 cft, Limited - always green, Precise]
Override Ring Bearer 12 [Weaken Green Lantern Power Ring Force Manipulation Abilities: Affects Objects (Power Ring) Only, Move Action, Limited to Chosen Wielder's Ring, Precise

Advantages
Hide in Plain Sight, Improved Aim 1, Jack-of-All-Trades, Assessment, Eidetic Memory

Skills
Acrobatics (+5), Close Combat (Override Ring Bearer) 4 (+4), Deception (+0), Expertise (+1), Insight 9 (+11), Intimidation (-4), Investigation (+1), Perception 9 (+11), Persuasion (+0), Ranged Combat: Ring Slinging 7 (+7), Sleight of Hand (+0), Stealth: Note: Perm Shrinking mod included. (+13), Technology (+1), Treatment (+1), Vehicles (+0)

Offense
Initiative +5

Defense
Dodge 9,
Parry 4
Toughness 0 (Def Roll 0),
Fortitude -NA
Will 10

Power Points
Abilities 6 + Powers 91 + Advantages 5 + Skills 10 + Defenses 8 = Total 120

Design Notes
:arrow: The only real House Rule used from the Merge on this one was Skills 3:1. PL was simply points divided by 15.
:arrow: The Immortality represents that the ring is essentially indestructible and cost wise since it eats up so many points I know I'd be okay with it. Not sure if it wold make the cut as a Player Character though. However, since you have to target the ring to actually damage it, it will probably never come up.
:arrow: The ring has a Feature enabling it to choose who can wield it. Which means that it can also wield the ring's powers. It's bound by it's PL though and so cannot use any power above Rank 8. Jewel was envisioning it protecting the wielder if they were ever knocked out.
:arrow: Jewel pointed out that in the comics, Lanterns always have some kind of visual display with their powers based on the wielder. And yet none of the builds in the DCA have anything representing that. Arguably, it's simply descriptor on the power's use. But what about the screens that pop up when they analyse something? At the very least that's a feature. And then there's the odd Lantern who focuses themselves through specific weaponry, vehicles and the like. As it is mostly still fluff and descriptor, we put that power in the ring, and the ring in turn helps the wielder focus via that power.
:arrow: One last adjustment to the ring: It can actually override the Force Manipulation aspect of its wielder. Much like an Alpha Lantern, except only against the chosen wielder, Allanah's ring is built with a fail safe to prevent her from attacking against the ring's protocols.
Last edited by Bladewind on Mon May 07, 2018 1:41 pm, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Mar 15, 2018 2:21 am

Image

Stone Shadow (Sophia)
PL10


Abilities
Strength 8,
Stamina 6,
Agility 3,
Dexterity 1,
Fighting 9,
Intellect 3,
Awareness 3,
Presence 1

Powers
Gargoyle Features: (29 points)
Winged Flight: Flight 6 [Wings, Gliding]
Alt: Leaping 3
Alt: Fast: Speed 3
Safe Fall: Movement 1 [Affect Others; Increased Mass 8 (3 tons), Quirk: Must be ABLE to glide the distance]
Alt: Cutting Loose (1 points)
Alt: Bracing: Immunity 10 [(Being Moved); Sustained]
Low-Light Vision: Senses 1,
Extended Sight 2, Extended Hearing 1: Senses 3
Cold-Blooded: Immunity 2 [(Environmental Heat Cold)],
Linguist: Comprehend 3 [Speak, Read, Understand],
Strength of Stone: (21 points)
Enhanced Strength 7, Claws: Damage 3 [Strength Based; Precise]
Alt: Makeshift Handholds: Movement 2 [Wall Crawling; Limited to Surfaces less than Strength Modifier; Feature – Claw Marks can repair themselves as she goes]
Alt: Stone Craft: Transform 1 [Precise, Improvised Tools]
Alt: Melee Prowess: Damage 3 [Variable Descriptor – Archaic Melee Weapons]
Stone by Day: (3 points)
Only by Day: Immunity 2 [(Petrification)],
Gargoyle Statue: Feature 1 [(Alternate Form)]

