Bladewind's M&M 3ed Builds

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

Post by MacynSnow » Tue May 08, 2018 12:52 pm

I like the idea your using with the Autobots being in SF...very Pacific Rimee.... ;)

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

Post by Bladewind » Tue May 08, 2018 2:46 pm

Yup. There is that intention in the back of my mind. Whether or not I actually do something with it is another matter entirely.
Bladewind wrote:
Tue May 08, 2018 3:02 am
:arrow: A "little known fact" regarding [my version of] San Fransokyo and the primary reason that a relatively large number of Autobots (and specifically Autobot combiners) are stationed there is that there is a rift in the Pacific about ten kilometers off the shore where suspected Kaiju activity is imminent. The Autobots have volunteered to act as defense for the city, and the country as a whole.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind's 3ed M&M Builds

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

Post by Bladewind » Wed May 09, 2018 2:33 pm

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Athens
PL7/ 208 PP+


Abilities
Strength 5,
Stamina 3,
Agility 1,
Dexterity 1,
Fighting 7,
Intellect 9,
Awareness 5,
Presence 5

Powers
Symbiont: (46 points)
Enhanced Advantages 8 [see Advantage list],
Booming Voice, Glowing Eyes: Enhanced Trait 3 [Enhanced Skill (Intimidation) – 9 ranks],
Racial Intellect: Enhanced Intellect 3,
Resilience: Enhanced Stamina 3,
Adrenal Tap: Enhanced Strength 3,
Enhanced Immune System: Immunity 4 [Poison, Disease, Radiation, Aging],
Regeneration: Healing 3 [Self Only],
Durable: Protection 4,
Linguistic Mastery: Comprehend 3 [Speak, Understand, Read]
“Underlord”: (7 points)
Jaffa: Summon 8 [Active, Horde, Multiple Minions 6 (64 Jaffa); Self Powered; Sacrifice],
Sarcophagus: Healing 15 [Restorative, Resurrection 2; Stabilize, Persistent, Removable -12]
Personal Cloaking Device: Concealment 4 [(Visual); Removable (-1)]
Kara Kesh: (38 points)
Removable (-9 points)
Remote Control: Feature 2 [Ranged], Determine Host Suitability: Senses 1,
Pain: Affliction 7 [Resisted and Overcome by Will (Hindered/ Stunned/ Incapacitated); Concentration, Cumulative, Progressive; Extended Reach]
Dyn: Kinetic Wave: Move Object 8 [On successful hit, if target fails Strength check vs effect rank, they're flung back distance equal to effect rank minus their mass; Damaging; Limited to Pushing Objects Away, Close Range]
Dyn: Energy Shield: Create 8 [Impervious; Limited to Toughness]
Alt: Mind Reading 8 [Linked to Damage 8 (Alternate Save: Will, Extended Reach)]
Alt: Healing Device: Healing 10 [Action (Move), Ranged; Easily Removable (-16)]

Equipment

Advantages
Benefit 1 [Naquadah Infused Blood],
Connected [Farrow-Marshall Aeronautics],
All-Out Attack,
Benefit 1 [Status],
Benefit 4 [Multi Millionaire],
Contacts,
Equipment 20,
Set-Up 2,
Well-Informed,
Beginner's Luck,
Diehard,
Eidetic Memory,
Fearless,
Great Endurance,
Jack-of-all-Trades,
Luck 2

Skills
Acrobatics (+1),
Athletics (+5),
Deception 8 (+13),
Expertise: Law 8 (+17),
Expertise: Streetwise 8 (+17),
Expertise: Tactics 6 (+15),
Expertise (+9),
Insight 10 (+15),
Intimidation 3 (+17),
Investigation (+9),
Perception 7 (+12),
Persuasion 10 (+15),
Ranged Combat: Guns 6 (+7),
Ranged Combat: Kara Kesh 5 (+6),
Sleight of Hand (+1),
Stealth (+1),
Technology 5 (+14),
Treatment (+9),
Vehicles 5 (+6)

