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 » Tue Dec 18, 2018 3:11 pm

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Green Lantern 0038
Barda of New Genesis

PL11/ 195 PP

Abilities
Strength 11,
Stamina 13,
Agility 0,
Dexterity 6,
Fighting 10,
Intellect 2,
Awareness 2,
Presence 2

Powers
New God: (55 points)
Statuesque: Growth 3 [permanent; Innate],
Immortal: Immunity 3 [Aging, Disease, Poison],
Strength of Apokolips: Power-Lifting 3,
Scott Free: Summon 13 [Heroic; Self powered; Mental Link],
Green Lantern Ring: Feature 1 [Indestructible]
Mega Rod: (9 points)
Easily Removable (-8 points)
Concussive Blast: Damage 13 [Ranged; Tiring; Accurate]
Alt: Flight 4
Alt: Mega Mace (1 points)
Apokoliptian Armor: (16 points)
Removable (-4 points)
enhanced Strength 5, Enhanced Stamina 5
Mother Box: (23 points)
Device (-16 points)
Deactivate Technology: Nullify 7 [Burst Area, Simultaneous, Broad (Technology), Selective]
Alt: Control Technology: Affliction 11 [Overcome by Technology skill or Will; Perception Range, Affects Objects Only; Limited - Third Degree Only, Limited to Technology]
Alt: Boom Tube: Movement 3 [(Space Travel); Portal; Noticeable]
Alt: Healing 10 [Restorative,; Stabalize, Persistant]
Alt: Universal Translator: Comprehend 3 [Speak, Read, Understand; Affects Othes]

Equipment

Advantages
Power Attack,
Accurate Attack,
All-Out Attack,
Great Endurance,
Chokehold,
Improved Initiative 1,
Interpose

Skills
Acrobatics 2 (+2),
Athletics (+11),
Deception (+2),
Expertise: Tactics 5 (+7),
Insight (+2),
Intimidation 4 (+7),
Perception 4 (+6),
Persuasion (+2),
Ranged Combat: Mega Rod 5 (+11),
Stealth (+0)

Offense
Initiative +4
Unarmed +10, Damage 11
Mega Mace +10, Damage 12
Mega Mace (Concussive Blast) +8, Damage 13

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

Power Points
Abilities 60 + Powers 103 + Advantages 7 + Skills 10 + Defenses 15 = Total 195

Complications
Love: Big Barda’s love for Scott Free means she will always be more concerned with his safety than her own
Enemies: When she left Apokolips, Big Barda was marked a traitor by Granny Goodness, the Female Furies, and even Darkseid himself.
Vulnerability: Like all New Gods, Barda is vulnerable to attacks from the substance Radion. This element is incredibly rare and its origins are unknown. However, attacks made with a Radion weapon bypass Barda's Apokliptian armor and long-term exposure to large quantities of the element can prove fatal.

Design Notes
:arrow: Constantly inspired by game ideas... This is a rehash of another build with Crisis of the Secret Wars in mind
:arrow: Took an older build with some house rules for the Merge, and reduced to mostly RAW - PL 12/180, shifted to 11/195.
:arrow: Scott is listed at PL 13 for cost calculations. This was to keep the PP total for him at 195 PP. His PL is the same as Barda's at 11.
:arrow: Barda Free is the listed Green Lantern of sector 0038, the sector of New Genesis and Apokolips. Scott Free is technically the Lantern as he merged with the ring.
Scott Free
Image
PL11/195 PP

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

Powers
Lantern Spirit: (32 points)
Energy Form: Insubstantial 3 [(No effective Strength score, Immune to Physical Damage); Permanent; Innate, Linked Permeate (Movement) 1],
Environment Independence: Immunity 10 [Life Support],
Inhabit Ring (Dimensional Travel): Movement 1,
Ghostly Appearance: Feature 2 [Green Spirit Form, can change into any clothing (always green); (Quick Change 2, always green); Noticeable (Glowing Green person), Environment (Light 1) Limited to Personal space],
Quick Minded: Quickness 2 [Limited to Mental Tasks]
Green Lantern Energies: (35 points)
Flight 9
Alt: Space Flight: Movement 3 [Affects Others, Burst Area, Selective; Enviromental Adaptation (Zero G, Affects Others only)]
Scanning Beam: Senses 9 [Communication Link to Central Power Battery; Distance Sense, Direction Sense; Life Sense (Acute, Ranged Detect Life); Analytical Detect Health; Dynamic, Display for others]
Alt: Universal Translator: Comprehend 4 [Speak, Read, Understand Languages, ; Comprehend Machines]
Dyn: Enhanced Senses: Senses 9 [Extended Vision 3; Extended Hearing 2; Infravision, Darkvision, Low Light Vision; Dynamic, Display for others]
Dyn: Additional Senses: Senses 8 [Time Sense, Ultra-Hearing, Spatial Awareness; Cosmic Awareness + Feature 1 – Directed Inspiration; Dynamic, Display for others]
Green Lantern Force Bubble: (29 points)
Constructs: Create 13 [Move Action; Proportional; Dynamic]
Dyn: Life Support: Immunity 10 [Burst Area; Affects Others Only; Dimensional, Dynamic]
Green Lantern Offense: (24 points)
Blast: Damage 11 [Ranged; Dimensional]
Alt: Lifting: Move Object 10 [Dimensional, Precise]

Equipment
HQ
Toughness 12: Feature 3,
Size: Feature -1,
Communication: Feature 1,
Living Space: Feature 1,
Power System: Feature 1,
Dimensional Portal: Feature 1,
Sealed: Feature 1,
Secret: Feature 1,
Dimensional Hearing/ Vision: Senses 1 [Any Dimension; Limited to Dimension that Ring is currently in],
Dimensional Communication: 0 1 [Dimensional Radio Hearing, Dimensional Radio Sight, Interface]

Advantages
Accurate Attack,
Uncanny Dodge,
Fearless,
Luck 1,
Move-by Action,
Redirect,
Set-Up 1,
Equipment 2 [HQ within Barda's ring],
Taunt

Skills
Athletics (+0),
Deception 8 (+11),
Expertise: Performer 4 (+7),
Insight 4 (+7),
Intimidation (+3),
Perception 8 (+11),
Persuasion 4 (+7),
Ranged Combat: Ring Slinging 8 (+11),
Sleight of Hand 7 (+10),
Stealth (+1),
Technology 1 (+4)

Offense
Initiative +1
Ring Blast +11, Damage 11

Defense
Dodge 4,
Parry 3
Toughness 0 (Def Roll 0),
Fortitude 0,
Will 14

Power Points
Abilities 26 + Powers 120 + Advantages 10 + Skills 22 + Defenses 17 = Total 195

Complications
I Will Be free! Mister Miracle values freedom and fights for it, for himself and for others
Enemies: When he left Apokolips, Scott was marked a traitor by Granny Goodness, the Female Furies, and even Darkseid himself.
Vulnerability: Like all New Gods, Scott is vulnerable to attacks from the substance Radion. This element is incredibly rare and its origins are unknown. Long-term exposure to large quantities of the element can prove fatal.
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.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.

Design Notes
:arrow: Although Summoned characters/ minions cannot gain HP, I listed complications anyway. These can be considered to be part of Barda's complications.
:arrow: I thought that I had this one down to 11/195... only to realize I forgot to remove a few advantages. I will get back to that...
Image Image
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

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

Post by Bladewind » Sat Dec 22, 2018 3:07 am

Image

Superman (Kaleb of Hydros)
PL11/195 PP


Abilities
Strength 12,
Stamina 9,
Agility 1,
Dexterity 2,
Fighting 8,
Intellect 2,
Awareness 3,
Presence 5

Powers
Hydrosian Physiology: (42 points)
Enhanced Strength 9,
Enhanced Stamina 7,
Hydrosian Metabolism: Immunity 10 [Life Support]
Movement: (18 points)
Flight 8
Alt: Space Flight: Movement 3 [Environmental Adaptation (Zero G)]
Alt: Superspeed: Speed 8 [Linked Quickness 7, Enhanced Advantage: Improved Initiative]
Spatial Warp: (45 points)
Visual Warp: Remote Sensing 13 [(Vision, Hearing); Feature: Display, Plot Enhancement Device]
Alt: Energy Blast: Damage 14 [Ranged]
Alt: Heat Vision: Damage 13 [Ranged; Precise]
Alt: Light Burst: Affliction 13 [Resisted by Fort, Vision Impaired/ Vision Disabled/ Vision Unaware; Ranged, Cumulative,; Limited to Vision]
Alt: Personal Warping: Teleport 9 [Extended, Easy; Change Direction, Change Velocity, Increased Mass x2]

Equipment

Advantages
Diehard,
Favored Environment [Zero G],
Fearless,
Move-by Action,
Ranged Attack 3,
Defensive Roll 2,
Attractive 1,
Inspire 2,
Teamwork,
Well-Informed,
Improved Initiative 1,
Takedown 2

Skills
Acrobatics 4 (+5),
Athletics 4 (+16),
Close Combat: Unarmed 2 (+10),
Deception (+5), Expertise: Fishing 3 (+5),
Insight (+3),
Intimidation 5 (+10),
Perception 8 (+11),
Persuasion 6 (+11),
Ranged Combat: Energy Projection 2 (+7),
Stealth (+1)

Offense
Initiative +5
Unarmed +10, Damage 12
Heat Vision +7, Damage 13
Energy Blast +7, Damage 14

Defense
Dodge 8,
Parry 8
Toughness 11 (Def Roll 2),
Fortitude 12,
Will 8

Power Points
Abilities 52 + Powers 105 + Advantages 11 + Skills 17 + Defenses 10 = Total 195

Complications
Weakness/ Vulnerable: Blue Hydrosite. Blue because not Kryptonian. Otherwise, functions just like Kryptonite. Remnants of his destroyed world, Hydros.
Power Loss: Red sunlight, or more specifically the energy output of such a sun counteracts the stellar energy he normally absorbs. For the sake of argument, he is affected by this complication when within the equivalent of a Mars orbit around the sun in terms of distance. Narratively, he male "feel" it further out, but will have no in game/ mechanical ill effects. In the presence of such light, his powers drop by a rate of one rank per minute of exposure until he is rendered "normal." They return at the same rate when removed from the source of red stellar energy.
Motivation: Overthrowing the Empire, working for the Greater Good
Enemy: Lex Luthor

Design Notes
:arrow: Revisiting an older build, cleaning up few details...
:arrow: Merge House Rules: PL will be 12, 180 pp, with the option of trade-off. PL 11 would be 195, PL 13 165 pp. PRE gives you 1 additional social-related advantage per point. Also, PRE+AWE make up your Will save.
:arrow: Kaleb of Hydros - Superman from the Legends of the Dead Earth Annuals Event in the 90s.
:arrow: His Remote Sensing has a "plot enhancement device" feature - essentially, in the comic he was able to visualize locations far beyond the capability of the power. There are two things to consider here, M&M is a little restricted in its scope by design in that it doesn't really have any "galactic" scale to it, and two he's shown doing it once or twice literally to advance the plot. It's not Uncontrolled by the definition of that flaw, and I think a feature sums it up well enough.
:arrow: I'n not happy with his Flight and ground Speed (8 each), but I'm reluctant to do the logical (points wise) things and turn them into APs or DAPs in the Spatial Warp array (which could grant ranks of up to 20 in each...)

