Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Where in all of your character write ups will go.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Phil
Phillogenus esk Piemondum
Power Level 8, PC-budget (120 PP)

Image

ABILITIES [20 PP]

Strength 0 (+0); Stamina 3 (+3); Agility -3 (-3); Dexterity 4 (+4)
Fighting 1 (+1); Intellect 4 (+4); Awareness 1 (+1); Presence 0 (+0)
Load limit 50 lb.

POWERS [37 PP]
Galactic Standard Size [5 PP]:
Shrinking 2, EXTRAS: Innate, Improved Duration (continuous), FLAW: Permanent
Vegetable Anatomy [7 PP]:
Tendrils: Extra Limbs 2
Stomata Respiration: Immunity 1 (suffocation: choking)
Concealment 1 (electromagnetic sense), EXTRA: Increased Duration (continuous), FLAWS: Limited to standard life-form detectors, Permanent
Immunity 2 (disease, poison), FLAW: Limited to standard meat-based pathogens and toxins
Enhanced Stealth 6, FLAW: Limited to areas of heavy foliage
Immobile Agility [3 PP]:
Enhanced Stealth 2, EXTRA: Innate, FLAW: Permanent
Enhanced Advantage 1 [Speed of Thought], FLAW: Permanent
Symbiotic Link [7 PP]:
Communication 1, EXTRA: Variable Descriptor (auditory/olfactory), FLAW: Limited 3 to Plink
Enhanced Advantage 5 [Minion 5]
Rocket Pot [14 / 18 PP + 1 PP for Alternate Effect] (Removable):
Rockets: Flight 4, EXTRA: Continuous [partial 1] - (30 mph, 500 ft/round)
Soil Nutrients: Immunity 1 (starvation & thirst), FLAW: Limited to starvation
Enhanced Dodge 5
Enhanced Acrobatics 4
Enhanced Advantage 1 [Defensive Roll 1]

AE - Collapsible [7 PP]:
Insubstantial 1
Enhanced Stealth 4

ADVANTAGES [18 PP]

Accurate Attack, Benefit 1 (Galactic Authority), Defensive Roll 3, Equipment 8, Fast Grab, Grabbing Finesse, Improved Aim, Improved Grab, Minion 5, Power Attack, Skill Mastery (Technology), Speed of Thought
Equipment (40 ep)
  • Commlink [1 ep]
  • Computing Padd [1 ep]
  • Multi-Tool [1 ep]
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) [6 ep]
  • The Good Ship Ferkel (detailed under Captain Grakker) [31 ep]
Languages
native: Phiipaalus.

SKILLS [29 PP]:

Acrobatics 1 (+2); Athletics 3 (+3); Close Combat: Unarmed 7 (+8); Close Combat: Vehicle Weapons 1 (+2); Expertise: Dimensions 4 (+8); Expertise: Galactic Geography 5 (+9); Expertise: Science 6 (+10); Intimidation 0 (-1); Investigation 4 (+8); Perception 4 (+5); Ranged Combat: Vehicle Weapons 4 (+8); Sleight of Hand 2 (+6); Stealth 0 (+1, or +7 in heavy foliage); Technology 6 (+10); Treatment 3 (+7); Vehicles 8 (+12)

Without Rocket Pot:
Acrobatics 1 (-2); Stealth (+5, or +11 in heavy foliage)

DEFENSES [16 PP]:

Dodge 3 (+6); Parry 3 (+5)
Fortitude 5 (+8); Toughness (+7/+3*); Will 5 (+6)
*without Defensive Roll

OFFENSE:
Initiative +4
  • Unarmed: +8; Close Damage DC 15 (Strength-based), slashing, allows Grab attempt as a free action.
  • Grab: +1; Close; DC 14-16 (depending on number of limbs used to Grab).
  • Ferkel Raygun: +8; Ranged (457000/914000/1828000 mi) Damage DC 23, energy, Multiattack.
  • Ferkel Tractor Beam: +2; Ranged (8.5/17/34 mi) Move Object DC 24, gravitic force, Limited Direction (towards the Ferkel).
  • Ferkel Shrink Ray: +2; Ranged (70/140/350 ft) Shrinking Attack (Fortitude) DC 24, energy, Affects Objects.
  • Ferkel Slam: +2; Close Damage DC 29, bludgeoning, Ferkel takes Damage DC 22, Damage DC increases to 30 at end of 2-mile charge.