Equipment
Weapons
Throwing Axe: Damage 3 [Ranged; Breaking (Weapon Break)/ Dangerous (19-20 crit)]
Standard Equipment
Commlink (To Clocktower/ Aerie) (1 ep)

Advantages
Artificer,
Jack-of-All-Trades,
Chokehold,
Defensive Roll 3,
All-out Attack,
Defensive Attack, Assessment,
Skill Mastery [Routine Insight checks under any circumstance],
Daze 1 [Intimidation to daze an Opponent],
Startle,
Teamwork,
Improved Initiative 1,
Takedown 1,
Ritualist,
Equipment 5,
Equipment 1 [HQ (a small section of the Clock Tower)],
Improved Grab, (from tail)
Improved Disarm,
Improved Hold,
Improved Smash,
Improved Trip,
Benefit 1 [Use Expertise Metallurgy to make weapons]

Skills
Acrobatics 10 (+13),
Athletics 10 (+18),
Deception 2 (+3),
Expertise: Magic 10 (+13),
Expertise: Rock Sculpting/ Masonry 3 (+6),
Expertise: Metallurgy/ Smithing 7 (+10),
Expertise (+3),
Insight (+3),
Intimidation 8 (+9),
Investigation 8 (+11),
Perception 7 (+10),
Persuasion 6 (+7),
Ranged Combat: Throwing Axe 4 (+5),
Sleight of Hand (+1),
Stealth 3 (+6),
Technology (+3),
Treatment 2 (+5),
Vehicles 1 (+2)

Offense
Initiative +7

Defense
Dodge 10,
Parry 11
Toughness 9 (Def Roll 3),
Fortitude 11,
Will 9

Power Points
Abilities 54 + Powers 53 + Advantages 26 + Skills 27 + Defenses 20 = Total 180

Complications
Involuntary Transformation - Stone by Day - All Gargoyles are forced into a stone "hibernation"" during the day- they will become unaware of their surroundings and immobile during this time, and are incredibly vulnerable. As a bonus, they appear to be harmless stone statues.
Prejudice (Monster) - Gargoyles are very frightening to human beings.
Bond of Honor - Once given, her word is her bond and she will not break a promise.
Nightmares - Sophia has nightmares on occasion of the destruction of Castle Wyvern and the clan, sometimes those nightmares cause distress during her waking hours.

Design Notes
:arrow: The art is from chaosdestine, a different pose of the same character I used for my original Sophia build.
:arrow: I decided I wanted to rework my Sophia build from awhile back, and went based on a comment made by Ares in Jab's thread about him seeing the Gargoyles as being roughly Spiderman strength level.
:arrow: Upping to the Merge creation rules (which often as not are my default now) gave me a lot of points to play with and room to put non-canon elements into the build. I still wanted to keep the base of the character though.
:arrow: PL 11/165, 3:1 Skill points, bonus Social Advantage/ Presence rank - PL Trade to PL 10/180 PP
:arrow: An addition to her background and skillset - she is a trained and accomplished Blacksmith and has a talent for carving, especially carving stone.
:arrow: Her Melee Prowess, having grown up on Avalon (and having the points to play with) I decided that she manifests weapons when she fights. She can manifest virtually any melee weapon, including shields. It's all descriptor as there is no additional benefit. She's limited in the sense that she can't gain reach or bring up a full shield and such, but it's a cool visual. She still carries her throwing axes for ranged combat.
:arrow: Need to finish the equipment and her workshop. The sheet says a part of the Clock Tower, I may go slightly different.
:arrow: I put a feature/ alternate form in addition to the Complication for Stone by Day. I was toying with the idea of an actual sheet to represent the stone form. Although as mentioned, in this build, this also comes with an Alternate Form, I've also left the complication of the same name to represent just how helpless the statue form is. Gaining HP from this would be clear and present danger to the statue with no one to protect it.
:arrow: Immunity to Petrification was due to the fact of 1) having points, 2) thinking about what would happen if a Gargoyle went up against a Gorgon. I imagine the initial surprise would result in turning to stone, followed by a "Hey! It's night!" moment.
:arrow: There are still EP to play with.
:arrow: Stone Shadow is a "Super Hero" name, one that fits the Batclan ("Shadow") and obviously pays homage to her daytime form. She's probably called Shadow by the other Birds of Prey more often than not.
:arrow: For the purpose of this character, I think it would be neat if the Castle Wyvern - or at least its remains - along with the characters from the Gargoyles cartoon were never brought to the states, and thus the Manhattan clan are still stone.

