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

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Venus, Tequila Gundam, Gezora, Gargantus

Post by KorokoMystia » Sat Apr 08, 2017 3:02 pm

So I'd like to build the Condiment King, because he's just so terrible (and because it seems like nobody else has), but really, I think I'd be stretching it by having his condiment guns do any damage at all. It'd probably just end up being a very cheap piece of equipment. The fact that his guns can sometimes cause anyphalatic shock would likely be a Complication for the character being hit by them.

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Rainbow Raider

Post by KorokoMystia » Sat Apr 08, 2017 3:54 pm

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Rainbow Raider (Roy G. Bivolo) - PL 8

Strength 2, Stamina 3, Agility 2, Dexterity 2, Fighting 7, Intellect 1, Awareness 1, Presence 0

Advantages
Power Attack

Skills
Expertise: Art 3 (+4), Expertise: Criminal 5 (+6), Perception 3 (+4), Ranged Combat: Prisma Goggles 5 (+7)

Powers
Prisma Goggles (Removable)
. . Invisibility Prisma-Beam: Concealment Attack 2 (light, Sense - Sight, DC 12; Attack: Dodge [5 extra ranks])
. . Offensive Prisma-Beams
. . . . Blinding Prisma-Beam: Cumulative Affliction 8 (light, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: Visual)
. . . . Emotion-Controlling Prisma-Beams: Affliction 7 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Limited: Emotions Only)
. . . . Prisma-Beam: Damage 7 (light, DC 22; Increased Range: ranged)
. . Rainbow Slides: Flight 3 (light, Speed: 16 miles/hour, 250 feet/round; Platform)

Offense
Initiative +2
Blinding Prisma-Beam: Cumulative Affliction 8, +7 (DC Fort 18)
Emotion-Controlling Prisma-Beams: Affliction 7, +7 (DC Will 17)
Grab, +7 (DC Spec 12)
Invisibility Prisma-Beam: Concealment Attack 2, +7 (DC Dog 12)
Prisma-Beam: Damage 7, +7 (DC 22)
Throw, +2 (DC 17)
Unarmed, +7 (DC 17)

Complications
Disability (Colourblind)
Hatred (Art Galleries): Roy focuses his crime sprees on art galleries because of his disability, saying that if he could not appreciate the art in them, no one could.
Motivation: Roy turned to crime because the world did not appreciate his art.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 4, Toughness 3, Will 5

Power Points
Abilities 36 + Powers 20 + Advantages 1 + Skills 8 (16 ranks) + Defenses 16 = 81

Rainbow Raider was a Flash villain. He was colourblind, and while he wanted to be an artist, people did not appreciate his art, so he turned to crime, using a special set of goggles that his father gave to him that allows him to fire beams of light for various purposes. He was killed, but appeared in Blackest Night as a Black Lantern. He appeared in the New 52 with a new name, "Chroma". Stat-wise, he's a basic Blaster villain. He's mostly PL 7, though his defenses are a bit lower, and packs a PL 8 Dazzle.

scc
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Re: Koroko/Mystia's M&M 3e builds: Tequila Gundam, Gezora, Gargantus, Rainbow Raider

Post by scc » Sat Apr 08, 2017 10:35 pm

I thought about doing Condiment King as well. I could see them being afflictions. Perhaps a visual affliction combined with dazed. And perhaps stun. Oh and nice Rainbow Raider.

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Re: Koroko/Mystia's M&M 3e builds: Tequila Gundam, Gezora, Gargantus, Rainbow Raider

Post by scc » Sat Apr 08, 2017 10:40 pm

And this picture of Rainbow Raider is awesome:

Image

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Tequila Gundam, Gezora, Gargantus, Rainbow Raider

Post by KorokoMystia » Sat Apr 08, 2017 11:09 pm

scc wrote:
Sat Apr 08, 2017 10:35 pm
I thought about doing Condiment King as well. I could see them being afflictions. Perhaps a visual affliction combined with dazed. And perhaps stun. Oh and nice Rainbow Raider.
Yeah, that could work. And thanks. If we both end up doing Condiment King, I'd love to see how the builds compare. I don't see him having a high PL, maybe in the 4-5 range.