COMPLICATIONS:

Motivation - Duty: Phil enjoys engineering and piloting, but at the end of the day his motivation comes down to his duty to the Galactic Patrol.
Enemy: Like all of the crew of the Ferkel, Phil has drawn the ire of BKR. For a while, BKR was unaware of him due to his behind-the-scenes role, but no more.
Disability: Phil has prehensile tendrils, but they may not be able to do everything that hands with opposable thumbs can do. Without the Rocket Pot, his Speed rank is only -2 (6 ft per round), as he pathetically crawls. He doesn't wear pockets, so may not be able to hold as many unequipped things as other characters.
Variant Anatomy: Phil is a plant. He has different anatomy than most sapient creatures. No traditional head, no traditional eyes, a digestive system distributed throughout his entire body, the need for sunlight for photosynthesis, etc. This may be an advantage or a disadvantage. He speaks by "burping" through specialized pods.
Prejudice: Some Earthlings don't like aliens, which may be a challenge even though Phil's appearance is relatively benign.
Secret: Earth is not ready to know about life beyond its surface, and the Galactic Patrol is charged partially with keeping it in the dark. This means that Phil must not become widespread human knowledge.

ABILITIES [20] + POWERS [37] + ADVANTAGES [18] + SKILLS [29] + DEFENSES [16]
= 120 PP TOTAL


BIO:

Phil is a sapient potted plant, who acts as the Science Officer and pilot (and engineer) of the Ferkel. Little is known of his personal life. He uses his Rocket Pot for mobility, but also has a rodent-like minion who can play gopher (pun intended) for him. Phil is not much of a personal combatant, so he tends to contribute to conflicts by staying aboard the Ferkel, manning it and firing its weapons.

NOTES:

This was an interesting challenge to build! I'm glad I thought of statting up the crew of the Ferkel.

Phil is the last of the "main crew," but I have a few more builds representing his rodent symbiote, Deputy Rod, and Rod's "pets."
Last edited by CaptainKaulu on Thu Feb 20, 2020 6:07 pm, edited 4 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Batman
Bruce Wayne
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [84 PP]

Strength 3 (+3); Stamina 5 (+5); Agility 5 (+5); Dexterity 3 (+3)
Fighting 8 (+8); Intellect 8 (+8); Awareness 7 (+7); Presence 3 (+3)
Load limit 400 lb.

POWERS [20 PP]
Martial Arts [3 PP]:
Enhanced Strength 3, FLAW: Limited to dealing melee damage
Bat Costume [10/13 PP] (Removable):
Fearsome: Enhanced Intimidation 4
Flash Goggles: Feature 1 (+5 equipment bonus to saves vs. visual Dazzle)
Gauntlets: Damage 1 (Strength-based)
Kevlar: Protection 5
Memory Cloth Wings: Flight 2, FLAWS: Gliding, Wings
Utility Belt: Enhanced Advantage 2 [Well-Equipped 2]
Urban Camouflage: Feature 1 (+5 equipment bonus to Stealth checks in urban environments)
Polyglot [5 PP]:
Comprehend 3 (Languages: understand, speak, read), FLAW: Quirk 1 (requires at least a Scene to learn a new language)
Polymath [3 PP]:
Enhanced Advantage 6 [Luck (Improve Roll) 6], FLAW: Limited to skill checks (other than attack rolls)
Alter-Ego [2 PP]:
Enhanced Deception 6, FLAW: Limited to maintaining secret identity

ADVANTAGES [33 PP]

Benefit 5 (Wealth 5), Defensive Roll 2, Equipment 11, Improved Critical (Unarmed/Gauntlets) 1, Jack-of-All-Trades, Luck (Heroic Feat) 6, Limited Luck (Improve Roll) 6, Move-By Action, Seize Initiative, Skill Mastery (Acrobatics), Takedown 1, Ultimate Effort 2 (Expertise: Tactics, Investigation), Well-Equipped 2, Well-Informed
Equipment (55 ep)
  • Commlink [1 ep]
  • Smartwatch [3 ep]
  • Evidence Kit [1 ep]
  • Restraints [1 ep]
  • Rebreather [1 ep]
  • Mini-Tracer [1 ep]
  • Night Vision Goggles [1 ep]
  • Batarangs [5 ep + 2 ep for Alternate Equipment]: Damage 1, EXTRA: Improved Range 1 [3 extra ranks]
    • ALT - Grapnel Gun: Movement 1 (Wall-Crawling 1), FLAW: Limited to while hanging from cable; Movement 1 (Swinging), FLAW: Activation 1; Enhanced Athletics 3, FLAW: Limited to uses where a grapnel aids; Move Object 2, FLAW: Limited Direction (pull towards self)
    • ALT - Cutting Torch: Damage 1, EXTRA: Precise, LINKED: Weaken Toughness 3 (Fortitude), EXTRA: Affects Only Objects
Bat-Cave [20 ep]:
HQ: PL12; Size H; Toughness +8.
Features: Communications, Computer, Concealed 4 (DC +25), Dock, Fire Prevention System, Garage, Laboratory, Living Space, Personnel (Alfred Pennyworth), Power System, Remote Feature (Wayne Manor), Security System 1 (DC 20), Workshop.
Batmobile [18 ep + 1 ep for Alternate Equipment]:
Vehicle: Size L; Strength 6; Speed 6; Defense 8 (-2); Toughness +10.
Features: Autopilot 1 (+4), Caltrops, Hidden Compartments 1 (DC 20), Nav System, Oil Slick, Remote Control.

