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 » Wed Jan 11, 2017 3:14 am

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Morozko/ Igor Medviedenko
PL9/ 122 PP


Abilities
Strength 1,
Stamina 2,
Agility 4,
Dexterity 3,
Fighting 3,
Intellect 0,
Awareness 2,
Presence 2

Powers
Cold Control: (33 points)
Ice Blast: Damage 10 [Dynamic]
Dyn: Enviromental Control: Environment 10 [Cold (Intense Cold), Impede Movement (reduce movemebt by 2 ranks) (radius of 500 ft)]
Dyn: Ice Constructs: Create 10
Dyn: Ice Fists: Damage 11 [Variable Descriptor - melee weapons]
Dyn: Ice Ramps: Flight 6 [Platform]
Dyn: Cold Aura: Damage 7 [Reaction; Flat - Activation (Standard Action)]
Dyn: Flash Freeze: Weaken 10 [(Weaken Toughness); Ranged, Affects Objects Only]
Cold Adaptations: (19 points)
Immunity to Cold: Immunity 10, I
mmunity to Heat: Immunity 5,
Infrared Invisibility: Concealment 2

Equipment

Advantages
Fearless,
Taunt,
All-Out Attack,
Power Attack,
Close Attack 4

Skills
Acrobatics 4 (+8),
Athletics 4 (+5),
Deception (+2),
Expertise: Popular Culture 4 (+4),
Insight (+2),
Intimidation 7 (+9),
Investigation 4 (+4),
Perception (+2),
Persuasion (+2)
Ranged Combat: Energy Control 5 (+8),
Stealth (+4)

Offense
Initiative +4
Ice Blast +8, Damage 10
Ice Fists +7, Damage 11

Defense
Dodge 8, Parry 4
Toughness 2 (Def Roll 0), Fortitude 7, Will 8

Power Points
Abilities 34 + Powers 52 + Advantages 6 + Skills 14 + Defenses 16 = Total 122

Complications

Design Notes
:arrow: A variant on Iceman I guess, I was using this character as part of Soyuz.
:arrow: Per DC Wikia: Morozko takes his name from Morozko, the Slavic god of snow who is either a figure in the Russian Gods or the borrowed form of Iokul Frosti (modern Jack Frost) from Saxon Myth.
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 Jan 11, 2017 3:26 am

Image

Masquerade/ Krystina Darkholme
PL8 203 PP


Abilities
Strength 2,
Stamina 6,
Agility 5,
Dexterity 4,
Fighting 7,
Intellect 2,
Awareness 2,
Presence 2

Powers
Mutant Physique: (26 points)
Ageless: Immunity 2 [Aging, Disease],
Regeneration 8 [2/ 3 rounds; Persistent],
Prehensile Tail: Extra Limbs 1 [Subtle],
Wall Crawling: Movement 1,
Shadow Blending: Concealment 2 [Visual; Blending],
Enhanced Advantages 2 [See advantages]
Enhanced Senses: (7 points)
Extended Sight: Senses 1, Extended Hearing: Senses 1, Scent: Senses 3 [Tracking; Extended Accurate, Acute], Low Light Vision: Senses 2
Shape Shifting: (17 points)
Morph 3 [Humanoids; Dynamic],
Voice Mimicry: Feature 1
Admantium Claws: (11 points)
Slashing: Damage 5 [Strength Based; Penetrating (5), Subtle]
Bamf Array: (25 points)
BAMF !: Teleport 7 [Change Direction, Change Velocity, Increased Mass (4), Turnabout]
Alt: Rapid Attack Bamfs: Damage 7 [Blugeoning; Burst Area 2, Selective]
Alt: Rapid Jab Bamfs: Damage 7 [Blugeoning; Burst Area 2, Selective]
Alt: Rapid Slash Bamfs: Damage 7 [Slashing; Burst Area 2, Selective]
Alt: Sickening Bamfs: Affliction 7 [Dazed/ Stunned/ Incapacitated; Alt Resistance (Fort), Cumulative]

Equipment
Telepathic Earplugs
Mind Shielding: Immunity 2 [Mind Reading],
Enhanced Will 5 [Limited (Mental Effects)]
Twin Light Machine Pistols
Machine Guns: Damage 3 [Ballistic; Ranged, Multi Attack; Split]

Advantages
Diehard,
Great Endurance,
Equipment 5,
Agile Feint,
Attractive 1,
Benefit 1 [No ID],
Evasion 1,
Grabbing Finesse,
Jack-of-all-Trades,
Languages 3 [English, French, Japanese, Spanish, Italian],
Move-by Action,
Precise Attack,
Taunt,
Well-Informed

Skills
Acrobatics 4 (+9),
Athletics 6 (+8),
Close Combat: Claws 2 (+9),
Deception 5 (+7),
Expertise: Computers 3 (+5),
Expertise (+2),
Insight 2 (+4),
Intimidation 3 (+5),
Investigation 5 (+7),
Perception (+2),
Persuasion 5 (+7),
Sleight of Hand 5 (+9),
Stealth 8 (+13),
Technology 2 (+4),
Treatment 2 (+4),
Vehicles (+4)

Offense
Initiative +5
Claws +9, Damage 7
Bamf Attacks +, Damage 6

Defense
Dodge 10,
Parry 7
Toughness 6 (Def Roll 0),
Fortitude 7,
Will 9

Power Points
Abilities 60 + Powers 86 + Advantages 18 + Skills 26 + Defenses 13 = Total 203

Complications
Enemies : In addition to inheriting the enemies of her personas, Masquerade has run afoul of several other people…
Identity: Masquerade is quite adept as assuming the roles of Mystique, Nightcrawler, X-23 and even Wolverine
Reputation: Of the person she is masquerading as
Vulnerable : Her claws make her slightly more vulnerable to magnetic attacks

