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

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

Post by Goldar » Thu Apr 27, 2017 6:24 pm

Jabroniville wrote:
Thu Apr 27, 2017 12:37 am
When I was a kid, my fictional Marvel-esque 'verse had a Silver Surfer rip-off called "The Golden Glider". He was basically a golden Norrin, but with a big Cosmic Hanglider instead of a Surfboard.

I dismissed the name as too stupid, even as a kid.
I happen to be partial to names with "GOLD" in them! :P

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

Post by KorokoMystia » Sat Apr 29, 2017 8:56 pm

Image

King Tut - PL 9

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

Advantages
Ritualist

Skills
Deception 4 (+6), Expertise: Criminal 4 (+7), Expertise: Egypt 7 (+10), Insight 2 (+4), Intimidation 2 (+4), Perception 2 (+4), Ranged Combat: King Tut's Equipment 6 (+8), Vehicles 4 (+6)

Powers
Magic Staff (Easily Removable)
. . Staff Smack: Strength-based Damage 1 (bludgeoning, DC 18)
. . Transform Into Zombie: Cumulative Progressive Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged, Progressive; Quirk: Cannot Go Through Buttermilk)

Offense
Initiative +2
Grab, +7 (DC Spec 12)
Staff Smack: Strength-based Damage 1, +7 (DC 18)
Throw, +2 (DC 17)
Transform Into Zombie: Cumulative Progressive Affliction 10, +8 (DC Will 20)
Unarmed, +7 (DC 17)

Complications
Motivation: Greed
Responsibility (Crazy): King Tut believes he is the reincarnation of Tutankhamun and that Gotham is the ancient city of Thebes.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 4, Toughness 3, Will 3

Power Points
Abilities 46 + Powers 30 + Advantages 1 + Skills 16 (31 ranks) + Defenses 7 = 100



King Tut is one of those ridiculous Batman villains, this one debuting in the Adam West TV series, and didn't appear in the comics until 2009! The version built here is mostly based on the version from the Brave And The Bold cartoon. His Staff has a powerful ranged Affliction that can turn people into zombies, but he's PL 5 without it, so if he loses the staff, he's done for.
Last edited by KorokoMystia on Sat Apr 29, 2017 10:03 pm, edited 1 time in total.

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

Post by Skaramine » Sat Apr 29, 2017 9:58 pm

As an Adam West Batman fan, the appearance of King Tut makes me soooo happy! Especially in animated form!
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.

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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 » Sat Apr 29, 2017 10:04 pm

Skaramine wrote:
Sat Apr 29, 2017 9:58 pm
As an Adam West Batman fan, the appearance of King Tut makes me soooo happy! Especially in animated form!
That's great! I've always been a fan of lesser-known villains.

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

Post by Jabroniville » Sat Apr 29, 2017 11:38 pm

I always thought Tut was dumb fun. I'd actually thought it was a cool idea to put him in comics YEARS before they actually did it :).

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

Post by Skaramine » Sun Apr 30, 2017 12:01 am

Especially when Tut was touring the United States in the b70s!
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.

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

Post by Ken » Sun Apr 30, 2017 2:13 am

The Tut they put in comics was so different from William Omaha McElroy that it isn't funny. Plus, he wasn't funny. Victor Buono's King Tut was fantastic. He was easily the best of the villains the Batman producers invented. Or at least a close second after Bookworm.

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Ride-Player

Post by KorokoMystia » Sun Apr 30, 2017 7:22 pm

Image
Ride-Player - PL 6

Strength 4/0, Stamina 0, Agility 4/0, Dexterity 0, Fighting 4, Intellect 0, Awareness 0, Presence 0

Advantages
Ranged Attack 6

Skills
Close Combat: Blade Mode: Strength-based Damage 2 2 (+6), Close Combat: Unarmed 2 (+6)

Powers
Kamen Rider Chronicle Gashat (Removable)
. . Ride Weapon (Easily Removable)
. . . . Blaster Mode: Damage 6 (energy, DC 21; Increased Range: ranged, Multiattack)
. . . . . . Blade Mode: Strength-based Damage 2 (Alternate; piercing, slashing, DC 21; Penetrating)
. . Ride-Player Form (Activation: Move Action)
. . . . Enhanced Trait: Enhanced Trait 22 (Traits: Strength +4 (+4), Toughness +6 (+6), Agility +4 (+4))
. . . . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . . . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +4
Blade Mode: Strength-based Damage 2, +6 (DC 21)
Blaster Mode: Damage 6, +6 (DC 21)
Grab, +6 (DC Spec 14)
Throw, +6 (DC 19)
Unarmed, +6 (DC 19)