ALT - Bat-Cycle [18 ep]:
Vehicle: Size M; Strength 4; Speed 6; Defense 10 (+0); Toughness +9.
Features: Caltrops, Nav System, Oil Slick, Remote Control.
Languages
native: English; Arabic, Bengali, Bulgarian, Farsi, French, German, Hausa, Hebrew, Italian, Japanese, Javanese, Korean, Latin, Malay, Mandarin, Polish, Portuguese, Punjabi, Romanian, Russian, Spanish, Tagalog, Telugu, Thai, Turkish, Urdu, Vietnamese, Wu; others as per Polyglot Power

SKILLS [20 PP]:

Athletics 7 (+10); Close Combat: Unarmed 9 (+17); Deception 1 (+4, or +10 maintaining secret identity); Expertise: Criminology 2 (+10); Expertise: Tactics 2 (+10); Intimidation 3 (+10); Investigation 7 (+15); Ranged Combat: Throwing 2 (+5); Stealth 5 (+10); Vehicles 2 (+5)

DEFENSES [20 PP]:

Dodge 7 (+12); Parry 4 (+12)
Fortitude 4 (+9); Toughness (+12/+10*); Will 5 (+12)
*without Defensive Roll

OFFENSE:
Initiative +5
  • Unarmed: +17; Close Damage DC 21 (Strength-based), bludgeoning, crit 19-20.
  • Gauntlets: +17; Close Damage DC 22 (Strength-based), bludgeoning, crit 19-20.
  • Batarang: +7; Ranged (25/50/100 ft) Damage DC 19, piercing/ballistic.

COMPLICATIONS:

Secret Identity: Bruce Wayne, billionaire playboy and main owner of Wayne Enterprises.
Motivation - Justice: Part of Bruce's heart blames all crime in Gotham City for the death of his parents, so he seeks justice for their murder.
Motivation - Responsibility: Bruce feels that Gotham is his territory and responsibility to clean up.
Phobia: Bruce has mostly conquered his ironic fear of bats.
Flashbacks: Paralyzing moments reliving the night of his childhood when his parents were shot and killed by a mugger, Joe Chill. To "cope" with this, he broods a lot.
Relationships: Bruce's closest confidant is his faithful butler, Alfred Pennyworth. Batman also works sometimes with a sidekick; inventor Lucius Fox; or romantic interests. He is friendly (but mysterious) with Commissioner Gordon of the police, although some of the other police object to working with an enigmatic vigilante.
Rogues' Gallery: Two-Face, Penguin, Bane, Poison Ivy, The Riddler, Ra's Al-ghul, and many other criminals have a vendetta against Batman. They all seem to escape from Arkham Asylum remarkably often after Batman puts them there, too.
Nemesis: All of the above enemies pale in comparison to the rivalry between Batman and The Joker. No other villain has challenged him and made his life so difficult as The Joker.
Honor: Batman tries to avoid killing and especially the use of firearms, even when such things would be awfully convenient.

ABILITIES [84] + POWERS [23] + ADVANTAGES [33] + SKILLS [20] + DEFENSES [20]
= 180 PP TOTAL


BIO:

After being raised through his early teenage years by Alfred, Bruce spent his late teens and early adulthood traveling the world, studying martial arts and the workings of criminals. When he returned to Gotham City, it was with the resolution to become the world's greatest vigilante. Reasoning that "criminals are a superstitious and cowardly lot," he adopted the bat as his symbol and moniker.

NOTES:

My latest attempt at making Batman into a PC build, and I'm actually pretty happy with it. Of course it could use +10 more ranks in pretty much every skill, haha, but if you don't go crazy with Skill Check DCs, the skill modifiers here are pretty competent.

A big part of making the build work this time was adding the Well-Equipped Advantage from the Superteam Handbook. For a character with a utility belt, this Advantage is basically a Hero Point per adventure for each rank you take, with no upper limit, with the restriction that the Hero Point has to be used for having "the right piece of equipment" on-hand. This covers SO many Batman abilities, from the infamous shark repellent to plastic explosives to bust through a wall. This Batman build only has 3 ranks of Well-Equipped, but he can get more by spending uses of Luck (Heroic Feat) to replicate Well-Equipped, as it is (fortunately) not classified as a Fortune Advantage.

The other big key to making this build work was being ok with limited per-adventure abilities (like Well-Equipped and Luck) being used to demonstrate a lot of his abilities that he doesn't use constantly. Luck (Improve Roll) 6, Limited to skill checks, helps make his skill modifiers feel higher than they actually are, and Luck (Heroic Feat), besides being used for more ranks of Well-Equipped, can be used to cover a ton of Advantages that Batman really should be using, like Daze (Intimidation) and Improved Trip and Startle and Precise Attack (Close Concealment). Basically, if this version of Batman doesn't end up being great in actual play, just complain that your adventures are too long and that Batman should have short adventures that recharge these Advantages faster. :lol:

This design philosophy also means that this Batman would take a lot of skill and creativity to play optimally. I'm sure I couldn't think of all the best Equipments to generate using Well-Equipped during actual play, but there are players more skilled than myself that could do well with the Heroic Feat and Well-Equipped charges provided.