Background:
One thousand years ago, superstition and the sword ruled. It was a time of darkness. It was a world of fear. It was the age of gargoyles. Stone by day, warriors by night. Our clan was betrayed by the humans we had sworn to protect, but some of our eggs were saved, spirited to Avalon by Katherine and the very wizard who had betrayed us.

We were raised on Avalon, hoping one day to return to the world, to find other survivors. But now, worlds have Merged and nothing is as expected!

Sophia is named for an angel of wisdom. When Kathryn named the newly hatched gargoyle, she had immediately noted the colorings and markings that identified the newborn as the child of the former leader of the Wyvern Clan gargoyles. She had no way of knowing that said gargoyle had survived and would eventually come to be known as Hudson, and it mattered little at the time. Sophia was to be groomed to fill a role much like that of her father... a leader among gargoyles if not their leader proper.

Sophia grew up with Angela and the others in the rookery, but while Angela and many of the others were peaceful and contemplative, Sophia was plagued by nightmares. This produced not a violent streak as such, but a predisposition to a stronger interest in all things martial and physical than many of her siblings.

Sophia would eventually learn that perhaps some of the reasoning behind her nightmares is that her egg was the "eldest" among those recovered but was very nearly lost, pinned and nearly pierced by debris from the fallen castle. She still has those nightmares to this day, and the katas she has developed to practice her use of her axes is a release that provides solace if not relief. The other focus that she has found is her forge. Possessed of a gift for weaponscrafting and skill in stone carving, she has a very artistic side contrasting her martial aptitude.

In direct juxtaposition to this darkness that plagues her, Sophia fills a special role on Avalon. The clan has always patrolled and protected the island, but ever since agreeing to peace with Oberon and being appointed his official honour guard, patrol and guard appointments have taken on a new weight. Sophia, being the clan's third after Gabriel and Ophelia, was chosen to guard Lady Titania's personal chambers. Titania seemed to take a liking to her, and 'guard' evolved into a friendship of sorts that lent some diplomacy and true leadership lessons.

With time flowing differently on Avalon than in the "Real World," Sophia has had decades to practice her craft and skill, while only aging to young adulthood.

With the coming of the Merge, she found herself in a world bereft of her clutchmates and without a clan. Discovered one night by a young woman calling herself Misfit, Sophia soon found not a substitute clan or family, but friends. She serves now as a member of the Birds of Prey while looking for concrete proof that family exists in the world. Oracle was kind enough to grant a portion of the clock tower to serve as perch during the day, and a workshop complete with forge has been set up for her use should she desire.

In the meantime, the stone shadow that the clock tower casts during the day keeps secret vigil over the city, one more Bird of Prey to protect the innocent.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Mar 22, 2018 2:37 am

Image
With blue and black wings similar to Solarhawk (well, Supergirl in the Flamebird armor)

Vanguard (Jefferson Magz)
PL11/ 15 PP


Abilities
Strength 12,
Stamina 3,
Agility 0,
Dexterity 0,
Fighting 7,
Intellect 3,
Awareness 2,
Presence 2

