Bladewind's M&M 3ed Builds

Where in all of your character write ups will go.
User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Wed Sep 12, 2018 3:55 am

Image

Torunn Thorsdottir
PL11/187 points


Abilities
Strength 12,
Stamina 9,
Agility 6,
Dexterity 3,
Fighting 8,
Intellect 1,
Awareness 4,
Presence 3

Powers
Heir to Thunder: (33 points)
Torunn's Sword: Summon 11 [Heroic; Self Powered]
Thunderchild: (27 points)
Immortality 5,
Otherwordly: Immunity 3 [Aging, Poison, Disease],
Regeneration 2,
Tough: Protection 2,
Flight 5

Advantages
Diehard,
Great Endurance,
Ultimate Effort [Toughness],
Agile Feint,
Power Attack,
Takedown 2,
All-out Attack,
Attractive 1,
Improved Critical 1 [19-20 with her Sword],
Languages 1,
Inspire 1

Skills
Acrobatics 6 (+12),
Athletics 6 (+18),
Deception (+3),
Insight 4 (+8),
Intimidation (+3),
Perception 6 (+10),
Persuasion 6 (+9),
Stealth (+6)

Offense
Initiative +6

Defense
Dodge 11,
Parry 10
Toughness 11 (Def Roll 0),
Fortitude 11,
Will 11

Power Points
Abilities 92 + Powers 60 + Advantages 9 + Skills 10 + Defenses 16 = Total 187

Complications
Motivation - Acceptance. Although largely resolved, Torunn still strives to prove herself worthy as her father's heir.
Relationship - James Rogers. A second generation Avenger, like herself.
Responsibility (Honour)- Like her father, Torunn is not one to lie nor cheat.

Design Notes
:arrow: Like her boyfriend, James Rogers, this is an adult version of Torunn from Heroes of Tomorrow for the Merge Setting. Created with same House Rules as per usual, plus the 22 XP earned in the original game.
:arrow: As noted below, tried something different - a Summon power and construct - for her Sword.
:arrow: Like James, she is heavily lifted from Thorp and Jab builds of Thor.
Torunn's Sword
PL11/ 165 Points


Abilities
Dexterity 0,
Fighting 0,
Intellect 1,
Awareness 6,
Presence 0

Powers
Legacy of Mjonlir: (75 points)
Weapon: Damage 3 [Linked to wielder's Strength Damage],
Worthy Forms: Morph 2 [Forms of any weapon wielded by a member of the “Thor Corps”],
“Thrown” Damage: Damage 11 [Bludgeoning, Electrical; Burst Area 3, Selective; Move by Action]
Alt: Groundstrike: Damage 11 [Electrically charged concussive wave; Burst Area 2, Reaction (Being struck against surface); Weapon and Targets must be on the same surface, Worthy wielder must strike the ground]
Alt: Lightning Strike: Damage 11 [Ranged, Penetrating; Indirect 2 (Above weapon)]
Alt: Melee Weapon: Damage 11 [Linked to wielder's Strength Damage; Variable Descriptor – Melee Weapons]
Alt: Bifrost: Movement 3 [Space Travel; Increased Mass 5 , Noticeable]
Alt: Close Range Bifrost: Teleport [Extended, Easy; Limited to Extended; Increased Mass 5 (1600 lbs), Change Velocity, Noticeable]
Alt: Immobilize: Affliction 15 [Resisted and Overcome by Will; Reaction (Being placed on person or object); Instant Recovery, Limited Degree x2]
...If he be worthy: (29 points)
Immovable: Immunity 10 [Sustained],
Flight 6 [Stacks with wielders flight power (if any); Affects Others; Can only fly on its own when summoned by owner]
Alt: Reforge thyself: Immortality 8
Determine Worthiness: Senses 1
Forged on Nidavellir: (46 points)
Fortitude Immune: Immunity 30,
Absent Stamina: Enhanced Stamina -5,
Absent Strength: Enhanced Strength -5,
Absent Agility: Enhanced Agility -5,
Toughness Offset: Protection 5
Uncorruptable: Immunity 30 [Will Saves],
Made of Uru: Protection 15 [Linked to Regeneration 1],

Advantages
Interpose

Skills
Insight (+6),
Perception (+6),

Offense
Initiative -5

Defense
Dodge -5, Parry 0
Toughness 15 (Def Roll 0), Fortitude -5, Will 6

Power Points
Abilities 14 + Powers 150 + Advantages 1 + Skills 0 + Defenses 0 = Total 165

Design Notes
:arrow: Mjolnir is hella expensive, and I wanted to try something different. Essentially, the sword is sentient and chooses who is worthy.
:arrow: I added to the sword's abilities, allowing it to take the form of Mjolnir and and any other variant that Thor (or a being possessing the power of Thor) wields or has wielded. Mostly fluff, but what the hey.
:arrow: As written, it does have the ability to attack independently, giving her an extra attack in some circumstance.
Last edited by Bladewind on Thu Sep 20, 2018 3:53 am, edited 2 times in total.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Wed Sep 12, 2018 3:01 pm

Image
Full Costume Pic

Pacifica
PL9/ 135 PP


Abilities
Strength 1,
Stamina 2,
Agility 3,
Dexterity 5,
Fighting 4,
Intellect 0,
Awareness 2,
Presence 2