Luck (Heroic Feat) is from the Luck Power Profile.

"Which Batman is this anyway?" Well, I tried to make it a good amalgam of the various Batman incarnations that have been created. But I can't deny that the strongest Batman influences in my personal book are The Animated Series and the first two Christian Bale/Christopher Nolan movies. So that may explain some choices I made too.

With my latest adjustments, Batman's Abilities are 2, 3, 4, 5, 6, 7, 8, and 9. Which I find to be nice symmetry. EDIT: No longer this "nice pattern" with the latest version, but I think 3, 3, 3, 5, 5, 7, 8, 8 is more accurate to the character.
Last edited by CaptainKaulu on Mon Jan 10, 2022 3:06 pm, edited 17 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Plink
Minion to Phil
Power Level 5 (75 PP)

ABILITIES [-2 PP]

Strength -1 (-3); Stamina 1 (+1); Agility 1 (+1); Dexterity 4 (+4)
Fighting 0 (+0); Intellect -3 (-3); Awareness 1 (+1); Presence -4 (-4)
Load limit 12 lb.

POWERS [41 PP]
Rodent Size [21 PP]:
Shrinking 10, EXTRAS: Innate, Improved Duration (continuous), FLAW: Permanent
Power-Lifting 1
Beast Senses [3 PP]:
Senses 3 (Acute smell, Low-Light Vision, Microscopic Vision 1: dust-sized)
Little Teeth [1 PP]:
Damage 1 (Strength-based)
Symbiotic Link [2 PP]:
Communication 1, EXTRA: Variable Descriptor (auditory/olfactory), FLAW: Limited 3 to Phil
Alien Rodent Talents [7 PP]:
Burrowing 3 - (0.5 mph, 6 ft/round)
Speed 2 - (1 mph, 60 ft/round after reduction due to Shrinking)
Extra Limbs 2
Curious Mechanical Aptitude [6 PP]:
Enhanced Technology 12, FLAW: Limited to mechanics
Enhanced Advantage 1 [Ultimate Effort (Technology)]
Senses 1 (Mechanical Awareness: auditory)

ADVANTAGES [10 PP]

All-Out Attack, Animal Empathy, Benefit 2 (Ambidexterity, Athletics Based on Agility), Defensive Roll 1, Evasion 2, Fast Grab, Grabbing Finesse, Improved Grab, Second Chance (mind control), Ultimate Effort (Technology)

SKILLS [14 PP]:

Athletics 4 (+5); Close Combat: Unarmed 8 (+8); Intimidation 0 (-9); Perception 8 (+9); Sleight of Hand 4 (+8); Stealth 4 (+15); Technology 0 (+9, mechanical only)

DEFENSES [12 PP]:

Dodge 2 (+8); Parry 2 (+7)
Fortitude 5 (+6); Toughness (+2/+1*); Will 3 (+4)
*without Defensive Roll

OFFENSE:
Initiative +1
  • Bite: +8; Close Damage DC 13 (Strength-based), piercing, allows Grab attempt as a free action.
  • Grab: +0; Close; DC 14-16 (depending on number of limbs used to Grab).

COMPLICATIONS:

Motivation - Instinctual Loyalty: Plink is loyal to Phil.
Disability: Rodent; incapable of speech or understanding of sapient languages.
Rivalry: Plink and Edgar instinctively loathe each other.
Prejudice: Some Earthlings don't like aliens, or rodents for that matter.

ABILITIES [-2] + POWERS [41] + ADVANTAGES [10] + SKILLS [14] + DEFENSES [12]
= 75 PP TOTAL


BIO:

A simple symbiote who lives in the rocket pot of Phil. Plink provides Phil extra mobility by running and fetching things, especially when Phil is working away at engineering projects.

NOTES:

Sometimes it's actually hard to spend all the points on a very simple minion/sidekick concept, even if they're low-PL and don't have many points to spend, just because their capabilities are supposed to be so limited. And because they get a lot of extra points from negative Intellect and Presence.
Last edited by CaptainKaulu on Thu Feb 20, 2020 6:07 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Deputy Rod Allbright
Power Level 4, PC-budget (60 PP)

ABILITIES [10 PP]

Strength 0 (+0); Stamina 1 (+1); Agility -1 (-1); Dexterity 0 (+0)
Fighting 2 (+2); Intellect 2 (+2); Awareness 1 (+1); Presence 0 (+0)
Load limit 50 lb.

