Kaulu's "Sila-Verse" M&M 3e Builds (now: added Setting Description)
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Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Vord)
And that's it for the Vord I've planned for the Sila-verse! If anyone's been holding back on any comments or critiques, feel free to post them now.
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- Posts: 547
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Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Gulslayers)
Gray Gulslayer
Eitan Benari
Original character, PC-ready
Power Level 7 (105 ppt)
ABILITIES [40 ppt]
• Strength 2 (+2) • Stamina 4 (+4) • Agility 2 (+2) • Dexterity 0 (+0) •
• Fighting 4 (+4) • Intellect 6 (+6) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 200 lb.
POWERS [4 ppt]
• Close Attack 4 • Defensive Attack • Defensive Roll 4 • Equipment 6 • Fast Grab • Improved Critical (Unarmed) 1 • Improved Disarm • Improved Initiative 1 • Improved Trip • Languages 2 • Power Attack • Quick Draw • Skill Mastery (Investigation) • Takedown 1 • Tracking • Ultimate Effort (Investigation) •
• Acrobatics 1 (+3) • Athletics 8 (+10) • Close Combat: Unarmed 1 (+9) • Close Combat: Misc. 0 (+8) • Expertise: Law Enforcement 1 (+7) • Expertise: Military 1 (+7) • Expertise: Psychology 4 (+10) • Expertise: Science 1 (+7) • Expertise: Streetwise 1 (+7) • Investigation 9 (+15) • Perception 3 (+5) • Ranged Combat: Guns 10 (+10) • Stealth 3 (+5) • Technology 1 (+7) • Treatment 1 (+7) • Vehicles 1 (+1) •
DEFENSES [10 ppt]
• Dodge 2 (+4) • Parry 0 (+4) •
• Fortitude 2 (+6) • Toughness (+10/+6*) • Will 6 (+8) •
*without Defensive Roll
OFFENSE
Initiative +6
105 PPT TOTAL
BIO
The genius and detective of his team, Eitan is an ex-mil Israeli on a small counter-terrorism team.
NOTES
Let's see how well I can squeeze all the features I'd like to see on this team into just 4 PL7 superheroes (with similar combat abilities) ...
Eitan Benari
Original character, PC-ready
Power Level 7 (105 ppt)
ABILITIES [40 ppt]
• Strength 2 (+2) • Stamina 4 (+4) • Agility 2 (+2) • Dexterity 0 (+0) •
• Fighting 4 (+4) • Intellect 6 (+6) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 200 lb.
POWERS [4 ppt]
Martial Arts: • 3 ppt
Training Power
Enhanced Strength 3 • 3 ppt
Flaw: Limited to dealing damage
ADVANTAGES [28 ppt]Brilliant Deduction: • 1 ppt
Training Power
Senses 4 (Postcognition) • 1 ppt
Flaw: Investigation Check Required 3
Investigation DC 16
• Close Attack 4 • Defensive Attack • Defensive Roll 4 • Equipment 6 • Fast Grab • Improved Critical (Unarmed) 1 • Improved Disarm • Improved Initiative 1 • Improved Trip • Languages 2 • Power Attack • Quick Draw • Skill Mastery (Investigation) • Takedown 1 • Tracking • Ultimate Effort (Investigation) •
EQUIPMENT [30 ep]
- Heavy Pistol: Damage 4 • 8 ep + 1 ep for Alternate Equipment
Extra: Increased Range 1 (ranged)
- ALT - Knife: Damage 1 (Strength-based) • 3 ep
Extras: Dangerous 1, Concealable
DC 20 to find when hidden as a routine check- Uniform: Protection 2 • 3 ep
Extra: Feature 1 (urban camouflage)
+5 equipment bonus to Stealth in urban surroundings- Commlink • 1 ep
- Smartphone • 2 ep
- Binoculars • 1 ep
- Advanced Evidence Kit • 2 ep
- First-Aid Kit • 1 ep
- Night Vision Goggles • 1 ep
- Shared HQ: Tel Aviv Warehouse (detailed under Brown Gulslayer) • 4 ep
- Shared Vehicle: Armored Car (detailed under Black Gulslayer) • 6 ep
SKILLS [23 ppt]LANGUAGES
• native: Hebrew • Arabic • English •
• Acrobatics 1 (+3) • Athletics 8 (+10) • Close Combat: Unarmed 1 (+9) • Close Combat: Misc. 0 (+8) • Expertise: Law Enforcement 1 (+7) • Expertise: Military 1 (+7) • Expertise: Psychology 4 (+10) • Expertise: Science 1 (+7) • Expertise: Streetwise 1 (+7) • Investigation 9 (+15) • Perception 3 (+5) • Ranged Combat: Guns 10 (+10) • Stealth 3 (+5) • Technology 1 (+7) • Treatment 1 (+7) • Vehicles 1 (+1) •
DEFENSES [10 ppt]
• Dodge 2 (+4) • Parry 0 (+4) •
• Fortitude 2 (+6) • Toughness (+10/+6*) • Will 6 (+8) •
*without Defensive Roll
OFFENSE
Initiative +6
COMPLICATIONS
- Unarmed: +9 • Close Damage DC 20 (Strength-based), bludgeoning, crit 19-20.
Allows Grab attempt as a free action- Knife: +8 • Close Damage DC 21 (Strength-based), piercing, crit 19-20.
- Grab: +8 • Close • DC 12.
- Heavy Pistol: +10 • Ranged (100/200/400 ft) Damage DC 19, ballistic/piercing.
ABILITIES [ 40 ] + SKILLS [ 23 ] + ADVANTAGES [ 28 ] + POWERS [ 4 ] + DEFENSES [ 10 ]Motivation - Justice: Like the other Gulslayers, Eitan has dedicated his life to the iron hand of bringing down terrorists, violently in most cases. Unlike some of his teammates, he left the Israeli military on good terms to join this cause.
Relationship: Eitan and his cousin in America, Dov, have an ongoing friendly rivalry to see who can be the most brilliant, the best detective and scientist.
Nemesis: Eitan, like the other Gulslayers, has a particular vendetta against Haffru bin Ghoul. Maybe even more than the others, since he is primarily in charge of the detective work to predict Haffru's movements and schemes.
105 PPT TOTAL
BIO
The genius and detective of his team, Eitan is an ex-mil Israeli on a small counter-terrorism team.
NOTES
Let's see how well I can squeeze all the features I'd like to see on this team into just 4 PL7 superheroes (with similar combat abilities) ...
Last edited by CaptainKaulu on Thu Mar 07, 2019 4:48 pm, edited 2 times in total.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Gulslayers)
Brown Gulslayer
Noam Levee
Original character, PC-ready
Power Level 7 (105 ppt)
ABILITIES [46 ppt]
• Strength 2 (+2) • Stamina 5 (+5) • Agility 2 (+2) • Dexterity 1 (+1) •
• Fighting 4 (+4) • Intellect 1 (+1) • Awareness 5 (+5) • Presence 3 (+3) •
Load limit 200 lb.
POWERS [3 ppt]
• Close Attack 5 • Connected • Defensive Roll 3 • Equipment 5 • Improved Critical (Unarmed) 1 • Improved Initiative 1 • Improved Trip • Improvised Weapon 2 • Languages 4 • Power Attack • Prone Fighting • Quick Draw • Set-Up 1 • Startle • Takedown 1 •
• Acrobatics 1 (+3) • Athletics 8 (+10) • Close Combat: Misc. 0 (+9) • Expertise: Law Enforcement 1 (+2) • Expertise [PRE]: Leadership 1 (+4) • Expertise: Military 2 (+3) • Expertise: Streetwise 4 (+5) • Intimidation 7 (+10) • Investigation 1 (+2) • Persuasion 2 (+5) • Ranged Combat: Guns 9 (+10) • Stealth 3 (+5) • Technology 1 (+2) • Treatment 1 (+2) • Vehicles 1 (+2) •
DEFENSES [6 ppt]
• Dodge 2 (+4) • Parry 0 (+4) •
• Fortitude 2 (+7) • Toughness (+10/+7*) • Will 2 (+7) •
*without Defensive Roll
OFFENSE
Initiative +6
105 PPT TOTAL
BIO
Leader of the crusade against Haffru bin Ghoul, linguist and negotiator, Noam Levee is a relatively personable person for a Black Ops krav maga specialist.
