Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

Where in all of your character write ups will go.
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KorokoMystia
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Koroko/Mystia's M&M 3e builds: Quake Woman, Alien (MM2), Mega Man Rock Force

Post by KorokoMystia » Fri Nov 11, 2016 9:37 pm

This is where I keep my builds, since I was inspired by other people to try my own.
Since I'm still fairly new to this, I'd heavily appreciate all comments and constructive criticism. Note: These are NPC builds unless I state otherwise.

What to expect: Well, my builds tend to be all over the place, but expect quite a few Jobbers, obscure characters, and a few better-known ones.

Also: Feel free to give suggestions or bring characters to my attention. I may not be able to do them, but I'm still interested to hear them.

The list of builds so far:

Kamen Rider:
Kamen Rider Ichigo
Shocker Combatmen

Ultraman:
Ultraman
Bemular

Power Rangers:
Rita Repulsa
Putty Patrollers
Lord Zedd
The Megazord
Power Rangers Monster Template

Street Fighter:
Kevin Straker

Video Games:
Awesome Possum
Avenging Spirit
Big Rigs
Captain Novolin
Captain Falcon
Croc
The Cheetahmen
Gurianos
Kingsley's Adventure
Tomba/Tombi
Nightshade

Marvel Comics:
Brute Force
"Building Robot"
Captain Citrus
Eye-Scream
Hydrators
Hypnotia
Instant Replay
Janus Tepes (Golden Angel)
Nightcat
Rattan
Scythe
Simon Taylor
The Asthma Monster
The Brace
The Chairman

DC Comics:
Condiment King
Doctor Double X
Lady Liberty I-IV
Snowflame
Polka-Dot Man
Major Victory
Slipknot
Rainbow Raider
Rubberneck
The Brothers Of The Bop
The Weeper I

Other Comics:
Black Web
Captain Electron
Mr. Computer
Captain Tax Time
The Phantom

Cartoons:
Birdman
Super-President
Last edited by KorokoMystia on Wed Sep 13, 2017 9:30 pm, edited 38 times in total.

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Mon Nov 14, 2016 3:14 am

For my next build, something different..The original Kamen Rider!

Image

Kamen Rider Ichigo (Takeshi Hongo) - PL 11

Strength 6, Stamina 3, Agility 1, Dexterity 0, Fighting 10, Intellect 1, Awareness 3, Presence 2

Advantages
Accurate Attack, Equipment 2, Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Leadership, Power Attack, Set-up, Takedown, Teamwork

Skills
Acrobatics 4 (+5), Athletics 2 (+8), Deception 1 (+3), Insight 1 (+4), Perception 4 (+7), Persuasion 2 (+4), Vehicles 5 (+5)

Powers
Typhoon Belt (Removable)
Rider Form (Activation: Standard Action)
Artificial Muscle: Leaping 2 (Leap 30 feet at 8 miles/hour)
Cat's Eye: Senses 2 (Darkvision)
Enhanced Ability: Enhanced Strength 4 (+4 STR)
Enhanced Trait: Enhanced Trait 7 (Traits: Fortitude +7 (+10))
Rider Armour: Protection 7 (+7 Toughness)
Rider Kick: Strength-based Damage 5 (DC 26; Feature: Makes Target Explode If Defeated By It)
Ultrasensitive Antenna
Enhanced Trait: Enhanced Trait 4 (Linked; Traits: Dodge +2 (+12), Parry +2 (+12))
Senses: Senses 1 (Linked; Danger Sense: Visual)

Equipment
Typhoon

Offense
Initiative +5
Grab, +10 (DC Spec 16)
Rider Kick: Strength-based Damage 5, +10 (DC 26)
Throw, +0 (DC 21)
Unarmed, +10 (DC 21)

Complications
Enemy (Shocker, Great Leader): Hongo's greatest enemy is the evil organization Shocker (and all its later incarnations) and its leader, the Great Leader of Shocker.
Motivation: Justice
Weakness (Cold): Hongo cannot transform when in sub-zero temperatures.

Languages
Native Language

Defense
Dodge 12/10, Parry 12/10, Fortitude 10/3, Toughness 10, Will 8

Power Points
Abilities 44 + Powers 28 + Advantages 12 + Skills 10 (19 ranks) + Defenses 14 = 108
Last edited by KorokoMystia on Mon Nov 14, 2016 3:48 am, edited 1 time in total.