POWERS [20 PP]
Martial Arts [3 PP]:
Enhanced Strength 3, FLAW: Limited to dealing damage in melee
Leftover Telepathic Bond [3 PP]:
Senses 1 (Communication Link [Snout]: mental), FLAW: Unreliable (except while Rod is in suspended animation)
Enhanced Vehicles 6, FLAW: Limited to flying belts
"Stay Calm" [1 PP]:
Impervious Will 1, EXTRA: Sustained
Chibling Bond [13]:
Telepathic Bond: Senses 1 (Communication Link [Seymour]: mental)
Enhanced Advantages 12 [Minion 3, Sidekick 9]

ADVANTAGES [9 PP]

Defensive Roll 2, Equipment 4, Improved Critical (Unarmed) 1, Improved Initiative 1, Interpose, Minion 3, Sidekick 9
Equipment [20 ep]
  • Commlink [1 ep]
  • Smartwatch [2 ep]
  • Computing Padd [1 ep]
  • Book of Mental Discipline [1 ep]
  • Uniform [2 ep]: Protection 2
  • Universal Language Implant [6 ep]: Comprehend 3 (Languages: understand, speak, read)
  • Flying Belt [7 ep]: Flight 4, FLAW: Vehicles Check Required 1
Languages
native: English.

SKILLS [11 PP]:

Acrobatics 2 (+1); Athletics 6 (+6); Close Combat: Unarmed 3 (+5); Expertise: Local - Earth 3 (+5); Expertise: Science 1 (+3); Perception 1 (+2); Persuasion 1 (+1); Stealth 1 (+0); Technology 3 (+5); Vehicles 1 (+1, or +7 flying belt)

DEFENSES [10 PP]:

Dodge 3 (+2); Parry 1 (+3)
Fortitude 3 (+4); Toughness (+5/+3*); Will 3 (+4)
*without Defensive Roll

OFFENSE:
Initiative +3
  • Unarmed: +5; Close Damage DC 18 (Strength-based), bludgeoning, crit 19-20.

COMPLICATIONS:

Motivation - Daddy Issues: After being conscripted as a local Deputy of the Galactic Patrol initially, Rod has continued his space-faring adventures not only because the galaxy and its technology are super cool, but because it is his chance to find and re-connect with his missing father.
Relationships: Rod's relationships govern a lot of what he does. He is close to his mother, his twin siblings Linda and Eric, and (begrudgingly) his annoying maternal cousin, Elspeth. He has formed relationships with the crew of the Ferkel, including accepting apprenticeship as the krevlik of Tar Gibbons. Finally, he finds himself the sapient host of Seymour/Edgar, the alien chibling.
Self-Esteem: Until recently, Rod saw himself as a relatively ordinary, somewhat clumsy and pudgy eleven-year-old. Being an adventurer and part of the Galactic Patrol, and his father having left for extraordinary reasons, are new concepts to him.
Telepathic Severing: Flinge Iblik and Rod Allbright are permanently mentally connected, due to a violent severing of a telepathic bond between them that resulted in atoms of each other's brains being left inside of them. This has been known to have unexpected effects.
I Cannot Tell A Lie: After a traumatic incident involving a chocolate cookie in his childhood wiped out his ability to do so, Rod only recently re-learned to lie, and he's still terrible at it.
Easy Victim: Before joining the Galactic Patrol and training with Snout and Tar Gibbons, Rod was a frequent target of bullying.
Enemy: As if his father's existence and their history together in junior high school wasn't enough, Rod's participation in the Ferkel's law enforcement activities have cemented his status as an enemy to BKR. Not only that, but BKR now strives to hunt him down to obtain obscure temporal metaphysics data that was stored in Rod's brain.
Secret: As a Deputy, Rod is under oath to keep the existence of aliens and the Galactic Patrol a secret from ordinary Earthlings.

ABILITIES [10] + POWERS [20] + ADVANTAGES [9] + SKILLS [11] + DEFENSES [10]
= 60 PP TOTAL


BIO:

Eleven-year-old Rod is the son of the ancient "Ferkada," Ah-rit Alber Ite, one of the founders of the Galactic Mentat, a 35000-year-old spacefaring human from Atlantis. In spite of that, Rod lived a relatively normal American youth until recently. His father's activities attracted BKR, inter-galactic criminal mastermind, to their small town, and that in turn meant that one day the miniaturized Ferkel came crashing through his window, with an alien crew ready to literally feast upon his paper-mâché homework project. They shot his ear through with a raygun, deputized him as a junior member of the Galactic Patrol, recruited his help, and left. A year or so later, he and his cousin Elspeth were kidnapped by BKR's ally, the giant Smorkus Flinders of Dimension X. In Dimension X, he accidentally bonded a chibling and became its sapient host. Now he journeys with the Ferkel once more in search of the missing Snout, as well as his father.