Powers
Athletic Prowess: (13 points)
Born Athlete: Speed 1,
Parkour: Movement 5 [Environmental Adaptation (Urban); Safe Fall, Sure-Footed 2, Wall-Crawling 1],
Perfect Balance: Movement 2 [Wall-Crawling; Limited to Upright Movement]
Exosuit: (43 points)
Removable (-10 points)
Super-Speed: Speed 10,
Quickness 7
Hard Target: Enhanced Advantages 6 [Defensive Roll 3, Improved Initiative 2, Instant Up],
Enhanced Parry 5,
Enhanced Dodge 4,
Rapid Attack: Damage 6 [Selective, Burst Area; Accurate 2]
Alt: Phase Shift: Insubstantial 4
Alt: Clear Area: Speed 6 [Burst Area, Selective]

Equipment
Standard Issue Gear
Taser: Affliction 6 [Resisted and Overcome by Fort – Dazed, Stunned, Incapacitated; Ranged]
Alt: Light Pistol: Damage 3 [Ranged]
Standard Equipment
Rebreather (Immunity 2 – Suffocation) (2 ep),
Evidence Kit (Feature – Tools, Investigation) (2 ep),
First Aid Kit (Feature – Tools, Treatment) (1 ep),
Smartphone (Cell-Phone, Computer, Video Camera( (4 ep),
Evidence Kit (Feature – Tools, Investigation) (2 ep),
Antitoxin (Feature - +5 Resistance against toxins) (1 ep)

Advantages
Evasion 1, Instant Up, Move-By Action,
Great Endurance,
Team Work
Improved Initiative 2,
Defensive Roll 3,
Equipment 5,
Defensive Roll 3,
i]Contacts[/i],
Well-Informed

Skills
Acrobatics 4 (+7),
Athletics 8 (+9),
Close Combat: Close Combat 1 (+5),
Deception 4 (+6),
Expertise: Current Events 4 (+4),
Expertise: Streetwise 6 (+6),
Insight 4 (+6),
Intimidation (+2),
Investigation 6 (+6),
Perception 6 (+8),
Persuasion (+2),
Ranged Combat: Handguns 2 (+7),
Stealth 6 (+9),
Technology 6 (+6)

Offense
Initiative +11
Rapid Attack +4, Damage 6, Burst Area (Selective)
Handgun +7, Damage 3
Unarmed +5, Damage 1

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

Power Points
Abilities 38 + Powers 56 + Advantages 9 + Skills 19 + Defenses 13 = Total 130

Complications
Motivation – Pacifist. Although quite capable of holding her own, Pacifica prefers peaceful solutions whenever possible.
Motivation – Team Player – Never leaves anyone behind

Design Notes
:arrow: Another Merge build, used a non-adjusted PL 9 for this one. While I wanted her to be able to stand with the "general superhero community" I feel that HotN are generally more street-level and not quite as powerful as many standard comic heroes.
:arrow: Her background page is here.
:arrow: As a non powered character, considering her athletic background, I used a number of "powers" from the Talent Profile.
:arrow: I don't envision (at the moment at least) any more HotN characters being active Post Merge. However, when putting this character together, I realized her exo-suit was likely the prototype that created two other suits that I created for the setting - The Arrow flight suit and the Intercepteur teleportation suit.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Wed Sep 12, 2018 3:45 pm

Image

Gladius
or: maybe this, but withouth the lightning bolt

Gladius
PL11


Abilities
Strength 12,
Stamina 5,
Agility 2,
Dexterity 2,
Fighting 4,
Intellect 1,
Awareness 2,
Presence 2

Powers
Flight Array: (31 points)
Flight 13 [Dynamic]
Dyn: Speed 13 [Dynamic]
Dyn: Gravikinesis: Move Object 12 [Precise, Subtle, Dynamic]
Invulnerability: (14 points)
Protection 7, Immunity 5 [Cold, Heat, Pressure, Radiation, Vacuum], Gravitic Immunity: Immunity 2 [Gravity Effects]
Gravitic Array: (31 points)
Tactile-Telekinesis: Feature 1 [Exert Strength without moving],
Gravitic Strength: Enhanced Strength 11
Alt: Singularity: Move Object 11 [Cone Area 2, Damaging; Limited to pulling objects towards him. 1 rank for every ten foot increment. Full Round Action ]
Alt: Shield Others: Create 10 [Movable; Proportional; Subtle 1, Precise]
Alt: Shockwave: Affliction 11 [(Resisted by Fortitude; Dazed and Vulnerable, Stunned and Defenseless); Burst Area, Extra Condition; Limited - Gladius and targets must be touching the ground]
Alt: Gravitic Blast: Damage 11 [Ranged]
Alt: Gravitic Wave: Damage 11 [Cone Area]
Alt: Gravity Field: Move Object 10 [Burst Area; Limited to Pulling Towards a surface; Precise]
Gravitic Power Stunts: (0 points)
Directional Pull: Movement 3 [Alter pull of gravity enabling anyone in the range to alter the direction of "down" - Wall Crawling 3; Burst Area, Selective; Linked to Artificial Gravity (Environment 5 - negate impeded movement due to Gravity)],
Gravitic Containment: Nullify 11 [Nullify Explosions]


Equipment

Advantages
All-Out Attack,
Extraordinary Effort,
Move-by Action,
Second Chance 1 [Re-roll against Mind Control],
Well-Informed,
Inspire 1,
Improved Initiative 2,
Startle

Skills
Athletics (+12),
Close Combat: Unarmed 6 (+10),
Deception 4 (+6),
Expertise: Current Events 4 (+5),
Expertise: History 1 (+2),
Insight 4 (+6),
Intimidation 4 (+6),
Investigation 2 (+3),
Perception 5 (+7),
Persuasion 2 (+4),
Ranged Combat: Gravity Powers 9 (+11),
Stealth (+2),
Treatment 4 (+5), Vehicles 3 (+5)