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Mon Nov 14, 2016 3:31 am

Image

Shocker Combatmen - PL 4

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

Powers
Various Weapons (Easily Removable)
. . Weapon Attack: Strength-based Damage 2 (DC 19)

Offense
Initiative +1
Grab, +4 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +4 (DC 17)
Weapon Attack: Strength-based Damage 2, +4 (DC 19)

Complications
Motivation (Serving Shocker)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 2, Toughness 2, Will -1

Power Points
Abilities 12 + Powers 2 + Advantages 0 + Skills 0 (0 ranks) + Defenses 3 = 17

The Shocker Combatmen are the mooks of the original Kamen Rider series. Not very impressive in combat, their only notable feature is their uniform and penchant for shouting "Yee!" I've never personally seen them wielding weapons, but the wiki shows images of them wielding weapons, so what the hey, I added it to them. Now they're even with the Putties in PL.
Last edited by KorokoMystia on Sat Dec 31, 2016 7:00 pm, edited 2 times in total.

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Mon Nov 14, 2016 4:52 am

Here's my attempt at building the classic Ultraman.

Image

Ultraman - PL 17

Strength 19, Stamina 19, Agility 3, Dexterity 0, Fighting 10, Intellect 1, Awareness 3, Presence 3

Advantages
Accurate Attack, Improved Critical 3: Specium Ray, Improved Grab, Improved Hold, Power Attack, Ranged Attack 10

Skills
Acrobatics 2 (+5), Athletics 2 (+21), Intimidation 10 (+22)

Powers
Flight: Flight 11 (Speed: 4000 miles/hour, 8 miles/round)
Growth: Growth 19 (+19 STR, +19 STA, +9 Intimidate, -19 Stealth, -10 active defenses, +4 size ranks, +19 mass ranks, +2; Innate; Permanent)
Leaping: Leaping 8 (Leap 1800 feet at 250 miles/hour in 3 seconds)
Ultra Armor
Immunity: Immunity 5 (Damage Effect: Electricity)
Immunity: Immunity 8 (Damage Effect: Specium Ray, Environmental Condition: Heat, Environmental Condition: Radiation, Environmental Condition: Chemicals; Limited - Half Effect)
Impervious Defense: Impervious Toughness 20
Protection: Protection 1 (+1 Toughness)
Ultra-Slash: Damage 19 (DC 34; Homing: 1 extra attempt, Increased Range: ranged, Penetrating 15, Split: 2 targets)
Slash Ray: Damage 19 (Alternate; DC 34; Increased Range: ranged)
Specium Ray: Damage 23 (Alternate; DC 38; Increased Range: ranged, Penetrating 10; Distracting)

Offense
Initiative +3
Grab, +10 (DC Spec 29)
Slash Ray: Damage 19, +10 (DC 34)
Specium Ray: Damage 23, +10 (DC 38)
Throw, +10 (DC 34)
Ultra-Slash: Damage 19, +10 (DC 34)
Unarmed, +10 (DC 34)

Complications
3 Minute Time Limit: Ultraman can only exist on Earth for 3 minutes at a time. The Color Timer on his chest indicates how much time he has left. If it ever runs out, Ultraman will "never rise again".

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 19, Toughness 20, Will 10

Power Points
Abilities 40 + Powers 156 + Advantages 17 + Skills 7 (14 ranks) + Defenses 28 = 248

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Mon Nov 14, 2016 3:04 pm

Image

Bemular - PL 15

Strength 19, Stamina 19, Agility -2, Dexterity 0, Fighting 7, Intellect -4, Awareness 0, Presence -2

Advantages
Accurate Attack, All-out Attack, Diehard, Fearless, Power Attack, Ranged Attack 7, Startle

Skills
Intimidation 12 (+19)

Powers
Hyper Pale Heat Wave: Damage 22 (DC 37; Increased Range: ranged, Penetrating 10)
Energy Blast: Damage 19 (Alternate; DC 34; Increased Range: ranged)
Immunity: Immunity 6 (Disease, Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Pressure, Poison, Suffocation: Drowning)
Kaiju
Growth: Growth 19 (+19 STR, +19 STA, +9 Intimidate, -19 Stealth, -10 active defenses, +4 size ranks, +19 mass ranks, +2; Innate; Permanent)
Protection: Protection 1 (+1 Toughness; Impervious [19 extra ranks])
Travel Ball (Activation: Standard Action)
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)

Offense
Initiative -2
Energy Blast: Damage 19, +7 (DC 34)
Grab, +7 (DC Spec 29)
Hyper Pale Heat Wave: Damage 22, +7 (DC 37)
Throw, +7 (DC 34)
Unarmed, +7 (DC 34)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 19, Toughness 20, Will 5

Power Points
Abilities -2 + Powers 137 + Advantages 13 + Skills 6 (12 ranks) + Defenses 28 = 182

Bemular is the very first monster fought by Ultraman. It's a lot like Godzilla, honestly. It even uses the same roar, but distorted!