Powers
Darkstar Exo-Mantle: (68 points)
Removable (-17 points)
Super Strength: Enhanced Strength 10, Flight 11 [Winged], Environmental Adaptation (Zero-G), Space Travel 2: Movement 3, Wrist Masers: Damage 12 [Ranged]
Alt: Chest Maser: Damage 11 [Ranged, Line Area; Unreliable (5 uses)]
Force Field: Protection 5 [Sustained],
Helmet Sensors: Senses 18 [HUD, Darkvision, Infravision, Low-Light Vision, Distance Sense, Direction Sense, Time Sense, Tracking; Extended Vision 5, Extended Hearing 3, Radio]
Natural Abilities: (11 points)
Speed Force Legacy: Speed 4 [Quickness 4],
Frictionless Aura: Immunity 1 [(Friction Heat)]
Speedster Features (Determine Speed, Fast Healing (Regeneration 1))

Equipment

Flight Ring
Removable (-6 points)
Flight 4 [Aquatic, Dynamic]
Dyn: Enhanced Flight: Feature 1 [2 Ranks Enhanced Flight on wearer's existing flight rank]
Dyn: Super Strength: Power-Lifting 9 [Does not stack with existing strength bonuses; Dynamic]
Comm Link: Communication 4
Transsuit
Environmental Independence: Immunity 9 [(Immunity to Disease, Poison, All Environmental Conditions, Suffocation; Selective; Removable -3],
Quick Change: Feature 1
Communication
Telepathic Earplug: Comprehend 2 [Understand, Be Understood; Linked to Mental Communication 2, Removable -2]

Advantages
Benefit 1 [Legion Membership],

Favored Environment [Zero-G],
Startle,
All-Out Attack,
Beginner's Luck
Defensive Roll 2,
Improved Initiative 2,
Jack-of-all-Trades,
Languages 3 [Interlac (Base),
English, Thanagarian, Raanian, Rimborian],
Leadership,
Move-by Action,
Power Attack,
Takedown 2,
Uncanny Dodge

Skills
Acrobatics 5 (+5),
Athletics 2 (+14),
Close Combat: Unarmed 3 (+10),
Close Combat: Archaic Melee Weapons 5 (+12),
Deception (+2),
Expertise: History 7 (+10),
Expertise: Tactics 4 (+7),
Expertise: Astrogation 8 (+11),
Expertise (+3),
Insight 6 (+8),
Intimidation 5 (+7),
Investigation 8 (+11),
Perception 8 (+10),
Persuasion (+2),
Ranged Combat: Wrist Masers 10 (+10),
Sleight of Hand (+0),
Stealth 8 (+8),
Technology 8 (+11),
Treatment (+3),
Vehicles (+0)

Offense
Initiative +8
Wrist Maser +10, Damage 12
Unarmed +10, Damage 12

Defense
Dodge 12,
Parry 12
Toughness 10 (Def Roll 2),
Fortitude 12,
Will 10

Power Points
Abilities 38 + Powers 79 + Advantages 15 + Skills 29 + Defenses 34 = Total 195

Complications
:!: Reincarnation - I did not list it as a power as the reincarnation aspect of Hawkman/ Hawkwoman in my mind removes them from play and they must rediscover themselves and each other each time.
:!: Relationship - All of Hawkman's incarnation have some kind of relationship with their corresponding version of Hawkgirl

Design Notes
:arrow: A counterpart to Solarhawk, but a very low powered speedster as the base - in fact, with the base saves as high as they are, I'd go so far as to say that most of his speed is in his reflexes and response times.
:arrow: Mostly based on a Dark Star Exo-Mantle as the basis for his armor. And its because I used the DCA Universe sourcebook that I did not include Environmental Immunity. However, with the transsuit it's redundant.
:arrow: Mostly an exercise to flesh out some more details and people in my LSH universe.

Background
The son of Jenni Ognats (XS) and Dirk Magz (Formerly Magno), Vanguard is actually a reincarnation of Hawkman in the Legion Era. His Nth metal wings are supplemented by a Darkstar Exomantle and he possesses some super-speed, although he is not as fast as the classic speedsters or the newest Legionnaire, Redstreak.