Offense
Initiative +10
Unarmed +10, Damage 12
Shockwave +4, Damage 11, Burst Area
Gravitic Blast +11, Damage 11

Defense
Dodge 10, Parry 8
Toughness 12 (Def Roll 0), Fortitude 10, Will 12

Power Points
Abilities 38 + Powers 76 + Advantages 9 + Skills 19 + Defenses 27 = Total 169

Complications
Motivation: Responsibility. Gladius truly believes that his power and origin are a gift that he must use to help others.
Stepping Up: Gladius is a clone of the Centurion. He's not as powerful, but he wears the colors and works to be worthy of the mantle one day. He will step up despite the risk.
Relationship: Gladius and Bankshot have a relationship (they're married) that has not become common knowledge.
Rival - Gravity Master. The guy's not all bad so it's not an "enemy complication" but Gravity Master envies that Gladius got the girl (Bank Shot) and has powers naturally that he worked to build.

Design Notes
* This is actually not a Merge build. Reposted from Catsai's Heroes Unlimited thread.
* This was originally an excuse to play the 90s style Superboy's powerset if not the personality. As such, I tweaked the DCA build. His powers are telekinetic at their base, but developed into gravitic in nature.
* Being a legacy of Centurion and not Superman, I was quite at ease to remove heat vision and the super-sensory array.
* His Enhanced Strength is the focus of his Gravity Powers - it's a personal gravitational field allowing him to lift 100 tons. Arguably having the full fledged gravikinesis (telekinesis) is a moot point and a waste of a point. However, I see him mostly using his powers to appear to be a paragon more than telekinetic.
* There may be too much in the array. Personally, I see it mostly as descriptors on variant damage applications, but leave to your examination.
* Power Stunt section is to have some stunts on standby. Some things that he can do, but that require extra effort.

Background
Gaius Aurelius, Ryan Connors, Orion, Gladius... All the same person, and yet none of them should exist in our world. Just ask Dr. Mayhem.

Desperate to restore his timeline and his identity, the villain known as Dr Mayhem hatched a plot to find the Gladius of his world. His latest device sought out parallel worlds that most resembled the one that he remembered, the one where he belonged. In the process, about a dozen young heroes appeared with uniforms strikingly similar to that of the long deceased hero Centurion. Each was puzzled by the world that they had arrived on, but none more so than Gaius Aurelius. Of all the duplicates, he was the only to not use the familiar gold white and blue of his alleged father.

Freedom City rolled its eyes at all these newcomers – after all the presence of the Alpha Centurion had dashed their hopes of ever seeing their beloved hero again and made them suspicious of all who might wear his colors.

So it was that when the crisis of duplicates was resolved, Gaius faded into the background and managed to remain on Earth Prime. Taking the name Ryan Connors he enrolled at Claremont Academy, having a referral from Lady Liberty certainly helped his case.

Quiet and reserved, he remained in his black and gold uniform, his slightly different powerset drawing absolutely no attention to his potential origin. A few of the girls noted that he looked like a young Centurion, but he dismissed it. He even went so far as to dye his hair black.

He dedicated his free time to playing the guitar – something that he truly excelled at, perhaps due to his powers – and to reading and watching all things about Centurion.

The truth is, he wishes that Centurion was his father. Although this is closer to truth than outright falsehood, the fact of the matter is that the Centurion of Gaius’ world was anything but the benevolent hero of Earth Prime. Still, he was no villain, perhaps more akin to the Superman of the JLA animated episodes “A Better World.” He was Marcus Aurelius, and he called himself the Alpha Centurion*. And this was another reason why Ryan cringed at revealing his origins. Gaius was supposed to be next in line to take his father’s place as leader of the Myrmidons (his world’s equivalent to the Freedom League). He had been "grown" as one of the receptacles that could take on the mind and mantle of the Alpha Centurion in case of his death. A guarantee of immortality. A crown prince who would never assume the throne.

On this Earth, Gaius liked the new name - Ryan Connors - that Lady Liberty had given him, and Gaius Aurelius and all that he was began to fade into a distant memory and he treated it as a nightmare best forgotten. He even assumed the codename of Orion to distance himself a little more from his legacy.

Dr. Mayhem discovered the youth, and determined to prove exactly what Ryan wanted so desperately to believe – that he was no scion of Centurion and that was not worthy of the name. They clashed repeatedly, leaving Ryan shaken to the core on several occasions and losing his sense of self. It was one such encounter that actually finally determined once and for all who the young man was, is, and will be.

Ryan had developed friends outside of Claremont, and Mayhem discovered them. In a ruthless plan he attempted to destroy them one at a time in order to weed out the “False Gladius.” Orion appealed to the Alterni-Teens for help and his friends were rescued. In the ensuing confrontation with Mayhem, Orion’s uniform was shredded and the hero was very near total defeat at the hands of the madman. As Dauntless moved to help, Lady Liberty appeared and gently held him back. She told the team that this was Orion’s fight and there was far more than a loss at the hands of Mayhem at stake for the young man.

Mayhem’s final trap proved the end of Orion. But not in the way that he had intended. Thrown into a burning building, his friends could no longer stand by and watch. Despite Liberty’s plea, they subdued Mayhem, Dauntless and Magni Thorson attempted to destroy his Battlesuit. The others turned to help Orion, but in that second a rebirth happened. Mayhem held his own against the team, apparently having been toying with Orion until this point. Behind the battle, the building collapsed just as Orion exploded from the roof, holding the hands of the two people that the Alterni-Teens had had not been able to find. His protective powers extended over them he touched down next to Relentless, his costume barely hanging on to his battered body.