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Fri Nov 18, 2016 1:51 am

Image

Rita Repulsa - PL 7

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

Advantages
Taunt

Skills
Deception 8 (+10), Perception 2 (+4), Ranged Combat: Magic Wand 6 (+6)

Powers
Magic Wand (Easily Removable)
. . Magical Blast: Damage 8 (DC 23; Increased Range: ranged)
. . Make My Monster Grow!: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 ; Affects Others Only, Extended Range 8, Increased Range: ranged)
. . Teleport: Teleport 26 (250000 miles in a move action, carrying 50 lbs.)

Offense
Initiative +1
Grab, +6 (DC Spec 10)
Magical Blast: Damage 8, +6 (DC 23)
Throw, +0 (DC 15)
Unarmed, +6 (DC 15)

Complications
Enemy (Zordon & The Power Rangers)
Motivation (Ruling Earth)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 2, Toughness 2, Will 5

Power Points
Abilities 28 + Powers 68 + Advantages 1 + Skills 8 (16 ranks) + Defenses 8 = 113

Rita Repulsa is the first Big Bad of the long-running Power Rangers series. She's a skilled magician (apparently), but a poor fighter. In fact, I'm pretty sure she never fought in the show at all! I don't know the full extent of her magical powers, but I gave her a Blast anyway, since I wasn't sure if she ever used one. She can also teleport. Her best magic, though, by far, was the ability to make her monsters grow. Statting it was pretty simple, an Affects Others Only Growth, with a very long range, since she throws her staff from the moon all the way to the Earth to do it!
But in any case, she never fought on the front lines, instead sitting back and letting her mooks and monster of the week fight, and growing them when the Rangers defeated them.
Last edited by KorokoMystia on Fri Nov 18, 2016 3:57 am, edited 1 time in total.

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Fri Nov 18, 2016 2:25 am

Image

Putty Patrollers - PL 4

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

Powers
Various Weapons: Strength-based Damage 2 (DC 19)

Offense
Initiative +1
Grab, +4 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +4 (DC 17)
Various Weapons: Strength-based Damage 2, +4 (DC 19)

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 2, Toughness 2, Will 0

Power Points
Abilities 12 + Powers 2 + Advantages 0 + Skills 0 (0 ranks) + Defenses 4 = 18

The Putties are basically Rita's (and later, Zedd's) Mooks From Mighty Morphin' Power Rangers, made from clay. They're better than a normal human, but are still no threat to the Rangers, even in large numbers.
Last edited by KorokoMystia on Sat Dec 31, 2016 7:02 pm, edited 1 time in total.

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Re: Koroko/Mystia's first build(s?)

Post by Jabroniville » Fri Nov 18, 2016 2:31 am

Awesome Rita and giant builds :). And yeah, it's funny how Rita never really did anything to fight. How'd they deal with her in the original Japanese show?

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Fri Nov 18, 2016 2:46 am

Jabroniville wrote:Awesome Rita and giant builds :). And yeah, it's funny how Rita never really did anything to fight. How'd they deal with her in the original Japanese show?
Thanks, Jab! Hearing that from you makes me happy, since your builds inspired me to stop lurking and even try some builds myself.

I'm not sure how they dealt with her in the Japanese show, I haven't seen it. I'm probably going to build Zedd next, but it's a bit hard since he only fought once, against the White Ranger, though he kicked his ass handily, so he could probably handle the entire team if it came down to it. Funny thing: I was building the Rangers, then I noticed you'd already built them! (in 2e, though converting isn't hard, just tedious) My version of the Rangers build wasn't all that different, anyway. They even came out to around the same PL!