Vanguard is known for being a solo operative, scouting and reporting on trouble spots for more hands-on Legionnaires to take over. Not to say that he`s not capable when called upon, but Vanguard prefers to live up to his name and be the explorer in front.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind's 3ed M&M Builds

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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Wed Apr 11, 2018 1:51 am

Image

Hyperion/ Richard "Rick" Ramsey
PL10/ 180 PP


Abilities
Strength 7,
Stamina 7,
Agility 1,
Dexterity 2,
Fighting 4,
Intellect 2,
Awareness 2,
Presence 1

Powers
Titan Suit: (55 Points)
Removable (-17 points)
Voice Recognition Command System: Feature 1 [(Restricted to Rick's Use)],
Built in Functionality: Feature 4 [Cellphone, Computer, HUD, Data-Storage Drive, Flashlight],
Armour: Protection 4 [Impervious 5],
Sensor Suite: Senses 12 [Low Light Vision, Infravision, Distance Sense, Direction Sense, Communication Link 3 (Bleaney Island, Jamie McCann, Audio both ways, relays Visual); Extended Vision 3, Extended Hearing 2], Sealed System: Immunity 9 [(Life Support – All Except Starvation/ Thirst)],
Leg Hydraulics: Speed 5
Leaping 2
Adaptive Camouflage [Concealment - Normal Vision, Flaw: Passive)
Enhanced Fortitude 3,
Enhanced Dodge 4,
Enhanced Dodge 4
Enhanced Strength 4,
Enhanced Stamina 4 [Impervious 5]
Weapons Array: (31 points)
Handheld Coilgun: Damage 10 [Ranged]
Alt: Ceramic VibroBlade: Damage 4 [Strength Based; Penetrating 8, Incurable]
Alt: Knuckle Dusters: Damage 4 [Strength Based; Removable, Activation, Linked to Stun (Cumulative Affliction 8 – Resisted by Fort: Dazed/ Defenseless/ Paralyzed)]
Alt: Frostique Charges: Damage 10 [Burst Area; Triggered (In Response to detonator being pressed), Activation (Standard – must be set up)]
Alt: Corner Firing Handgun: Damage 9 [“Ricochet”]
Escrima Sticks: Damage 4 [Strength Based; Enhanced Advantages (Quick Draw, Weapon Bind), Concealable (Subtle)]

Equipment
Equipment 5 [HQ – Bleaney Island] - nderground Lair: Feature 20
Huge Size, Toughness 12, Communications, Computer, Concealed, Garage, Isolated, Laboratory, Library, Living Space,; Personnel, Power System, Security Stem;

Advantages
Equipment 4 [HQ – Bleaney Island],
Minion 4 [Jamie McCann (Tech/ Modern Squire)],
Improved Initiative 1,
Accurate Attack,
All-Out Attack,
Interpose,
Move-by Action,
Luck 2,
Redirect,
Teamwork,
Close Attack 5,
Chokehold,
Improved Defense,
Improved Disarm,
Improved Hold,
Improved Trip,
Power Attack,
Defensive Attack,
Benefit 2 - Sure Footed ("Sea Legs")
Quick Draw
Weapon Bind
Attractive

Skills
Athletics 4 (+11),
Deception (+1),
Expertise: Soldier (Navy) 5 (+7),
Expertise: Popular Culture 3 (+5),
Insight (+2),
Intimidation 4 (+5),
Perception 6 (+8),
Persuasion (+1),
Ranged Combat: Guns 8 (+10),
Stealth (+1)

Offense
Initiative +5
Unarmed +9, Damage 7
Knuckle Dusters +9, Damage 11
Handheld Coilgun +10, Damage 10

Defense
Dodge 9,
Parry 9
Toughness 11 (Def Roll 0),
Fortitude 13,
Will 7

Power Points
Abilities 38 + Powers 90 + Advantages 29 + Skills 10 (30 ranks) + Defenses 13 = Total 180

Complications
Failsafe – Myrmidon Protocol – The suit has a self destruct to prevent it from falling into the wrong hands. Protocols prevent it from being activated when someone is inside the suit. This can be overridden by techs a Bleaney and/or McCann. Essentially, the nanotech that powers the suit can be made to devour it.
Motivation - Hatred - Landesman's Greek Gods - Although not totally daft, Ramsey has an intense dislike for the Greek Pantheon. He is constantly on the lookout for representations and evidence of the versions that he helped dispose of in his reality.
Responsibility - Family Ties - Rick desperately wants to know if Sam and Adelaide are still alive, and for that matter anybody else that they knew. Jaime and the others on Bleaney are the only things he's got left grounding hin and Rick will go out of his way to protect them and keep them out of harm's way. He only begrudgingly lets Jaime into the field as he needs help with the Titan suit.