Offense
Initiative +1

Defense
Dodge 7,
Parry 7
Toughness 7 (Def Roll 0),
Fortitude 4,
Will 7

Power Points
Abilities 54 + Powers 91 + Advantages 27 + Skills 27 + Defenses 9 = Total 208

Complications
:!: Motivation: Greed, Power, Influence. Athens desires power, and this new Merged Earth has massive potential.
:!: Addition: Although nowhere near as bad as Yu, Athens is addicted to using his Sarcophagus
:!:Friends Close: Athens doesn't trust many people or beings for that matter. Those that he does, he tends to watch closely
:!: Enemies Closer: Athens has a large quantity of enemies, potential and realized

Design Notes
:arrow: NPC with unlimited points, listed minions even though I didn't charge. Skills listed at 3:1 and Presence = Social Advantages in use.
:arrow: I always liked the concept that Osiris in Stargate SG-1 took on a female host. And it didn't matter. I took the idea to the Athena symbiote, but chose to call him Athens.
:arrow: The original reason I designed this was as an antagonist to Kal'annar. I don't have huge plans for a Go'a'uld presence on Earth, maybe two or three underlords, tops.
:arrow: Despite being an Underlord in the System Lord hierarchy, Athens is quite powerful. Given access to more technology (ships) and a larger army of Jaffa he could easily become a major player among the System Lords.
:arrow: I'll only stat the Jaffa if needed - mostly they'll be Thugs with either Zat Guns or Staff Weapons.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind's 3ed M&M Builds

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

Post by Bladewind » Thu May 10, 2018 5:01 pm

Image

Gwathran Raug
PL9/195


Abilities
Strength 10,
Stamina 10,
Agility 0,
Dexterity 0,
Fighting 8,
Intellect 3,
Awareness 2,
Presence 1

Powers
Deep Dragon: (92 points)
Shapeshifter: Morph 2 [Serpent Form (Natural), Humanoid Forms (of roughly same mass and gender)],
Size: Growth 8 [Feature – Maintains maximum traits in human form],
True Seeing: Senses 5 [All Senses Counter Illusion],
Heat and Cold Immune: Immunity 10,
Detect Magic: Senses 6 [Analytical, Acute, Accurate, Extended x2],
Keen Senses: Senses 2 [Darkvision, Infravision], Burrowing: Burrow 8 [Penetrating]
Alt: Slithering: Movement 4 [Sure-Footed 3]
Breath Weapon: Damage 8 [(Flesh Corrosive Gas); Cone Area 2],
Melee Weapons: Feature 1 [Variable Descriptor (Melee Weapons), Strength Based Damage]

Equipment

Advantages
All-out Attack,
Artificer,
Assessment
Diehard,
Benefit 2 [Wealthy],
Equipment 4 [Lair],
Chokehold,
Fast Grab,
Improved Critical 2 [Natural Weapons (18-20)],
Improved Disarm,
Improved Initiative 2,
Improved Hold,
Improvised Tools,
Jack-of-All-Trades,
Ritualist,
Tracking

Skills
Acrobatics (+0),
Athletics 4 (+14),
Deception 8 (+9),
Expertise: Arcane Lore 8 (+11),
Insight 8 (+10), Intimidation 8 (+13),
Investigation 6 (+9),
Perception 8 (+10),
Persuasion 5 (+6),
Sleight of Hand (+0),
Stealth 17 (+9),
Technology (+3), Treatment (+3),
Vehicles (+0)

Offense
Initiative +8

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

Power Points
Abilities 36 + Powers 92 + Advantages 21 + Skills 24 + Defenses 22 = Total 195

Complications
:!: Deep Dweller - Raug prefers to be underground. While not actually agoraphobic, he's pretty close.
:!: Motivation - Greed - It`s a Draconic thing. They like to acquire wealth.