Image
Last edited by Bladewind on Wed Jan 09, 2019 4:26 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

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Bladewind
Posts: 2028
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Fri Jan 04, 2019 4:12 am

Image

S.A.L.V.O IV (Salvo, Donec Argentum)
PL12/ 180 PP


Abilities
Strength 13,
Stamina 10,
Agility 0,
Dexterity 2,
Fighting 6,
Intellect 1,
Awareness 1,
Presence 1

Powers
Argent Armor:
Nanomorph: Morph 2 [Machine Forms], (74 points)
Life Support Immunity: Immunity 11 [Aging],
Silver Sheath: Protection 4,
Universal Translator: Comprehend 3 [Machines, Understand, Be Understood],
Increased Stamina: Enhanced Stamina 2,
Increased Strength: Enhanced Strength 11 [Dynamic]
Dyn: Flight 10 [Dynamic, Aquatic]
Dyn: Interstellar Flight: Movement 3
Machine Forms: (45 points)
Mechanoid Life Form: Feature 1,
Atomic Expansion: Growth 7,
Energy Blast: Damage 12 [Ranged; Variable Descriptor 2 (Any Energy)]
Alt: Nanotech Weapons: Damage 1 [Strength Based; Variable Descriptor 2 (Form of Any Melee Weapon, +Energy Descriptor)]
Alt: Energy Blast: Damage 12 [Ranged; Variable Descriptor 2 (Any Energy)]
Alt: Sensory Array: Senses 21 [Low-light Vision, ; Extended Vision x8, Penetrates Concealment; Detect Path, Accurate, Acute, Direction Sense, Distance Sense, Ranged, Tracking 2]
Alt: Communication System: Communication 4 [Radio Hearing, Rapid Radio]
Alt: Control Technology (Controlled; Resisted by Fortitude, Overcome by Skill or Fortitude) Perception Range, Cumulative; Limited to third degree only, Affects Objects Only, Limited to Technology
Power Stunts: (0 points)
Shockwave: Damage 11 [Burst Area 2; Character and Targets must be on same surface],
Star Shell: Environment 11 (Bright Light)

Advantages
Fearless,
Accurate Attack,
Eidetic Memory,
Skill Mastery [(Technology)],
Improved Initiative 1,
All-Out Attack,
Inventor

Skills
Athletics (+13),
Close Combat: Nanotech Weapons 4 (+10),
Deception (+1),
Expertise: Tactics 8 (+9),
Insight 4 (+5),
Intimidation 4 (+8),
Perception (+1),
Persuasion (+1), Ranged Combat: Energy Blast 10 (+12),
Stealth (+0),
Technology 8 (+9)

Offense
Initiative +4
Unarmed +6, Damage 13
Nanotech Weapons (Melee) +10, Damage 14
Nanotech Weapons (Ranged, Energy) +12, Damage 12

Defense
Dodge 9
Parry 10
Toughness 14 (Def Roll 0),
Fortitude 13,
Will 11

Power Points
Abilities 14 + Powers 108 + Advantages 7 + Skills 19 + Defenses 32 = Total 180

Complications
Dedicated/ Agent of Order: Argents are dedicated to Tellax and the cause of order, whatever their other motivations might be.
Reputation - His Silver Sheath and weapon deployment mark him as an Argent, a classification of beings that are feared by many and revered by just as many.
Enemy - He has a direct enemy among those that side with the Blackguards.

Design Notes
:arrow: I choose to not go with the Variable as written in the Argent Template. Limits me and forces Power Stunting, but I think it will be more of a fun character if it has limits.
:arrow: It occurs to me that there is an "error" in the Argent template - Either the Machine Forms (Morph) was meant as descriptor for the Variable (And is thus not needed/ a "waste" of 10 points) or should be at Rank 3. In this particular case, I am keeping 2 ranks and going with "vehicles" as opposed to "machines" for the descriptor for his Morph, with various weapons and sensors being descriptor on those abilities.
:arrow: The intent is a mechanoid lifeform akin to Cybertronians (but seriously simplified as to fit the Freedomverse). It's also part of the reason why he's not totally in Tellax's thrall. Salvo is not a "Transformer" from a race of such, but more of an artificial intelligence built to defend his world.
:arrow: I do not have Size as a complication - as he is able to shrink down to the size of a normal human (hence, no Permanent or Innate in the size...).
:arrow: At Growth 6, his max height is somewhere around 22 feet and he weighs about 1.5 tons. A small starfighter, hover tank or other types of vehicles as appropriate, but this will be mostly descriptor.

Background
Adapted from the Cosmic Handbook
Robotic probes have been scouring the universe for lifeforms suitable for Tellax's needs for years bow. In most instances, these probes seek out suitable biological entities, ideally members of species previously touched by the Preservers. The diverse human offshoots in the galaxy were prime and preferred candidates, but other species were also found suitable. The probes offered candidates the opportunity to become part of a force to protect the universe and if they refused, they were taken anyway.

In the case of the entity now known as Salvo, he was the sole occupant on a sentient satellite, one of several such satellites established in defense of their homeworld. In fact these satellites are best described as artificial intelligences with limited mobility designed with weapons platforms and the ability to deploy various drones and generate humanoid constructs from their composition to handle tasks - much like the Argents but on a perhaps less fluid or grand scale. By the time that Salvo's systems registered an anomaly entering his range, he had spent years functioning as a defense platform, ready to defend his home from outside threats, in most cases simply diverting or destroying the many errant comets and meteors that plagued the system that were the original and primary reason for the Salvo defense grid.

That changed when one of Tellax's probes entered his solar system, it was picked up by Salvo IV's sensors and he attempted to hail it. Either from the damage that he noted on the probe (likely from impact with asteroids and other space debris) or for lack of apparatus to respond, no answer came. After warning shots, Salvo attempted to destroy it. The probe proved extraordinarily resilient despite it's already substantial damage, and so Salvo was forced to capture it and bring it aboard his satellite to dispose of.

The probe scanned the construct that the artificial lifeform used to interact with objects within its confines. It then released it's cargo of nanotech, covering Salvo's construct. The results absorbed the AI completely from the satellite and changed him into not just a defender of his world, but of the universe. The satellite was rendered inert, and S.A.L.V.O. IV'S already impressive abilities were greatly altered, simultaneously diminished and increased... His sensors are not as great as they were while he orbited the world of Donec, and he was limited to one form as opposed to the constructs he could deploy from the satellite. However, he was no longer restrained to remaining in orbit around Donec, and had a newfound ability to take the form of various vehicles without first reabsorbing the materials of the previous construct. In addition, Salvo discovered that although he cannot pass for a humanoid being, he can shed weight and height, shrinking down to the the average height of the humanoids... Otherwise he prefers the forms of his people's one person starfighter and that of an antipersonnel weapon akin to a tank.

Whether due to the damage to the probe or to the nature of the mechanoid lifeform (or a combination of both), Salvo found himself in full control of his mental abilities and not in thrall to Terrax. He still has the programming that all the Argent`s possess, but the override protocols are not strong enough to remove his free will. To most that know of the Argents this matters little, as they often seem to possess free will, and this has resulted in encounters with beings that either fear or revere him based on that affiliation.