His face, strangely bereft of emotion, he turned to face Mayhem. As if sensing him behind them, the Teens moved aside. Orion’s hand clamped down on the armour, and the battlesuit flew apart in pieces. In shock, Mayhem was defeated while Orion returned to the Academy to recover from the battle. He was quiet for days, the only sounds coming from his room the riffs he would play on the guitar. He refused to talk to anyone, he refused to acknowledge or respond when addressed by name. He also refused to accept a replacement uniform.

Lady Liberty paid a visit to the Academy about a week later, a box under her arm. She nodded and smiled to all that greeted her, but proceeded to Ryan’s door. She opened it, not bothering to knock and the teen didn’t bother to look up. Putting the box down, she asked a simple question. “Who are you?” Startled, he acknowledged her by looking up. Answering her own question before he could say anything, she told him what she thought. “You are Ryan Connors. Who you were or what you think you were before arriving in Freedom City is irrelevant. A week ago, you showed us courage, strength, wisdom and compassion. You showed us that we can count on our friends and to ask for help when it is needed. You showed us what it means to be a hero. You may have been created to be something or someone in another reality. On this world, you are very much more than that. When you’re ready, open the box.”

Liberty left, not waiting for a reply, pausing to talk to the Alterni-Teens. As she prepared to return to Freedom Hall, the assembled students stopped talking one at a time and their gazes fell on the figure of Orion. The uniform he now wore was gold and blue with white highlights. The resemblance to Centurion’s costume was there, but it was not a copy. Liberty smiled and asked, “And, what is your answer?”

“I am Ryan Connors. I am Gladius.”
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Wed Sep 12, 2018 3:52 pm

Image

Sekhmet
PL9


Abilities
Strength 9,
Stamina 4,
Agility 2,
Dexterity 1,
Fighting 4,
Intellect 0,
Awareness 4,
Presence 3

Powers
Stamina of Shu: (32 points)
Shu's Advantages: Enhanced Advantages 2 [Defensive roll 2],
Protection 5,
Immunity (Life Support): Immunity 10,
Stamina: Enhanced Stamina 5,
Fortitude: Enhanced Fortitude 5
Swiftness of Heru: (24 points)
Flight 7 [Dynamic]
Alt: Quickness 6/ Speed 6: Quickness 6 [Linked to Speed at rank -1[/1]; Improved Initiative 2]
Alt: Unstoppable: Burrow 7 [Penetrating]
Heru's Advantages: Enhanced Advantages 3 [Interpose, Takedown 2], Enhanced Dodge 5
Strength of Amon: (30 points)
Enhanced Strength 9
Alt: Thunderclap: Affliction 9 [Resisted by Fortitude, Overcome by Fortitude/ Dazed & Vulnerable, Defenseless & Stunned; Extra Condition, Burst Area; Limited Degree]
Super-Strength: Power-Lifting 2,
Unarmed Prowess: Enhanced Advantages 3 [Close Attack 3],
Fighting Prowess: Enhanced Fighting 3
Wisdom of Zehuti: (19 points)
Enhanced Awareness 3,
Zehuti's Advantages: Enhanced Advantages 3 [Assessment, Eidetic Memory, Jack-of-all-Trades],
Gift of Tongues: Comprehend 3,
Divine Presence: Enhanced Presence 2
Courage of Mehen: (5 points)
Enhanced Will 5

Equipment

Enhanced Advantages
Assessment,
Close Attack 3,
Eidetic Memory,
Improved Initiative 2,
Interpose,
Jack-of-all-Trades,
Takedown 2,
Power Attack,
Fast Grab,
All-Out Attack,
Defensive Roll 2

Skills
Acrobatics 3 (+5),
Athletics (+9),
Close Combat: Unarmed 2 (+9),
Deception (+3),
Expertise: Mythology 1 (+1),
Expertise: (Jack-of-All-Trades) (+0),
Expertise (+0),
Expertise (+0),
Insight (+4),
Intimidation (+3),
Investigation (+0),
Perception 1 (+5),
Persuasion (+3),
Ranged Combat: Throwing 6 (+7),
Ranged Combat: (Jack-of-All-Trades) (+1),
Sleight of Hand (+1), Stealth (+2),
Technology (+0),
Treatment (+0),
Vehicles (+1)

Offense
Initiative +10
Unarmed +9, Damage 9
Throwing +7, Damage 9
Thunderclap 9 (Afflicition, see powers)

Defense
Dodge 7,
Parry 6
Toughness 11 (Def Roll 2),
Fortitude 9,
Will 9

Power Points
Abilities 10 + Powers 110 + Advantages 5 + Skills 7 + Defenses 2 = Total 134

Complications
Like Father/ Like Daughter - Sekhmet has displayed temper issues
Disability - Thea's mortal form is wheelchair bound
Power Loss - She loses her powers and reverts to her mortal form when she speaks the name Black Adam
Power Loss - When failing a Toughness check versus a Lightning Bolt or electrical attack of DC 25 or more
Legacy - She wears the colors and bears more than a passing resemblence to the Black Marvel Family"

Design Notes
:arrow: Lack of travel to the Rock of Eternity is intentional
:arrow: All of her advantages should technically be in the enhanced category, and for the sake of game play are. It's a spreadsheet issue (it's getting clunky by putting them in the powers).
:arrow: Sekhmet is not dependant on any of the other Marvels (Black or otherwise) for her powers.
:arrow: With Horsenhero's approval, I've banked that last PP.