Design Notes
:arrow: Another NPC of mine, still with the Skills at 3:1 and Free Advantage/ Presence rank, even with unlimited PP as it were.
:arrow: Raug is a Deep Dragon, and although he can still assume his Serpent Form, the nature of the Merge has somehow blocked his ability to assume full Draconic form. Not that this really limits him. He can't fly, true, but he can still Burrow through rock like nobody' business.
:arrow: I charged a Feature, but probably could have used Metamorph - either way, all the traits associated with Growth are also active at normal humanoid size.
:arrow: He's not a size changer, but I see no purpose to a limitation or even a quirk of all or nothing on his Growth powers. This includes extra mass.
:arrow: I didn't bother with Immunity to Aging. Dragons are extremely long lived, but I don't see a game impact for this particular character.
:arrow: Melee Weapons is an ability to essentially form swords, clubs, knives and the like from his draconic mass.
:arrow: Posting the stats for his lair would be giving away too much of the character.
Last edited by Bladewind on Thu May 10, 2018 9:34 pm, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Skaramine
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Re: Bladewind's M&M 3ed Builds

Post by Skaramine » Thu May 10, 2018 8:47 pm

Raug is pretty Amazing.
The ATT member formerly known as both MorningKnight and Power-Glove.
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu May 10, 2018 9:31 pm

Thanks. :D
I didn`t quite finish posting his complications. And his name is actually from an Elven Dictionary I found online - it means Shadow Demon. Or at least it should. Languages don't always work with straight translations, but the two words individually mean Shadow Demon.

I`ve started to post these as I often as not don`t have access to character sheets when I want to post to games.
So yes, these are baddies that could come up in my PbP.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind's 3ed M&M Builds

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

Post by Skaramine » Fri May 11, 2018 12:18 am

I went through on my version of Hero Lab, and instead of going with the Feature, I gave him an Array.

Part one was Polymorphed Dragon - Density 8. That way, he's still about 25 tons without the reach, the speed, and the Intimidation bonuses and defense losses.

Then there's Growth arrayed off of that in his "Natural Form."

I still love that Variable Effect on Strength "Natural Weapons."

It's quite elegant, and I think I should have folded Improvised Tools and maybe Improved Critical into the naked Strength Effect. (A particularly pointy blade or spiked club to hit those hard to reach areas.)
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.

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

Post by Bladewind » Fri May 11, 2018 1:59 am

I had considered Density, but also wanted the "worm" form and my thinking was to keep the math to a minimum in play. Having a Worm form and a Humanoid form makes things complicated. For a PC, definitely. But for an NPC it's less bookkeeping for me - and by that, I mean fewer sheets on my hard drive. :D

But definitely good points !
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Skaramine
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Re: Bladewind's M&M 3ed Builds

Post by Skaramine » Fri May 11, 2018 2:23 am

Well, the Worm Form the stats don't change much... but yeah, the Stealth penalties and the to-hit penalties factor in.

I mostly see Raug as being mostly human.

Then again, I have my own Mighty Morphing Super Dragon as well, but his default is a "winged Superman."
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.

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

Post by Bladewind » Sun May 13, 2018 2:03 am

Mostly human is accurate !
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Tue Jul 24, 2018 2:45 am

Image

Sektor/ Laserbeak
PL7


Abilities
Strength 2,
Stamina 3,
Agility 3,
Dexterity 0,
Fighting 5,
Intellect 2,
Awareness 2,
Presence 2

Powers
Cybertronian: (52 points)
Mechanoid Life Form: Immunity 13 [Aging, Life Support, Sleep],
Armor: Protection 3 [Impervious 6],
Robot in Disguise: Morph 3 [Bird Form (Natural), Humanoid Robot, Machines of Similar Mass; Metamorph (Robot Form)],
Blaster: Damage 5 [Ballistic; Ranged, Multi Attack]

Cybertronian Fauna: (9 points)
Winged Flight: Flight 5 [Wings],
Airborne Deflect: Enhanced Parry 2 [Limited to while Airborne],
Airborne Evasion: Enhanced Dodge 2 [Limited to while Airborne],
Claws/ Beak: Damage 1 [Piercing/ Slashing; Strength Based; Split]
Robot Form (Mechamorph): (0 points)
Combat Protocol: Enhanced Trait 6 [Enhanced Advantages],
Weapon Configurations: Feature 3 [Chest Missile – Ranged Damage 5, Homing 2, Ricochet 2, Accurate;
Flame Thrower – Line Area Damage 5; Palm Blast – Damage 1 – Linked to Affliction 4 (Fort; Dazed/ Stunned – Flaws; Limited Degree);
Teleport – 4 (Extras: Change Direction, Easy) ]