Design Notes
:arrow: Masquerade... a character I made a long time ago in a major fanboy moment... Her origin is not a clone, and I never explicitly decided on parents, but her name is Krystina Darkholme. She is Kurt's sister, possibly half sister, in my universe. She has Nightcrawler's powers, Mystique's powers, a Healing Factor and has Adamantium claws grafted to her forearms a la Wolverine. Like I said, fanboy moment.
:arrow: In my JLA campaign, she is with the students visiting the Muir Island campus, went off to scout ahead of the PCs and returned to report back. She's had no interaction with the PCs since... :mrgreen:
Last edited by Bladewind on Wed Mar 01, 2017 1:41 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

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

Post by MacynSnow » Thu Jan 12, 2017 6:18 pm

i have one for you Bladewind.You could even use him as an NPC for literally any game in the Mergeverse....
Image
Being entirely honest with oneself is a good exercise.-Sigmund Freud
DOC SAMSON(Dr.Leonard Samson) Occupation:Psychiatrist,DXDO Consultant
PL 11 (153), PL 12 (153) saves
STRENGTH 13 STAMINA 13 AGILITY 2
FIGHTING 7 DEXTERITY 1
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Close Combat (Unarmed) 2 (+9) Deception 6 (+10) Expertise (Psychiatrist) 10 (+15) Insight 10 (+14) Intimidation 4 (+8) Perception 3 (+7)
Persuasion 5 (+9) Ranged Combat (Thrown Objects) 2 (+7) Technology 1 (+6) Vehicles 2 (+3)

Advantages:
Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 4

Powers:
Impervious Toughness 9 [9]
Immunity 5 (Heat, Cold, Radiation, Disease, Poison) [5]
Leaping 5 (250 mph) [5]
"Supreme Knowledge of the Mind" Enhanced Will 3 (Flaws: Limited to Mental Attacks/Mind-Reading) [1.5]

Offense:
Unarmed +9 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +13 (+5 Impervious), Fortitude +13, Will +8 (+11 vs. Mental Effects)

Complications:
Motivation (Psychiatric Care)- Samson is a devoted shrink, and is authentically interested in the psychological well-being of Bruce Banner and others. He engages in regular therapy groups with the Super-powered Heroes who have been "Merge Shocked"...
Responsibility (Gamma-Powered)-Since the Merge,Leonard is trying to help as many people as possible,including all of the Gamma-Powered Being out there to cope....
Power Loss (All Powers- Cut Hair)- Doc Samson can be rendered powerless if his long green hair were cut.
Fame-Even if he's in another completely Different Reality,Leonard is still well known by Several Heroes&Goverment agancies,as well as the Press...
Total: Abilities: 98 / Skills: 45--22.5 / Advantages: 9 / Powers: 11.5 / Defenses: 12 (153)

Background:
Leonard Samson was born in Tulsa, Oklahoma, USA. He studied medicine, physics and took a Ph.D. in psychiatry and began working as a College Professor. Later he got connected to the US Army.
His first contact with the Hulk was when he psychoanalyzed the captured Bruce Banner. During an experiment, Samson gained superhuman powers from controlled exposure to gamma-radiation being siphoned of the Hulk.
He grew in size, his hair turned long and green. Soon after this he had to fight the Hulk for the first time.
Around this time he learned that he loses his strength and powers cutting his hair – but he soon lost his powers due to bombardment of another dose of gamma-radiation. He was hired as a special consultant to the Gamma Base, a governmental institute dedicated to the capture and neutralization of the Hulk.
Soon he regained all powers by exposure to gamma-radiation in another gamma explosion.
He got connected to SHIELD and battled the Hulk again, a battle which he won. He shrunk the Hulk with a helmet that allowed him to keep Banner’s mind and projected him into Glenn Talbot’s brain in an attempt to cure him of amnesia, an attempt which succeeded. The Doc later battled the Rhino to a standstill.
The Leader turned up and captured Samson and the entire gamma-base. A cured Banner arrived at the controlled base and was also captured, but was later helped by Samson to become the Hulk and together they beat the Leader. Soon the Doc psychoanalyzed Banner through his dreams and diagnosed him as a split personality.
He quit Gamma-base and later on he encountered Angel and the Master Mold, Woodgod and the Changelings, teamed up with Spider-Man against the Rhino and AIM, defeated Unus, defeated Champion with the Thing and other heroes.
At some time he successfully separated Hulk and Banner into two individuals. S.H.I.E.L.D. attempted to destroy this Hulk, but Samson saved him. This savage Hulk escaped and Doc battled Iron Man, Wonder Man, Hercules and Namor for the right to capture him, which he now was really dedicated to as he felt the Hulk was his responsibility because he had rescued him.
He fought both the Hulk and the Hulkbusters and won. He tried to re merge the captured Hulk, but instead accidentally created the Gray Hulk.
Later on he assisted the SHIELD and teamed up with X-Factor to capture the Hulk. Finally he successfully merged the Banner, the grey Hulk and the Green Hulk into one persona with the help from Ring-Master into the current new Hulk. A bit later he cured Captain Ultra of his fear of fire.
All of his exploits have given him great fame as both a superhero and a psychiatrist. He is generally referred to as Super Shrink Doc Samson in the media.Ever since the Merge,he's been busy helping as many people as possible to cope with not only knowing that there may be multiple version's of themselves,but not all of them are good....
Personality:
Doctor Samson knows that he is superhuman and very cunning, but he sometimes underestimates normals and supers.The Doctor is usually quite peaceful and seems very humane.
He is also very brave and sacrificing and really wants to help people. He has several connections which he regularly uses and his main enemies are the Hulk (Savage), the Leader and the Rhino. He is the psychiatrist of Doctor Robert Bruce Banner aka The Hulk and they are currently on good terms. He currently keeps on being a superhero.
The Doc’s main drawbacks are mostly psychological :
he doubts his ability of being a superhero, but not to the point of impairing him
he tends to overanalyze combat situations sometimes
when made very angry he seems to sometimes lose it against opponents, regretting his actions afterwards.