In addition to the name of Salvo, he has taken the designation of Donec Argentum, a tribute both to his homeworld and his allegiance to the goals of the Argents. The name Salvo is the acronym of the defense platforms: Stellar Automated Lookout - Vigilant Orbiter
Last edited by Bladewind on Wed Jan 09, 2019 4:23 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

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

Post by Bladewind » Tue Jan 08, 2019 3:17 pm

Image

Argentum Tenebris
(Aries Tharrik)

PL12/ 180 PP

Abilities
Strength 15, S
tamina 8,
Agility 0,
Dexterity 0,
Fighting 9,
Intellect 3,
Awareness 3,
Presence 4

Powers
Attuned to the Cosmos: (28 points)
Polyglot: Comprehend 4 [Read, Speak, Understood, Understand],
Cosmic Awareness: Senses 6 [Extended 3; Communication Link with Tellax, Low-light Vision, ]
Alt: Mental Communication: Communication 1
Born of the Stars: Immunity 11 [Life Support, Sleep],
Protective Shell: Protection 2
Cosmic Power: (52 points)
Summon Board: Summon 10 [Semi-Heroic (Not treated as minion but still only one Standard Action per round); Self Powered; Mental Link]
Cosmic Blast: Damage 13 [Ranged]
Alt: Cosmic Gaze: Senses 20 [Extended Vision (Uses CHB Option: Long Range Sensing)]
Alt: Cosmic Might: Enhanced Strength 13
Alt: Conduit Blast: Damage 9 [Indirect 4 – Through Board, Variable 2 (Any Energy)]
Alt: Dimensional Travel (Hyperspace): Movement 1 [Portal; Precise]
Artificial Gravity: Environment 1

Advantages
Fearless,
Improved Initiative 2,
Interpose,
Defensive Roll 2,
Ranged Attack 2

Skills
Athletics (+15),
Deception (+4),
Expertise: Astrogation 1 (+4),
Insight (+3),
Intimidation (+4),
Perception (+3),
Persuasion (+4),
Ranged Combat: Cosmic Power 9 (+11),
Stealth (+0),
Technology 6 (+9)

Offense
Initiative +8
Cosmic Blast +11, Damage 13
Conduit Blast +11, Damage 9
Unarmed +9, Damage 15

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

Power Points
Abilities 58 + Powers 80 + Advantages 8 + Skills 8 + Defenses 26 = Total 180

Complications
Motivation – Acceptance: Tharrik now lives on an alien world. While he might spend a great deal of time pining for his lost home, he uses his incredible abilities to earn a place for himself on this new world, with these new beings with whom he associates
Dedicated: Argents are dedicated to Tellax and the cause of order, whatever their other motivations might be.
Power Loss – His board is Self Powered and he gets points back for that. However, if he can be cut off from it for an extended period, he loses all of his powers. Indeed, he believes that if his Mental Link can be broken, then the board could be forced to link with another and grant his power to that person.
Mistaken Identity – He is an Argent, there is no mistake there. But, he is also often taken to be an emissary of Collapsar – in fact he fits the description of a herald of Collapsar just not Orizon.

Design Notes
:arrow: Obviously a Silver Surfer homage, with nods to the Argents from the Cosmic Handbook and a scaled back Strange Visitor Archetype at its base.
:arrow: No special House Rules in play, just wanted to try something.
:arrow: His Summon board doesn't win him any points (literally) but I was curious to see what would happen if I went that route.
:arrow: The extra on the Summon is the other half of Heroic. Active gives the full set of actions, Heroic gives that plus no longer treated as a minion. In this instance, what I was going for exactly that - the other half of Heroic while giving the board only one action per round.
:arrow: His name - Argentum Tenebris - is a literal (and likely poor) translation of a Lor term for Hyperspace meaning "Silver Darkness"
PL10/150 PP[/size]

Abilities
Strength 8,
Stamina 8,
Agility 0,
Dexterity 0,
Fighting 6,
Intellect 0,
Awareness 2,
Presence 0

Powers
Nanomorphic Shell: (48 points)
Enhanced Stamina 7,
Enhanced Strength 7,
Life Support Immune: Immunity 10,
Silver Skin: Protection 3,
Universal Translator: Comprehend 2 [Understand All, Understand Machines],
Sensor System: Senses 3 [Communication Link with Tellax,Radio, Rapid Radio]
“Cosmic Surfboard”: (55 points)
Immortal: Immortality 1 [(Provided chosen host is still alive); Immunity – Aging],
Pathfinder: Senses 9 [(Detect Path, Accurate, Acute, Direction Sense, Distance Sense, Ranged, Tracking 2)],
No Sight: immunity 5 [Sensory Effects vs Vision],
Spatial Awareness: Senses 4 [Accurate, Radius, Ranged Mental Sense],
Flight 11 [Affects Others]
Alt: Stellar Flight: Movement 3 [(Space Travel); Affects Others]

Advantages
Fearless,
Improved Initiative 2
Interpose

Skills
Athletics (+8),
Deception (+0),
Insight (+2),
Intimidation (+0),
Perception (+2),
Persuasion (+0),
Stealth (+0),
Technology 6 (+6)

Offense
Initiative +8

Defense
Dodge 9,
Parry 8
Toughness 11 (Def Roll 0),
Fortitude 10,
Will 9

Power Points
Abilities 20 + Powers 103 + Advantages 4 + Skills 3 + Defenses 20 = Total 150

Design Notes
:arrow: Although this really cements the concept as a Silver Surfer homage, I really can't think of any other type of conveyance that gives the same level of wow factor and freedom. Sure, spacecraft are cool. The Green Lantern Corps are awesome. But there's something about the Silver Surfer that's just beyond that somehow...
:arrow: Put Flight and Space Flight into this part of the build, but not Platform Flight. Tharrik does not fall of the board not because there's a game mechanic allowing it, or because he's perfectly balance. He stays on because the board literally gives him the ability to fly.
:arrow: The board is also an Argent, paired/ bonded with Tharrik, although there is no real game mechanic in place to represent that other than Tharrik having the "Summon" power.
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: 2028
Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Fri Jan 18, 2019 1:58 pm

I decided I wanted to flesh out the concept behind this character in the context of the Merge setting, so I updated him to the original character creation rules for the Merge - PL 11/ 165 PP. Skills 3:1. Presence ranks yield 1:1 Social Advantages. I also updated his background to fit the setting.

Image
“Y’know,” He responded aloud, “I haven`t actually found a handle that I like. Kent is as good a name as any for me to respond to. I also answer to ‘Dinnertime,’ ‘Help,’ and ‘Hey you.'"

Waiting for the small laughter and chuckles to subside, he flashed a winning smile.

“Why do I wear this shield?” He glanced down at the leather jacket with the large S-Shield embossed prominently on the front. “Well, remember the other day when that bus lost control?”

It was clear that he was trying to talk more about other people than himself as he described the situation.

“I was wearing a T-shirt – the kind that you can get at just about any store these days – with the logo. Since it was pretty much a given that the logo and I were going to be associated in the press... I figure so long as "he" doesn't kick my head in over it, we're all good...

“I have to admit… it`s actually quite a bit to live up to.”
Stonewall (Kent Danvers)
PL11/165 PP


Abilities
Strength 15,
Stamina 13,
Agility 0,
Dexterity 0,
Fighting 6,
Intellect 0,
Awareness 1,
Presence 2

Powers
Tough as Nails: (40 points)
Super Stamina: Enhanced Stamina 10,
Resistant: Immunity 10 [Bullets, Fire],
Stonewall: Damage 3 [Reaction (Being hit); Limited to Effect Rank or incoming Damage rank],
Protective Aura: Feature 1 [Clothes are just as resilient]
Strong as an Ox: (30 points)
Strongest There Is: Feature 1 [In contests of strength, the character wins rather than ties in equal Strength rank],
Finger Flick: Feature 1 [Subtle on Strength Damage],
Super Strength: Enhanced Strength 10,
Super-Lifting: Power-Lifting 2,
Massive Knockback: Move Object 12 [On successful hit, target must make Strength check or be flung Effect Rank - their mass; Close, Limited to flinging targets away; Linked to Strength Damage]
Alt Effects of Strength Damage: (3 points)
Alt: Foot Stomp: Damage 15 [Line Area, Alt of Str Damage; Target and character must be in contact with the ground]
Alt: Cracking the Whip: Affliction 13 [Resisted by Dodge, Overcome by Fort. (Dazed & Vulnerable, Prone & Stunned) (Alt of Str DMG); Line Area, Extra Condition; Limited Degree, Limited to targets on appropriate surface; Distance Increase 2]
Bullet Toss: Damage 6 [Ranged; Quirk - Requires objects to throw], Unstoppable: Burrow 3 [Penetrating]
Movement: (19 points)
Makeshift Handholds (Wall Crawling): Movement 1 [Limited to surfaces with Toughness less than Strength Rank], Leaping: Flight 12 [Gliding]
Alt: Bracing: Immunity 10 [Being Moved; Sustained]
Fast: Speed 5
The Clark Kent effect: (1 point)
Unrecognizable: Feature 1 [The S Shield and the Shades… people just don't recognize him without them/ in civilian clothes.]
Potential Power Stunts: (0 points)
Cut Loose (Penetrating on Strength Damage)

Advantages
Power Attack, Takedown 2,
Interpose,
Ultimate Effort [Spend HP for auto 20 on Toughness],
Accurate Attack,
All-out Attack,
Benefit 1 [Government sanctionned],
Well-Informed
Contacts,
Connected

Skills
Acrobatics 2 (+2),
Athletics (+15),
Close Combat: Unarmed 1 (+7),
Deception (+2),
Expertise: Streetwise 4 (+4),
Expertise: Current Events 3 (+3),
Expertise: Police Officer 4 (+4),
Expertise: Art 2 (+2),
Insight 4 (+5),
Intimidation 5 (+7),
Investigation 3 (+3),
Perception 3 (+4),
Persuasion (+2),
Ranged Combat: Throwing 4 (+4),
Ranged Combat: Firearms 1 (+1),
Stealth (+0),
Treatment 2 (+2),
Vehicles 1 (+1)

Offense
Initiative +0
Unarmed +7, Damage 15

Defense
Dodge 5,
Parry 9
Toughness 13 (Def Roll 0),
Fortitude 13,
Will 9

Power Points
Abilities 34 + Powers 93 + Advantages 9 + Skills 13 + Defenses 16 = Total 165

Complications
:arrow: Under Contract: Stonewall (Contractual name, he's still looking for a better one) had the misfortune (or fortune) to be wearing Superman clothing when he stepped into the public eye/. He now has a contract enabling him to wear the jacket but he's expected to act a certain way...
:arrow: Motivation: Doing Good/ Living up to the hype. Stonewall wears the S-Shield and feels that while he does so, he should behave a certain way. Coupled with a genuine desire to do good, this makes him willing to step up when the chips are down
:arrow: Motivation: Thrills. He can withstand being hit by a car, leap tall buildings in a single bound… finding a challenge if fun and exciting.
:arrow: Responsibility: Family. Stonewall, his mother and sister all find themselves in the campaign city following being moved.
Weakness – Kryptonite, while it won't kill him, is just as debilitating as to a full Kryptonian
Power Loss – Red Stellar Energy – Also like Kryptonians, Dent loses his powers in the presence of the energies of a red star.
:arrow: Theme Music - Stand Alone, Godsmack

Design Notes
:arrow: Stonewall was a working name, and probably one he would not want to use. As a result, it may be the name I stick him with.
:arrow: Pretty straightforward in terms of a brick type. A few of the alt powers are little off from typical smash and lift, but I wanted a little diversity without making either a paragon or direct Superman copy.
:arrow: The idea behind Stonewall is that he was a good egg in a bad situation. He could easily have become Hancock rather than Superman if he`d had made a different choice of clothes one morning…
:arrow: I used the Feature from Princess from the Hero's Handbook pretty much whole cloth, but in this instance it kicks in when he wears a Superman top. He tends to wear raglan t-shirts under his clothes for when the jacket is out of reach...
:arrow: There are a few little details to trim... Before I do so, the plan is to make sure there are no glaring math or power errors... Having said that, he could probably use a few ranks of equipment for a cell phone and the like...
:arrow: Something else added is that his civilian identity has training in line with a police officer - or perhaps low level federal officer.
:arrow: It is intentional that he is undercap for Dodge. He can Parry well, and it's not that he can't get out of the way, he just doesn't. He's the guy who will take the hit instead of getting out of the way or risking someone else being hurt...
:arrow: One of the tweaks that I made while adjusting PL and PP was to remove the superbreath from the build. Main reason being that these characters are meant to represent "one" of Superman's powers. And while Stonewall is also rather on the invulnerable side and can practically mimic flight with his leaping, those are side effects of enhanced musculature. He has heightened stamina because of his heightened musculature...