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Rainbow Raider, Condiment King

Post by KorokoMystia » Sun Apr 09, 2017 4:18 am

Image
Condiment King - PL 5

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

Skills
Expertise: Stand-Up Comedian 4 (+4), Ranged Combat: Condiment Guns 5 (+5)

Powers
Condiment Guns (Easily Removable)
. . Condiments In The Eyes: Cumulative Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged; Limited: Visuals)
. . . . Condiment Shot: Affliction 5 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 15; Increased Range: ranged; Limited Degree)

Offense
Initiative +1
Condiment Shot: Affliction 5, +5 (DC Fort 15)
Condiments In The Eyes: Cumulative Affliction 5, +5 (DC Fort 15)
Grab, +4 (DC Spec 11)
Throw, +0 (DC 16)
Unarmed, +4 (DC 16)

Complications
Motivation: Greed

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 3, Toughness 2, Will 2

Power Points
Abilities 16 + Powers 7 + Advantages 0 + Skills 5 (9 ranks) + Defenses 8 = 36

Condiment King is a joke villain that originated in the Batman cartoon, but somehow crossed over into the comics. (And yet, Music Meister has yet to appear in the mainstream DC universe..How strange.) His only equipment are condiment guns that do no damage, but can still cause some annoyance, especially if he manages to get his opponent in the eyes with it, and his weapons can cause anaphylactic shock in some people. (Treated as a Complication for that character) But other than that, he's a joke who has no way of doing any real damage. This build can be used for the cartoon and the comic version. For the comic version, just drop the Expertise (Stand-Up Comedian.)
Last edited by KorokoMystia on Tue Apr 11, 2017 12:08 am, edited 1 time in total.

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Scaramouch

Post by KorokoMystia » Mon Apr 10, 2017 9:17 pm

Image
"You may have destroyed my magic flute, but you can't destroy the musical magic that is me, babe!"
Scaramouch The Mercilless - PL 9

Strength 4, Stamina -, Agility 6, Dexterity 2, Fighting 10, Intellect 1, Awareness 3, Presence 3

Advantages
Accurate Attack, All-out Attack, Assessment, Equipment 4, Improved Initiative, Power Attack, Ranged Attack 8, Taunt

Skills
Acrobatics 5 (+11), Athletics 5 (+9), Deception 6 (+9), Expertise: Assassin 9 (+10), Expertise: Music 9 (+10), Insight 3 (+6), Intimidation 2 (+5), Perception 6 (+9)

Powers
Control Sword By Scatting: Move Object 1 (100 lbs.; Limited: Sword Only)
Immunity: Immunity 30 (Fortitude Effects)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Magic Flute (Removable)
. . Create Golem: Summon 8 (Limited: Requires Stone)
. . Move Object: Move Object 7 (3 tons; Improvised Weapon; Limited: Only While Playing Flute)
Protection: Protection 6 (+6 Toughness)
Sword Slash: Strength-based Damage 3 (piercing, slashing, DC 22)
Dagger Stab: Strength-based Damage 1 (DC 20)
Destroy Objects By Vibrating: Weaken 8 (Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only, Alternate Resistance: Toughness)

Equipment
Sword [Sword Slash: Strength-based Damage 3, piercing, slashing, DC 22], Tuning Fork Dagger [Dagger Stab: Strength-based Damage 1, DC 20; Destroy Objects By Vibrating: Weaken 8, Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only, Alternate Resistance: Toughness]

Offense
Initiative +10
Control Sword By Scatting: Move Object 1, +10 (DC 11)
Dagger Stab: Strength-based Damage 1, +10 (DC 20)
Destroy Objects By Vibrating: Weaken 8, +10 (DC 18)
Grab, +10 (DC Spec 14)
Move Object: Move Object 7, +10 (DC 18)
Sword Slash: Strength-based Damage 3, +10 (DC 22)
Throw, +10 (DC 19)
Unarmed, +10 (DC 19)

Complications
Ego: Scaramouch claims that he is "Aku's Favourite Assassin", even though there's no actual evidence of this.