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

Post by Bladewind » Thu Jan 12, 2017 7:11 pm

Sweet.

I will add him to my index(es).
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 » Fri Jan 13, 2017 2:12 am

Image

Wraith (Stargate)
PL8


Abilities
Strength 8,
Stamina 4,
Agility 1,
Dexterity 1,
Fighting 4,
Intellect 5,
Awareness 3,
Presence 0

Powers
Irratus Bug DNA: (50 points)
Beyond Human: Immunity 1 [Pressure, Environmental Effects],
Biologically Immortal: Immunity 1 [Aging],
Aging Touch: Affliction 10 [Resisted and Overcome by Fortitude: Impaired, Disabled, Dying; Cumulative; Reversible],
Regenerative Feeding: Regeneration 10 [Fades, Requires successful use of Drain Lifeforce; Linked to Drain Lifeforce],
Drain Lifeforce (Stamina) : Weaken 10 [Resisted by Fortitude; Reversible, Incurable],
Tough Hide: Protection 6,
Leap: Leaping 3,
Telepathic Immunity: Immunity 2 [Immune to Wraith Telepathic Attack]
Telepathic Abilities: (47 points)
Hive Mind: Communication 5 [Mental; Limited to Other Wraith; Mental Link to Queen],
Mental Comprehension: Comprehend 2 [Understand, Be Understood],
Mental Communication: Senses 1,
Illusory Affliction: Affliction 6 [Resisted and Overcome by Will; Variable Conditions; Burst Area, Variable Conditions; Reversible, Subtle]

Equipment

Advantages
All-out Attack,
Assessment,
Beginner's Luck,
Diehard,
Favored Environment [Hive Ship],
Improved Hold,
Improvised Tools,
Inventor,
Jack-of-All-Trades,
Teamwork,
Equipment 5,
Beginner's Luck

Skills
Acrobatics (+1),
Athletics 4 (+12),
Close Combat: Unarmed 4 (+8),
Deception 6 (+6),
Expertise (+5),
, Insight 7 (+10), Intimidation 8 (+8),
Investigation 5 (+10),
Perception 6 (+9),
Persuasion (+0),
Sleight of Hand (+1),
Stealth (+1),
Technology 11 (+16),
Treatment 2 (+7),
Vehicles 4 (+5)

Offense
Initiative +1
Unarmed +8, Damage 8

Defense
Dodge 6,
Parry 6
Toughness 10 (Def Roll 0),
Fortitude 8,
Will 8

Power Points
Abilities 52 + Powers 97 + Advantages 16 + Skills 19 + Defenses 16 = Total 200

Complications
Hunger – Wraith need to feed on humans, and cannot gain sustenance from ”normal” food
Reputation – Wraith are seen (quite rightly) as a blight on the galaxy, barely a step removed from vampires

Design Notes
:arrow: The Wraith from Stargate Atlantis, sort of/ kind of made for the Merge Universe.
:arrow: Skills are at 3:1
:arrow: Wraith have plot device powers IMO, that appear and fade as the story needs. Or maybe it's that their hive mind allows them to pool their powers so the more you encounter the more powerful they are.
:arrow: Gotta wonder how Yuzhang Vong tech would interact with Wraith Tech...
Last edited by Bladewind on Tue Jul 25, 2017 1:35 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
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Sat Jan 14, 2017 4:02 am

Image

V.I.N.Cent
PL6/120 PP


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

Powers
Construct: (20 points)
Fort Immune: Immunity 30,
Absent Stamina: Enhanced Stamina -5,
Base Toughness: Protection 5
Machine: (30 points)
Quick Calculations and Reactions: Quickness 4,
Datalink: Communication 4,
Interface: Comprehend 2 [(Machines)],
Machine Mind : Immunity 10 [(Mental Powers)]
Defense Systems: (5 points)
Armor Plating: Protection 5
Offensive and Utility Systems: (17 points)
Lasers: Damage 7 [Ranged]
Alt: Control Tech: Affliction 8 [(Controlled); Limited Degree 2, Affects Objects Only, Limited to affecting technology with a computer or electronic control system]
Alt: Gadgets: Variable 1 [Items/ Powers of a technological descriptor]
Alt: Drill: Damage 6 [Penetrating; Precise]

Equipment

Advantages
Daze 1 [Deception to daze an opponent],
Luck 3,
Eidetic Memory,
Evasion 1,
Ultimate Effort [Technology ],
Skill Mastery [Technology ],
Improved Initiative 1

Skills
Athletics (+-2),
Close Combat: Drills 6 (+6),
Deception 2 (+5),
Expertise: Stellar Cartography 6 (+9),
Insight 2 (+5),
Intimidation (+3),
Perception 1 (+4),
Persuasion (+3),
Ranged Combat: Lasers 5 (+5),
Stealth (+-1),
Technology 8 (+11)

Offense
Initiative +3
Drills +6, Damage 6
Lasers +5, Damage 7

Defense
Dodge 7,
Parry 7
Toughness 5 (Def Roll 0),
Fortitude NA,
Will 6

Power Points
Abilities 12 + Powers 72 + Advantages 8 + Skills 10 + Defenses 18 = Total 120

Complications
Vulnerable – Magnetics. Being made of metal, VINCent takes an additional rank of damage and/ or automatically takes one degree of failure against magnetic attacks
Bias - VINCent prefers the company of humans over robots as he is distrustful of most robots. This does not apply to robots that have gained his trust over time (like Old B.O.B).