Background


Kent Danvers is the assigned name to a man who was born into a poor family without too much in the way of prospects. Despite this, his parents tried to raise him with values and a sense of pride. He did okay in school, might have done better with better opportunities, but he managed to do well enough.

During his high school years, he joined a gang more as a matter of survival more than anything else. Looking out for his sister and mother meant that he wanted more, and so sought to better himself and their situation. He managed to get out them out of their rathole of an apartment and and he started studying Police Tech.

And then the Merge happened. Although M-Day did directly affect him (inasmuch as anyone can really say that) at first, soon after his sister disappeared and he set out in search for her. Unfortunately, he was quite successful in locating her and was captured by the same group that had taken her. Subjected to an experimental technique to create superhumans, both Kent and his sister very nearly died. They were freed some weeks later, escaping from the lab in the confusion when a group of DXDO agents broke up the lab. Managing to keep a low profile, they returned to their lives, trying to put the pain behind them, keeping a brave face for their mother.

And then his powers started manifesting. He hid them for fear of being found by associates of those who had granted them. This likely would have continued had he not been captured on camera and then approached by a government official...

He understandably reacted with suspicion, but it turns out that the agent was on the level and new opportunities for both him and his family. They were given new identities and new homes, and he suggested Kent Danvers as a "good, strong name." He took to wearing Superman paraphernalia now that his family was able to afford more… He qualifies as a police officer these days, and officially is answerable to the DXDO.

Then, about two months ago it happened. A bus lost control, brake failure or some such, and he reacted without thinking. Wearing a Superboy t-shirt (the black one with the red S-shield) and tearing apart the side of a bus like tissue paper while saving people landed an immediate connection. He dismissed it and disappeared, covering his shirt with a jacket and blending back into the crowd. But the damage was done. People had seen him, and stories of a guardian angel on the streets began to circulate... and he found that he liked the feeling of openly using his strength to help others.

Helping people became a hobby, and he continued to wear the S-Shield while doing so. Eventually, his government handler came forward with an offer. A contract with a lot of details, but the leather jacket pretty much sealed the deal. He didn't like the name that they suggested, but the contract allowed him to come up with his own.

He’s still working on that.

The irony of his new "normal" name is not lost on him, but it kind of affords him the ability to hide in plain sight to a degree. And although quote curious, he doesn't know what the House of El thinks about his using his their coat of arms...

Theme Song
Last edited by Bladewind on Sat Jan 19, 2019 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
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Fri Jan 18, 2019 4:38 pm

Moved this build from its original spot in the thread as I want these builds grouped together....
Some tweeks and extrapolation on the background to come as well.

Image

Sprint (Laurel Danvers)
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.
Weakness – Kryptonite, while it won't kill him, is just as debilitating as to a full Kryptonian
Power Loss – Red Stellar Energy – Also like Kryptonians, Dent loses his powers in the presence of the energies of a red star.

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.

Background
Last edited by Bladewind on Sat Jan 19, 2019 3:52 am, 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

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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Fri Jan 18, 2019 4:52 pm

Image

Steadfast (Jason Tyler Dent)
PL8/ 180 PP


Abilities
Strength 1,
Stamina 1,
Agility 0,
Dexterity 0,
Fighting 0,
Intellect 8,
Awareness 2,
Presence 1

Powers
Kryptonian-Spliced DNA: (124 points)
Invulnerable: Immunity 80 [(Toughness)],
Stonewall: Damage 5 [Reaction; Limited to effect rank or attack’s Damage rank, whichever is less ],
Environmental Adaptation: Immunity 8 [Disease, poison, all environmental conditions, ],
Bracing: Immunity 10 [Being Moved; Sustained],
Synesthesia: Feature 1 [Variable Descriptor on Touch; Use other senses to compensate for lack of sense of touch]
Steadfast: Power Lifting 12,[Quirks: No Leverage, Does not Stack with Regular Strength]

Advantages
Benefit 1 [Cool: +5 Circumstance Bonus to Persuasion w/teens],
Fearless,
Interpose,
Skill Mastery [Expertise: Science]
Beginner's Luck,
Luck 2,
Teamwork,
Improvised Tools,
Defensive Attack,
Fast Grab,
Grabbing Finesse,
Improved Hold,
Improved Trip,
Jack-of-all-Trades

Skills
Acrobatics (+0) Athletics (+1),
Deception (+1),
Expertise: Science 10 (+18),
Expertise (+8),
Insight (+2),
Intimidation (+1),
Investigation (+8),
Perception 4 (+6),
Persuasion 4 (+5),
Sleight of Hand (+0),
Stealth (+0),
Technology 10 (+18),
Treatment 2 (+10),
Vehicles (+0)

Offense
Initiative +0

Defense
Dodge 2,
Parry 1
Toughness 1 (Def Roll 0),
Fortitude 6,
Will 10

Power Points
Abilities 26 + Powers 124 + Advantages 14 + Skills 10 + Defenses 16 = Total 190

Complications
Altered Memory – Deep in his subconscious, the details on the genetic splicing formula and the secrets to unlocking Kryptonian (as well as Daxamite and Viltrumite) DNA is buried.
Enemy – Xander Landesman. Dent worked with Landesman when the latter first appeared and tried to recreate his techniques for creating superhumans/ deities. Dent is actually responsible for unlocking secrets of Kryptonian DNA and Landseman will stop at nothing to get that information from him.
No Feeling – Despite being able to “hear” and “see” pressure, Dent actually has no sense of touch. His sense of taste is reliant on scent... although mostly compensated for by his other senses, he is technically “Touch Blind.”
Weakness – Kryptonite, while it won't kill him, is just as debilitating as to a full Kryptonian
Power Loss – Red Stellar Energy – Also like Kryptonians, Dent loses his powers in the presence of the energies of a red star.

Design Notes
:arrow: I was aiming for PL 10/150, shifted to PL 9/165 PP... but the idea got away from me. I wound up with a PL 8 character defensively with no real offense to speak of, and I'm not sure I'd allow this as a PC myself so, I left it.
:arrow: The rest of the House Rules used are standard Merge HRs... Skills 3:1, Presence based social advantages...
:arrow: He's invulnerable, but still needs food, sleep, and air...
:arrow: Steadfast has a Quirk of No Leverage. This is the opposite of Tactile Telekinesis. Essentially, he can support massive amounts of weight, but cannot lift it. It has to be lifted first. So, stuck in a trash compactor? He puts his arms out, braces himself, and so long as the pressure exerted is less than his strength load, he keeps it open. But he cannot widen it. He can't bend steel, lift a car or the like...

Background
Dent is that cliched character in many movies - the genius undergraduate who knows so much.

Post Merge, he found himself working with Xander Landesman when the latter was trying to replicate his work from his world to create god-like beings. Together, they are responsible for the creation of a veritable League of Supermen. This unofficial league consists of normal Earthers imbued with Kryptonian DNA and given one of the powers that race enjoys under a yellow sun. Dent even went so far as to allow the process to be tested on himself and became invulnerable.

Realizing that Landseman and his assistant were planning on creating beings they could use to secure power for themselves and possibly even sell, Dent began working to sabotage the work, and even went so far as to use the so-called brainwashing techniques employed by Landseman to bury the secret of the process deep in his subconscious before destroying the labs and their research.

He allowed himself to be picked up by the DXDO and works for them now, ostensibly protected even though there is precious little that can actually pose a threat to him...
Last edited by Bladewind on Thu Jan 31, 2019 12:05 am, edited 2 times in total.
Thorpocalypse wrote:
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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

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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Sun Jan 20, 2019 12:59 am

Image

"League of Supermen"

Post Merge, with the appearance of super powers on a previously "powerless" world, a veritable ton of physics defying beings and technology are now redefining life and the status quo on a daily basis. Thankfully, the balance of power seems relatively balanced - good vs evil still fight in all their forms, and we have greater insurance premiums, but life for the average person has remained that... average.

However, like all types of power, people want to control it, to gain it for themselves and to manipulate it for their benefit.

The DXDO is currently tracking several means of producing superpowered beings, they've shut down several others and there are still more that they are unaware of or unable to locate. One of that last grouping is run by Xander Landseman.

Landseman is a man who appeared on our world post M-Day and quickly sought to establish power of his own. He hails from a series of novels about various pantheons written by James Lovegrove. Having appeared in only one novel, focused on the Greek Pantheon, Landseman claims to be Zeus. At least, he did so on his world along with other powerful beings that claimed they were the gods returned. In actual fact, Landseman is a brilliant geneticist, and found the means to tap into human DNA and re-sequence it in such a way as to create god-like beings. He also perfected the tech that enables him to virtually re-write the memories and mind of a willing subject into another - allowing him to literally turn people into gods with no memory of their previous existence.