Complications
Normal Identity: A Rider must be able to complete their transformation sequence in order to transform, and if they are bound in some way, they will be unable to complete the sequence.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 1, Toughness 6/0, Will 2

Power Points
Abilities 8 + Powers 19 + Advantages 6 + Skills 2 (4 ranks) + Defenses 7 = 42

Ride-Players are mook versions of Kamen Riders from Kamen Rider Ex-Aid, most of them being bystanders who bought the "Kamen Rider Chronicle" game that the villains put out and use it to transform into a Kamen Rider. However, it's part of an evil plot by the villains, and if they are defeated, they will die. This build represents the baseline, a nameless civilian in the suit, though named characters can also use the transformation device. They're better than a standard mook because with enough of them, they are able to overwhelm a normal Kamen Rider. They can also use another Rider's weapons if they can take them from them. They should still be subject to the Minion Rules, however.

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Captain Marvel (MF Enterprises)

Post by KorokoMystia » Mon May 01, 2017 9:18 pm

Image

Captain Marvel (Roger Winkle) - PL 7

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

Advantages
Eidetic Memory, Evasion, Jack-of-all-trades

Skills
Athletics 3 (+10), Deception 4 (+6), Insight 3 (+5), Perception 6 (+8), Technology 7 (+10)

Powers
Detachment Combat (Reach (melee) 3: 15 ft.)
Immunity: Immunity 40 (Fortitude Effects, Life Support)
Jet Boots (Removable)
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Laser Vision: Damage 7 (DC 22; Increased Range: ranged)
May Seperate Limbs, Head, and Hands: Feature 12
Movement: Movement 3 (Time Travel 3: any time, 50 lbs.)

Offense
Initiative +4
Grab, +7 (DC Spec 17)
Laser Vision: Damage 7, +4 (DC 22)
Throw, +4 (DC 22)
Unarmed, +7 (DC 22)

Complications
Power Loss: Roger must rub the symbol on his chest daily to renew his power.
Power Loss (Split!): Roger must shout "Split!" in order to use his splitting power, and "Xam!" to put himself back together, so he will be unable to use his power if he is unable to speak.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude Immune, Toughness 7, Will 5

Power Points
Abilities 72 + Powers 83 + Advantages 3 + Skills 12 (23 ranks) + Defenses 6 = 176


"The League of Regrettable Superheroes" is a pretty fun read, though it does have some issues, like having poor Cypher listed there.
Anyway, Captain Marvel (not related to Marvel's or DC's Captain Marvels) is an android from a war-torn planet, sent to Earth. He then becomes a superhero. He has the not often seen in comics ability to split apart all his limbs and head, and also has other stuff only given a passing mention on Wikipedia like time travel, laser vision, and other things.

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

Post by KorokoMystia » Mon May 01, 2017 10:42 pm

Image

Gattling - PL 8

Strength 5/3, Stamina 3, Agility 2, Dexterity 4, Fighting 8, Intellect 1, Awareness 1, Presence 1

Advantages
Equipment 9

Skills
Athletics 4 (+9), Expertise: Mercenary/Soldier 7 (+8), Intimidation 4 (+5), Perception 3 (+4), Ranged Combat: Guns 4 (+8), Technology 5 (+6), Vehicles 4 (+8)

Powers
Enhanced Trait: Enhanced Trait 4 (Traits: Strength +2 (+5))
Invisibility: Concealment 2 (Sense - Sight)
Protection: Protection 2 (+2 Toughness)
Telescopic Vision: Senses 1 (Extended: Sight 1: x10)
Gatling Guns: Damage 8 (ballistic, DC 23; Increased Range: ranged, Multiattack, Split: 2 targets)
Jet Pack: Flight 4 (Speed: 30 miles/hour, 500 feet/round)

Equipment
Body Armour And Helmet [Enhanced Trait: Enhanced Trait 4, Traits: Strength +2 (+5); Invisibility: Concealment 2, Sense - Sight; Protection: Protection 2, +2 Toughness; Telescopic Vision: Senses 1, Extended: Sight 1: x10], Gatling Array [Gatling Guns: Damage 8, ballistic, DC 23; Increased Range: ranged, Multiattack, Split: 2 targets], Jet Pack [Jet Pack: Flight 4, Speed: 30 miles/hour, 500 feet/round]