Languages
Native Language

Defense
Dodge 12, Parry 12, Fortitude Immune, Toughness 6, Will 8

Power Points
Abilities 48 + Powers 51 + Advantages 18 + Skills 23 (45 ranks) + Defenses 13 = 153

Scaramouch is a character that appears in season 5 of Samurai Jack, claiming to be Aku's "most favourite assasin". When he calls him, however, Aku's response is "Who is this?!" He's very agile, and has a large sword, a smaller dagger that doubles as a tuning fork that can destroy objects by vibrating,
a magic flute that can control objects and even create golems from stone, and even without his flute, he can control his sword by scatting. (as in, like the Scatman) He's quite the match for even the more experienced Jack seen in season 5.

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catsi563
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Re: Koroko/Mystia's M&M 3e builds: Rainbow Raider, Condiment King

Post by catsi563 » Mon Apr 10, 2017 10:15 pm

KorokoMystia wrote:
Sun Apr 09, 2017 4:18 am
Image
Condiment King - PL 5

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

Skills
Expertise: Stand-Up Comedian 4 (+4), Ranged Combat: Condiment Guns 5 (+5)

Powers
Condiment Guns (Easily Removable)
. . Condiments In The Eyes: Cumulative Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged; Limited: Visuals)
. . . . Condiment Shot: Affliction 5 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 15; Increased Range: ranged; Limited Degree)

Offense
Initiative +1
Condiment Shot: Affliction 5, +5 (DC Fort 15)
Condiments In The Eyes: Cumulative Affliction 5, +5 (DC Fort 15)
Grab, +4 (DC Spec 11)
Throw, +0 (DC 16)
Unarmed, +4 (DC 16)

Complications
Motivation: Greed

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 3, Toughness 2, Will 2

Power Points
Abilities 16 + Powers 7 + Advantages 0 + Skills 5 (9 ranks) + Defenses 8 = 36

Condiment King is a joke villain that originated in the Batman cartoon, but somehow crossed over into the comics. (And yet, Music Meister has yet to appear in the mainstream DC universe..How strange.) His only equipment are condiment guns that do no damage, but can still cause some annoyance, especially if he manages to get his opponent in the eyes with it, and his weapons can cause anaphylactic shock in some people. (Treated as a Complication for that character) But other than that, he's a joke who has no way of doing any real damage.
Ill have to ketchup on these builds when I can mustard the time, but Ill be careful commenting as I don't want to be considered a picky pickle picker. :P
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Ken
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Re: Koroko/Mystia's M&M 3e builds: Rainbow Raider, Condiment King

Post by Ken » Tue Apr 11, 2017 1:37 am

catsi563 wrote:
Mon Apr 10, 2017 10:15 pm
Ill have to ketchup on these builds when I can mustard the time, but Ill be careful commenting as I don't want to be considered a picky pickle picker. :P
I relish comments like these.
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

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Re: Koroko/Mystia's M&M 3e builds: Scaramouch

Post by Ken » Tue Apr 11, 2017 1:38 am

KorokoMystia wrote:
Mon Apr 10, 2017 9:17 pm
Scaramouch
Scaramouch? Will you do the Fandango?
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Generic Super-Hero

Post by KorokoMystia » Tue Apr 11, 2017 2:36 am

Image
Generic Super-Hero - PL 7

Strength 5, Stamina 5, Agility 4, Dexterity 0, Fighting 9, Intellect 1, Awareness 1, Presence 1

Skills
Athletics 2 (+7), Expertise: Generic Job 3 (+4), Perception 3 (+4)

Powers
Enhanced Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Enhanced Running Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +4
Grab, +9 (DC Spec 15)
Throw, +0 (DC 20)
Unarmed, +9 (DC 20)