Equipment

Advantages
Agile Feint,
Close Attack 4,
Favored Environment [Airborne],
Favored Foe [Autobots],
Languages 1 [English (Base), Cybertronian],
Move-By Action,
Precise Attack 1 [Cover],
Equipment 2 [Sensory Array],
Equipment 1 [Office Equipment],
Accurate Attack 1,
All-Out Attack,
Improved Critical 1 [Unarmed – 18-20],
Improved Defense,
Improved Initiative 1,
Power Attack

Skills
Acrobatics 5 (+8),
Athletics 3 (+5),
Deception 3 (+5),
Expertise: Cybertron 3 (+5),
Expertise: Science 3 (+5),
Insight 2 (+4),
Intimidation 3 (+5)
Investigation 3 (+5),
Perception 5 (+7),
Persuasion 2 (+4),
Ranged Combat: Blast 9 (+9),
Sleight of Hand 4 (+4),
Stealth 3 (+6),
Technology 6 (+8)

Offense
Initiative +7

Defense
Dodge 8, Parry 8
Toughness 6 (Def Roll 0), Fortitude 7, Will 5

Power Points
Abilities 38 + Powers 61 + Advantages 12 + Skills 18 + Defenses 11 = Total 140

Design Notes
:arrow: A Merge Setting character, specifically Omega Company. If my players are reading at this point, too late to say spoiler. But I did put the text in white so you have highlight to read it.
:arrow: I posted this so that I can post during the day. I really should have posted it when I built it as I remember how I meant for the mechamorph traits to work, just not what they replace other than flight.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Aug 30, 2018 3:46 am

Image

Abilities
Strength 18,
Stamina 21,
Agility 0,
Dexterity 14,
Fighting 6,
Intellect -1,
Awareness 1,
Presence 0

Powers
Grey Giant: (30 points)
Size: Growth 4 [Permanent; Innate],
Crushing Grip: Affliction 14 [Resisted/ Overcome - Dodge/ Fort: Impaired and Vulnerable/Disabled and Stunned,; Extra Condition, Cumulative; Limited Degree, Grab Based],
Impervious Toughness: Impervious 14 [Not vs magic or psionics]
Unstoppable: (30 points)
Ballistic/ Crushing/ Energy Immunity: Immunity 40 [Limited to Half Effect],Regen 1/ rnd: Regeneration 10
Leaps and Bounds: (13 points)
Leaps: Speed 12
Alt: Bounds: Leaping 12
Alternate Effects of Strength Dmg: (3 points)
Alt: Thunder Clap: Damage 18 [Cone Area; Distracting]
Alt: Earth Stomp: Damage 18 [Line Area 2; Targets and character must be on the Ground, Requires attack roll]
Alt: Mighty Leap: Leaping 17 [Feature - No maximum leap speed]
Cybernetic Components: (47 points)
Energy Discharge: Damage 20 [Ranged; Variable Descriptor 2 (Any Energy)],
Detect XD: Senses 4 [Ranged, Acute, Analytical],
Nanomorph - Variable Descriptor on Strength Damage
XD Threat Assessment: (4 points)
Detect XD: Senses 4 [Ranged, Acute, Analytical]


Advantages
All-Out Attack,
Fast Grab,
Improved Aim
, Improved Critical 4 [Unarmed Crit 16-20],
Precise Attack 2 [Unarmed],
Power Attack ,
Close Attack 10,
Improved Initiative 3,
Assessment,
Fearless

Skills
Athletics 1 (+19),
Deception (+0),
Expertise: Xds 15 (+14),
Insight 9 (+10),
Intimidation: Note: Perm Growth modifier included. (+2),
Perception 8 (+9),
Persuasion (+0),
Stealth (+0)

Offense
Initiative +12
Unarmed +16, Damage 18
Energy Discharge +14, Damage 20

Defense
Dodge 8,
Parry 4
Toughness 21 (Def Roll 0),
Fortitude 21,
Will 11

Power Points
Abilities 102 + Powers 127 + Advantages 25 + Skills 11 + Defenses 20 = Total 285