NOTES:

This character was pretty hard to build, as Rod is supposed to have blended in as an ordinary tween until his adventures began. That should mean a PL0 or PL1 character with a bunch of -1 Abilities. On the other hand, he is the son of one of the galaxy's greatest geniuses, and has been training with two of the galaxy's finest agents in the short course of his adventures. I settled on making him a PL4 character, with reasonable offense and defense for PL4.

As evidenced by the Bio section, this is Rod sometime during The Search for Snout, after he has received significant training (and alien equipment), but before his extra-body escapades.
Last edited by CaptainKaulu on Thu Feb 20, 2020 6:08 pm, edited 7 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Seymour
Sidekick to Deputy Rod Allbright
Power Level 4 (45 PP)
Image

ABILITIES [8 PP]

Strength 0 (-1); Stamina 2 (+2); Agility 0 (+0); Dexterity -2 (-2)
Fighting 0 (+0); Intellect 2 (+2); Awareness 2 (+2); Presence 0 (+0)
Load limit 25 lb.

POWERS [22 PP]
Small Size [13 PP]:
Shrinking 6, EXTRAS: Innate, Improved Duration (continuous), FLAW: Permanent
Chibling Bonds [2 PP]:
Telepathic Bonds: Senses 2 (Communication Link [Edgar]: mental, Communication Link [Rod]: mental)
Giant Eyeball [3 PP]:
Senses 2 (Extended 1 sight, Low-Light Vision)
Enhanced Perception 3, FLAW: Limited to visual senses
Prehensile Tail [1 PP]:
Extra Limbs 1
Radiation Tolerance [1 PP]:
Immunity 1 (environmental condition: radiation)
Mooching Off Rod's Implant [2 PP]:
Comprehend 1 (Languages: understand)

ADVANTAGES [4 PP]

Defensive Roll 1, Evasion 1, Improved Grab, Second Chance (mind control), Ultimate Effort (Perception)
Languages
native: English.

SKILLS [3 PP]:

Athletics 3 (+2); Intimidation 0 (-3); Perception 3 (+5, or +8 visual); Stealth 0 (+6)

DEFENSES [8 PP]:

Dodge 2 (+5); Parry 2 (+5)
Fortitude 2 (+4); Toughness (+3/+2*); Will 2 (+4)
*without Defensive Roll

OFFENSE:
Initiative +0
  • Unarmed: +0; Close Damage DC 14 (Strength-based), bludgeoning.
  • Grab: +0; Close; DC 9-10 depending on number of limbs used to Grab.

COMPLICATIONS:

Chibling Bond: Seymour is absolutely dependent upon his bonds with both Rod and Edgar. Without Rod, his intelligence and emotional health would wither away until he miserably died. Without Edgar, he could not receive caloric energy.
Disability: Seymour is incapable of normal speech or other functions that require a mouth.
Self-Esteem: Until recently, Rod saw himself as a relatively ordinary, somewhat clumsy and pudgy eleven-year-old. Being an adventurer and part of the Galactic Patrol, and his father having left for extraordinary reasons, are new concepts to him.
Power Loss: Seymour understands all languages because he is bonded to Rod, who understands all languages through a Universal Language Implant. If the implant failed, Seymour would be left with an understanding only of Rod's native English.
Enemy: As someone bonded to Rod, Seymour is naturally a potential target for BKR.
Prejudice: Some Earthlings don't like aliens, especially aliens who don't look human.

ABILITIES [8] + POWERS [22] + ADVANTAGES [4] + SKILLS [3] + DEFENSES [8]
= 45 PP TOTAL


BIO:

The mature chibling (alien from Dimension X) is a two-bodied creature. Seymour, whose name is a self-inflicted pun reflecting the eyeball that makes up his entire head, is the sapient half of the organism. (His abdomen is filled with a central nervous system. Instead of eating, he absorbs radiation into his eyeball directed at him by his other half, Edgar.)

NOTES:

Thematically it would actually be more appropriate for Edgar to be a Minion (or Sidekick) of Seymour's, rather than a Minion of Rod's. But since giving Sidekicks ranks of Minion is notoriously cheat-ish, I refrained.

This build has basically no offense, as Seymour is a noncombatant in the story.
Last edited by CaptainKaulu on Thu Feb 20, 2020 6:10 pm, edited 3 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Edgar
Minion to Deputy Rod Allbright
Power Level 3 (45 PP)

ABILITIES [-6 PP]

Strength -1 (-3); Stamina 1 (+1); Agility 0 (+0); Dexterity 0 (+0)
Fighting 0 (+0); Intellect -4 (-4); Awareness 3 (+3); Presence -2 (-2)
Load limit 6 lb.