Noam Levee
Original character, PC-ready
Power Level 7 (105 ppt)
ABILITIES [46 ppt]
• Strength 2 (+2) • Stamina 5 (+5) • Agility 2 (+2) • Dexterity 1 (+1) •
• Fighting 4 (+4) • Intellect 1 (+1) • Awareness 5 (+5) • Presence 3 (+3) •
Load limit 200 lb.
POWERS [3 ppt]
Martial Arts: • 2 ppt
Training Power
Enhanced Strength 2 • 2 ppt
Flaw: Limited to dealing damage
ADVANTAGES [29 ppt]Instant Encouragement: • 1 ppt
Training Power
Luck Control 1 (spend on other) • 1 ppt
Flaws: Limited to Recover, Quirk 1 (communication-dependent)
• Close Attack 5 • Connected • Defensive Roll 3 • Equipment 5 • Improved Critical (Unarmed) 1 • Improved Initiative 1 • Improved Trip • Improvised Weapon 2 • Languages 4 • Power Attack • Prone Fighting • Quick Draw • Set-Up 1 • Startle • Takedown 1 •
EQUIPMENT [25 ep]
►Tel Aviv Warehouse: • 4 / 16 ep
- Heavy Pistol: Damage 4 • 8 ep + 1 ep for Alternate Equipment
Extra: Increased Range 1 (ranged)
- ALT - Knife: Damage 1 (Strength-based) • 3 ep
Extras: Dangerous 1, Concealable
DC 21 to find when hidden as a routine check- Uniform: Protection 2 • 3 ep
Extra: Feature 1 (desert camouflage)
+5 equipment bonus to Stealth in desert environments- Commlink • 1 ep
- Smartphone • 2 ep
- Shared Vehicle: Armored Car (detailed under Black Gulslayer) • 6 ep
Headquarters: PL7, Size M (warehouse), Toughness +10.
Location: Tel Aviv, Israel.
Features: Communications • Computer • Fire Prevention System • Garage • Gym • Infirmary • Laboratory • Living Space • Power System (tidal) • Security System 3 (DC 30) •
Defense System - Submachine Guns: Damage 4, Extras: Increased Range (ranged), Multiattack, Accurate 2.
SKILLS [21 ppt]LANGUAGES
• native: Hebrew • Arabic • English • German • Indonesian • Mandarin • Persian • Turkish • Urdu •
• Acrobatics 1 (+3) • Athletics 8 (+10) • Close Combat: Misc. 0 (+9) • Expertise: Law Enforcement 1 (+2) • Expertise [PRE]: Leadership 1 (+4) • Expertise: Military 2 (+3) • Expertise: Streetwise 4 (+5) • Intimidation 7 (+10) • Investigation 1 (+2) • Persuasion 2 (+5) • Ranged Combat: Guns 9 (+10) • Stealth 3 (+5) • Technology 1 (+2) • Treatment 1 (+2) • Vehicles 1 (+2) •
DEFENSES [6 ppt]
• Dodge 2 (+4) • Parry 0 (+4) •
• Fortitude 2 (+7) • Toughness (+10/+7*) • Will 2 (+7) •
*without Defensive Roll
OFFENSE
Initiative +6
COMPLICATIONS
- Unarmed: +9 • Close Damage DC 19 (Strength-based), bludgeoning, crit 19-20.
- Improvised Weapon: +9 • Close Damage DC 20 (Strength-based), descriptor varies.
- Knife: +9 • Close Damage DC 20 (Strength-based), piercing, crit 19-20.
- Grab: +9 • Close • DC 12.
- Heavy Pistol: +10 • Ranged (100/200/400 ft) Damage DC 19, ballistic/piercing.
ABILITIES [ 46 ] + SKILLS [ 21 ] + ADVANTAGES [ 29 ] + POWERS [ 3 ] + DEFENSES [ 6 ]Motivation - Justice: Like the other Gulslayers, Naom has dedicated her life to the iron hand of bringing down terrorists, violently in most cases.
Burned Bridges: Noam did not quit the Israeli military on good terms. She didn't think they were willing to put enough attention on Haffru bin Ghoul.
Nemesis: Noam, like the other Gulslayers, has a particular vendetta against Haffru bin Ghoul.
105 PPT TOTAL
BIO
Leader of the crusade against Haffru bin Ghoul, linguist and negotiator, Noam Levee is a relatively personable person for a Black Ops krav maga specialist.
Last edited by CaptainKaulu on Fri Mar 08, 2019 2:44 pm, edited 2 times in total.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Gulslayers)
Tan Gulslayer
Moshe Szapira
Original character, PC-ready
Power Level 7 (105 ppt)
ABILITIES [34 ppt]
• Strength 2 (+2) • Stamina 4 (+4) • Agility 2 (+2) • Dexterity 1 (+1) •
• Fighting 5 (+5) • Intellect 1 (+1) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 200 lb.
POWERS [2 ppt]
• Attractive 2 • Close Attack 4 • Defensive Attack • Defensive Roll 3 • Equipment 5 • Fast Grab • Improved Critical (Unarmed) 1 • Improved Disarm • Improved Initiative 1 • Improved Trip • Improvised Weapon 2 • Languages 2 • Luck (Edit Scene) 2 • Luck (Heroic Feat) 1 • Luck (Improve Roll) 3 • Luck (Recover) 1 • Minion 3 • Power Attack • Prone Fighting • Quick Draw • Takedown 1 •
• Acrobatics 1 (+3) • Athletics 8 (+10) • Close Combat: Misc. 0 (+9) • Expertise: Law Enforcement 1 (+2) • Expertise: Military 1 (+2) • Expertise: Streetwise 4 (+5) • Intimidation 5 (+5) • Investigation 1 (+2) • Perception 3 (+5) • Ranged Combat: Guns 9 (+10) • Sleight of Hand 1 (+2) • Stealth 3 (+5) • Technology 1 (+2) • Treatment 1 (+2) • Vehicles 1 (+2) •
DEFENSES [11 ppt]
• Dodge 3 (+5) • Parry 0 (+5) •
• Fortitude 3 (+7) • Toughness (+9/+6*) • Will 5 (+7) •
*without Defensive Roll
OFFENSE
Initiative +6
105 PPT TOTAL
BIO
The most versatile member of the party due to being exceedingly lucky, Moshe Szapira plays the jack-of-all-trades role of the krav maga Black Ops team known as the Gulslayers.
Moshe Szapira
Original character, PC-ready
Power Level 7 (105 ppt)
ABILITIES [34 ppt]
• Strength 2 (+2) • Stamina 4 (+4) • Agility 2 (+2) • Dexterity 1 (+1) •
• Fighting 5 (+5) • Intellect 1 (+1) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 200 lb.