Design Notes
:arrow: I originally made this for the first Merge game... but it was totally over the top in terms of comparison to the source material (Disney's The Black Hole from 1979) even accounting for upping PL to level playing fields between characters and concepts that were never meant to interact...
:arrow: So this version is PL 6/120 PP, 3:1 Skill Point Ratio; Free Social Advantage for Presence ranks... the normal drill.
:arrow: At its base, this character is a polite version of R2-D2... (you can tell, because all of R2's dialogue is bleeped out, the potty mouth.) It speaks English, and at the end of the day I think a comparison to an R2 unit is apt as it could probably take the place of one in an X-Wing...
:arrow: I used a lot of ideas from Jabroniville's R2 and 3PO builds, and although VINCent has a weapons array, he still whips out quite a few gadgets over the course of the movie.
:arrow: The official version of his name is Vital Information Necessary CENTrailized... for 1979, I think it was pretty good. I prefer to use Vital Information Network CENTralization.
:arrow: Still have two Presence based advantages to add, and not totally satisfied with where the skills are at...
:arrow: Base Toughness is a free ability that compensates for the auto calculate on my sheet for the Absent Stamina
Last edited by Bladewind on Mon Mar 13, 2017 2:58 pm, edited 3 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Jabroniville
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Re: Bladewind's M&M 3ed Builds

Post by Jabroniville » Sat Jan 14, 2017 8:02 am

Cool to see some Strikeforce Morituri guys- they were a tough bunch to do, as I only got through 5-6 issues of the comic before getting bored, so I didn't see that much of them. Hope I got them largely "correct".

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

Post by Bladewind » Sat Jan 14, 2017 2:47 pm

You did. Your builds, as always, were more balanced to the series as opposed to balancing to a set of points and an actual game. (Whereas mine are built specifically for a set PL and game...)

That said, I think I had commented at the time with my input, and you were largely accurate and faithful to the characters IMO. Still cracks me up that their mimic lasted something like 6 panels...

(Note that for my Strikeforce Morituri, I'm using the concept, the characters and the process... but I've dumped them into a combined DC Legacy/ Marvel world...)
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 » Mon Jan 30, 2017 4:00 am

Image

Bloodstorm
PL10/ 185 PP


Abilities
Strength 6,
Stamina 10,
Agility 3,
Dexterity 2,
Fighting 10,
Intellect 1,
Awareness 3,
Presence 2

Powers
Child of the Night: (38 points)
Living Vampire: Enhanced Stamina 10,
Immortal: Immunity 3 [Aging, Poison, Disease],
Deathless (1 day): Immortality 6 [Limited – Not when stake driven through the heart],
Eyes of Darkness: Senses 2 [Darkvision],
Blood Drain: Regeneration 10 [Source: Blood; Linked Vampire Bite: Grab Based Weaken Toughness 4]
Child of the Streets: (2 points)
Master Thief: Enhanced Trait 4 [Enhanced Skill 4 (Technology: Limited to security checks) : 12 ranks]
Mutant Powers: (41 points)
Weather Goddess: Immunity 2 [(Earthly Weather);
Weather Senses/ Prediction; Precognition, Limited to Weather;
Features 5 (No matter the weather conditions, Storm remains dry, her hair and clothing never mussed by the wind; The weather dramatically reflects her emotions, giving her a circumstance bonus for appropriate interaction skill checks [like Intimidation]; Storm can create small gusts of wind, roughly equal to a –5 rank Move Object effect, able to scatter small, light objects, ruffle hair or clothing, blow off hats, etc.; Storm can create tiny “micro-storms” focused enough to water potted plants or to shower beneath; The air around Storm always smells as clean as after a rainstorm, dispelling any strong odors);],
Extreme Environment: Environment 6 [1800 ft Radius, Extreme Cold, Impede Movement (reduce Movement by 2 ranks, -5 Athletics/ Acrobatics), Visibility; Selective; Dynamic (3 Alternate Effects built into the power)]
Alt: Cyclone: Affliction 6 [Air; Resisted/Overcome by Strength; 1st: Hindered and Impaired, 2nd: Prone and Stunned, 3rd: Incapacitated,; Burst Area, Concentration, Extra Condition; Instant Recovery (Hindered and Prone); Dynamic]
Alt: Lightning Bolts: Damage 12 [Ranged; Dynamic]
Alt: Lightning Storm: Damage 8 [Burst Area, Ranged; Indirect (From Above)]
Dyn: Fog: Concealment 2 [Visual; Attack, Cloud Area 6 (1800 ft radius); Dynamic]
Dyn: Wind Control: Move Object 7 [Cone Area; Limited – Away; Indirect 2 (Self, Above), Dynamic]
Vampiric Powers: (16 points)
Alt: Mesmerism: Affliction 10 [Resisted by Will (Entranced, Compelled, Controlled); Perception Range; Sense Dependent (Visual)]
Alt: Mist Form: Insubstantial 5
Alt: Shapeshifting: Morph 3 [Bats, Rats, Wolf; Metamorph 4(Swarm of Bats, Swarm of Rats, Bat, Rat)]
Wind Riding: Flight 6
Alt: Supernatural Speed: Speed 6 [Move-by Action]

Equipment

Advantages
Attractive 1,
Daze 1 [Deception],
Diehard
Fascinate 1 [Persuasion],
Improved Initiative 2
Ritualist,
Teamwork