Background

Theodora Adam is Black Adam's daughter. More accurately, she is Theo Adam's daughter.

Just a few short months ago in our time, Mary Batson and her friend Theadora Adam, were accompanying Mary's parents on an archaeological dig in the modern day Khandaq where they had discovered the tomb of Shazam. Although forbidden from entering the site itself, Mary and Thea nonetheless followed the Batsons into the site where they were preparing to enter the seemingly unperturbed inner chamber. Compelled by some unknown force, Mary's father put his hand to a strange stylized lightning symbol, a glyph unknown in all of the Egyptian writings discovered until that point.

Lightning flashed from somewhere - a huge static electric charge was Mr Batson's immediate thought - and the ceiling began to cave in. The Batsons were caught and immediately crushed, Thea instictively pushed Mary, saving her friend but was gravely injured in the process.

Recovering months later, Mary would visit Thea daily in the hospital. Mary's brother Billy had since become Captain Marvel as Mary became Mary Marvel soon after. With all her power, Mary felt immense guilt over Thea's condition. Later, when Billy fought Black Adam the resemblence to Thea's father was evident but as the Black Adam persona become more prominent, the former champion saw his daughter more as an innocent bystander and outwardly ignored the family connnection.

Or so it seemed. Someone was paying Thea's bills and ensuring her therapy and comfort...

Finally, a package came to Mary, her parent's personal effects. She was showing pictures of the site in Khandaq to Thea, discoveries made by her late parents before the collapse of the tomb. One picture held Thea's attention, and she held Mary's hand with a strength not shown since before the accident... broken vocal chords fought to say three syllables as Mary looked on in amazement.

Speaking the name Black Adam, Thea was transformed. Broken flesh was healed, damaged nerves restored, and memory of a past life as a champion of good corrupted by tragedy stood tall. Garbed in black, the lightning-glyph proudly displayed on her torso, Thea was reborn as Sekhmet...

Although, with the help of the Wisdom of Zehuti, Thea knows Billy's and Mary's secret, it's one that she wisely chooses to keep to herself... for now she has not sought out her father or the rest of the so-called "Black Marvel Family" as she prefers to make her own name... But the confrontation is inevitable... and although her form as Sekhmet adds several years to her appearance, she is still Theo Adam's daughter and only time will tell what effect her abilities will have on her father...

91
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Wed Sep 12, 2018 4:09 pm

Did some clean up in the thread, that's why Sekhmet's been reposted.

Essentially, I took my second post in the the thread to create a post dedicated to an index for my Merge Setting characters.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

kirinke
Posts: 1422
Joined: Sat Nov 05, 2016 2:28 pm

Re: Bladewind's M&M 3ed Builds

Post by kirinke » Wed Sep 12, 2018 11:51 pm

Nice! I haven't gone through all of them, just the Merge based builds, but I like the concepts!

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Sep 13, 2018 12:10 am

Well, that's most of them. :lol:

You're probably going to like what I've got cooking. :P :twisted:
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

kirinke
Posts: 1422
Joined: Sat Nov 05, 2016 2:28 pm

Re: Bladewind's M&M 3ed Builds

Post by kirinke » Thu Sep 13, 2018 12:30 am

Feel free to rob the Compendium for monsters. I'm up to H right now. :)

Darth Curus is going to be rather nasty. :)

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Sat Sep 15, 2018 5:08 pm

*Art is from Phil Cho. Credit where credit is due as this art was commissioned for Roysovitch's Earth 27 project. All credit to both sources.

Image for Apollo 1.

Apollo 13, Jason Creed
PL10/ 150 PP


"Houston, we have a problem. I've always wanted to say that."

Abilities
Strength 3,
Stamina 5,
Agility 0,
Dexterity 0
Fighting 1,
Intellect 4,
Awareness 2,
Presence 2

Powers
Cybernetic Organism: (43 points)
Polyglot: Comprehend 5 [Read/ Speak/ Understand all Languages; Comprehend Machines; Magnetic Encoding – Read/ Write onto magnetic media],
Bioaugmentation: Damage 8 [Strength Based],
Nanoweave: Protection 6,
Magnetic Scanning: Senses 15 [ (Ranged Mental Sense[1], Accurate(All Mental)[4], Acute(All Mental)[2], ; Analytical(All Mental)[2],
Radius(All Mental)[2], ; Ranged Detect Magnetic Fields (Mental)[2], Ranged Detect Electricity (Mental)[2]; Dynamic]
Dyn: Cyberpath: Communication 3 [Linked Senses 1 (Radio Senses)]

Technopath: (21 points)
Computer Processor: Quickness 10 [Limited to Mental Tasks; Linked Senses – Time Sense, ], Animate Machines: Summon 4 [Controlled, General Type (Machines); Self Powered]
Alt: Control Technology: Affliction 10 [Controlled; Resisted by Fortitude, Overcome by skill or Fortitude ; Perception Range, Cumulative; Limited to third degree only, Affects Objects Only, Limited to Technology; Dynamic]
Alt: Pulse Shielding: Immunity 2 [(Immunity – EMP bursts (rare power descriptor); Affects Objects, Burst Area 2; Limited to Technology]
Alt: EMP (Deactivate Tech): Nullify 5 [Broad (Technological), Burst Area, Simultaneous, Selective]
Alt: Sensor Masking: Concealment 10 [(All Senses); Limited to Technology]