POWERS [2 ppt]
ADVANTAGES [38 ppt]Martial Arts: • 2 ppt
Training Power
Enhanced Strength 2 • 2 ppt
Flaw: Limited to dealing damage
• Attractive 2 • Close Attack 4 • Defensive Attack • Defensive Roll 3 • Equipment 5 • Fast Grab • Improved Critical (Unarmed) 1 • Improved Disarm • Improved Initiative 1 • Improved Trip • Improvised Weapon 2 • Languages 2 • Luck (Edit Scene) 2 • Luck (Heroic Feat) 1 • Luck (Improve Roll) 3 • Luck (Recover) 1 • Minion 3 • Power Attack • Prone Fighting • Quick Draw • Takedown 1 •
EQUIPMENT [25 ep]
- Heavy Pistol: Damage 4 • 8 ep + 1 ep for Alternate Equipment
Extra: Increased Range 1 (ranged)
- ALT - Knife: Damage 1 (Strength-based) • 3 ep
Extras: Dangerous 1, Concealable
DC 22 to find when hidden as a routine check- Uniform: Protection 2 • 3 ep
Extra: Feature 1 (desert camouflage)
+5 equipment bonus to Stealth in desert environments- Commlink • 1 ep
- Smartphone • 2 ep
- Shared HQ: Tel Aviv Warehouse (detailed under Brown Gulslayer) • 4 ep
- Shared Vehicle: Armored Car (detailed under Black Gulslayer) • 6 ep
SKILLS [20 ppt]LANGUAGES
• native: Hebrew • Arabic • English •
• Acrobatics 1 (+3) • Athletics 8 (+10) • Close Combat: Misc. 0 (+9) • Expertise: Law Enforcement 1 (+2) • Expertise: Military 1 (+2) • Expertise: Streetwise 4 (+5) • Intimidation 5 (+5) • Investigation 1 (+2) • Perception 3 (+5) • Ranged Combat: Guns 9 (+10) • Sleight of Hand 1 (+2) • Stealth 3 (+5) • Technology 1 (+2) • Treatment 1 (+2) • Vehicles 1 (+2) •
DEFENSES [11 ppt]
• Dodge 3 (+5) • Parry 0 (+5) •
• Fortitude 3 (+7) • Toughness (+9/+6*) • Will 5 (+7) •
*without Defensive Roll
OFFENSE
Initiative +6
COMPLICATIONS
- Unarmed: +9 • Close Damage DC 19 (Strength-based), bludgeoning, crit 19-20.
Allows Grab attempt as a free action- Improvised Weapon: +9 • Close Damage DC 20 (Strength-based), descriptor varies.
- Knife: +9 • Close Damage DC 20 (Strength-based), piercing, crit 19-20.
- Grab: +9 • Close • DC 12.
- Heavy Pistol: +10 • Ranged (100/200/400 ft) Damage DC 19, ballistic/piercing.
ABILITIES [ 34 ] + SKILLS [ 20 ] + ADVANTAGES [ 38 ] + POWERS [ 2 ] + DEFENSES [ 11 ]Motivation - Justice: Like the other Gulslayers, Moshe has dedicated his life to the iron hand of bringing down terrorists, violently in most cases.
Burned Bridges: Moshe did not quit the Israeli military on good terms. He was disdained for his relationship with Noam Levee.
Nemesis: Moshe, like the other Gulslayers, has a particular vendetta against Haffru bin Ghoul.
105 PPT TOTAL
BIO
The most versatile member of the party due to being exceedingly lucky, Moshe Szapira plays the jack-of-all-trades role of the krav maga Black Ops team known as the Gulslayers.
Last edited by CaptainKaulu on Fri Mar 08, 2019 3:07 pm, edited 3 times in total.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Gulslayers)
Avram
Minion to Tan Gulslayer
Power Level 3 (45 ppt)
ABILITIES [14 ppt]
• Strength 2 (+2) • Stamina 3 (+3) • Agility 3 (+3) • Dexterity 0 (+0) •
• Fighting 3 (+3) • Intellect -4 (-4) • Awareness 2 (+2) • Presence -2 (-2) •
Load limit 200 lb.
POWERS [10 ppt]
• Fast Grab • Improved Hold • Improved Trip • Second Chance (mind control) • Skill Mastery (Perception) •
SKILLS [15 ppt]
• Athletics 4 (+6) • Insight 4 (+6) • Intimidation 10 (+8) • Perception 8 (+10) • Stealth 4 (+7) •
DEFENSES [1 ppt]
• Dodge 0 (+3) • Parry 0 (+3) •
• Fortitude 1 (+4) • Toughness (+3) • Will 0 (+2) •
OFFENSE
Initiative +3
45 PPT TOTAL
BIO
The beloved 5th member of the Gulslayers, even though he's not really cut out for combat with supervillains; Avram is a large police dog.
Minion to Tan Gulslayer
Power Level 3 (45 ppt)
ABILITIES [14 ppt]
• Strength 2 (+2) • Stamina 3 (+3) • Agility 3 (+3) • Dexterity 0 (+0) •
• Fighting 3 (+3) • Intellect -4 (-4) • Awareness 2 (+2) • Presence -2 (-2) •
Load limit 200 lb.
POWERS [10 ppt]
Sharp Teeth: • 1 ppt
Feral Power
Damage 1 (Strength-based) • 1 ppt
ADVANTAGES [5 ppt]Keen Senses: • 9 ppt
Feral Power
Senses 9 (Acute olfactory senses, Detect 2 [olfactory]: illegal drugs, Detect 2 [olfactory]: explosives, Low-Light Vision, Tracking 2: smell) • 9 ppt
• Fast Grab • Improved Hold • Improved Trip • Second Chance (mind control) • Skill Mastery (Perception) •
SKILLS [15 ppt]
• Athletics 4 (+6) • Insight 4 (+6) • Intimidation 10 (+8) • Perception 8 (+10) • Stealth 4 (+7) •
DEFENSES [1 ppt]
• Dodge 0 (+3) • Parry 0 (+3) •
• Fortitude 1 (+4) • Toughness (+3) • Will 0 (+2) •
OFFENSE
Initiative +3
COMPLICATIONS
- Bite: +3 • Close Damage DC 18 (Strength-based), slashing.
Allows Grab attempt as a free action- Grab: +3 • Close • DC 12 (with a -5 penalty to escape).
ABILITIES [ 14 ] + SKILLS [ 15 ] + ADVANTAGES [ 5 ] + POWERS [ 10 ] + DEFENSES [ 1 ]Motivation - Duty: Avram is loyal to Moshe and the other Gulslayers (in that order).
Disability: Being a canine, Avram can't talk or manipulate things with hands.
45 PPT TOTAL
BIO
The beloved 5th member of the Gulslayers, even though he's not really cut out for combat with supervillains; Avram is a large police dog.
Last edited by CaptainKaulu on Fri Mar 08, 2019 3:08 pm, edited 1 time in total.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Gulslayers)
Black Gulslayer
Shira Malka
Original character, PC-ready
Power Level 7 (105 ppt)
ABILITIES [44 ppt]
• Strength 4 (+4) • Stamina 6 (+6) • Agility 4 (+4) • Dexterity 1 (+1) •
• Fighting 4 (+4) • Intellect 1 (+1) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 800 lb.
POWERS [8 ppt]
• Close Attack 4 • Defensive Attack • Defensive Roll 2 • Equipment 5 • Fast Grab • Improved Critical (Unarmed) 1 • Improved Disarm • Improved Grab • Improved Hold • Improved Initiative 1 • Improved Trip • Improvised Weapon 1 • Languages 2 • Power Attack • Prone Fighting • Quick Draw • Skill Mastery 2 (Acrobatics, Athletics) • Takedown 1 •
• Acrobatics 1 (+5) • Athletics 6 (+10) • Close Combat: Unarmed 1 (+9) • Close Combat: Misc. 0 (+8) • Expertise: Law Enforcement 2 (+3) • Expertise: Military 2 (+3) • Expertise: Streetwise 4 (+5) • Intimidation 5 (+5) • Investigation 1 (+2) • Perception 3 (+5) • Ranged Combat: Guns 9 (+10) • Stealth 1 (+5) • Technology 1 (+2) • Treatment 1 (+2) • Vehicles 1 (+2) •
DEFENSES [6 ppt]
• Dodge 0 (+4) • Parry 0 (+4) •
• Fortitude 2 (+8) • Toughness (+10/+8*) • Will 4 (+6) •
*without Defensive Roll
OFFENSE
Initiative +8
105 PPT TOTAL
BIO
The extra-athletic member of the Gulslayers, Shira Malka is a krav maga black belt who successfully negotiated an honorable release from the military to join the already-formed anti-terrorism team.