Complications

Design Notes
:arrow: This character was created for the Merge Setting, based on an idea from Agents and Powers. It’s PL 17.
:arrow: PL 16 - 20. 18 is the benchmark with 270 PP.
:arrow: Trading up to PL 19 is 255 PP, PL 20 240 PP.
:arrow: Trading down to PL 17 is 285 PP, PL 16 300 PP
:arrow: Skills 3:1 ratio.
:arrow: Bonus social advantage per Rank of Presence. Negative presence only nets 1 pt per negative rank.
:arrow: From the old boards, I used belial666’s “Mini Hulk’s” as a starting point.
:arrow: The character idea and addition to belial666’s powerhouses comes from the Fury from Captain Britain.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind's 3ed M&M Builds

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

Post by Bladewind » Sun Sep 02, 2018 6:53 pm

Image

Xander Landesman
PL10/ 180 PP


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

Powers
Lightning Control: (33 points)
Lightning Bolt: Damage 13 [Ranged; Accurate 2, Indirect 3 (Any point downwards)]
Alt: Hailstorm: Damage 10 [Ranged, Cloud Area; Indirect 2, Activation (Falling from Above)]
Genetic Enhancements: (22 points)
Shapeshifter: Morph 2 [Humanoids of similar mass and height],
Environmental Immunity: Immunity 2 [Environmental Cold, Environmental Heat],
Weather Proof: Immunity 10 [(Weather Effects)]

Equipment
Headquarters – Olympus Reborn: Feature 21 [Huge, Toughness 14, Communications, Computer, Concealed, Defense System (Harpies); Holding Cells, Isolated, Infirmary, Laboratory, Living Space (x2), Power System, Personnel; Security System, Workshop]
Alt: Headquarters – Skycraper (5 floors): Feature 18 [Large, Toughness 10, Communications, Computer, Defense System, Gym, Hangar, Infirmary; Laboratory, Living Space, Power System, Security System, Workshop, Personnel]
Standard Equipment
Private Jet (12 ep), Car (1 ep), Helicopter (1 ep), Smartphone (Phone, Camera, Computer) (4 ep)

Advantages
Equipment 8 [HQ],
Minion 8 [Argus],
Ritualist (Geneticist) [Use Expertise (genetics) to enhance living things],
Benefit - Assumed Identity.
Well-Informed,
Connected,
Skill Mastery [Expertise (genetics)],
Skill Mastery [Technology],
Benefit 3 [Wealth],
Contacts,
Improved Initiative 1,
Inventor,
Languages 1 [English, Greek, Ancient Greek],
Defensive Roll 5

Skills
Athletics (+4),
Deception 4 (+7),
Expertise: Genetics 6 (+14),
Insight (+2),
Intimidation 8 (+11),
Perception 2 (+4)
Persuasion 6 (+9),
Stealth (+0),
Technology 4 (+12)

Offense
Initiative +4
Lightning Strike +7, Damage 12
Unarmed +2, Damage 4

Defense
Dodge 9,
arry 10
Toughness 9 (Def Roll 5),
ortitude 8,
Will 12
Apotheosis - (Summon)
Summon Empowered Version - Heroic, Broad Type (god-like beings), Continuous (Permanent), Limited to Available Subjects, Tiring, Quirk - Subjects must be willing Distracting
3 pts/ Rank -1 (Rank 10 = 19 PP)
"Design Check" is 19 hours DC of 29 and uses Expertise: Genetics
"Performance Check" is 76 hours (just over 3 days) DC of 29 and uses Expertise: Technology

Reworked the ritual, and I'm much happier with it's cost.

Gods created with this "Ritual" all have the complication "indoctrinated." This covers them not remembering their previous lives and being predisposed to overlook any inconsistencies with their new lives. It also results in them being loyal and willing to accept what Landseman tell them. It doesn't require any mental transformation powers as I see it as covered by the Summon. The subject becomes the new being.