Complications
Enemy (Generic Boss, Parsons, Sanderson)
Relationship (Generic Girlfriend)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 6, Toughness 5, Will 4

Power Points
Abilities 52 + Powers 6 + Advantages 0 + Skills 4 (8 ranks) + Defenses 9 = 71


The Generic Super-Hero is as the name suggests.. a generic super-hero, appearing in Marvel's "Generic Comic Book", apparently an attempt to trademark the term "superhero". He apparently has "slightly enhanced strength and speed", as well as leaping ability. I put him at slightly above human levels of strength and stamina. But yeah, a very generic bulid.
Last edited by KorokoMystia on Sat Apr 15, 2017 12:38 am, edited 1 time in total.

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Fatman

Post by KorokoMystia » Tue Apr 11, 2017 3:17 am

Image

"Laugh and grow fat!"

Fatman - PL 9

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

Advantages
Equipment 9, Improved Critical: Guns, Quick Draw, Ranged Attack 5, Taunt

Skills
Athletics 5 (+7), Deception 5 (+6), Expertise: Explosives 10 (+13), Perception 4 (+7), Ranged Combat: Guns 3 (+6), Technology 10 (+13)

Powers
Bomb Blast Suit (Removable)
. . Protection: Protection 2 (+2 Toughness)
. . Protection: Protection 2 (+2 Toughness; Limited: Ballistics And Explosions)
Glock 18: Damage 5 (ballistic, DC 20; Increased Range: ranged, Multiattack)
Rollerblades (Removable)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Equipment
Glock 18 [Glock 18: Damage 5, ballistic, DC 20; Increased Range: ranged, Multiattack], Plastic Explosive

Offense
Initiative +2
Glock 18: Damage 5, +11 (DC 20)
Grab, +7 (DC Spec 12)
Plastic Explosive (DC Dog 20, Damage DC 25)
Throw, +8 (DC 17)
Unarmed, +7 (DC 17)

Languages
Native Language

Defense
Dodge 11, Parry 9, Fortitude 3, Toughness 5 (+7 Ballistics/Explosions), Will 3

Power Points
Abilities 48 + Powers 3 + Advantages 17 + Skills 19 (37 ranks) + Defenses 11 = 98

Fatman is a villain from Metal Gear Solid 2, who was an expert bomb maker and a member of Dead Cell. He was trained by Peter Stillman, who he eventually killed. In battle, Raiden had to fight him while also defusing his bombs at the same time. He's PL 8 normally, but has PL 9 explosives.

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Re: Koroko/Mystia's M&M 3e builds: Condiment King, Scaramouch, Generic Super-Hero, Fatman

Post by Jabroniville » Tue Apr 11, 2017 4:26 am

Ah, so that's who Generic Super-Hero is. He's been sitting on my "To-Build" list for a while :).

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Condiment King, Scaramouch, Generic Super-Hero, Fatman

Post by KorokoMystia » Tue Apr 11, 2017 1:07 pm

Jabroniville wrote:
Tue Apr 11, 2017 4:26 am
Ah, so that's who Generic Super-Hero is. He's been sitting on my "To-Build" list for a while :).
Yeah, I noticed the last time I browsed your list. I wasn't sure on his stats. Unapp says he's got "slightly enhanced strength, speed, and durability", while his Handbook entry (yes, he actually has one) just says super-strength, speed, and durability. So I made him Captain America-level, strength and stamina wise. But yeah, he was literally made to be as generic as possible. (Probably a parody.)

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Re: Koroko/Mystia's M&M 3e builds: Condiment King, Scaramouch, Generic Super-Hero, Fatman

Post by Spectrum » Tue Apr 11, 2017 1:19 pm

Yeah, he was in the Marvel indices that I was going through. I'm a little surprised that I included him, after all, what could I tell Jab to accurately describe him? He's errr.. generic. Like really generic. Like intentionally generic.

Sorta similar problem with 'Captain'.
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