Shira Malka
Original character, PC-ready
Power Level 7 (105 ppt)
ABILITIES [44 ppt]
• Strength 4 (+4) • Stamina 6 (+6) • Agility 4 (+4) • Dexterity 1 (+1) •
• Fighting 4 (+4) • Intellect 1 (+1) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 800 lb.
POWERS [8 ppt]
Martial Arts: • 1 ppt
Training Power
Enhanced Strength 1 • 1 ppt
Flaw: Limited to dealing damage
ADVANTAGES [28 ppt]Parkour: • 7 ppt
Training Power
Movement 3 (Environmental Adaptation: urban, Safe Fall, Wall-Crawling 1) • 6 ppt
Movement 1 (Sure-Footed 1) • 1 ppt
Flaws: Limited to urban environments
• Close Attack 4 • Defensive Attack • Defensive Roll 2 • Equipment 5 • Fast Grab • Improved Critical (Unarmed) 1 • Improved Disarm • Improved Grab • Improved Hold • Improved Initiative 1 • Improved Trip • Improvised Weapon 1 • Languages 2 • Power Attack • Prone Fighting • Quick Draw • Skill Mastery 2 (Acrobatics, Athletics) • Takedown 1 •
EQUIPMENT [25 ep]
►Armored Car: • 6 / 24 ep
- Heavy Pistol: Damage 4 • 8 ep + 1 ep for Alternate Equipment
Extra: Increased Range 1 (ranged)
- ALT - Knife: Damage 1 (Strength-based) • 3 ep
Extras: Dangerous 1, Concealable
DC 21 to find when hidden as a routine check- Uniform: Protection 2 • 3 ep
Extra: Feature 1 (urban camouflage)
+5 equipment bonus to Stealth in urban surroundings- Commlink • 1 ep
- Smartphone • 2 ep
- Shared HQ: Tel Aviv Warehouse (detailed under Brown Gulslayer) • 4 ep
Vehicle: Size L; Strength 5; Speed 6; Defense 9 (-1); Toughness +12.
Load limit 1600 lb.; 120 mph, 1800 ft/round
Features: Alarm 3 (DC 30) • Communications • Computer • Hidden Compartments 2 (DC 25) • Nav System • Remote Control •
Greater A/C: Immunity 1 (environmental heat).
SKILLS [19 ppt]LANGUAGES
• native: Hebrew • Arabic • English •
• Acrobatics 1 (+5) • Athletics 6 (+10) • Close Combat: Unarmed 1 (+9) • Close Combat: Misc. 0 (+8) • Expertise: Law Enforcement 2 (+3) • Expertise: Military 2 (+3) • Expertise: Streetwise 4 (+5) • Intimidation 5 (+5) • Investigation 1 (+2) • Perception 3 (+5) • Ranged Combat: Guns 9 (+10) • Stealth 1 (+5) • Technology 1 (+2) • Treatment 1 (+2) • Vehicles 1 (+2) •
DEFENSES [6 ppt]
• Dodge 0 (+4) • Parry 0 (+4) •
• Fortitude 2 (+8) • Toughness (+10/+8*) • Will 4 (+6) •
*without Defensive Roll
OFFENSE
Initiative +8
COMPLICATIONS
- Unarmed: +9 • Close Damage DC 20 (Strength-based), bludgeoning, crit 19-20.
Allows Grab attempt as a free action- Improvised Weapon: +9 • Close Damage DC 20 (Strength-based), descriptor varies.
- Knife: +8 • Close Damage DC 20 (Strength-based), piercing, crit 19-20.
- Grab: +8 • Close • DC 14.
- Heavy Pistol: +10 • Ranged (100/200/400 ft) Damage DC 19, ballistic/piercing.
ABILITIES [ 44 ] + SKILLS [ 19 ] + ADVANTAGES [ 28 ] + POWERS [ 8 ] + DEFENSES [ 6 ]Motivation - Justice: Like the other Gulslayers, Shira has dedicated her life to the iron hand of bringing down terrorists, violently in most cases.
Disability: Shira has chronic pain in one shoulder.
Nemesis: Shira, like the other Gulslayers, has a particular vendetta against Haffru bin Ghoul. She trains her parkour skills tirelessly, knowing that if the team manages to locate Haffru, it will be her job to chase him down.
105 PPT TOTAL
BIO
The extra-athletic member of the Gulslayers, Shira Malka is a krav maga black belt who successfully negotiated an honorable release from the military to join the already-formed anti-terrorism team.
Last edited by CaptainKaulu on Fri Mar 08, 2019 2:45 pm, edited 2 times in total.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Gulslayers)
Haffru bin Ghoul
Original character, NPC
Power Level 10 (247 ppt)
ABILITIES [46 ppt]
• Strength 3 (+5) • Stamina 7 (+8) • Agility 1 (+3) • Dexterity 3 (+3) •
• Fighting 4 (+4) • Intellect 1 (+1) • Awareness -1 (-1) • Presence 5 (+5) •
Load limit 1600 lb.
POWERS [75 ppt]
• All-Out Attack • Benefit 8 (Alternate Identity 4, Cipher 1, Wealth 3: millionaire) • Chokehold • Close Attack 10 • Defensive Roll 2 • Equipment 4 • Evasion • Extraordinary Effort • Fascinate (Expertise: Theology) • Favored Environment (urban) • Favored Foe (Muslims) • Hide in Plain Sight • Improved Critical (Kukri) 1 • Improved Hold • Improved Initiative 1 • Languages 4 • Power Attack • Quick Draw • Ranged Attack 4 • Skill Mastery 3 (Athletics, Deception, Expertise: Terrorism) • Startle • Takedown 1 • Ultimate Effort (Fortitude) •
• Acrobatics 2 (+5) • Athletics 10 (+15) • Close Combat: Grabbing 1 (+15) • Close Combat: Misc. 0 (+14) • Deception 7 (+12) • Expertise: Art 4 (+5) • Expertise: Current Events 19 (+20) • Expertise: History 2 (+3) • Expertise: Terrorism 14 (+15) • Expertise: Theology 7 (+8) • Intimidation 10 (+15) • Perception 6 (+5) • Ranged Combat: Sniping 6 (+13) • Ranged Combat: Misc. 0 (+7) • Sleight of Hand 2 (+5) • Stealth 9 (+20) • Technology 8 (+9, or +19 to defend phone from hacking or tracing) • Vehicles 1 (+4) •
DEFENSES [21 ppt]
• Dodge 4 (+7) • Parry 4 (+8) •
• Fortitude 3 (+11) • Toughness (+12/+10*) • Will 10 (+9) •
*without Defensive Roll
OFFENSE
Initiative +7
247 PPT TOTAL
BIO
As luck would have it, radical extremist Islam has managed to produce a supervillaiin of their own, and a relatively potent one at that. Fortunately, he's more of a "super-soldier" and less of earth-shaking Powers than he could be.
Haffru bin Ghoul, "son of the demon," was bred in a lab (run by extremists) and infused with a formula of super-serum as he grew up; unlike most of his fellow test subjects, he survived the exposure to the super-serum, probably because he was some kind of super-tough mutant already. His sanity didn't exactly survive the process, though. His greatest superpower is extreme resilience, allowing him to use traditionally suicidal terrorist techniques and walk away from them.