The Design Check is preparation of the target and the laboratory, including preliminary tests, exams, etc.
Performance Check represents the final phase of the process.

As this is an NPC, this aspect isn't really important, but I wanted to write it out anyway.
Power Points
Abilities 54 + Powers 55 + Advantages 31 + Skills 10 + Defenses 31 = Total 181

Complications
:arrow: Megalomania - Xander believes in his own importance and is determined to be the top dog in this merged world, despite the presence of others who are far more powerful than he is.
:arrow: Daddy Issues - Xander hates his father. Although he attempts to play it smoothly, his desire to destroy his father is insurmountable. Although there has been no evidence that Regis Landseman has crossed over, Xander is on the lookout for him (and by extension, his associates).
:arrow: Motivation - Power and Influence.

Design Notes
:arrow: Another Merge build. This is a character from James Lovegrove's Age of Zeus novel. Although I don't believe that PL 10 is necessary for the character from the novel as written, points wise and for this setting, I felt it was justified.
:arrow: In the novel, he doesn't have shapeshifting abilities, I added them to increase his capabilities.
:arrow: I put Argus into his build as a minion - this is another character from the book, a hacker that is enhanced and hardwired into a computer system and can read and control virtually everything on the planet linked to a computer.
:arrow: His Ritualist Advantage is more akin to being able to use Expertise Genetics to create godlike beings. I'm debating whether or not I want more characters from the novel running around, but Xander and Argus are a good start. I also have Rick Ramsey (Hyperion) a few builds up.
:arrow: He is one point over 180 PP, again NPC. But at the same time, his Ancient Greek and Greek languages are a throwaway point.
:arrow: In the Merge Universe, Xander quickly set about consolidating a base of wealth for himself - taking the identity of a wealthy businessman (Benefit: Assumed Identity) and redirecting that wealth to his own ends. He managed to create an Apotheosis Chamber in a secluded location - not wanting to risk using Olympus even if it wold be his preference.
:arrow: He's also read the book where he "comes from" and is taking steps to avoid that fate. This version of Xander would be from just before the beginning of the book.
Last edited by Bladewind on Wed Sep 12, 2018 12:02 pm, edited 4 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Sep 06, 2018 2:33 pm

Image
Image Image

Morgan Koral
PL6/120 PP


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

Powers
Pyschokinetic Powers: (24 points)
Move Object 9 [Precise, Dynamic]
Alt: Force Push: Move Object 6 [On successful hit, target must make Strength Check (or Move Object check) or be flung back distance equal to effect rank – their mass; Damaging, Perception; Limited to Pushing Targets Away; Dynamic]
Dyn: Force Leap: Flight 3 [Must Land each Move Action (Instant Duration); Dynamic, Speed 4]
Alt: Force Weaken: Weaken 9 [(Toughness); Concentration; Lightsaber requierd; Incurable, Linked to Lightsaber]
Telepathic Powers: (21 points)
Mind Trick: Affliction 8 [(Resisted and Overcome by Will) – Compelled, Controlled; Cumulative, Perception Range; Limited Degree, Sense Dependent (Voice)]
Alt: Force Senses: Variable 2 [Ranged Detect Life (extended x2), Ranged Detect Force User (extended x2); Force Awareness, Spatial Awareness (Accurate, Radius, Ranged Mental Sense); Danger Sense, Post-cognition; Dynamic]
Dyn: Telepathy: Communication 3 [Dynamic]
Alt: Mind Reading 8
Alt: Control Technology: Affliction 9 [Resisted by Fortitude, Overcome by skill or Fortitude (Controlled); Cumulative, Ranged, Affects Object Only; Limited to Third Degree Only, Limited to Technology; Dynamic, Interface (Comprehend Machines)]
Jedi Gear: (6 points)
Double Bladed Lightsaber: Damage 5 [Strength Based; Restricted to Those Trained, Split, Reach, Enhanced Advantages 2 (Improved Smash, Weapon Break), Easily Removable (-4)]
Nanotech Suit: (12 points)
Removable (-3 points)
Guard's Mask: Senses 5 [HUD, Distance Sense, Infravision, Darkvision, Time Sense, Communication Link; Immunity (Visual Dazzle) (Activation)],
Quick Change: Feature 2 [Any clothing or armor in database],
Nanotech Armor: Protection 4