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Fri Nov 18, 2016 3:20 am

Image

Lord Zedd - PL 12

Strength 8, Stamina 8, Agility 4, Dexterity 0, Fighting 11, Intellect 2, Awareness 3, Presence 3

Advantages
Accurate Attack, All-out Attack, Improved Critical: Staff, Power Attack, Taunt

Skills
Acrobatics 2 (+6), Athletics 1 (+9), Deception 10 (+13), Insight 1 (+4), Intimidation 5 (+8), Perception 4 (+7), Ranged Combat: Zedd's Staff 11 (+11)

Powers
Zedd's Staff (Easily Removable)
. . Growth Bomb (Easily Removable)
. . . . Make My Monster Grow!: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size ranks, +12 mass ranks, +1 ; Affects Others Only, Extended Range 8, Increased Range: ranged)
. . Magical Lightning: Damage 12 (DC 27; Increased Range: ranged)
. . Staff Strike: Strength-based Damage 4 (DC 27)
. . Turning Objects Into Monsters: Transform 10 (Affects: Broad > Broad - Animals Or Objects To Monsters, Transforms: 800 lbs., DC 20)

Offense
Initiative +4
Grab, +11 (DC Spec 18)
Magical Lightning: Damage 12, +11 (DC 27)
Staff Strike: Strength-based Damage 4, +11 (DC 27)
Throw, +0 (DC 23)
Turning Objects Into Monsters: Transform 10, +11 (DC Dog 20)
Unarmed, +11 (DC 23)

Complications
Enemy (Zordon & The Rangers)
Motivation (Ruling Earth)
Temper

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 9, Toughness 8, Will 9

Power Points
Abilities 78 + Powers 40 + Advantages 5 + Skills 17 (34 ranks) + Defenses 14 = 154


So here's Zedd, who took over for Rita (and later married her), and unlike her, is actually a threat in combat. At PL 12, he's definitely a notch above the Rangers, as in his one and only fight in the series, he defeated the White Ranger, the strongest of the original group of Rangers, handily. I could make him PL13, but I wasn't sure, so I stuck him at PL 12 for now.
Last edited by KorokoMystia on Fri Nov 18, 2016 3:58 am, edited 1 time in total.

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Fri Nov 18, 2016 3:43 am

Image

Megazord - PL 15

Strength 18, Stamina -, Agility 2, Dexterity 0, Fighting 8, Intellect -, Awareness 0, Presence -

Advantages
Accurate Attack, All-out Attack, Improved Critical 2: Power Sword, Power Attack

Powers
Growth: Growth 18 (+18 STR, +18 Tough, +9 Intimidate, -18 Stealth, -9 active defenses, +4 size ranks, +18 mass ranks, +)
Immunity to Fortitude Effects
Impervious Defense: Impervious Toughness 18
Mastodon Shield (Easily Removable)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Dodge +2 (+7), Parry +2 (+7))
Power Sword (Easily Removable)
. . Power Sword Slash: Strength-based Damage 3 (DC 36)
Seperate Into Zord Components: Summon 10 (Heroic, Horde, Multiple Minions 3: 8 minions)

Offense
Initiative +2
Grab, +8 (DC Spec 28)
Power Sword Slash: Strength-based Damage 3, +8 (DC 36)
Throw, +0 (DC 33)
Unarmed, +8 (DC 33)

Languages
Native Language

Defense
Dodge 7/6, Parry 7/6, Fortitude Immune, Toughness 18, Will Immune

Power Points
Abilities -10 + Powers 197 + Advantages 5 + Skills 0 (0 ranks) + Defenses 18 = 210


Here's the Megazord (later called the Dino Megazord, apparently). Naturally, it's it's immensely strong in combat, being a giant mecha. I don't know if it's enough to take on Godzilla, but it can definitely try. It's best known for fighting the monster of the week, losing, and then summoning its sword to finish them off.

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Fri Nov 18, 2016 4:06 am

Power Rangers Monster Template - PL 11

Strength 8, Stamina 8, Agility 2, Dexterity 0, Fighting 10, Intellect 1, Awareness 1, Presence 1

Advantages
Accurate Attack, All-out Attack, Power Attack, Startle

Powers
Power Punch/Weapon Attack: Strength-based Damage 3 (DC 26; Limited: Bonus Does Not Apply When Grown)

Offense
Initiative +2
Grab, +10 (DC Spec 18)
Power Punch/Weapon Attack: Strength-based Damage 3, +10 (DC 26)
Throw, +0 (DC 23)
Unarmed, +10 (DC 23)