Fortunately, his greatest weapons are in truly short supply -- recharging his "Unreliable (5 Uses)" grenades is something he doesn't accomplish very often. His unknown supplier is either hard to get to, or is very slow to produce more super grenades, or both.
The world isn't that terrorized by this elusive fellow; partly because he's a patient and cautious schemer, partly because he's relentlessly pursued night and day by a team of lesser superheroes, the Gulslayers. They doubt they'll ever succeed at catching and killing him, but they believe (correctly) that by having to keep his guard up against them and keep on the move at all times, Haffru has far less time than he would otherwise to plan acts of murder.
Original character, NPC
Power Level 10 (247 ppt)
ABILITIES [46 ppt]
• Strength 3 (+5) • Stamina 7 (+8) • Agility 1 (+3) • Dexterity 3 (+3) •
• Fighting 4 (+4) • Intellect 1 (+1) • Awareness -1 (-1) • Presence 5 (+5) •
Load limit 1600 lb.
POWERS [75 ppt]
Lucky Escape: • 1 ppt
Luck Power
Immortality 1 • 1 ppt
Flaw: Limited to circumstances of plausible survival
Return after 2 weeks
Super-Serum: • 25 ppt
Technological Power
Regeneration 10 • 10 ppt
Enhanced Strength 2 • 4 ppt
Enhanced Stamina 1 • 2 ppt
Enhanced Agility 2 • 4 ppt
Enhanced Stealth 8 • 4 ppt
Enhanced Advantage 1 [Hide in Plain Sight] • 1 ppt
Biotoxin Grenades, Device (Removable): • 33 / 41 ppt + 1 ppt for Alternate Device
Technological Power
Weaken Abilities 10 (Fortitude) • 41 ppt
Extras: Broad, Simultaneous, Area (Cloud 2), Progressive, Contagious, Triggered 1 (detonator), Flaws: Distracting, Side Effect 2 (affects self), Unreliable (5 Uses)
ALT - Jahannam Grenades, Device (Removable): • 26 / 32 ppt
Technological Power
Damage 10 • 32 ppt
Extras: Area (Burst 6), Concealable, Triggered 1 (detonator), Flaws: Distracting, Side Effect 2 (affects self), Unreliable (5 Uses)
DC 25 to find when hidden as a routine check
Parkour: • 7 ppt
Training Power
Movement 3 (Environmental Adaptation: urban, Safe Fall, Wall-Crawling 1) • 6 ppt
Movement 1 (Sure-Footed 1) • 1 ppt
Flaw: Limited to urban environments
Costume, Device (Removable): • 2 / 3 ppt
Technological Power
Protection 2 • 2 ppt
Feature 1 (desert camouflage) • 1 ppt
+5 equipment bonus to Stealth in desert environment
Ultra-Alloy Kukri, Device (Easily Removable): • 3 / 5 ppt
Technological Power
Damage 1 (Strength-based) • 5 ppt
Extras: Dangerous 3, Concealable
DC 25 to find when hidden as a routine check
ADVANTAGES [50 ppt]Phantom Smartphone, Device (Easily Removable): • 4 / 6 ppt
Technological Power
Feature 2 (smartphone) • 2 ppt
Feature 1 (rolling number) • 1 ppt
Can be re-programmed to have new specs instead of constantly buying new burner phones.
Enhanced Technology 10 • 3 ppt
Flaw: Limited 2 to defending this phone against hacking and tracing attempts, or responding with viruses
• All-Out Attack • Benefit 8 (Alternate Identity 4, Cipher 1, Wealth 3: millionaire) • Chokehold • Close Attack 10 • Defensive Roll 2 • Equipment 4 • Evasion • Extraordinary Effort • Fascinate (Expertise: Theology) • Favored Environment (urban) • Favored Foe (Muslims) • Hide in Plain Sight • Improved Critical (Kukri) 1 • Improved Hold • Improved Initiative 1 • Languages 4 • Power Attack • Quick Draw • Ranged Attack 4 • Skill Mastery 3 (Athletics, Deception, Expertise: Terrorism) • Startle • Takedown 1 • Ultimate Effort (Fortitude) •
EQUIPMENT [18 ep]
- Commlink • 1 ep
- Quran • 1 ep
- Grenade Launcher: Damage 5 • 15 ep + 1 ep for Alternate Equipment
Extras: Increased Range 1 (ranged), Area (Burst 1)
- ALT - Sniper Rifle: Damage 5 • 14 ep
Extras: Increased Range 1 (ranged), Extended Range 1, Accurate 1, Dangerous 1; Enhanced Advantage 1 [Improved Aim]
SKILLS [54 ppt]LANGUAGES
• native: Arabic • Egyptian • English • Hebrew • Indonesian • Mandarin • Persian • Turkish • Urdu •
• Acrobatics 2 (+5) • Athletics 10 (+15) • Close Combat: Grabbing 1 (+15) • Close Combat: Misc. 0 (+14) • Deception 7 (+12) • Expertise: Art 4 (+5) • Expertise: Current Events 19 (+20) • Expertise: History 2 (+3) • Expertise: Terrorism 14 (+15) • Expertise: Theology 7 (+8) • Intimidation 10 (+15) • Perception 6 (+5) • Ranged Combat: Sniping 6 (+13) • Ranged Combat: Misc. 0 (+7) • Sleight of Hand 2 (+5) • Stealth 9 (+20) • Technology 8 (+9, or +19 to defend phone from hacking or tracing) • Vehicles 1 (+4) •
DEFENSES [21 ppt]
• Dodge 4 (+7) • Parry 4 (+8) •
• Fortitude 3 (+11) • Toughness (+12/+10*) • Will 10 (+9) •
*without Defensive Roll
OFFENSE
Initiative +7
COMPLICATIONS
- Unarmed: +14 • Close Damage DC 20 (Strength-based), bludgeoning.
- Grab: +15 • Close • DC 15 (with a -5 penalty to escape) • causes suffocation.
- Ultra-Alloy Kukri: +14 • Close Damage DC 21, slashing, crit 16-20.
- Grenade Launcher: Dodge DC 15 • Ranged (125/250/500 ft) Area (30-ft Burst) Damage DC 20, explosive.
- Sniper Rifle: +15 • Ranged (250/500/1000 ft) Damage DC 20, ballistic/piercing, crit 19-20.
Haffru can use Improved Aim in conjunction with this attack.- Jahannam Grenades: Dodge DC 20 • Close Area (900-ft Burst) Damage DC 25, explosive • Distracting, Unreliable (5 Uses), also affects Haffru.
- Biotoxin Grenades: Dodge DC 20 • Close Area (30-ft Cloud) Weaken Abilities DC 20 (Fortitude), biotoxin • Simultaneous, Progressive, Contagious, Distracting, Unreliable (5 Uses), also affects Haffru.
ABILITIES [ 46 ] + SKILLS [ 54 ] + ADVANTAGES [ 50 ] + POWERS [ 76 ] + DEFENSES [ 21 ]Fanatical: Haffru is a fanatical radical Islamic terrorist.
Selfish: However, he's secretly not all that willing to give up his life for his cause.
Paranoia: Haffru knows he's not very good at reading people. So he just tries not to trust anyone. In practice, that's not practical; he has to rely a lot on fellow terrorists to help him hide and scheme. But he hates doing so.
247 PPT TOTAL
BIO
As luck would have it, radical extremist Islam has managed to produce a supervillaiin of their own, and a relatively potent one at that. Fortunately, he's more of a "super-soldier" and less of earth-shaking Powers than he could be.
Haffru bin Ghoul, "son of the demon," was bred in a lab (run by extremists) and infused with a formula of super-serum as he grew up; unlike most of his fellow test subjects, he survived the exposure to the super-serum, probably because he was some kind of super-tough mutant already. His sanity didn't exactly survive the process, though. His greatest superpower is extreme resilience, allowing him to use traditionally suicidal terrorist techniques and walk away from them.