Skills
Athletics (+6)
Deception 8 (+10),
Expertise: Magic 10 (+11),
Expertise: Streetwise 8 (+9)
Insight 8 (+11),
Intimidation 4 (+6),
Investigation 5 (+6),
Perception 8 (+11),
Persuasion (+2),
Ranged Combat: Lightning 6 (+8),
Stealth 9 (+12)

Offense
Initiative +11

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

Power Points
Abilities 54 + Powers 97 + Advantages 6 + Skills 22 + Defenses 12 = Total 191

Complications
Accident: Her mood can sometimes cause her weather control powers to go out of control.
Phobia: Bloodstorm suffers from often crippling bouts of claustrophobia.
Reputation: Most people regard Supernatural creatures with fear and hatred as a result of folklore and myth,
Power Loss: Bloodstorm cannot regenerate or use any of her Vampiric Powers with a stake through the heart. Although she isn't harmed by sunlight, prolonged exposure can rob her of her vampiric powers.
Vulnerable: Bloodstorm suffers an extra degree of failure against attacks using bright light.

Design Notes
:arrow: Built with The Merge Setting rules (PL 11/165, traded to 10/180 PP with 11 xp added)
:arrow: One part Supernatural Creature (Vampire) from the GM Kit Character Generator, and one part Thorpacalypse PL 10 Storm.
:arrow: Arguably waaayyyy to much in the array of powers, with her Vampiric and Mutant Powers alt of each other... Apart from cost, this was done for the simple reason that she can't possibly maintain those powers all at once.
:arrow: I have a few of the classic Vampire shapeshifting, I went with metamorph because of the size difference of bats and rats to people. Also, I imagine a Swarm form of those smaller vermin, which could easily be statted out as an AP in that slot for the same cost, using Summon instead of Morph. Tomayto, Tomahto.
:arrow: Worth noting, that this build was mostly inspired by the discussion of Vampires in the Merge: Agents and Powers OOC thread during the intia phase of character creation. :P
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Gamebook
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Re: Bladewind's M&M 3ed Builds

Post by Gamebook » Mon Jan 30, 2017 8:28 am

This reminds me, I must get around to doing the Justice League from Earth-43, the one where they have all been turned into vampires (like in that 'Batman - The Brave and the Bold' episode).

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

Post by Bladewind » Mon Jan 30, 2017 12:00 pm

Gamebook wrote:
Mon Jan 30, 2017 8:28 am
This reminds me, I must get around to doing the Justice League from Earth-43, the one where they have all been turned into vampires (like in that 'Batman - The Brave and the Bold' episode).
Oh great.... something else for me to want to check out. :)
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
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Mon Jan 30, 2017 8:09 pm

Image

Image of the Cosmic Motorcycle is too large to post...

Hot Pursuit
PL11/195 Points


Abilities
Strength 3,
Stamina 5
Agility 4,
Dexterity 3,
Fighting 4,
Intellect 4,
Awareness 3,
Presence 2

Powers
Lawgiver: (23 points)
Removable (-6 points)
Biometric Lock: Feature 1 [Restricted Use], Standard Execution: Damage 12 [Ranged]
Alternate Form: Time Charged Escrima Stick
Alt: Heat Seeker: Damage 10 [Homing 2, Infravision, Tracking]
Alt: Explosive Round: Damage 11 [Improved Critical 2 (18-20)]
Alt: Ricochet: Damage 10 [Ranged, ; Ricochet 4]
Alt: High Explosive (HI-EX): Damage 8 [Ranged, Burst Area]
Cosmic Motorcycle: (35 points)
Removable 2 (-7 points)
Large: Growth 2 [Permanent],
Ground Speed: Speed 11 [Move-By Action],
Flattening Wake: Affliction 11 [Dazed, Prone; Line Area , Reaction (When moving at high speed); Limited Degree, Limited to Directly Behind him, Instant Recovery]
Alt: Sonic Boom: Affliction 11 [Dazed, Stunned, Incapacitated (Fortitude); Burst Area]
Alt: Vibrational Phasing: Insubstantial 4
Alt: Dimensional Vibration and Temporal Travel: Movement 6 [(Dimensional Travel 3, Time Travel 3)]
Super Suit: (14 points)
Removable 3 (-3 points)
“Flight Suit”: Protection 6,
HUD Display: Senses 11 [Radio Hearing, Distance, Direction Sense, Danger Sense, Rapid Vision 5, Time Sense, Tracking]

Equipment
10 Pts of Equipment, normally police forensics or other analytical gear

Advantages
Close Attack 4,
Defensive Roll 1,
Evasion 2,
Improved Initiative 3,
Teamwork,
Well-Informed,
Ultimate Effort [Vehicles Check],
Great Endurance,
Beginner's Luck
Equipment 2,
Inventor,
Improved Aim,
Jack-of-All-Trades

Skills
Acrobatics 5 (+9),
Athletics 8 (+11),
Close Combat: Unarmed 2 (+10),
Deception 5 (+7),
Expertise: Forensics 8 (+12)
Expertise: Law Enforcement 4 (+8),
Expertise (+4),
Insight 8 (+11),
Intimidation (+3),
Investigation 8 (+12),
Perception 7 (+10),
Persuasion (+2),
Ranged Combat: Lawgiver 5 (+8),
Sleight of Hand (+3),
Stealth 7 (+11),
Technology 8 (+12),
Treatment (+4),
Vehicles 12 (+15)

Offense
Initiative +16
Lawgiver – Standard +8, Damage 12
Lawgiver – Heat Seeker, Richochet +8, Damage 10
Lawgiver – Exploding Round +8, Damage 11
Lawgiver – Ricochet +8, Damage 10
Flattening Wake +3, Damage 8, Line behind character when moving
Unarmed +10, Damage 1

Defense
Dodge 9,
Parry 9
Toughness 12 (Def Roll 1),
Fortitude 11,
Will 11

Power Points
Abilities 48 + Powers 72 + Advantages 20 + Skills 29 + Defenses 26 = Total 195

Complications
Enemies: Alternative Version of the Rogues, Various Time Criminals
Relationships: Patty Spivot, Alternative Versions of members of the Flash Family
Weakness: Extra Effort involving the Speed Force (Through the Cosmic Motorcycle) can draw Hot Pursuit into the Speed Force or throw him through time
Responsibility: Preserving the Timeline.