Description
Other than a resemblance to a Jaeger Jumpsuit, the suit itself is a gunmetal grey/ blue with a patch on the shoulder in the form of a Chicago Bulls logo.
The name Hyperion is stenciled on the shoulder and above the heart area as well. (This of course disappears in camo mode.)

Apart from African-American, Rick himself is described as "Tall. Well-Put together. Nice, firm buttocks. Standing straight-spined, so much so that everyone around him seemed to slouch by comparison. Chicago accent[.] He was very handsome; in particular she'd liked his nose. His nostrils were naturally flared, a sign of self-assurance and the right kind of pride." (James Lovegrove, Age of Zeus, 2010, Solaris, page 1)

Design Notes
* The power levels and abilities are above those of the character from the book to fit the game parameters.
* Jamie McCann is a low level techie that assists Ramsey with repairs to the suit as well as getting in and out of it. I think a PL 4 Scientist would work. The rest of the techs are summarized in the Personnel feature of the HQ.
* Not on a par with Iron Man or other PL 10 battlesuits in that he can't fly and relies on external weaponry. However, I like the way this turned out.

Background
Long story short - this is Rick Ramsey, Chicago born, ex-Navy and power armor wearing character from a novel called Age of Zeus by James Lovegrove.

Just about eleven years ago, the Olympians appeared. Living incarnations of the Ancient Gods. They imposed order and a forced peace on the world. To demonstrate their power and intent, they leveled Hong Kong in an event remembered as the Obliteration. Resistance against them met the same invariable result. Peace fell in short order, but it was uneasy. Any country to step out of line - either intentionally or not - felt the wrath of the gods directly, or indirectly from one of the host of monsters in their menagerie.

And the gods themselves were rarely totally benign. Rampaging drunk, Hercules could cause major damage. Poisedon could capsize a boat as he traveled past, either oblivious or uncaring of the consequences.

That's until Mr Landesman stepped in. Twelve of us were invited. We arrived, curiosity piqued. We'd learn later, but each of us had a direct score to settle with the Olympians, a personal vendetta. What's more, all of us had some kind of martial training and were used to working in a heirachy. RCMP, London PD, Hong Kong PD, myself - US Marine Corps. He gathered us as a sort of covert guerrilla force. To operate in secret with these really nifty exo-skeletons.

My personal beef with the Olympians was with the Lamia. One of the monsters at the Olympians beck and call. I lost my son. Ethan. He was barely 9. Goddamn bloodsucking child murdering bitch. She drained the life out of him in front of the other kids and left his body like an empty Coke can. (paraphrased from the same reference as above, page 28). Like all of them, she got what she deserved though. Except the Minotaur. But that's a story for another day.

And then in January of 2015 I was out getting groceries for Sam, myself and little Addison. When I rounded the corner on the way back things were different. I saw Captain Britain - a bloody superhero in his red, white and blue finery - flying by. Checking my phone, it took a few seconds but I realized that I was no longer in Chicago. I was back in London! And the world had just gone to hell in a hand basket. Again.

Frantic phone calls failed to reach Sam. I tried everyone I knew. Finally, Jaime answered. He was back in our base on Bleaney with some techs. It was intact, as if our scrape with the Olympians had never touched it. There were a few techs with him. He was trying to raise the other Titans, the ones remaining. Only me. My instincts took over and I made my way there. My Titan armor was in its alcove. All the rest were missing. Jaime, myself and the techs swallowed fear and set out to find out what had happened.