Equipment


Advantages
Accurate Attack,
Assessment,
Defensive Attack
, Improved Defense,
Improved Disarm,
Weapon Break,
Improved Initiative 1,
Power Attack,
Improved Smash,
Hide in Plain Sight,
Interpose

Skills
Acrobatics 3 (+4),
Athletics 2 (+4),
Close Combat: Lightsaber 2 (+5),
Deception 4 (+5),
Expertise: Current Events 2 (+2),
Expertise: Streetwise 3 (+3),
Expertise: Police Officer 2 (+2),
Insight 4 (+5),
Intimidation 2 (+3),
Investigation 6 (+6),
Perception 4 (+5),
Persuasion (+1),
Ranged Combat: Pistols 4 (+4),
Sleight of Hand 6 (+6),
Stealth 10 (+11),
Technology 4 (+4),
Vehicles 2 (+2)

Offense
Initiative +5
Lightsaber +5, Damage 7
Unarmed +3, Damage 2
Force Push +0, Damage 7

Defense
Dodge 5,
Parry 6
Toughness 6 (Def Roll 0),
Fortitude 5,
Will 7

Power Points
Abilities 20 + Powers 63 + Advantages 8 + Skills 20 + Defenses 16 = Total 127

Complications
Responsibility (The Dark Side)- The Dark Side is dangerously-close for all Jedi. Using Dark Side-like powers (like strangling someone with The Force, or crushing them internally), killing defeated foes or otherwise killing needlessly, and even using All-Out or Power Attack too often can lead the Jedi down a dark path. The Dark Side is "quicker, EASIER- more seductive," and the temporary boost of power can easily tempt one. Excessive use of the Dark Side will twist one's spirit, and mangle their body.
Responsibility (The Jedi Order)- Jedi are under numerous rules (never falling in love, stuff like that), and their mission is to keep peace and order throughout the galaxy.
Responsibility (Anonymous Sentinel) – Having taken the role of Temple Guard pre-Merge, he's supposed to be a faceless and anonymous representation of security provided to and for Jedi and important Jedi locations.

Design Notes
:arrow: Ever since the original interest check for the Merge, I've wanted to play a Jedi. Someone always calls it first, whether or not they make it into the game so I let it slide. I've designed Satele Shan, Asoka Tano and helped design Kar'Anna Mareneth. I hemmed and hawed about a lesser known Jedi but decided to create a native born character.
:arrow: PL 7/ 105, traded down for extra PP. Skills 3/4/ Social Advantage per rank of Presence, +3 PP earned so far.
:arrow: He has Variable Senses. Although not flawed, the power is essentially any mental sense. He can also enhance his Perception and Insight with it. I listed the most common Senses that he manifests.
:arrow: I did not take Deflect. In reading the power again, I've come to the conclusion that the Deflect we see in the movies is essentially the Defend Action. Reflecting can be a different power - a reaction to successfully parrying, limited/ requires reflectable attack
:arrow: for the Lightsaber, I went with Weaken instead of Penetrating. I also put the weaken in his Force Array, making the "true power" of a Lightsaber linked to the power of the wielder.
:arrow: his armor is Jedi Temple Guard armor, covered by a trench coat. I would imagine that in his current role, the armour is actually darker - as in almost black - instead of the stark (and very noticeable) white.
:idea: update 20/09/2018 - I rearranged some skills and advantages to take the equipment and turn it into a device. Essentially it can become any clothing he wants - from his Temple Guard uniform to Sith Armor or anything else.