Attempting to repeat that process on the Merged Earth has proven costly - and although a genius, Landesman still relies on his equipment and research to create his deities and so found himself in need of reproducing much of his work. Obviously its easier going, but it is still a long process. To that end, he attempted to ally himself with various other people pursing similar research. Among those that he chose for his inner circle was a young man who he thought he could manipulate with the promise of power, a young student from the pre-Merge world named Jason Tyler Dent.

Dent was a graduate student working with unraveling DNA with the eventual goal of being able to re-write damaged cells and cure any disease with the same means. Post Merge, he was part of a research team that began to study alien DNA and the so-called metagene in an effort to apply their previous research and take it in new directions and further its progress.

Landseman approached Dent with the promise of being able to study two of the "Holy Grails" of DNA - Viltrumite and Kryptonian. Explaining exactly who he was, and also introducing his primary partner to indicate that the book "had gotten it wrong" Landesman sought to convince Dent to join him. What Landseman did not know was that Dent had already been approached by the DXDO, and had been recruited by them. His mission was to accept any offer of a nature similar to Landseman's with the goal of obtaining their research and sabotaging it if possible.

Dent was attempting to gain as much information as he could, maintaining his cover by applying himself to the research. He was quite successful in that regard, unlocking the means to create super beings in a manner similar to Landseman's gods but less expensive. His process combined Kryptonian DNA with human DNA, but not in a manner as successful as that which created Conner Kent and Cir-El in the comics. Instead, much like a comic from the 90s (a Superman annual to be more precise), Dent discovered the means to give humans one Kryptonian super power.

Landesman was thrilled and began looking for subjects to test it on. His methods of finding "volunteers" horrified Dent. Their first two subjects were categoric successes - a young woman was imbued with phenomenal speed, and then her older brother with incredible strength. Landesman began conditioning them with the intent to "rent" them out to the highest bidder. When the next two were imbued with Kryptonian sight and hearing respectively, Dent began to work towards his other goal - that of sabotage. Other, less powerful, subjects were produced before another major success was achieved in Kyle Rogers, the Super Soldier.

Landesman discovered Dent's intentions, and put the young man through the process with the intent of adding another to his growing League of Supermen. However, the Greek would-be deity was not aware that Dent had successfully altered the conditioning programs. Looking for a means to quickly override Landseman's conditioning, Dent was able to create the need to seek out the DXDO and instilled in each a means to find them later. Simple, but effective, he put the compulsion to wear Superman's logo and choose a codename or handle starting with the letter "S"...

Stonewall and Sprint were the first to break their conditioning with Dent's help, and they orchestrated the escape. Strafe destroyed the research, and almost all of the subjects made their escape. They mostly returned to their lives, subconsciously seeking out the DXDO and now use their new found powers to protect innocents while searching for ways to bring down Landseman's circle.

The League consists of:
Stonewall - Kent Danvers - Super Strength
Sprint - Laurel Danvers - Super Speed
Steadfast - Jason Tyler Dent - Invulnerability
Sight - Christina (Chris) Ryan - Vision powers
Sound - Johanna Ryan - Hearing Powers
Scorch- Aaron Trevor - Heat Vision
Sleet - Arctic Breath
See-Through - Penetrating Vision
Superwoman- Constance Ellison - Flight (Gravity Manipulation)
Super Soldier - Kyle Rogers - Full Kryptonian, much of his power is buried in psychic conditioning.

Xander Landseman has electrical powers and some control over the weather in addition to being at the height of human physical ability.
Samantha Akehurst - another character from the same novel as Landesman - serves as his partner. It seems she accepted the offer that her novel counterpart refused, and replaced Artemis at the end of the second failed assault on Olympus on their world. Like Landesmane, despite extensive knowledge of her role as Artemis, she maintains all of her memories as Akehurst.
Last edited by Bladewind on Thu Jan 31, 2019 12:05 am, edited 8 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

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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Sun Jan 20, 2019 2:18 am

Image

Sight (Christina "Chris" Ryan)
PL7/ 182 PP


Abilities
Strength 2,
Stamina 3,
Agility 4,
Dexterity 3,
Fighting 7,
Intellect 0,
Awareness 3,
Presence 2

Powers
Athletic: (13 points)
Parkour: Movement 5 [(Environmental Adaptation (Urban), Safe Fall, Sure-Footed 2, Wall-Crawling 1); Limited to Moving in Urban Environments (4 ranks)],
Speed-Climbing: Movement 1 [Check (Athletics) Required (DC 10)],
Vaulting: Leaping 2 [(30 ft); Check (Acrobatics) Required (DC 10)]
Martial Strike 5 [Strength Based unarmed damage]
Kryptonian Vision: (78 points)
Visual: Remote Sensing 25 [(500 miles)],
Enhanced Sight: Senses 13 [Analytical Sight (All), Darkvision, Distance Sense, Direction Sense, Microscopic 4,; Infravision, Low-Light Vision, Ultravision],
At a Glance: Senses 2 [(Rapid Vision – All – 100x faster)],
Speed Reader: Quickness 4 [ Each power point invested subtracts 3 (-6)from the time value required to read a document.],
Situational Awareness: Senses ,
Visual Pathfinder: Senses 9 [Detect Path, Accurate, Acute, Direction Sense, Distance Sense, Ranged, Tracking 2]

Advantages
All-Out Attack,
Defensive Roll 4,
Improved Defense,
Power Attack,
Takedown 2,
Assessment,
Evasion 2,
Trance,
Uncanny Dodge
Defensive Attack,
Grabbing Finesse,
Improved Disarm,
Instant Up,
Redirect,
Set-Up 1,
Languages 1 [Lip Reading]

Skills
Acrobatics 6 (+10),
Athletics 8 (+10),
Close Combat: Unarmed 2 (+9),
Deception (+2),
Insight 8 (+11),
Intimidation (+2),
Perception 14 (+17),
Persuasion (+2),
Stealth 6 (+10),
Technology 4 (+4)

Offense
Initiative +4
Unarmed +7 Damage 7

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

Power Points
Abilities 48 + Powers 91 + Advantages 21 + Skills 16 + Defenses 11 = Total 187

Complications
Weakness – Kryptonite, while it won't kill him, is just as debilitating as to a full Kryptonian
Power Loss – Red Stellar Energy – Also like Kryptonians, Dent loses his powers in the presence of the energies of a red star.
Motivation - Doing Good.

Design Notes
:arrow: Started as a PL 7/ 135 PP Merge Build (Skills 3:1, Presence Advantages), but the concept got away from me so left the House Rules but more or less abandoned a PP maximum.
:arrow: If I statted this right, she can literally see a grain of sand on the moon... and that's the idea. She has the Kryptonian "vision suite." She can see almost immeasurable distances, and she takes in visual information at a much greater rate than humanly possible.
:arrow: Other than that, I integrated the Martial Artist from the GM Kit, along with Tae Kwon Do from the Gamemaster's Guide and Parkour from the Power Profile (as well as other Talent Powers).
:arrow: Don't remember where I took the last name from (wasn't Ryan Reynolds :P ), but Christina (Chris) came from Chris Kent. Her twin sister Johanna gets her name from John Kent.
Last edited by Bladewind on Sun Jan 20, 2019 4:13 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

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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Sun Jan 20, 2019 4:07 am

Image

Sound/ Johanna Ryan
PL7/ 139 PP


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

Powers
Kryptonian Hearing: (46 points)
Precise Hearing: Feature 1 [You can mix-and-match your different sensory abilities, turning them on and off at will as a free action (even though Perfect Pitch: Feature 1 [You are able to know the exact musical note of any tone you hear and able to reproduce that same note by singing ],
Feature 1 [Use hearing in place of touch and sight in some instances],
Sound Analysis: Senses 2 [Analytical Hearing],
Enhanced Hearing: Senses [(Extended Hearing – 2000 miles)],
Sonar: Senses 6 [Accurate, Penetrating Hearing],
Ultrasonic Hearing: Senses 2 [Ultra Hearing, Radio Hearing],
Echo-Location: Senses 8 [Distance Sense, Direction Sense, Spatial Awareness (Accurate, Radius, Ranged Mental Sense) ; Auditory Tracking 2],
Hearing Counters Illusion: Senses 2,
Danger Sense: Senses 1,
Protected Hearing: Immunity 5 [ (harmful Hearing-Dependent effects)],
Lie Detector: Senses 3 [Enhanced Insight, Limited to Detecting Deception • 1 point per 3 ranks (+3 Insight per rank)],
they are permanent in duration). ; This is useful in instances where certain senses would be a liability]
Accurate Hearing: Senses 2,
Understand Language: Comprehend 2 [Understand Any Language],
Perfect Balance: Movement 2 [(Wall-crawling 2), Limited to upright movement ],
Light Sleeper: Feature 1 [(ignore hearing penalties for sleeping)]

Equipment
Police Gear
Bulletproof Shirt: Protection 4 [Vs Ballistic],
Tonfa: Damage 1 [Strength Based],
Light Pistol: Damage 5 [Ranged]
Standard Equipment
Cellphone (1 ep),
Handcuffs (1 ep)

Advantages
Languages 3 [English, 4 Others],
Contacts
Assessment,
Skill Mastery [Expertise: Streetwise],
Hide in Plain Sight,
Skill Mastery [Stealth],
Equipment 3

Skills
Athletics (+2),
Deception 6 (+8),
Expertise: Streetwise 4 (+8),
Expertise: Current Events 2 (+6),
Insight 5 (+9),
Intimidation 5 (+7),
Investigation 6 (+10),
Perception 5 (+9),
Persuasion (+2),
Ranged Combat: Pistol 5 (+7),
Sleight of Hand 6 (+8),
Stealth 8 (+12),
Vehicles 4 (+6)

Offense
Initiative +4
Unarmed +5, Damage 2
Tonfa +5, Damage 3
Light Pistol +7, Damage 5

Defense
Dodge 7,
Parry 7
Toughness 3 (Def Roll 0),
Fortitude 6,
Will 8

Power Points
Abilities 52 + Powers 46 + Advantages 9 + Skills 20 + Defenses 12 = Total 139

Complications
Weakness – Kryptonite, while it won't kill him, is just as debilitating as to a full Kryptonian
Power Loss – Red Stellar Energy – Also like Kryptonians, Dent loses his powers in the presence of the energies of a red star.
Enemy - Landesman, but for entirely different reasons than Dent...