Complications
Enemy (Power Rangers)
Motivation (Evil)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 8, Will 2

Power Points
Abilities 62 + Powers 2 + Advantages 4 + Skills 0 (0 ranks) + Defenses 9 = 77


Here's a template for the various monsters the Power Rangers face. Edit to add powers as necessary. Balancing their stats so that they don't get blown up too much when grown by Rita/Zedd is rather difficult

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Fri Nov 18, 2016 8:39 pm

Image

Kevin Straker - PL 9

Strength 6, Stamina 6, Agility 3, Dexterity 0, Fighting 11, Intellect 0, Awareness 2, Presence 2

Advantages
Accurate Attack, Defensive Roll, Fast Grab, Ranged Attack 11, Takedown

Skills
Acrobatics 5 (+8), Athletics 2 (+8), Expertise: Space Cop 8 (+8), Insight 2 (+4), Perception 2 (+4), Technology 4 (+4)

Powers
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Movement: Movement 1 (Wall-crawling 1: -1 speed rank)
Sonic Bullet: Damage 6 (DC 21; Increased Range: ranged, Multiattack)

Offense
Initiative +3
Grab, +11 (DC Spec 16)
Sonic Bullet: Damage 6, +11 (DC 21)
Throw, +11 (DC 21)
Unarmed, +11 (DC 21)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 7/6, Will 8

Power Points
Abilities 60 + Powers 21 + Advantages 15 + Skills 12 (23 ranks) + Defenses 15 = 123


Kevin Straker is the protagonist of the Street Fighter 2010 NES game, a basic sidescroller hero, cyborg, and space cop. In the US version, he was changed to being Ken Masters (!!), in a particularly ridiculous story. I wasn't sure whether to stat him as a Street Fighter character or a video game hero, so I gave him a bit of both. Despite never appearing again after his one game, Capcom still aknowleged him when creating bios for every Street Fighter character. He even got his own new artwork, which is the picture above.

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Thu Nov 24, 2016 7:14 pm

Here's something based on what may be one of the worst video games ever. It's barely a game at all, it's clearly not finished in the slightest, but it is hillarious

Image

Big Rig

Strength 9, Defense -4, Toughness 9, Size Huge

Powers
Crazy Reversing Speed: Speed 41 (Speed: 4194304 million miles/hour, 8192 million miles/round; Limited: Only While Reversing)
No Hitbox: Insubstantial 4 (Incorporeal)
No Physics: Movement 5 (Permeate 3: full speed, Wall-crawling 2: full speed)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 3 + Powers 57 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 60


Yes, that reversing speed can be achieved in the game. They didn't bother to put a cap on it.

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Re: Koroko/Mystia's first build(s?)

Post by KorokoMystia » Mon Dec 19, 2016 2:19 am

Image

Instant Replay - PL 7

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

Advantages
Improved Critical: Claws

Skills
Deception 2 (+3), Expertise: Assassin 4 (+5), Intimidation 4 (+5), Ranged Combat: Claw Throw: Strength-based Damage 3 6 (+9), Technology 2 (+3)

Powers
Time Travel Suit (Removable)
. . Protection: Protection 1 (+1 Toughness)
. . Time Travel (Future): Movement 1 (Time Travel: Short Distance Into The Future 1: fixed point, 50 lbs.)
. . . . Time Travel (Past): Movement 1 (Alternate; Time Travel: Short Distance Into The Past 1: fixed point, 50 lbs.)
. . Wrist Claws (Removable)
. . . . Claw Slash: Strength-based Damage 3 (DC 20; Split: 2 targets)
. . . . Claw Throw: Strength-based Damage 3 (DC 20; Homing: 1 extra attempt, Reach (ranged) 3: 15 ft., Split: 2 targets)

Offense
Initiative +3
Claw Slash: Strength-based Damage 3, +9 (DC 20)
Claw Throw: Strength-based Damage 3, +9 (DC 20)
Grab, +9 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +9 (DC 17)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 4, Toughness 4, Will 3

Power Points
Abilities 46 + Powers 3 + Advantages 1 + Skills 9 (18 ranks) + Defenses 9 = 68

Instant Replay is a NFL Superpro foe and an assassin/mercenary, mostly notable for his nickname- "The Killer Who Can Cut Through Time". Despite that name, all he can do is travel through time in short bursts and attack with claws that he can also use as projectiles, and return to him afterwards.

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