Design Notes
  • Replacing the "traditional" version of Barry Allen, The Flash, in a tabletop game based loosely on the Legends of Tomorrow TV show`s premise. It's called Myths and Legends. Created originally off of a few images that I found in my normal spelunking for cool alternate costumes... this one was a perfect fit to replace The Flash in Myths and Legends on so many levels...
  • As with Superboy of that game, the PL/ PP on this one is 12/180 (11/195, 13/165), Skills 3:1, Presence Advantages as per all the Merge games.
  • For game purposes, apart from being a device, I consider the motorcycle to essentially be armor. He does not have a complication related to suiting up because it's a motorcycle.
  • I listed the Flight Suit as separate from the Motorcycle for ease of calculation.
  • Since his Speed is tied to the Motorcycle, I felt I had to drop a lot of standard speedster tricks...
  • Since I dropped said tricks, I figured a Judge Dredd style weapon would be an appropriate addition
  • I am still pondering exactly what I want the escrima stick version of the motorcycle to be able to do so it has not yet been included.
  • You'll notice Patty Spivot in the Relationship complication, the original images I discovered of this character led me to a version of her in the Hot Pursuit costume, and as a result Dispatch was added to the crew of the Goldstar and Barry's love interest was replaced...
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

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

Post by MacynSnow » Sat Feb 11, 2017 3:07 pm

hey,bladewind....Here's my version of MacGuyver for you! :D
Angus MacGuyver

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Bladewind
Posts: 996
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Tue Mar 14, 2017 12:13 pm

Atalanta
PL11

Atalanta of Themiscyra

Abilities
Strength 12,
Stamina 7,
Agility 2,
Dexterity 2,
Fighting 7,
Intellect 1,
Awareness 5,
Presence 3

Powers
Wisdom of Solomon: (18 points)
Enhanced Advantages: Enhanced Trait 4 [See Adv list],
Enhanced Awareness: 4,
Gift of Tongues: Comprehend 3 [Speak/ Understand/ Write]
Strength of Hercules: (25 points)
Enhanced Strength 10
Super-Strength: Power-Lifting 4 [Distracting; Feature 2 (Strongest there is. Mystical Strength)]
Alt: Massive Knockback: Move Object 8 [If you successfully hit, and the target fails a Strength check against your effect rank, they are flung back a distance equal to your effect rank minus their mass rank.; Linked to Strength Damage; Close Range, Limited Direction (Flinging targets away)]
Courage of Achilles: (13 points)
Enhanced Fighting 4,
Enhanced Will 5
Power of Zeus: (7 points)
Dyn: Lightning Strike: Blast 10 [(AP of Flight); Area; Distracting; Indirect x4]
Quick Change: Feature 2 [Alter Clothing at will; Move Action],
Divine Presence: Enhanced Presence 2
Stamina of Atlas: (21 points)
Protection 4,
Enhanced Stamina 4,
Super-Endurance: Immunity 10 [Immunity (Life Support); Limited to 45 minute bursts on Environmental conditions and Suffocation]
Speed of Mercury: (28 points)
Flight 12 [Dynamic],
Dyn: Dimensional Travel: Movement 1 [(Rock of Eternity - Burst Area, Affects Others, Selective)]
Alt: Quickness/ Speed: Quickness 12 [Speed]

Equipment

Advantages
Assessment,
Beginner's Luck,
Eidetic Memory,
Jack-of-all-Trades,

Accurate Attack,
Benefit 1 [Diplomatic Immunity],
Interpose,
Move-by Action,
Power Attack,
Takedown 2

Skills
Acrobatics 4 (+6),
Athletics 1 (+13),
Close Combat: Unarmed 3 (+10),
Deception (+3),
Expertise: Sports 1 (+2),
Expertise: Mythology 1 (+2),
Expertise (+1), Expertise (+1),
Insight (+5),
Intimidation (+3),
Investigation (+1),
Perception 1 (+6),
Persuasion 1 (+4),
Ranged Combat: Throwing 6 (+8),
Sleight of Hand (+2),
Stealth (+3),
Technology (+1),
Treatment (+1),
Vehicles (+2)

Offense
Initiative +2
Unarmed +10, Damage 12
Throwing +8, Damage
Lightning of Zeus +2, Damage 10, Area Effect (Dodge DC 20)

Defense
Dodge 9,
Parry 11
Toughness 11 (Def Roll 0),
Fortitude 7,
Will 12

Power Points
Abilities 30 + Powers 112 + Advantages 7 + Skills 9 + Defenses 12 = Total 170

Complications
Power Loss - She can lose powers if tricked into saying magic word or fails against a sufficiently powerful lightning strike
Secret Identity - Atalanta is actually a 14 year old girl, perhaps wise for her age (even without powers). STR 2, STA 3, FGT 3
Motivation - Doing good, living up to the legacies that she embodies"