Power Stunts: 0( points)
Electrical Absorption: Healing 10 [Limited to Self, Limited to Absorbed Electricity Rank]

Equipment

Advantages
Benefit 1 [“Cool” - +5 to Persuasionwith the “under 20” crowd],
Inventor,
Improvised Tools,
Jack-of-all-Trades,
Beginner's Luck,
Eidetic Memory,
Improved Initiative 1,
All-Out Attack,
Chokehold,
Improved Defense,
Improved Disarm,
Takedown,
Power Attack

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

Offense
Initiative +4
Unarmed +9, Damage 11

Defense
Dodge 8,
Parry 7
Toughness 11 (Def Roll 0),
Fortitude 9,
Will 11

Power Points
Abilities 34 + Powers 64 + Advantages 13 + Skills 12 + Defenses 27 = Total 150

Complications
:!: Fame - In his civilian identity, Creed is a famous MyTube celebrity. He has a following among people his age, and his identity as a superhero is actually something of a respite from the fame.
:!: Motivation—Recognition: He wants to prove to the world that he’s a capable of making the world a better place using his brains.
:!: Motivation—Justice: He is out to make the world a better place by bringing lawbreakers to justice
:!: Enemy – Ivo and Morrow. Although in custody at the moment, the two mad scientists see Apollo 13 as their creation.

Design Notes
:arrow: My application reposted from endwaar's Injustice: Absolute (Young) Justice game.
:arrow: The number on his shoulder should be a 13. :lol:
:arrow: Rewritten to clean it up some, as well as to reduce much of the overlap with the other characters.
:arrow: As I was trying to come up with a name, I kind of fell on Apollo and decided that with the background that was starting to come together that it had potential. I wanted a mythological name, so Jason (of Argonaut fame) came to mind and Creed came to me as a joke but I wound up liking the way Jason Creed sounds. I'm also thinking his superhero name is Apollo 13 (because I like the history, the sound and the link to Dr 13 and Traci 13 that it co-notates.)
:arrow: Much more satisfied with how Skills and Advantages worked out. I even managed to work in Krav Maga from the GM Guide as a fighting style.
:arrow: This character is immortal, but I did not put Immortality in the build due to point constraints. Besides, I envision it being a plot thing where he really won't come back if he is killed, so no real need for points. (See background for details.)
:arrow: Designing a character to fit with a GL and a telepath is not a simple task. I went with a machine controlling melee.
:arrow: The "Cool" Advantage is from Hero High
:arrow: Other than said advantage, I did not give him anything else to represent fame and wealth - ran out of points, and I think the complication would be better suited to covering that aspect for now.
:arrow: In my mind, Machine Animation and Control Technology do essentially the same thing, but I think there's enough potential to do different things with them that I left them in.

Background
Jason Creed was a MyTube sensation, popular and making a name for himself despite the oppression brought by the Regime. He was "the" guy everyone wanted to know and be seen with.

Apollo was a god in Ancient Greece, the god of music, poetry, art, oracles, archery, plague, medicine, sun, light, and knowledge.

So what's the connection? Surely this Creed kid isn't supposed to be the incarnation of a sun god?

Not at all.

During the Regime, Professors Ivo and Morrow built several androids in an effort to combat Superman and his allies. Among the more famous; Amazo and Red Tornado. Lesser known to some was Tomorrow Woman. And all but unknown was another, one that was barely a sentient program inhabiting a mass of nanites. This last was a project they had dubbed Apollo 13. It was meant to be an infiltrator and information gatherer.

What they were unaware, or chose to ignore, is that the inspiration for Apollo 13 came from New Genesis by way of Ancient Greece. Found tech that might have proven that the gods were advanced beings was reverse engineered and the knowledge they uncovered grew a mind and a will of its own in a way that even Tomorrow Woman was not capable. But it needed more. It needed a body. Searching the internet it discovered Creed and located him. The sentient AI bonded with Creed to become Apollo 13, or as he is more commonly known - Apollo.

He was discovered by Batman and some of combat programming was updated and he was trained to be able to defend himself. Operating in secret with Nightwing and others of the Batclan, Apollo was a covert ally in the war against the Regime, helping to ferret out secrets and help the flow of both information and people under the noses of the Regime. Now though, it's he's been called on to step up and take a more active and visible role as a hero.
Last edited by Bladewind on Thu Dec 06, 2018 2:24 am, edited 2 times in total.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Sep 20, 2018 3:33 am

Image

Kestra
PL8


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

Powers
Force Abilities: (9 points)
Mental Detection: Senses 5 [Ranged, Acute, Accurate, Detect, Extended ], Force Visions (Precognition): Senses 4
Precognitive Reaction: (16 points)
Enhanced Advantages: Enhanced Trait 8 [See Advantage List], Sidestep: Enhanced Dodge 4, Blocking: Enhanced Parry 4
Force Array: (20 points)
Moving Rocks: Move Object 7 [Subtle]
Dyn: Force Speed: Speed 7 [Linked Force Quickness at Rank]
Dyn: Wall Crawling, Water Walking, Sure Footed 2, Safe Fall 2: Movement 4 [Limited to While Moving 2]
Alt: Disruption: Damage 7 [Penetrating]
Force Focus: (25 points)
Vacuum: Affliction 7 [Resisted by Dodge, Overcome by Fortitude (Fatigued, Exhausted, Incapacitated); Burst Area, Concentration, Cumulative; Subtle]
Alt: Phasing: Insubstantial 4
Alt: Friction Heat: Weaken 7 [(Movement Effects); Ranged, Broad; Linked to Ranged Damage (Heat) 3]
Alt: Immovable: Immunity 10 (Sustained)
Alt: Movement Drain: Weaken 5 [Ranged, Affects Objects, Broad; Subtle]