Design Notes
:arrow: Like her sister, I let the points fall where they may. She's much closer to the 135 goal though...
:arrow: She's slightly more useful in combat, but only really hits caps defensively.
:arrow: Her sister is a martial artists and parkour enthusiast at her base, Johanna is more of a detective with semi-impressive cat burglar skils.
:arrow: Perfect Balance is from the Talent Powers Profile and is a result of a perfectly attuned inner ear.
:arrow: Understand Languages (she only speaks four in addition to her native English), is a bit of a stretch but represents essentially hearing intent and borders on telepathy...
:arrow: Remote Sensing, as I did for her sister, seemed like overkill here. Sound (as in what we hear) needs to be able to travel to be heard, and can't in a vacuum so being able to hear beyond the atmosphere is redundant.
Last edited by Bladewind on Fri Jan 25, 2019 2:53 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

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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Wed Jan 23, 2019 3:51 pm

Image

Super Soldier/ Kyle Rogers

PL10/205 PP


Abilities
Strength 11,
Stamina 9,
Agility 2,
Dexterity 2,
Fighting 8,
Intellect 2,
Awareness 2,
Presence 4

Powers
"Reduced" Kryptonian Abilities: (88 points)
Enhanced Strength 8,
Enhanced Stamina 6,
Environmental Immunities: Immunity 5 [Cold, Heat, Pressure, Vacuum, Pressure],
Super-Strength: Power-Lifting 5 [(effective lifting strength of 16 – 1600 tons)],
Super-Speed: Quickness 8,
Fast: Speed 5 [(60 miles per hour)],
“Parkour”: Flight 1 [Must land or be able to grab onto ; Linked Safe Fall (Movement 1)]
When the bullets don't work...: Immunity 5 [Bullets],
... why the punching ?: Damage 5 [Reaction Damage (to being hit); Limited to effect rank or attack’s Damage rank, whichever is less ],
Super-Senses: Senses 11 [Acute and Extended Hearing; Extended Vision 3; Infravision, Ultra-Vision, Ultra Hearing, Vision Penetrates Concealment (except lead)]
Tough: Protection 3

Equipment
Weapons
Throwing Disks: Damage 2 [Strength Base; Ranged]
Standard Equipment
Rebreather (Immunity – Suffocation) (2 ep),
Flashlight (1 ep),
Mini-Tracers (1 ep),
Cell Phone (2 ep)

Advantages
Benefit 1 [DXDO Membership/ Security Clearance],
Benefit 1 [Established Identity (Kyle Rogers)],
Accurate Attack,
Assessment,
Defensive Attack,
Diehard,
Equipment 2,
Evasion 1,
Extraordinary Effort,
Fast Grab,
Fearless,
Great Endurance,
Improved Critical 2 [Unarmed (18-20)],
Improved Initiative 2,
Improved Disarm,
Improved Trip,
Inspire 1,
Instant Up,
Interpose,
Seize Initiative,
Takedown 2,
Tracking [(Visual)],
Ultimate Effort 2 [Fortitude, Athletics],
Uncanny Dodge,
Holding Back [Will DC 21, Gain +4 PL, + 60 PP, Conditions must be Dire before being able to try, completely unaware that he can do this...]

Skills
Acrobatics 13 (+15)
Athletics (+11),
Close Combat: Unarmed 1 (+9),
Deception 1 (+5),
Expertise: History 6 (+8),
Expertise: Art 3 (+5),
Insight 7 (+9),
Intimidation 4 (+8),
Investigation 5 (+7),
Perception 9 (+11),
Persuasion 7 (+11),
Ranged Combat: Throwing 5 (+7),
Stealth (+2),
Technology 2 (+4),
Treatment 4 (+6),
Vehicles 2 (+4)

Offense
Initiative +10
Unarmed +9, Damage 11

Defense
Dodge 8,
Parry 8
Toughness 12 (Def Roll 0),
Fortitude 9,
Will 11

Power Points
Abilities 52 + Powers 88 + Advantages 27 + Skills 23 + Defenses 15 = Total 205

Complications
Amnesiac/ Altered Memories: Super Soldier's memories are not his own. He does not realizes that he is fully Kryptonian, and is in fact a version of Superlad from an alternate “Rule 63” DC Universe.
Power Loss: Super Soldier loses his powers and his Str and Sta are reduced to 3 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Weakness: Kryptonite radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and may lead to death.

Design Notes
:arrow: First, I was amazed that I couldn't find a Captain America leather jacket (that I liked) with an actual headshot. I suppose because most of the images I found were images selling the product. But if so, why do all the compression shot ads have faces? *shrugs*
:arrow: As a member of the League of Supermen, the Super Soldier also wears Superman's logo, on a white T-Shirt underneath the Captain America jacket.
:arrow: When Jason Dent sabotaged the League and usurped Landesman's conditioning, he instilled a sense of team to help him locate the members at a later date. Things are slightly different with this character as Dent was unaware that Rogers was actually not a subject of the experiments at all, but is in fact a version of Superlad - not the one statted further up, but yet another Kryptonian to have crossed over in the Merge.
:arrow: In an effort to control Superlad, Landseman concocted the notion that the Kryptonian was less powerful than he believed, and buried a lot of his powers (heat vision, arctic breath, flight, some senses, etc) behind walls of psychic conditioning. These walls can be brought down (the Holding Back advantage) but result in Rogers becoming comatose for a time after while he recovers.
:arrow: Discovered by random chance that there is a super villain, Deadline, whose alter ego is Kyle Rogers. Obvious coincidence and no connection between the two exists.
:arrow: Once again, despite an essentially unlimited point total, I used the Merge House Rules of skills 3:1 and Presence Based Advantages on a 1:1 ratio,
:arrow: Making Skill Monkeys/ Combat Advantage Heavy characters is expensive in 3e, even with 3:1 skill ratio. Still, it felt right for this character.
:arrow: The build makes use of the DCA Superman scaled back and leans on a Jabroniville Captain America build for that side of the concept.
:arrow: I left off Shield training as I left off the Shield... The Super Soldier shield was slightly different than Cap's, and I'm not sure how I actually wanted to go with it, so I left it off completely. At least for now. Fits the background to not have it anyway..

Background
Kyle Rogers is one of Xander Landesman's more successful subjects to emerge from his League of Supermen endeavor. In some aspects superior, and in others inferior only to Stonewall and Sprint. His power set is more overall physical enhancement as opposed to "just one" of Superman's powers like the others. At least, that's what Landesman wanted Rogers to think. The persona of Kyle Rogers is a fabrication.

The background files on all of Landseman's subjects are secured in written form, not saved electronically anywhere. They are relatively detailed, giving the necessary information about who they were, why he chose them and the like. In the case of Rogers, there are two files. One is the fabricated identity of Kyle Rogers, and the other is a file on Clark Kent. But not that Clark Kent. The version from the Amalgam Universe - the Super Soldier. The file details how Landesman and Akerhurst came upon an amnesiac man wearing a costume verily similar to that of Captain America, but with notable differences. Despite heavy damage to the suit and missing shield they were able to use the internet to determine that the young man they had found was the Super Soldier from the amalgam universe. And, like their own origin, some of the details were lost in the fictional account - in Kent's case, his power levels were not quite as high as portrayed in the comics.

Kent was also amnesiac, so Landseman suggested he take a new name - Kyle Rogers was chosen - to avoid having to answer questions about his past as a superhero. For all intents and purposes, Kyle Rogers was created and used the cover story that he had been through the process developed by Landseman and Dent.

What the files don't detail is that while the part about amnesia is true, the details of the costume - Captain America's suit with red trunks, the blue mask but clipped to allow his hair to be exposed on top, etc - are all fabricated as is the notion of the Super Soldier. Even the name Clark Kent doesn't belong to Rogers. He is, in fact, Superlad. He hails from an alternate Earth similar to that of Bar-El/ James Olsen (see entry on Superlad). Landseman chose this risky gambit in a bid to make the Kryptonian more easily controlled. And it would have worked, except that Dent sabotaged the project and released the subjects.

Like the other subjects were given back their memories and free will, in Roger's case however, the memories that were "restored" are false in that he is not the Super Soldier... like the other members of the League, the subconscious urge to wear the "S" Symbol and use a name starting with S were also implanted, but Rogers wears a Captain America leather jacket to represent who he believes he is/ was. Upon joining the DXDO, Rogers took the name and was officially given the identity of Kyle Rogers by Coulson. The reasoning, ironically, was the same as Landseman's. To avoid the need to fill in the gaps created by his amnesia.