Design Notes
* Repost of a build that I plan to tweak and adjust for my JLA game, I also need to repost the pic so that it actually links...
* Originally built for Bombaatu`s JLA Legacy game, Atalanta is my JLA Academy Wonder Woman Legacy.
* I took the Captain Marvel build from the Hero's Handbook, scaled back some power levels and tweaked skills.
* Advantages in italics are Enhanced Traits, paid for in the powers section.
* I've always noticed that the "Power of Zeus" has been rarely defined... I always liked a few tricks used when Jerry Ordway was writing Shazam... at one point Billy "poses" as his father by using the magic word to become a bearded adult, and even gets a job as a dock worker... on another occasion, he alters his costume to a space suit for a trip to Venus... This is covered by the Quick Change feature (and the Super-Endurance).
* I added Comprehend to my build, which is something that we don't see in most Marvel (or Black Marvel builds). I find it appropriate and in keeping with the level of Wisdom she is supposed to have (and being patronized by the god of messengers as well...)
* I really wanted the Lightning strike. Here it's more akin to the powers demonstrated in the Justice League film Crisis on Two Earths by the Marvel Analogues...
* Atalanta will wear bracers in her "civilian" identity, but is not fast enough to deflect bullets without the power of SHAZAM (where the ability would be redundant).
* I still envision the second "A" as being silent, giving her name the pronunciation of the city...
* I put in two traits from the Strength Power Profiles, Super-Endurance and Massive Knockback. The latter is sufficient to send a 200 lb person flying 120 feet and is an Alt Power of her Power Lifting (Super-Strength).
* Credit to Bombaatu from the old ATT for the picture !
* Hm, After consideration, I`ve come to realize that she only needs 3 ranks of indirect... (there`s a thread discussing it now.) This would mean can be called from anywhere, but must aim downwards. This in turn means that she can sacrifice her entire flight rank to the Lightning Strike, with only one point left in the array... The question remains though, if that`s legal in a Dynamic Array or must be paid for - it essentially means one rank of flight, limited to hovering... Wait... duh... The remaining point from the Flight Power is a linked Flight at Rank 1, limited to Hovering! Problem solved !
Mortal Form wrote: PL6

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

Powers

Equipment

Advantages
Accurate Attack, Benefit 1 [Diplomatic Immunity], Interpose, Move-by Action, Power Attack, Accurate Attack, Takedown 1

Skills
Acrobatics 6 (+8), Athletics 2 (+4), Close Combat: Unarmed 3 (+6), Deception (+1), Expertise: Sports 1 (+2), Expertise: Mythology 2 (+3), Insight (+1), Intimidation (+1), Perception 1 (+2), Persuasion 1 (+2), Ranged Combat: Throwing 8 (+10), Stealth 1 (+3), Treatment 1 (+2)

Offense
Initiative +2
Unarmed +6, Damage 2
Throwing +10, Damage (per object thrown)

Defense
Dodge 9, Parry 6
Toughness 3 (Def Roll 0), Fortitude 3, Will 6

Power Points
Abilities 30 + Powers 0 + Advantages 7 + Skills 13 + Defenses 10 = Total 60

Complications
As primary form, above

Design Notes
:arrow: Mostly the above build with some traits brought down for sanity's sake.
:arrow: She's still a beast when it comes to throwing things...
Background
Some years ago, there was a once fanatical group that lived on the isle of Dianata. They modelled themselves on the Amazons and the religion of Ancient Greece but realized that they could not continue to provide for their children in a safe environment given the political climate and constant scrutiny that they were subject to. Although none of it was true by this time, the Dianatians were often accused of many of the rituals and practices of the Ancient Greeks - true and otherwise - that are frowned upon by a modern society.

Their leaders appealed to Queen Diana, and many of the women and children were accepted into Themiscyra, far from the eyes of those who would judge them, however incorrectly that judgment might be.

Atalanta, a 16 year old girl with a gift for athletics (much like her namesake) and a wisdom beyond her years yearned to compete in the completion to choose the next Wonder Woman. Denied because of her age, she visited the temple of Athena for guidance, much like Diana herself once did when she had been denied entry into the very same contest.

Athena herself did not appear, instead a powerful sorceress bade Atalanta to speak the word Shazam. Transformed into an adult, she joined the competition...

Queen Diana raised an eyebrow when the contest ended and the decisive winner removed her helm. It was a face not completely familiar to the assembled Amazons and most wondered exactly who she was.

Diana, for her part, saw more than a passing resemblance to a fallen Amazon who was much revered for her sacrifice in the protection of the long destroyed Doom`s Doorway... especially with the Amazonian Armour that she wore.

"And who might you be, Champion?" Diana asked as she gestured for silence to the crowd. "Speak."

Atalanta hesitated, looked to the dias where her queen waited, and spoke.

"SHAZAM !"

When the lightning cleared, Diana was surprised to see Atalanta, but knew from the wisdom that Athena had granted her as a child, just as Solomon would for the young woman before her, that the gods worked in mysterious ways.

There was no choice but to allow the young woman to go into man's world as Themiscyra's ambassador.
Last edited by Bladewind on Tue Jul 25, 2017 1:36 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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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Sun Jul 23, 2017 3:13 am

Image

Jonathon Pangborn
PL8


Abilities
Strength 0,
Stamina 0,
Agility 1,
Dexterity 3,
Fighting 4,
Intellect 2,
Awareness 4,
Presence 3

Powers
Mystic Spells: (24 points)
Mystic Blast: Damage 10 [Ranged]
Alt: Ghost Hands: Move Object 9 [Precise, Subtle]
Alt: Teleportation: teleport 3 [Accurate, Easy, Extended (8 miles), Portal; Standard Action; Changed Direction, Change Velocity]
Alt: Mystic Bindings: Affliction 10 [Resisted/ Overcome by Will: Hindered and Vulnerable, Defenseless and Immobile; Ranged, Extra Condition; Limited Degree]
Alt: Mystic Constructs: Create 5 [Continuous; Innate, Precise, Subtle]
Secondary Powers: (25 points)
Shields: Create 8 [Move Action; Limited - Toughness only], Levitation: Flight 4
Alt: Invisibility: Concealment 10 [All Senses; Passive, Resistible; Precise]
Power Stunts:
Healing Hand: Healing 4 [Energizing, Restorative; Persistent, Stabilize],
Protective Aura: Immunity 7 [Cold, Heat, Pressure, Radiation, Vacuum, All Suffocation]