Equipment

Advantages
Attractive 2,
Defensive Roll 4,
Evasion 2,
Improved Initiative 1,
Defensive Attack,
Agile Feint,
Improved Grab,
Improved Trip,
Power Attack,
Prone Fighting,
All-Out Attack,
Improved Critical 2 [Unarmed 18-20],
Improved Defense,
Takedown 2,
Assessment, Fascinate 1
[Deception]
,
Accurate Attack,
Improved Disarm,
Taunt

Skills
Acrobatics 8 (+10),
Athletics 8 (+10)
Deception 8 (+12),
Expertise: Force Lore 4 (+6),
Expertise: Dark Side Lore 6 (+8),
Insight 6 (+10),
Intimidation (+4),
Perception 8 (+12),
Persuasion 6 (+10),
Sleight of Hand 8 (+10),
Stealth 10 (+12),
Treatment 7 (+9)

Offense
Initiative +6

Defense
Dodge 6,
Parry 8
Toughness 7 (Def Roll 4),
Fortitude 6,
Will 10

Power Points
Abilities 46 + Powers 70 + Advantages 14 + Skills 27 + Defenses 9 = Total 166

Complications
All in good time

Design Notes
:arrow: Skills 3:1, free advantage/ Presence.
:arrow: There's a method to my madness.

93
Last edited by Bladewind on Thu Sep 20, 2018 7:18 pm, edited 1 time in total.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Sep 20, 2018 7:16 pm

Image

Lenasha/ Darth Iavell
PL9


Abilities
Strength 1,
Stamina 3,
Agility 3,
Dexterity 3,
Fighting 8,
Intellect 2,
Awareness 1,
Presence 5

Powers
Force Abilities: (31 points)
Mental Detection: Senses 6 [Ranged Acute, Accurate, Detect, Extended], Force Awareness: Senses 1,
Mental Link: Feature 2 [Communication Link with “Sisters”],
Force Visions (Precognition): Senses 4,
Force Speed: Speed 2,
Force Leap: Leaping 3,
Telepathy: Communication 3 [Subtle]
Force Array: (24 points)
Move Object 9 [Subtle]
Alt: Mind Trick: Affliction 9 [Resisted and Overcome by Will – Dazed/ Compelled/ Controlled; Perception Range; Sense Dependent (Must be able to communicate with target); Subtle]
Alt: Force Lightning: Damage 9
Alt: Your Thoughts Betray You: Mind Reading 9 [Cumulative; Limited by Language; Subtle]
Alt: Force Crush: Damage 9 [Ranged]
Alt: Force Knockback: Move Object 11 [With hit and if target fails Strength vs Effect; flung distance = Effect Rank - their Mass; Limited to Moving Objects or People away, Close Range; Linked to Damage 9]
Sith Accoutrements: (16 points)
Lightsaber: Damage 8 [Strength Based; Penetrating; Linked Weaken Parry 9, Enhanced Advantages (Improved Disarm, Weapon Break) Easily Removable (-10)]
Alt: Lightsaber Barrage: Damage 8 [Multi Attack, Penetrating; Check Required: Expertise: The Force; Linked Weaken Parry 9, Easily Removable (-10)]


Equipment

Advantages
Attractive 3,
Connected,
Contacts,
Tracking,
Benefit 1 [Resourceful (Per Inventor, Investigation/ Persuasion)],
Daze 1 [Deception],
Fascinate 2,
Hide in Plain Sight,
Improved Initiative 3,
Seize Initiative,
Quick Draw,
All-Out Attack,
Chokehold,
Improved Defense,
Improved Disarm,
Improved Hold,
mproved Trip,
Power Attack,
Accurate Attack,
Defensive Attack,
Takedown 2

Skills
Acrobatics 8 (+11),
Athletics 6 (+7),
Deception 10 (+15),
Expertise: Force Lore 4 (+6),
Expertise: Dark Side Lore 8 (+10),
Expertise: Survival 5 (+7), Insight (+1),
Intimidation 8 (+13),
Investigation 8 (+10),
Perception 8 (+9),
Persuasion 8 (+13),
Ranged Combat: Force Array 6 (+9),
Stealth 8 (+11),
Technology 10 (+12),
Treatment 8 (+10),
Vehicles 6 (+9)

Offense
Initiative +15

Defense
Dodge 10,
Parry 8
Toughness 3 (Def Roll 0),
Fortitude 6,
Will 10

Power Points
Abilities 52 + Powers 71 + Advantages 22 + Skills 37 + Defenses 19 = Total 201

Design Notes
:arrow: Third and last of my Orion Slave Girl trio, and the only one who actually has a lighstsaber in her build.
:arrow: Despite essentially unlimited PP, I still did a 3:1 skill ratio and gave her 1 Social Advantage per rank of Presence
:arrow: I name my Sith Lords for Philosophers. Solon is obvious, Iavell was taken from Machiavelli. Curus from Epicurus
:arrow: In Enterprise, the women are shown to be the leaders and the men the servants. That can be assumed by players to be true, but these three play up the role of servants to the hilt. Any who have discovered their true nature are dead. They use proxies and stay in the background, eye-candy that is deadly.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