We heard about the chaos things. I even ventured out to protect the streets of London and look for answers. Back to stealth mode. Don't let people see you, remain an enigma wrapped inside a mystery or whatever that crap was. We learned what had happened. The Merge they called it. Bullshit I called it. But there was no denying. Hyperion, last of the Titans, a handful of support crew were all that had transferred from my world. My world. Sounds so strange, even now.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Mon Apr 16, 2018 1:43 am

Image

(That image is bigger than I intended. Sorry. Searching for a new one, but it fits my concept for the moment.)


Blueshift/ "Alex Murphy"
PL8/122 PP

Abilities
Strength 8,
Stamina NA
Agility 0,
Dexterity 0,
Fighting 6,
Intellect 3,
Awareness 1,
Presence 0

Powers
Built Tough: (32 points)
Absent Stamina: Enhanced Stamina -5,
Toughness Offset: Protection 5 [Used instead of Toughness for Absent Stamina)],
Machine Body: Immunity 30 [(Fortitude)],
Machine Mind: Immunity 10 [(Mental Powers)]
Self-repairing: Regeneration 2 [(every 5 rounds)],
Density Control: (21 points)
Density Increase: Growth 8, Selective [Does not change Size (-0), no change to Active Defenses, no Intimidation bonus; Linked Power-Lifting 2, Linked Protection 2]
Alt: Density Decrease: Insubstantial 4, Density Toughness: Protection 10 [Used instead of Toughness for Growth), Includes the additional two ranks of Protection in the power listing]
Movement: (10 points)
Fast: Speed 4,
Quick: Quickness 4,
Nanosheath (Quickchange): Feature 2

Equipment

Advantages
All-Out Attack,
Close Attack 2,
Eidetic Memory,
Fearless,
Improved Initiative 2,
Interpose,
Jack-of-all-Trades

Skills
Acrobatics (+0),
Athletics 4 (+12),
Deception (+0),
Expertise (+3),
Insight (+1),
Intimidation 8 (+8),
Investigation (+3),
Perception 4 (+5),
Persuasion (+0),
Ranged Combat: Throw 4 (+4),
Sleight of Hand (+0),
Stealth (+0),
Technology 4 (+7),
Treatment (+3),
Vehicles (+0)

Offense
Initiative +8
Unarmed +8/ DC 23

Defense
Dodge 6,
Parry 6
Fortitude (Immune)
Toughness 10 (Def Roll 0),
Will 5

Power Points
Abilities 20 + Powers 71 + Advantages 9 + Skills 12 + Defenses 10 = Total 122

Complications

Motivation—Acceptance: The Construct is an artificial being and wants to be accepted as part of humanity.
Enemy: It's creator wants to reclaim him.
Weakness: Being made of metal makes him vulnerable to magnetic and electrical effects. It suffers an additional degree of success from any attack using those descriptors.

Design Notes
* First - The Protection. To keep the math balanced and easier to read, there are 13 ranks of "free protection." This is the increase in Stamina from Growth and the flat 0 Toughness that constructs start with despite having an effective -5 Stamina.
* Second - Yes, this is a tweaked version of the Construct template from the revised Hero High.
* This is meant to be a sort of Vision-Lite. Not being able to fly, no incorporeal damage attack (yet). I also purposefully left off weapons and the like, he's a powerhouse but with few tricks at the moment.
* Regarding the nanosheath - I actually eventually want to turn that into a full Morph (humanoids of same size and gender) effect.
* Selective on Growth represents that he does not have to increase mass to increase strength

Background
WiP
The origin of the android known as Blueshift and affectionately dubbed Alex Murphy is something of a Trope. An android built by an evil genius who turned on his creator.

The robotic being was dubbed Alex Murphy by someone who'd seen Robocop one too many times, and the name sort of stuck, with the robot being referred to as Alex by most. (Something that he actually appreciates.) The name/ handle of Blueshift is a sort of nod to Red Tornado in terms of a naming convention, with the "shift" being a reference to his density shifting.
Last edited by Bladewind on Mon Apr 16, 2018 2:05 am, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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