Equipment
Headquarters—Size: Medium, Toughness: 10;
Features: Concealed, Dual-size (Huge), Laboratory, Library, Living Space, Personnel, Sealed, Security System, Self-repairing, Workshop

Advantages
Artificer,
Ritualist,
Equipment 3 [HQ],
Ranged Attack 3,
Trance

Skills
Athletics (+0),
Deception 1 (+7),
Expertise: Magic 7 (+9),
Insight 3 (+7),
Intimidation (+3),
Perception 3 (+7),
Persuasion (+3),
Sleight of Hand 2 (+8),
Stealth (+1)

Offense
Initiative +1
Mystic Blast +6, Damage 10

Defense
Dodge 5,
Parry 8
Toughness 0 (Def Roll 0),
Fortitude 6,
Will 10

Power Points
Abilities 34 + Powers 49 + Advantages 9 + Skills 8 + Defenses 20 = Total 120

Complications
:idea: Disability: Pangborn is paraplegic. If ever cut off from the source of his power, he is effectively crippled.
:idea: Enemy: Mordru. Mordru believes that he took Pangborn's power and left him crippled.
:idea: Duty: Maintain the balance, protect the world from things its not meant to know...
:idea: Motivation: Compassion. Having been on the crappy end of the stick, Pangborn is willing to help others, sometimes to his detriment.

Design Notes
:arrow: Wanted to do something with Starguard's house rules for his MCU game...
:arrow: Presence Skill bonus went to Deception, Dexterity Skill bonus went to sleight of hand.
:arrow: This is Jonathon Pangborn, or Johnathon as he refers to himself. As in the paraplegic from Dr Strange who uses magic to heal himself. Except he's more than that... The movie suggests he uses his magic to heal himself and nothing more. In this version, guiding Strange to Tibet was not coincidence... and that's the least of what he does for others...
:arrow: This is a simple mystic build, with lots of versatility, and room to stunt off his array...

Background
Jonathan Pangborn was rendered paraplegic following an accident at a factory that he had worked at and consulted Stephen Strange, only to be told that his injury was inoperable. Pangborn took physical therapy and eventually made his way to Kamar-Taj in Kathmandu, Nepal, where he was taught to use magic by the Ancient One. He later left Kamar-Taj as he had wanted nothing more than to use his abilities to walk again.

Except, that's not entirely true.

Pangborn began to use his abilities in secret to help others. He protected his neighborhood from incursions from the dark realms in the stereotypical "what they don't know doesn't hurt them" way. His front of fear of being a sorcerer and using his powers only to heal himself was nothing more than that... a front.

Some months after his return to America, he was confronted by Karl Mordo. He attempted to maintain the ruse that he used his power only to walk, and attacked Mordo with a crowbar but was defeated. He used his power to feign helplessness and Mordo left, believing that he had stripped Pangborn of his power.

Pangborn then sought out aid, knowing that he had stepped into a larger playing field and that fighting alone would only see him killed. Or worse... He is aware of the lengths Strange went to defeat Dormammu and hopes he never has to go that far...
Alternate Version with some tweaks that take him a little from a simple mystic build

Abilities
Strength 0,
Stamina 0,
Agility 0,
Dexterity 3,
Fighting 4,
Intellect 2,
Awareness 3,
Presence 3

Powers
Mystic Spells: (23 points)
Mystic Blast: Damage 10 [Ranged]
Alt: Ghost Hands: Move Object 9 [Precise, Subtle]
Alt: Teleportation: teleport 3 [Accurate, Easy, Extended (8 miles), Portal; Standard Action; Changed Direction, Change Velocity]
Alt: Mystic Bindings: Affliction 10 [Resisted/ Overcome by Will: Hindered and Vulnerable, Defenseless and Immobile; Ranged, Extra Condition; Limited Degree]
Secondary Powers: (34 points)
Shields: Create 10 [Move Action, Movable; Limited - Toughness only, Close Range],
Mystic Awareness: Senses 3 [Analytical, Radius],
Perfect Timing: Feature 1 [Once per adventure, display an uncanny knack for being at the right place at the right time.],
Lucky Escape: Immortality 1 [Limited to Circumstances of Plausible Survival],
Levitation: Flight 4
Alt: Invisibility: Concealment 10 [All Senses; Passive, Resistible; Precise]
Power Stunts: (0 points)
Healing Hand: Healing 4 [Energizing, Restorative; Persistent, Stabalize],
Protective Aura: Immunity 7 [Cold, Heat, Pressure, Radiation, Vacuum, All Suffocation],
Mystic Constructs: Create 5 [Continuous; Innate, Precise, Subtle]

Equipment


Advantages
Artificer, Ritualist,
Equipment 3,
Ranged Attack 3

Skills
Athletics (+0),
Deception 0 (+6),
Expertise: Magic 7 (+9),
Insight 2 (+5),
Intimidation (+3),
Perception 2 (+5), Persuasion (+3),
Sleight of Hand 1 (+7),
Stealth (+0)

Offense
Initiative +0
Mystic Blast +6, Damage 10

Defense
Dodge 4,
Parry 6
Toughness 0 (Def Roll 0), (Shields - Move Action, Create, Toughness 10)
Fortitude 6,
Will 10

Power Points
Abilities 30 + Powers 57 + Advantages 8 + Skills 6 + Defenses 19 = Total 120

Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

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