Fortunately, his greatest weapons are in truly short supply -- recharging his "Unreliable (5 Uses)" grenades is something he doesn't accomplish very often. His unknown supplier is either hard to get to, or is very slow to produce more super grenades, or both.
The world isn't that terrorized by this elusive fellow; partly because he's a patient and cautious schemer, partly because he's relentlessly pursued night and day by a team of lesser superheroes, the Gulslayers. They doubt they'll ever succeed at catching and killing him, but they believe (correctly) that by having to keep his guard up against them and keep on the move at all times, Haffru has far less time than he would otherwise to plan acts of murder.
Last edited by CaptainKaulu on Fri Mar 08, 2019 2:31 pm, edited 1 time in total.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Glint)
Glint
Grant Jensen
Original character, PC-ready
Power Level 8 (120 ppt)
ABILITIES [36 ppt]
• Strength 1 (+1) • Stamina 3 (+3) • Agility 5 (+9) • Dexterity 2 (+2) •
• Fighting 4 (+4) • Intellect 0 (+0) • Awareness 3 (+3) • Presence 0 (+0) •
Load limit 100 lb.
POWERS [47 ppt]
• Agile Feint • Defensive Roll 2 • Equipment 1 • Hide in Plain Sight • Improved Initiative 2 • Move-By Action • Quick Draw • Takedown 2 • Throwing Mastery 2 • Ultimate Effort (Dodge) • Uncanny Dodge •
• Acrobatics 1 (+10) • Athletics 4 (+5) • Close Combat: Light Blades 7 (+11) • Expertise: Architecture 7 (+7) • Perception 4 (+7) • Ranged Combat: Throwing 7 (+9) • Sleight of Hand 3 (+5) • Stealth 1 (+10) • Technology 2 (+2) • Vehicles 2 (+4) •
DEFENSES [12 ppt]
• Dodge 0 (+9) • Parry 3 (+9) •
• Fortitude 5 (+8) • Toughness (+7/+5*) • Will 4 (+7) •
*without Defensive Roll
OFFENSE
Initiative +17
120 PPT TOTAL
BIO
British, with a Danish-English father.
NOTES
A bit of Nightcrawler, a bit of super-speed, with an addition of flashing lights that screw with his opponent's minds.
Grant Jensen
Original character, PC-ready
Power Level 8 (120 ppt)
ABILITIES [36 ppt]
• Strength 1 (+1) • Stamina 3 (+3) • Agility 5 (+9) • Dexterity 2 (+2) •
• Fighting 4 (+4) • Intellect 0 (+0) • Awareness 3 (+3) • Presence 0 (+0) •
Load limit 100 lb.
POWERS [47 ppt]
Costume, Device (Removable): • 2 / 2 ppt
Technological Power
Protection 2 • 2 ppt
Seemingly Countless Knives, Device (Removable): • 6 / 8 ppt
Mystic Power
Shadow Knife Fighting: Close Damage 2 (Strength-based) • 7 ppt + 1 ppt for Alternate Effect
Extras: Accurate 1, Concealable, Dangerous 2, Split 1
DC 25 to find when hidden as a routine check
- ALT - Shadow Knife Throwing: Damage 2 (Strength-based) • 7 ppt
Extras: Increased Range 1 (ranged) [1 extra rank], Accurate 1, Concealable, Dangerous 1, Flaw: Diminished Range 1
Super-Speed: • 20 ppt
Mutant Power
Enhanced Agility 4 • 8 ppt
Enhanced Parry 2 • 2 ppt
Enhanced Advantages 9 [Agile Feint, Hide in Plain Sight, Improved Initiative 2, Move-By Action, Quick Draw, Takedown 2, Ultimate Effort (Dodge)] • 9 ppt
Speed 1 • 1 ppt
4 mph, 60 ft/round
Sheer Cling: • 2 ppt
Mutant Power
Movement 1 (Wall-Crawling 1) • 2 ppt
Blinking: • 9 ppt
Mutant Power
Teleport 2 • 9 ppt
Extras: Accurate, Change Direction, Change Velocity, Turnabout
120 ft; move action; bring 50 lb. along
ADVANTAGES [6 ppt]Strobe Lighting: • 8 ppt
Mutant Power
Environment 2 (light) • 2 ppt
60-ft radius
Bedazzle: Affliction 1 (Will; sight Impaired / sight Disabled / sight Unaware) • 6 ppt
Extras: Area (Perception: sight), Cumulative, Reaction (use of Super-Speed or Blinking), Selective, Flaw: Limited to sight
• Agile Feint • Defensive Roll 2 • Equipment 1 • Hide in Plain Sight • Improved Initiative 2 • Move-By Action • Quick Draw • Takedown 2 • Throwing Mastery 2 • Ultimate Effort (Dodge) • Uncanny Dodge •
EQUIPMENT [5 ep]
- Smartphone • 2 ep
- Commlink • 1 ep
- Townhouse: PL8, Size T, Toughness +6; Features: Fire Prevention System, Living Space, Security System 1 (DC 20). • 2 ep
SKILLS [19 ppt]LANGUAGES
• native: English •
• Acrobatics 1 (+10) • Athletics 4 (+5) • Close Combat: Light Blades 7 (+11) • Expertise: Architecture 7 (+7) • Perception 4 (+7) • Ranged Combat: Throwing 7 (+9) • Sleight of Hand 3 (+5) • Stealth 1 (+10) • Technology 2 (+2) • Vehicles 2 (+4) •
DEFENSES [12 ppt]
• Dodge 0 (+9) • Parry 3 (+9) •
• Fortitude 5 (+8) • Toughness (+7/+5*) • Will 4 (+7) •
*without Defensive Roll
OFFENSE
Initiative +17
COMPLICATIONS
- Unarmed: +4 • Close Damage DC 16 (Strength-based), bludgeoning.
- Shadow Knives: +13 • Close Damage DC 18 (Strength-based), piercing/slashing, crit 18-20 • Split 1.
- Shadow Knives (thrown): +11 • Ranged (20/50/100 ft) Damage DC 20 (Strength-based), piercing, crit 19-20.
- Bedazzle: Dodge DC 11 • Close Area (Perception: sight) Affliction DC 11 (Will; sight Impaired / sight Disabled / sight Unaware), light • Selective, Cumulative, Reaction (use of Super-Speed or Blinking).
ABILITIES [ 36 ] + SKILLS [ 19 ] + ADVANTAGES [ 6 ] + POWERS [ 47 ] + DEFENSES [ 12 ]Motivation - Greed: Glint works as an assassin to make money.
Secret Identity: Glint has almost abandoned his mild-mannered alter-ego completely, except for his lingering knowledge of architecture. But he'd still prefer people didn't know to identify him with Grant Jensen.
120 PPT TOTAL
BIO
British, with a Danish-English father.
NOTES
A bit of Nightcrawler, a bit of super-speed, with an addition of flashing lights that screw with his opponent's minds.
-
- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: The Mythmancer)
The Mythmancer
Original character, NPC
Power Level 11 (120 ppt)
ABILITIES [14 ppt]
• Strength 0 (+0) • Stamina 5 (+5) • Agility 0 (+0) • Dexterity 0 (+0) •
• Fighting 0 (+0) • Intellect 3 (+3) • Awareness 0 (+0) • Presence -1 (-1) •
Load limit 50 lb.