Background
:arrow: Pre-Merge, he was a cop and Star Wars enthusiast, and participated in lightsaber mock duels and was at one point part of the 501st Legion. When the Merge happened, he found himself drawn to Australia where he became a temple guard after developing Force Abilities. Present during an attack by Imperial Forces, he survived and was rescued by Satele Shan. He traveled with her for several months when they both found themselves working with the DXDO. Eventually, perhaps temporarily, they've gone their separate ways, with Koral operating with squads more directly involved in research and investigation.
Last edited by Bladewind on Tue Oct 16, 2018 3:10 am, edited 2 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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

Post by Bladewind » Wed Sep 12, 2018 3:29 am

Image

Nomad/ James Rogers
PL 10/ 202 PP


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

Powers
2nd Generation Super Soldier: (6 points)
Resilient: Immunity 2 [Poison, Disease],
Peak Human: Speed 2,
Leaping 2
Iconic Shield: (30 points)
Easily Removable (-20 points)
Indestructible: Feature 1,
Enhanced Dodge 4 [Sustained],
Enhanced Parry 4 [Sustained],
Improved Defense: Enhanced Trait 1, Immovable (5 points)
Shield Toss: Damage 11 [Selective Shapeable Area]
Alt: Shield Strike: Damage 3 [Penetrating 8]
Alt: Ultimate Defense: Immunity 80 [(Immunity Toughness); Concentration, Limited (not against Surprise Attacks or sufficiently large area effects)]

Equipment


Advantages
Agile Feint,
Attractive 1,
Benefit 2 [Status (DXDO Operative)],
Close Attack 6, Daze 1,
Defensive Roll 2,
Equipment 5,
Evasion 1,
Grabbing Finesse,
Improved Aim,
Improved Initiative 1,
Jack-of-all-Trades,
Languages 3,
Move-by Action,
Set-Up 1,
Skill Mastery [Stealth],
Takedown 2,
Teamwork,
Uncanny Dodge,
Assessment,
Connected,
Defensive Attack,
Diehard,
Extraordinary Effort,
Great Endurance,
Improved Critical 1 [Shield (19-20)],
Improved Defense,
Leadership,
Interpose,
Power Attack

Skills
Acrobatics 9 (+15), Athletics 10 (+15), Close Combat: Unarmed 2 (+14), Deception 9 (+15), Expertise: Tactics 18 (+20), Expertise (+2), Expertise (+2), Expertise (+2), Insight 10 (+12), Intimidation 5 (+11), Investigation 5 (+7), Perception 10 (+12),
Persuasion 7 (+13),
Ranged Combat: Thrown Shield 2 (+8),
Sleight of Hand (+6),
Stealth 7 (+13),
Technology 5 (+7),
Treatment 1 (+3),
Vehicles 4 (+10)

Offense
Initiative +10
Unarmed +14, Damage 5
Thrown Shield +8, Damage 11
Shield Strike +12, Damage 8

Defense
Dodge 10,
Parry 10
Toughness 7 (Def Roll 2),
Fortitude 11,
Will 9

Power Points
Abilities 76 + Powers 36 + Advantages 37 + Skills 35 + Defenses 13 = Total 197

Complications
:arrow: Relationships: Rogers is close with his teammate Torunn and the two of them are the only ones he's aware of from his team that have Merged. They're both interested in locating the rest of the Next Avengers
:arrow: Motivation: Responsibility (Legacy) Regardless of where he's from, he's the son of Captain America. And the spitting image of Chris Evans' version of said character. People are expecting things from him. Great things.
:arrow: Motivation: Thrills – Although more mature and having grown some from the film, Rogers and his team basically grew up in isolation and yearned to be like their parents. Now free to act, they want to make names for themselves
:arrow: Responsibility: Burdens of Leadership. Rogers finds himself following in his father's shoes to a great extent and if often looked at as a leader, even when he doesn't want to lead.

Design Notes
:arrow: Original Merge Game character creation rules. Traded to PL 10/ 180 PP with the allotted 22 PP that were earned in game.
:arrow: Skills 3:1, 1 social advantage per Presence rank
:arrow: This is lifted heavily from versions of Captain America and Black Widow from Thorp and Jab (as in mostly copied outright) as I needed this character for something I'm writing and read their versions and saw "no reason to reinvent the wheel" as it were. However, I did try something else with the shield, and dropped the power loss complication they have as I see it as part of the "removable" flaw
:arrow: Concept is a "grown up" version of James Rogers from Next Avengers: Heroes of Tomorrow (using movie as basis, ignoring comic appearances).
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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