Thorpocalypse
Posts: 1412
Joined: Fri Nov 04, 2016 8:52 pm

Re: Bladewind's M&M 3ed Builds

Post by Thorpocalypse » Tue Sep 25, 2018 2:59 am

Nice stuff, Bladewind. I was thinking of doing a Star Wars run soon and I've been debating having the Light Sabers as equipment or as a power. Might I ask what your thought process was in making it a power?
Me fail English? That's unpossible. - Ralph Wiggum

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Tue Sep 25, 2018 3:12 am

Image

Sprint
PL7/ 135 PP


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

Powers
Speed Features: (4 points)
Blurred: Feature 1 [Subtly vibrate features to make recognition difficult at best.],
Determine Speed: Feature 1 [Determine speed by looking at an object],
Inertial Immunity: Immunity 2 [You and anything you are carrying are immune to the effects of moving at high speed, immune to nausea]

Super Speed: (26 points)
Super Speed: Flight 14 [Limited to moving along surfaces ; linked Quickness 10]
Alt: Momentum Drain: Weaken 7 [Weaken Movement; Affects Objects, Broad Type]
Alt: Air Cushion (Safe Fall): Movement 1 [Affects Others, Burst Area]
Speed Array: (25 points)
Phase Shift: Insubstantial 4
Alt: Rapid Attack: Damage 7 [Burst Area, Selective; Accurate 1]
Alt: Sonic Boom: Damage 7 [Burst Area]
Alt: Lightning Disarm (1 points)
Alt: Throwback: Deflect 7 [Reflect, Redirect; Limited to Projectiles]
Alt: Disruption: Damage 7 [Penetrating; Accurate 2]

Equipment

Advantages
Well-Informed,
Grabbing Finesse,
Evasion 2,
Great Endurance,
Improved Initiative 4,
Move-by Action,
Takedown 2

Skills
Acrobatics 3 (+6
Athletics 7 (+7),
Close Combat: Close Combat 3 (+7),
Deception 4 (+5),
Insight 3 (+4),
Intimidation (+1),
Investigation 6 (+6),
Perception 6 (+7),
Persuasion 4 (+5),
Stealth 6 (+9)

Offense
Initiative +19
Unarmed +7, Damage 1
Sonic Boom, Damage 7, Burst Area
Rapid Attack, Damage 7, Burst Area, Selective
Super Sonic Punch +7, Damage 7
Disarm, Damage 7, Burst Area
Disruption +6, Damage 7

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

Power Points
Abilities 38 + Powers 55 + Advantages 11 + Skills 14 + Defenses 17 = Total 135

Complications
Brother in the Big Leagues; Laurel's older brother is a government operative and public hero. (Kent Danvers, Stonewall)
Motivation: Doing Good/ Living up to the hype. Speed also wears the S-Shield and feels that while she does so, he should behave a certain way. She also wants to live up to the standard her brother is setting
Motivation: Thrills.When you can have lunch in Paris and be home in time for dinner… finding a challenge is fun and exciting.
Secret: Witness Protection Family. Speed her mother and brother all find themselves in the campaign city following an incident.

Design Notes
:arrow: Had to. :P A build with Neo-Paladin's Merge: Young Hero Initiative in mind. Totally missed the recruitment, but since I'm such a Merge nerd, here's a redux of Laurel Danvers. Originally a build for a long defunt game run by belial666.
:arrow: Speedster, of course. But the idea is that there are a number of supers out there, all using the S-Shield (for good or ill) and having a power from Superman. They don't know the origins of their powers - they might be Merge Gestalts, spontaneously transformed natives or created. The hero types tend to use callsigns that start with S. Her brother, Kent, has super-strength and uses the name Stonewall. There is another hero out there as well, Chris Ryan, Sight. And probably others too.
Last edited by Bladewind on Tue Sep 25, 2018 3:49 am, edited 3 times in total.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

User avatar
Bladewind
Posts: 1825
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Tue Sep 25, 2018 3:21 am

Thorpocalypse wrote:
Tue Sep 25, 2018 2:59 am
Nice stuff, Bladewind. I was thinking of doing a Star Wars run soon and I've been debating having the Light Sabers as equipment or as a power. Might I ask what your thought process was in making it a power?
Good question actually.

I had to think about that for a bit when I read it. I did it mostly on instinct. But now that I've thought about it, it does make sense to me.
I see it as a power mostly to be able to stunt off it.

That and I feel that the damage they do is beyond equipment.

If I were to add to the sabers, I would put a range damage power (limited to incoming energy damage) and a nullify incoming energy damage of some kind. To be able to do either, IMO, requires a power.

Also, in the Phantom Menace, when Qui-Gonn is melting the door to the bridge of the Trade Federation ship, I would think that's something of a hero point (or arguably descriptor) that he uses to do melt the metal. (Until the GM says "nope," gives him back his HP and drops the blast door that is.)

Also, most iterations I've seen of lightsabers have had Deflect as an ability, meant to represent what Luke does in RotJ against the speederbike riders. However, RAW, i don't think Deflect does what most people think it does.
Last edited by Bladewind on Tue Sep 25, 2018 3:05 pm, edited 1 time in total.
Thorpocalypse wrote:
Sun Oct 07, 2018 6:01 pm
Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document

kirinke
Posts: 1422
Joined: Sat Nov 05, 2016 2:28 pm

Re: Bladewind's M&M 3ed Builds

Post by kirinke » Tue Sep 25, 2018 3:02 pm

I copied some stuff from the old atomic thinktank regarding starwars. I will post it once I get home from work. It might give you some ideas.

Post Reply