POWERS [50 ppt]
• Benefit 3 (Cipher 3) • Defensive Roll 5 • Equipment 2 • Improved Defense • Languages 3 • Ritualist • Second Chance (Expertise: Magic checks) • Skill Mastery 2 (Expertise: History, Expertise: Science) • Ultimate Effort (Expertise: Magic) •
• Expertise: History 9 (+12, or +21 myths and legends) • Expertise: Magic 12 (+15, or +21 performing rituals) • Expertise: Science 0 (+21, biology only) • Expertise: Theology 4 (+7) • Perception 2 (+2) • Persuasion 2 (+1) • Stealth 10 (+10) • Treatment 1 (+4) •
DEFENSES [17 ppt]
• Dodge 3 (+3) • Parry 1 (+1) •
• Fortitude 2 (+7) • Toughness (+11/+6*) • Will 11 (+11) •
*without Defensive Roll
OFFENSE
Initiative +0
120 PPT TOTAL
BIO
A mysterious Indian drifter. He claims to have reached a higher spiritual plane of enlightenment that lets him commune with the spirits of the world and fulfill their wishes, in service of a higher cause. However, some suspect he's just crazy, especially since he's rather socially awkward.
When confronted, he quickly claims to intend no harm to the world. There is no doubt that he has caused harm, however, particularly in the case of summoning a Godzilla-like being off the coast of Japan. The Mythmancer claims this was a one-time Ritual Mishap.
There is some time-bending here at work: some of the creatures created by the Mythmancer's rituals have been observed historically before he summoned them, in some kind of temporal displacement. Thus, some of his creations are older and more experienced than he himself seems to be. This leaves open the question of which historical incidents involving mythological creatures are time-displaced incidents with the Mythmancer ... or even whether there have been other Mythmancers in the past.
NOTES
The Mythmancer's typcial Rituals that create various monsters typically use the following ruleset:
Summon X
Extras: Heroic, Responsive, Increased Duration (continuous), Feature 1 (temporal displacement), Innate.
Flaws: Attitude 1 (indifferent), Permanent, Distracting, Quirk 2 (must match a local mythological creature), Source (various), Tiring, Expertise: Science (biology) Check Required Y.
Power Point Cost: X - Y (1 Power Point per rank of Summon, minus 1 Power Point per rank of Expertise: Science Check Required).
Original character, NPC
Power Level 11 (120 ppt)
ABILITIES [14 ppt]
• Strength 0 (+0) • Stamina 5 (+5) • Agility 0 (+0) • Dexterity 0 (+0) •
• Fighting 0 (+0) • Intellect 3 (+3) • Awareness 0 (+0) • Presence -1 (-1) •
Load limit 50 lb.
POWERS [50 ppt]
Immortal: • 3 ppt
Mystic Power
Immortality 1 • 2 ppt
Return after 2 weeks
Immunity 1 (aging) • 1 ppt
Spiritual Conversation: • 5 ppt
Mystic Power
Comprehend 2 (Spirits: you're understood) • 4 ppt
Senses 1 (Temporal Awareness: mental) • 1 ppt
Quick Mythmancy: • 30 ppt + 1 ppt for Alternate Effect
Magical Power
Summon 11 (mythological creatures) • 30 ppt
Extras: Variable Type (Broad), Heroic, Mental Link, Flaws: Distracting, Unreliable, Feedback, Expertise: Science (biology) Check Required 4
Expertise: Science DC 14 (1 rank of Summon per Expertise: Science check result in excess of 13)
ALT - Healing: • 30 ppt
Magical Power
Healing 9 • 30 ppt
Extras: Energizing, Persistent, Resurrection, Flaw: Expertise: Science (biology) Check Required 7
Expertise: Science DC 17 (1 rank of Healing per Expertise: Science check result in excess of 16)
Biology Expertise: • 6 ppt
Training Power
Enhanced Expertise: Science 18 • 6 ppt
Flaw: Limited to biology
Mythology Expertise: • 3 ppt
Training Power
Enhanced Expertise: History 9 • 3 ppt
Flaw: Limited to myths and legends
ADVANTAGES [19 ppt]Ritualist Expertise: • 2 ppt
Training Power
Enhanced Expertise: Magic 6 • 2 ppt
Flaw: Limited to performing rituals
• Benefit 3 (Cipher 3) • Defensive Roll 5 • Equipment 2 • Improved Defense • Languages 3 • Ritualist • Second Chance (Expertise: Magic checks) • Skill Mastery 2 (Expertise: History, Expertise: Science) • Ultimate Effort (Expertise: Magic) •
EQUIPMENT [6 ep]
- Thick Clothing: Protection 1 • 1 ep
- Knife: Damage 1 (Strength-based) • 3 ep
Extras: Dangerous 1, Concealable
Perception DC 20 to find when hidden as a routine check- Biomancy Ritualist Toolkit • 2 ep
+2 equipment bonus to perform biomancy rituals
SKILLS [20 ppt]LANGUAGES
• native: Hindi • English • Japanese • Russian • Spanish •
• Expertise: History 9 (+12, or +21 myths and legends) • Expertise: Magic 12 (+15, or +21 performing rituals) • Expertise: Science 0 (+21, biology only) • Expertise: Theology 4 (+7) • Perception 2 (+2) • Persuasion 2 (+1) • Stealth 10 (+10) • Treatment 1 (+4) •
DEFENSES [17 ppt]
• Dodge 3 (+3) • Parry 1 (+1) •
• Fortitude 2 (+7) • Toughness (+11/+6*) • Will 11 (+11) •
*without Defensive Roll
OFFENSE
Initiative +0
COMPLICATIONS
- Unarmed: +0 • Close Damage DC 15 (Strength-based), bludgeoning.
- Knife: +0 • Close Damage DC 16 (Strength-based), piercing, crit 19-20.
ABILITIES [ 14 ] + SKILLS [ 20 ] + ADVANTAGES [ 19 ] + POWERS [ 50 ] + DEFENSES [ 17 ]Motivation - Spiritual/Madness?: The Mythmancer claims to be directed by a higher spiritual purpose. But some say this is just schizophrenia at work.
Fugitive: The Mythmancer has escaped from a number of incarcerations that want him back safely behind bars.
Power Loss: The Mythmancer's ability to shape Summoned beings depends on being able to use his hands freely. He keeps this a close secret.
120 PPT TOTAL
BIO
A mysterious Indian drifter. He claims to have reached a higher spiritual plane of enlightenment that lets him commune with the spirits of the world and fulfill their wishes, in service of a higher cause. However, some suspect he's just crazy, especially since he's rather socially awkward.
When confronted, he quickly claims to intend no harm to the world. There is no doubt that he has caused harm, however, particularly in the case of summoning a Godzilla-like being off the coast of Japan. The Mythmancer claims this was a one-time Ritual Mishap.
There is some time-bending here at work: some of the creatures created by the Mythmancer's rituals have been observed historically before he summoned them, in some kind of temporal displacement. Thus, some of his creations are older and more experienced than he himself seems to be. This leaves open the question of which historical incidents involving mythological creatures are time-displaced incidents with the Mythmancer ... or even whether there have been other Mythmancers in the past.
NOTES
The Mythmancer's typcial Rituals that create various monsters typically use the following ruleset:
Summon X
Extras: Heroic, Responsive, Increased Duration (continuous), Feature 1 (temporal displacement), Innate.
Flaws: Attitude 1 (indifferent), Permanent, Distracting, Quirk 2 (must match a local mythological creature), Source (various), Tiring, Expertise: Science (biology) Check Required Y.
Power Point Cost: X - Y (1 Power Point per rank of Summon, minus 1 Power Point per rank of Expertise: Science Check Required).