POWERS [34 PP]
Rodent Size [21 PP]:
Shrinking 10, EXTRAS: Innate, Improved Duration (continuous), FLAW: Permanent
Beast Senses [4 PP]:
Senses 4 (Acute smell, Danger Sense: auditory, Low-Light Vision, Ultra-Hearing)
Little Teeth [1 PP]:
Damage 1 (Strength-based)
Chibling Bond [3 PP]:
Senses 1 (Communication Link [Seymour]: mental)
Emit Caloric Energy: Feature 1
Radiation Tolerance: Immunity 1 (environmental condition: radiation)
Many-Legged [5 PP]:
Movement 1 (Sure-Footed 1)
Enhanced Advantage 1 [Second Chance (tripping)]
Extra Limbs 2

ADVANTAGES [6 PP]

Animal Empathy, Benefit 1 (Athletics Based on Agility), Evasion 2, Improved Grab, Improved Initiative 1, Second Chance (mind control), Second Chance (tripping)

SKILLS [9 PP]:

Athletics 4 (+4); Close Combat: Unarmed 6 (+6); Insight 3 (+6); Intimidation 0 (-7); Perception 4 (+7); Stealth 1 (+11)

DEFENSES [2 PP]:

Dodge 0 (+5); Parry 0 (+5)
Fortitude 2 (+3); Toughness (+1); Will 0 (+3)

OFFENSE:
Initiative +4
  • Bite: +6; Close Damage DC 13 (Strength-based), piercing.

COMPLICATIONS:

Chibling Bond: Edgar is dependent upon his bonds with both Rod and Seymour. Without Rod, his emotional health would wither away until he miserably died. Without Seymour, he is a simple beast with only instincts to guide his actions.
Disability: Incapable of speech or understanding of sapient languages; has no prehensile limbs.
Rivalry: Plink and Edgar instinctively loathe each other.
Prejudice: Some Earthlings don't like aliens, even if they're little balls of fuzz.

ABILITIES [-6] + POWERS [34] + ADVANTAGES [6] + SKILLS [9] + DEFENSES [2]
= 45 PP TOTAL


BIO:

A little purple ball of fuzz, like a purple tribble, complete with eep noises. The animalistic, nutrition-gathering half of Seymour. His name isn't a pun; Seymour just liked it.

NOTES:

This probably concludes my Aliens Ate My Homework-series builds. Certainly for the immediate future.
Last edited by CaptainKaulu on Thu Feb 20, 2020 6:20 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Heaven help me, in keeping with the "crew of a spaceship" theme, I'm thinking of doing Star Trek characters soon. From TOS, TNG, DS9, Voyager, and Enterprise. That's a lot of characters. And there will be some difficult decisions about PL (there's no way I'm fitting Data into the same PL as the rest of his crew).

Just like I did with the Firefly crew, I'm posting initial thoughts about their Abilities for feedback.

Kirk
STR 4, STA 6, AGL 2, DEX 1, FGT 5, INT 7, AWE 3, PRE 5
notes: Will definitely have at least one rank in Martial Arts to boost his punching Strength. Won't have a huge breadth of Expertise skills to utilize his high INT.

Spock
STR 7, STA 8, AGL 2, DEX 2, FGT 5, INT 8, AWE 6, PRE 2

Bones
STR 2, STA 4, AGL 2, DEX 3, FGT 2, INT 4, AWE 3, PRE 1

Sulu
STR 2, STA 4, AGL 4, DEX 2, FGT 5, INT 3, AWE 3, PRE 2

Scotty
STR 3, STA 4, AGL 1, DEX 1, FGT 3, INT 3, AWE 2, PRE 2
notes: Obviously his mediocre INT belies his "miracle working" ranks in Engineering/Technology skills.

Uhura
STR 1, STA 3, AGL 3, DEX 2, FGT 2, INT 3, AWE 3, PRE 2

Chekhov
STR 1, STA 3, AGL 2, DEX 2, FGT 2, INT 4, AWE 1, PRE 2

Picard
STR 2, STA 4, AGL 1, DEX 1, FGT 4, INT 5, AWE 4, PRE 7
notes: Yes, even higher PRE than Kirk. Kirk may be an even more inspiring leader to his crew, but Picard is good at Persuasion, Intimidation, Leadership, Music Performance, and even Deception.

Riker
STR 3, STA 4, AGL 2, DEX 1, FGT 3, INT 2, AWE 2, PRE 3
notes: more of a brawler (less good with weapons) than some characters with higher FGT.

Data
STR 10, STA 10, AGL 1, DEX 5, FGT 3, INT 10, AWE 1, PRE 0
notes: I don't subscribe to the "constructs have absent STA" guideline. Can effortlessly beat fairly-strong Klingons in a contest of raw strength.

Dr. Crusher
STR 1, STA 4, AGL 1, DEX 2, FGT 1, INT 4, AWE 4, PRE 2

Geordi
STR 1, STA 3, AGL 2, DEX 3, FGT 2, INT 3, AWE 1, PRE 1

Troi
STR 0, STA 3, AGL 2, DEX 1, FGT 1, INT 1, AWE 4, PRE 3

Wesley
STR 1, STA 3, AGL 1, DEX 1, FGT 2, INT 6, AWE -1, PRE 0
notes: Post-Academy version.