Unknown to almost everyone, including Rogers, is that when a situation is truly dire he can actually tap into his full power as a Kryptonian. A number of conditions have to be present for this to happen - great immediate danger that can't be contained, over half the team must be incapacitated, and/ or many innocent lives should be at stake (possibly including his own), and he must overcome his own mental blocks. At the end of such use, he crashes completely, losing consciousness for at least an hour. He awakens with no memory of what he did with his power unleashed. To date, is has happened twice and the sole witnesses were Coulson and an operative named Gravedigger, both of whom have decided to keep the matter secret for various reasons.
Last edited by Bladewind on Tue Jan 29, 2019 4:02 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

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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Sun Jan 27, 2019 4:56 am

Image

Scorch/ Aaron Trevor
PL9/ 149 PP


Abilities
Strength 5,
Stamina 6,
Agility 1,
Dexterity 1,
Fighting 4,
Intellect 4,
Awareness 2,
Presence 2

Powers
Kryptonian Psychokinetic Vision: (41 points)
Inner Fire: Immunity 10 [Heat and Cold Damage],
Infravision: Senses 1,
Petrify: Affliction 9 [(Resisted and Overcome by Fortitude), Transformed; Continuous , Perception Ranged; Limited Degree (Third Only), Sight Dependent]
Alt: Psychokinetic Blast: Damage 9 [Line Area]
Alt: Heat Vision: Damage 11 [Precise, Microwave (Heating up or cooking food from the inside out like a microwave oven)]
Alt: Melt: Weaken 9 [Affects Objects Only, Ranged, Toughness ranks lost due to the effect are not recovered and must be repaired ]
“Talents”: (6 points)
Mental Quickness: Quickness 3 [Rapid Vision x2 (Senses)],
Tough: Protection 4

Equipment

Advantages
Chokehold,
Equipment 2,
Interpose,
Quick Draw,
Improvised Weapon 3,
All-Out Attack,
Defensive Attack,
Improved Defense,
Improved Smash,
Power Attack
Takedown 2
Improved Critical 2 [Unarmed (18-20)],
Assessment,
Well-Informed

Skills
Athletics 2 (+7),
Close Combat: Unarmed 6 (+10),
Deception (+2),
Expertise: Bodyguard 6 (+10),
Expertise: Current Events 3 (+7),
Expertise: Pop Culture 2 (+6),
Expertise: Science (Physics) 5 (+9),
Insight (+2),
Intimidation 4 (+6),
Investigation (+4),
Perception 5 (+7),
Persuasion (+2),
Ranged Combat: Handguns 4 (+5),
Ranged Combat: Heat Vision 6 (+7),
Stealth (+1),
Vehicles 2 (+3)

Offense
Initiative +1
Heat Vision +7, Damage 11
Pyschokinetic Blast +1, Damage 9, Line Area

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

Power Points
Abilities 50 + Powers 47 + Advantages 17 + Skills 15 + Defenses 15 = Total 144

Complications
Power Loss: Scorch loses his powers and his Str and Sta are reduced to 3 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Weakness: Kryptonite radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and may lead to death.
Motivation: Doing good
Inexperience: Despite relatively strong powers and a lot of smarts and abilities that work well in the field, Scorch is new to the hero game...

Design Notes
:arrow: Note, it's by no means a recent book, but this character contains minor spoilers to Age of Zeus by James Lovegrove.
:arrow: When designing this one, I didn't want to go with the version from the comic that inspired this series of builds. The guy's name was Heat, and he had to release heat vision every fixed amount of time or burn up inside. That was his only power. I didn't hate it, but wanted something more here...
:arrow: It occurred to me, especially when I chose this image, that I could go full psychic or maybe just add a visor a la X-Men Cyclops...
:arrow: Then, it hit me, using the source material - the Superman Annual - with the new source of their powers - Xander Landseman... I decided to interpret the source of Scorch's powers to be less Kryptonian and more of Landesman's process. Indeed - the Gorgons in that novel didn't so much turn people to stone as burn them where they stood. The effect is much the same, but the source of the power is more pyrokinetic than petrifying... they could also cause other things to ignite but rarely did so...
:arrow: I took it mostly in that direction, and added a concussive blast to give the character something else. Kind of a nod to the Matrix Supergirl I guess.
:arrow: In terms of abilities, Landesman discovered in Trevor's case that he needed to increase the subject's metabolism in order to withstand the energies his body would produce... explaining the strength, stamina and the like...
:arrow: And or course, Merge House Rules in effect - Skills at 3:1, Presence Adavantages... Went with a PL 10 base, Trade down PL 9 for an extra 15 points. Neat thing on this one though... First time I ever I didn't need or want to spend extra points...

Background
Aaron Trevor, like most of the members of the so-called League of Supermen, was an ordinary Earther pre-Merge. Picked up by Landesman for use in his program to create metas, Trevor gained his powers after Sight and Sound but before Sprint.... His powers are a high enough level to consider him a success but for the most part they are not subtle - like most of Superman's powers for that matter. He would never be a covert agent, but as a demonstration of what could be created... he worked just fine.

Previous to the process, Trevor was a bouncer. He was a gifted student, studying physics with the hopes of perhaps becoming an astronaut. Landesman's promise of money and power was a temptation that got the better of him... Thankfully, along the others freed by Dent, he is now working for the DEO alongside agents and real heroes...
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

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

Post by Bladewind » Wed Jan 30, 2019 3:45 pm

Image Image

Additional images

Superwoman (Constance Ellison)
PL10/ 180 PP


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

Powers
Gravity Maniulationt: (77 points)
Gravitic Sense: Senses 1 [(Detect Gravity, Ranged)],
Gravitic Immunity: Immunity 2 [Free Fall/ Heavy Gravity Adaptation: Movement 2 (Environmental Adaptation—Zero/ High Gravity) ],
Gravitic Shield: Protection 10 [Sustained; Subtle],
Environmental Adaptation: Movement 1 [(High Winds); Immunity – Suffocation (at high speed), Friction Heat],
Flight 15,
Gravitic Wake - 2x Line Area Damage 10 (behind character), Activation: Move Action
Gravity Field: Move Object 10 [If the subject’s Strength resistance check against the field’s rank fails by one degree, the subject is prone and restrained (immobile and vulnerable). If it fails by two or more degrees, the subject is bound (defenseless, immobile, and impaired). Like a grab, you can make effect checks in succeeding rounds to increase the degree of an existing hold, and further degrees of success are cumulative.; Burst Area; Limited to Pulling Downwards]
Alt: Flight Affects Others: Move Object 15 [Close]
Alt: Null-G Field: Move Object 10 [Burst Area; Limited to Lifting Upwards]
Alt: Artificial Gravity: Environment 5 [(Negate impeded movement due to gravity)]
Alt: Gravitic Punch 8 (Str Based Damage)

Equipment
Gadgets & Gear
Bird's Eye View: Senses 3 [Extended Vision],
Commlink: Feature 1

Advantages
Evasion 1,
Improved Initiative 1,
Uncanny Dodge,
Languages 3 [(English), French, Italian, Spanish, Greek],
Fearless,
Diehard,
Great Endurance,
Ultimate Effort [Toughness Checks],
All-Out Attack,
Improved Critical 1,
Benefit 2 [“Cool” - +5 with the under 20 crowd on Persuasion and Intimidation checks], Equipment 1,

Skills
Acrobatics 6 (+8)
Athletics 7 (+9),
Close Combat: Unarmed 6 (+10),
Deception (+3),
Insight 10 (+14),
Intimidation (+3),
Perception 6 (+10),
Persuasion 6 (+9),
Stealth 4 (+6)
Technology 2 (+7),
Vehicles 4 (+6)

Offense
Initiative +6

Defense
Dodge 8,
Parry 8
Toughness 12 (Def Roll 0),
Fortitude 11,
Will 9

Power Points
Abilities 48 + Powers 79 + Advantages 12 + Skills 17 + Defenses 24 = Total 180

Complications
Power Loss: Superwoman loses her powers under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive her of her powers.
Weakness: Kryptonite radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and may lead to death.
Fame – Her identity is common knowledge and she has quite a few fans
Traceable – Superwoman wears a transponder that activates when she hits an altitude of a half mile and a speed of 55 mph – this was her choice as nearly colliding with a plane scared the bejessuz out of her... However, it does mean she can be tracked when its in use.

Design Notes
:arrow: Standard Merge House Rules - Skills 3:1. Presence Based Advantages. PL 11/165, trade off 10/180
:arrow: So, it's abundantly clear that I really suck at one hit wonders. None of these characters were supposed to have more than one power. However, as I put them together it made no sense and so they developed into more. In Superwoman's case, this is mostly adaptation to being able to fly, and additions to make her power source more pertinent.
:arrow: Speaking of her power source, the descriptor on her powers is gravitic, meaning that i sort of went with the tactile telekinetic field from the 90s Superboy (and his look for that matter), but I wanted to make sure that I stayed away from my Gladius build as much as possible. There's overlap to be sure, but Superwoman's shtick is flight.
:arrow: The "Flight Affects Others" power is something of a reference to John Byrne's Superman. IRRC, he never actually went anywhere with it, but his Superman mentioned several times that things were lighter when he was flying...

Background
Superwoman, as she insists on being called, was something of an adrenaline junkie before being approached by Landesman for his League of Supermen. It's not really clear if she's serious about wanting to be called Superwoman, or if its just part of her crafted persona as a Super. It is true, however, that when she joined the DXDO that she petitioned to have the identity of Elsa Connor replace her real name. Thankfully, someone said no. (Apparently Constance Ellison wasn't close enough to Kon-El for her...)

Pre-enhancement process, Ellison operated a successful YouTube channel which funded her exploits and adventures. She even landed one of those dream jobs of going on vacation and blogging about them... With these two avenues open to her, Ellison traveled the world in search of fun and adventure. Extreme sports, cave diving, base jumping... she did them all.