Offense
Initiative +2
Gatling Guns: Damage 8, +8 (DC 23)
Grab, +8 (DC Spec 15)
Throw, +4 (DC 20)
Unarmed, +8 (DC 20)

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 3, Toughness 5, Will 3

Power Points
Abilities 46 + Powers 0 + Advantages 9 + Skills 16 (31 ranks) + Defenses 14 = 85


Gattling is some random ex-soldier mercenary that threatened the Wild Pack. He's a pretty generic PL 8 Soldier/Mercenary type, packing Body Armor (Which also gives him enhanced strength) and four massive Gatling Guns.

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Re: Koroko/Mystia's M&M 3e builds: Fatman, King Tut, Ride-Player, Captain Marvel (MF Enterprises)

Post by Jabroniville » Tue May 02, 2017 12:37 am

ah, so THAT's who that mysterious "Other Captain Marvel" is! I remember hearing about him years ago in my big Marvel history book, but I don't think he was seen. They just kind of mentioned him as an eyeblink in history between the original Capt. Marvel, and then Marvel's successive ones.

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Ken
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Re: Koroko/Mystia's M&M 3e builds: Fatman, King Tut, Ride-Player, Captain Marvel (MF Enterprises)

Post by Ken » Tue May 02, 2017 1:56 am

Not so "mysterious" as "obscure". Now if Tiny Man, Elastic Man, the Bat/Ray, and Dr. Fate show up.....

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds: Fatman, King Tut, Ride-Player, Captain Marvel (MF Enterprises)

Post by KorokoMystia » Wed May 03, 2017 4:13 am

Image
Fist Point - PL 7

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

Skills
Intimidation 3 (+3), Perception 1 (+1)

Powers
Cyborg
. . Protection: Protection 2 (+2 Toughness)
. . Senses: Senses 5 (Extended: Vision 1: x10, Extended: Hearing 1: x10, Infravision, Radio, Ultra-hearing)
Head Visor (Easily Removable)
. . Immunity: Immunity 1 (Custom: Visual Dazzles 1)
Spiked Knuckles: Strength-based Damage 2 (DC 20)

Offense
Initiative +2
Grab, +9 (DC Spec 13)
Spiked Knuckles: Strength-based Damage 2, +9 (DC 20)
Throw, +0 (DC 18)
Unarmed, +9 (DC 18)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 3, Toughness 5, Will 0

Power Points
Abilities 34 + Powers 10 + Advantages 0 + Skills 2 (4 ranks) + Defenses 7 = 53


Now THIS dumbass appeared in the stupidity of the New 52's "The Culling" , he's a cyborg who was made to take part in the Culling, killed Artemis, then got his ass kicked by Red Robin. He's only got two appearances in comics. Wikis just say he's got "powers like Cyborg" which doesn't really explain much..And spiked knuckles. So I just gave him some cyborg adjustments and called it a day. And seriously, "Fist Point"? That's such a dumb name.

Jabroniville
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Re: Koroko/Mystia's M&M 3e builds: Fatman, King Tut, Ride-Player, Captain Marvel (MF Enterprises)

Post by Jabroniville » Sat Jun 17, 2017 6:55 am

Haha, yes, that guy is terrible. He's also got that "hard to stat" problem so many modern characters have- powers are so vague, and the fight scenes are so different these days, that it's hard to get a real handle on people. Fights used to be FULL of descriptions, tactics, etc. Now it's just a backdrop to other stuff, and you often find the majority of attacks are off-panel.

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

Post by Jabroniville » Mon Jun 26, 2017 3:26 am

Gilliam wrote:
Tue Jan 03, 2017 8:07 pm
Very nice build of the Phantom who is one of my favourite heroes. From memory there were a number of builds on the original ATT boards and a quick search later

Phantom by therealtony

Phantom by godfallen

Phantom by Praetorian

Phantom by Baron 3E

My attempt

Phantom by kenmadragon 3E
Man, is that ever a throwback. Checking out ATT posts from 2006! No wonder Koroko didn't find them on the old(er) site! Back when Thorp & Batgirl were among the early cry that even MY old ass doesn't remember!

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