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Mythmancer)
Errdravalimus
Original character, NPC
Power Level 14 (265 ppt)
ABILITIES [50 ppt]
• Strength 3 (+13) • Stamina 2 (+12) • Agility 2 (+2) • Dexterity -2 (-2) •
• Fighting 6 (+6) • Intellect 3 (+3) • Awareness 7 (+7) • Presence +4 (+4) •
Load limit 200 tons
POWERS [125 ppt]
• All-Out Attack • Artificer • Benefit 8 (Status 4: dictator of Scandinavia, Wealth 4: multi-millionaire) • Daze (Intimidation) • Equipment 3 • Improved Initiative 1 • Languages 4 • Move-By Action • Second Chance (paralysis) • Startle • Takedown 1 • Ultimate Effort (Expertise: Magic) •
• Close Combat: Unarmed 6 (+12) • Expertise: Art 4 (+7) • Expertise: History 10 (+13) • Expertise: Magic 10 (+13) • Expertise: Politics 4 (+7) • Intimidation 13 (+22) • Perception 17 (+24) • Stealth 6 (-2) •
DEFENSES [26 ppt]
• Dodge 10 (+7) • Parry 7 (+8) •
• Fortitude 2 (+14) • Toughness (+20) • Will 7 (+14) •
OFFENSE
Initiative +6
265 PPT TOTAL
BIO
The Mythmancer's greatest creation, Errdravalimus is a traditional Northern European Dragon. She has conquered the nations of Scandinavia.
Original character, NPC
Power Level 14 (265 ppt)
ABILITIES [50 ppt]
• Strength 3 (+13) • Stamina 2 (+12) • Agility 2 (+2) • Dexterity -2 (-2) •
• Fighting 6 (+6) • Intellect 3 (+3) • Awareness 7 (+7) • Presence +4 (+4) •
Load limit 200 tons
POWERS [125 ppt]
Huge: • 21 ppt
Innate Monstrous Power
Growth 10 • 21 ppt
Extras: Innate, Permanent
Scales: • 20 ppt
Monstrous Power
Protection 8 • 20 ppt
Extra: Impervious [5 extra ranks], Flaw: Noticeable
Fire Breath: • 42 ppt + 3 ppt for Alternate Effects
Monstrous Power
Damage 14 • 42 ppt
Extras: Area (Cone 1), Secondary Effect
ALT - Mind-Bending Breath: • 40 ppt
Monstrous Power
Affliction 13 (Will; Dazed/Compelled) • 40 ppt
Extras: Cumulative, Area (Cone 1), Secondary Effect, Precise, Flaw: Limited Degree
ALT - Fang & Claw: • 10 ppt
Monstrous Power
Damage 3 (Strength-based) • 10 ppt
Extras: Split 5, Incurable, Dangerous 1
ALT - Pyrotechnics: • 42 ppt
Magical Power
Move Object 14 • 42 ppt
Extras: Increased Range 1 (perception), Area (Burst 1), Flaw: Limited Material (fire)
Flight: • 6 ppt + 1 ppt for Alternate Effect
Monstrous Power
Flight 6 • 6 ppt
Flaw: Wings
120 mph, 1800 ft/round
ALT - Speedy: • 1 ppt
Monstrous Power
Speed 1 • 1 ppt
8 mph, 120 ft/round
Dread Aura: • 13 ppt
Monstrous Power
Affliction 4 (Will; Impaired/Stunned) • 13 ppt
Extras: Reaction 3 (1/round), Area (Perception: sight), Cumulative, Selective, Flaws: Limited Degree, Intimidation Check Required 11
Intimidation DC 21 (1 rank of Affliction per Intimidation result in excess of 20)
Resistances: • 4 ppt
Monstrous Power
Immunity 8 (aging, heat damage, poison, sleep) • 4 ppt
Flaw: Limited to Half Effect
Keen Senses: • 7 ppt
Monstrous Power
Senses 7 (Acute Accurate smell, Extended 1 Darkvision, Extended 1 sight) • 7 ppt
Detect Magic: • 1 ppt
Magical Power
Senses 2 (Detect 2 [olfactory]: magic) • 1 ppt
Extra: Sustained, Flaw: Concentration
ADVANTAGES [24 ppt]Crystal of Distant Conversation, Device (Easily Removable): • 7 / 13 ppt
Magical Power
Communication 3 (mental) • 13 ppt
Extra: Subtle 1
Range: statewide or across a small nation
• All-Out Attack • Artificer • Benefit 8 (Status 4: dictator of Scandinavia, Wealth 4: multi-millionaire) • Daze (Intimidation) • Equipment 3 • Improved Initiative 1 • Languages 4 • Move-By Action • Second Chance (paralysis) • Startle • Takedown 1 • Ultimate Effort (Expertise: Magic) •
EQUIPMENT [12 ep]
►Fjord Lair: • 10 ep
Headquarters: PL14, Size H (cavern complex), Toughness +10.
Location: near Jordalsgrenda, Norway.
Features: Deathtraps • Holding Cells 2 (Toughness +15, punishment) • Isolated • Living Space • Trophy Room • Workshop •
SKILLS [20 ppt]LANGUAGES
• native: German • Arabic • Danish • English • Finnish • Hindi • Norwegian • Swedish • Welch •
• Close Combat: Unarmed 6 (+12) • Expertise: Art 4 (+7) • Expertise: History 10 (+13) • Expertise: Magic 10 (+13) • Expertise: Politics 4 (+7) • Intimidation 13 (+22) • Perception 17 (+24) • Stealth 6 (-2) •
DEFENSES [26 ppt]
• Dodge 10 (+7) • Parry 7 (+8) •
• Fortitude 2 (+14) • Toughness (+20) • Will 7 (+14) •
OFFENSE
Initiative +6
COMPLICATIONS
- Fang & Claw: +12 • Close Damage DC 31 (Strength-based), slashing, crit 19-20.
- Fire Breath: Dodge DC 24 • Close Area (60-ft Cone) Damage DC 29, heat/fire • Secondary Effect.
- Mind-Bending Breath: Dodge DC 23 • Close Area (60-ft Cone) Affliction DC 23 (Will; Dazed/Compelled), gas • Precise.
- Pyrotechnics: Perception-Ranged Area (30-ft Burst) Move Object DC 24 • Limited to fire.
ABILITIES [ 50 ] + SKILLS [ 40 ] + ADVANTAGES [ 24 ] + POWERS [ 125 ] + DEFENSES [ 26 ]Motivation - Greed: Errdravalimus craves power and shiny symbols of traditional wealth (precious metals and gems).
Responsibility: Errdravalimus, while he's a dictator, is somewhat hands-off politically, understanding that her nations already ran themselves pretty well and trying to continue that.
Power Loss: Impervious Toughness: not against magical weapons.
265 PPT TOTAL
BIO
The Mythmancer's greatest creation, Errdravalimus is a traditional Northern European Dragon. She has conquered the nations of Scandinavia.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Mythmancer)
Partly out of frustration with the RoninArmy forums, but mostly because I needed the practice/experience at building a website, I built a website to house the stat blocks of the Sila-Verse. You can find it at This Location.
Comments about either the site or the builds are welcome here! I intend to keep adding features to the site, so let me know what you'd like to see.
Comments about either the site or the builds are welcome here! I intend to keep adding features to the site, so let me know what you'd like to see.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: New Website!)
Been adding Stock NPC stat blocks to the site. Things like Tough, Thug, & Goon -- basic enemies for the heroes to beat up even when outnumbered. Always more or less modified (improved?) from the stat blocks given in the Hero's Handbook and Gamemaster's Guide.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: New Website!)
The website now has everything (all stat blocks) from this thread uploaded to it. Time to move on to some characters from RoninArmy that never made it to this forum.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: Kestrel, official champion of the USA)
Kestrel is up, as the first hero representing a national government. There will be several more in this vein.
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- Posts: 547
- Joined: Wed Aug 01, 2018 3:03 pm
Re: Kaulu's "Sila-Verse" M&M 3e Builds (now: finished importing all RoninArmy builds)
The website now has everything (all stat blocks) from the RoninArmy repository uploaded to it. Anything from here on out is new content for me!