As a result, when approached by Landesman, she was going to require the least conditioning of all the recruits as her personality and mindset already fit with Landseman's vision to a great extent. He was just going to need to replace that sense of adventure with a sense of profit... but Dent intervened, and his subconscious push to don the S Shield and adopt a handle starting with S caused Ellison to take her sense of adventure to the limit. She became the sole member of the loosely knit team to adopt a full superhero costume as such, and the only one with a full on superhero name as opposed to a handle or simpler callsign.
Last edited by Bladewind on Mon Feb 11, 2019 3:01 am, 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

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

Post by Bladewind » Fri Feb 01, 2019 4:19 am

Image

Sleet/Alexander Mitchell
PL7/135 PP


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

Powers
Kryptonian Hybrid DNA: (10 points)
Immunity to Cold: Immunity 5 [(Cold Damage); Sustained]
Alt: Immunity to Heat: Immunity 5 [(Heat Damage); Sustained]
Alt: Infrared Invisibility: Concealment 2
Thermal Vision: Senses 1, Generate Ice/Snow: Feature 1 [(Enough to fill a glass with ice or make a snowball)], Blast Chiller: Feature 1 [Perfectly chill food and beverages by touch or keep cold items cold so long as you are touching them. ]
Arctic Breath: (23 points)
Flash Freeze: Weaken 10 [(Toughness); Ranged, Affects Objects Only]
Alt: Ice Slick: Affliction 6 [(ice; Resisted and Overcome by Dodge; Hindered and Vulnerable, Defenseless and Prone); Ranged, Burst Area, Alternate Resistance (Dodge), Extra Condition; Limited Degree]
Alt: Cold Blast: Affliction 10 [(cold; Resisted and Overcome by Fortitude; Fatigued, Exhausted, Incapacitated; Ranged]
Alt: Create Ice: Create 10 [Permanent]
Power Stunts: (0 points)
Cryokinesis: Affliction 5 [(Resisted and Overcome by Fortitude; Dazed, Stunned, Transformed),; Perception Ranged, Cumulative]
Gear: (11 points)
Red hood: Immunity 5 [(Sensory Affliction Effects); Senses – Radio; Voice Mask (Illusion 2 – Aural, Limited to Voices); Feature – Collapsible (Subtle), Removable ],
Leather Jacket: Protection 6 [Removable (-1)]

Equipment

Advantages
Accurate Attack,
Favored Environment [Urban],
Improved Initiative 1,
Improved Aim,
Equipment 10,
Connected,
Well-Informed,
Contacts,
Benefit 1 [Resourceful (As inventor, but Investigation and Persuasion)]
Benefit 1 [Established Identity - Michael McCleod],
Benefit 1 [Cipher - +5 to DC regarding his background],
Hide in Plain Sight

Skills
Athletics 4 (+6),
Deception 8 (+12),
Expertise: Repair (Mechanic) 4 (+5),
Expertise: Criminal 6 (+7),
Insight (+2),
Intimidation 3 (+7),
Perception 5 (+7)
, Persuasion 3 (+7),
Ranged Combat: Arctic Breath Effects 7 (+8),
Ranged Combat: Hand Guns 6 (+7),
Stealth 7 (+9),
Technology 4 (+5),
Vehicles 9 (+10)

Offense
Initiative +6

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

Power Points
Abilities 36 + Powers 44 + Advantages 17 + Skills 22 + Defenses 16 = Total 135

Complications
Power Loss: Sleet loses his powers under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Weakness: Kryptonite radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and may lead to death.
Reputation: He is a Crime Lord with the attendant fame and notoriety. He, in fact, does have a criminal record and is known to authorities.

Design Notes
:arrow: PL 8, Trade Off to PL 7/135, Skills 3:1, Presence Advantages
:arrow: The section of Power Stunts was something I did not want to spend points on but wanted on the sheet for potential reference.
:arrow: He is a combination of various criminal archetypes/ minions from the GM Guide as well elements from the Quickstart Guide to build on them.
:arrow: Equipment is at least one HQ, possibly an alternate HQ and various weapons/ vehicles and the like.
:arrow: I originally intended for him to wear a "reversible" jacket, one side possible in the colors of the Red Hood, the other with the Superman logo. Opted for this image instead, but as per his gear noted above, he wears a reinforced leather jacket affording him protection...

Background
The last (at least for now) of my League of Superman. Just as Superwoman's mindset was a good fit for Landseman's plans, so too was Sleet's. A career criminal when approached by the erstwhile power broker, the man who would gain "arctic breath" already had connections and contacts that Landseman hoped to gain access to by granting him power.

So it was that when Dent released them from their conditioning, he was unaware that Sleet didn't actually have conditioning at all, being a completely willing accomplice to Landseman's scheme. (In fact, Sleet probably would have turned Dent over to Landseman, were it not for the opportunity that being free of the program provided him.

Sleet went along with the others as they made their escape, using his contacts and resources to create a set of new names for himself. In both guises he uses his powers, one more openly than the other, to protect those loyal to him and those in his "protectorate."

124
Thorpocalypse wrote:
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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
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Mon Feb 11, 2019 1:59 am

Image

Fortress Tiberius
PL22/ 780 PP


Abilities
Strength 28,
Stamina 28,
Agility 2,
Dexterity 17,
Fighting 16,
Intellect 8,
Awareness 6,
Presence 6

Powers
Federation Starship: Constellation Class: (304 points)
Massive Size: Growth 28, Sub-Light Engines: Flight 40
Alt: Warp Drive: Movement 3
Universal Translator: Comprehend 4 [(Speak, Understand, Be Understood, Read (Languages))],
Transporters: Teleport 19 [Extended, Burst Area 2, Selective, Accurate, Easy, Affects Others Only, Affects Objects; Limited to Extended, Medium (Transporter Pad/ Room)]
Alt: Shields: Create 23 [Movable, Selective; Impervious]
Alt: Site to Site Transport: Teleport 6 [Easy]
Mecha Features: Feature 23 [Lifepods, Cargo , Passengers, Transponder; Holding Cells, Infirmary, Gym, Hangar, Combat Simulator. Computer, Fire Prevention System; Library, Workshop, Living Space, Personnel, Security System 5 (DC 40), Defense System; Laboratory 2]
Cybertronian: (24 points)
Robot in Disguise: Morph 1 [Action – Standard (1 point flaw); Mechamoprh],
Computer Mind: Quickness 10 [Limited to Mental Tasks],
Interface: Comprehend 2 [(Machines)],
Lifting Strength: Power-Lifting 2,
Life Support Immunity: Immunity 7 [Environmental Adaptation: Space]
Sensor Suite: (157 points)
Long Range Sensors: Remote Sensing 38 [(Visual); 512 Million Mile Range]
Alt: Sensor Network: Remote Sensing 38 [You can perceive through various nearby sensor devices and technology: closed-circuit cameras, security monitors, microphones, even cell-phones and Web-cams, exactly as if you were receiving the output of those devices.]
Communication 5, Sensors: Variable 10 [Limited to Senses]
Weapons Array: (94 points)
Photon Torpedoes: Damage 23 [Ranged, Burst Area 2]
Alt: Phasers: Damage 23 [Ranged, Penetrating]
Alt: Phasers (Wide Burst): Damage 23 [Cone Area 3]

Advantages
All-Out Attack,
Eidetic Memory,
Inspire 6,
Interpose,
Leadership,
Power Attack,
Takedown 2,
Teamwork,
Benefit 3 [Flagship of the Federation],
Improved Aim,
Improved Initiative 2,
Jack-of-All-Trades,
Move-by Action,
Seize Initiative,
Well-Informed,
Beginner's Luck,
Connected,
Contacts

Skills
Acrobatics 4 (+6),
Athletics (+28),
Deception (+6),
Expertise: Stellar Cartography 10 (+18),
Expertise: Federation Lore 10 (+18),
Expertise (+8),
Insight 6 (+12),
Intimidation 8 (+28),
Investigation 8 (+16),
Perception 8 (+14),
Persuasion 6 (+12),
Ranged Combat: Phasers 4 (+21),
Ranged Combat: Photon Torpedoes 4 (+21),
leight of Hand (+17),
Stealth (+2),
Technology 13 (+21),
Treatment (+8),
Vehicles (+17)

Offense
Initiative +10
Unarmed +16, Damage 28
Phasers +21, Damage 23
Phasers (Wide Burst) +17, Damage 23
Photon Torpedoes +21, Damage 23

Defense
Dodge 16,
Parry 7
Toughness 28 (Def Roll 0),
Fortitude 28,
Will 16

Power Points
Abilities 110 + Powers 579 + Advantages 21 + Skills 27 + Defenses 43 = Total 780

Complications
Prime Directive - Despite the Autobot/ Decepticon War, Fortress Tiberius is a Federation Starship. As such, the Prime Directive is a major part of his programming.
"(Insert Device Name) is offline!" - Despite the fact that the ship is immensely powerful, a trope of Star Trek is how often the main useful systems go offline when it's least convenient..
Motivation - Exploration
Responsibility - Crew. The Personnel feature as well as the Command Crew are a vital part of the Enterprise, and Tiberious will go to great lengths to protect them.

Design Notes
:arrow: Despite going all out and not applying a limit to the PP spent, I still went 3:1 on skills and gave one free social advantage per Presence Rank
:arrow: PL was determined by size, and although it gets a little wonky the larger you get, it still works: Weight of character = Mass Ranks = Growth Ranks. Divide by 4 and add to -2 for height (length).
:arrow: There are a number of powers that I probably could have separated and done a two build version, but I wanted it all on one. As such, there are a number of powers (Transporters...) that could have been features on a ship of HQ style build... But the range I wanted required IMO a full power.
:arrow: I haven't actually read the comic - really want to though - beyond the two panels. I'm not really planning to have Kirk in control of Tiberious...
:arrow: Transporters and Shields are AP of each other as the shields always need to be down for the Transporters to work...
:arrow: Long Range transport always seems to need the Transporter Pad, but Site-to-Site on the ship seems to work without issue... so AP.
:arrow: Long Range Sensors and Sensor Network have the same range, but the Sensor Network allows the ships sensors to tap into not only sight but sound as well.
:arrow: So, with 10 ranks of Variable, at a cost of 60 PP for 50 points of senses... I could probably have gotten almost all of the Senses in the RAW... but, there is always something you don't think of that the ship's sensors can detect or scan when needed, so I went with Variable.
:arrow: I did not put a mechanism for Self Destruct. It's usually a plot device/ point when used, and the one or two times ships actually self destructed, you could easily spend a HP to alt form the ship into a series of linked Burst Area damage effects...
:arrow: Things like shuttlecraft should be paid for by PCs (i.e. the Command Crew) with EP... I don't envision the Starship having to pay for them...
:arrow: Speaking of not paying, none of the vehicles in the RAW seem to have Life Support Immunity for the crew, essentially relegating it to descriptor. Same for artificial gravity... I did the same.

Image

OMG. Tiberious actually did that two handed fist thing they always do in Star Trek !!!


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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

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