Tasha
STR 2, STA 4, AGL 2, DEX 1, FGT 3, INT 1, AWE 3, PRE 0

Guinan
STR 3, STA 5, AGL 1, DEX 2, FGT 6, INT 5, AWE 9, PRE 4

Worf
STR 8, STA 9, AGL 1, DEX 0, FGT 6, INT 2, AWE 2, PRE 2
notes: This is more DS9 Worf than the (often sucky) TNG Worf.

Cpt. Sisko
STR 5, STA 5, AGL 2, DEX 0, FGT 4, INT 4, AWE 4, PRE 4

Kira
STR 2, STA 5, AGL 4, DEX 1, FGT 4, INT 3, AWE 4, PRE 3

Odo
STR 6, STA 9, AGL 2, DEX 1, FGT 3, INT 4, AWE 5, PRE 1

Jadzia
STR 3, STA 6, AGL 3, DEX 2, FGT 4, INT 7, AWE 2, PRE 2

Bashir
STR 1, STA 3, AGL 2, DEX 3, FGT 2, INT 9, AWE 2, PRE 1

O'Brien
STR 3, STA 4, AGL 0, DEX 2, FGT 3, INT 3, AWE 2, PRE 2

Quark
STR 0, STA 3, AGL 2, DEX 3, FGT 1, INT 4, AWE 3, PRE 3

Jake
STR -1, STA 2, AGL 1, DEX 0, FGT 0, INT 2, AWE 0, PRE 0
notes: This is kind of from the earlier seasons, when Jake was a tween rather than an older-end-teenager. Considering that, it's pretty good stats for a kid.

Ezri
STR 1, STA 4, AGL 2, DEX 1, FGT 4, INT 7, AWE 3, PRE 1
notes: I'm not sure she ever demonstrated decent FGT, but I assume the knowledge of how to do so was still tucked into her symbiotic brain somewhere. So I'll give her a good FGT even if she doesn't have great Parry or Close Combat. Likewise, her INT should be high even if she doesn't have a lot of skill ranks in INT-based skills to take advantage of it.

Nog
STR -1, STA 2, AGL 1, DEX 1, FGT 0, INT 2, AWE 0, PRE 0
notes: Like Jake, this is kind of from the earlier seasons -- definitely pre-Academy training.

Janeway
STR 1, STA 4, AGL 2, DEX 1, FGT 4, INT 5, AWE 2, PRE 3
notes: I despise Janeway, but I'm trying not to let my bias ruin her build ...

Chakotay
STR 4, STA 4, AGL 1, DEX 0, FGT 4, INT 3, AWE 5, PRE 3

Tuvok
STR 6, STA 6, AGL 1, DEX 2, FGT 4, INT 6, AWE 4, PRE 0

Tom
STR 2, STA 4, AGL 3, DEX 4, FGT 2, INT 3, AWE 2, PRE 3

B'Elanna
STR 4, STA 5, AGL 2, DEX 2, FGT 4, INT 3, AWE 2, PRE 2

The Doctor
STR 2, STA 8, AGL 1, DEX 5, FGT 0, INT 6, AWE 2, PRE 0
notes: OK, Absent Stamina was a lot more tempting for a Hologram than for a robot. But making it so that he can't use Power Stunts or other Extra Efforts is unacceptable.

Harry
STR 2, STA 3, AGL 2, DEX 2, FGT 2, INT 3, AWE 0, PRE 1

Neelix
STR 1, STA 3, AGL 1, DEX 1, FGT 1, INT 2, AWE 3, PRE 1

Kes
STR 0, STA 5, AGL 3, DEX 2, FGT 0, INT 3, AWE 6, PRE 1

Seven
STR 4, STA 5, AGL 3, DEX 4, FGT 4, INT 7, AWE 3, PRE -1

Archer
STR 3, STA 4, AGL 2, DEX 1, FGT 3, INT 4, AWE 3, PRE 4
notes: Unlike some people, I think Archer was a good character and a good captain. But there's no question that his Abilities were a lot less remarkable and more "everyman" than some of the other Captains ...

T'Pol
STR 5, STA 5, AGL 3, DEX 2, FGT 4, INT 7, AWE 4, PRE 2

Trip
STR 2, STA 4, AGL 2, DEX 2, FGT 3, INT 4, AWE 1, PRE 3

Reed
STR 3, STA 4, AGL 2, DEX 1, FGT 4, INT 2, AWE 3, PRE 1

Hoshi
STR 0, STA 3, AGL 3, DEX 2, FGT 1, INT 4, AWE 3, PRE 2

Phlox
STR 3, STA 4, AGL 0, DEX 3, FGT 3, INT 4, AWE 7, PRE 3

Mayweather
STR 1, STA 3, AGL 3, DEX 3, FGT 2, INT 2, AWE 2, PRE 0
Last edited by CaptainKaulu on Fri Dec 06, 2019 5:19 pm, edited 3 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Star Trek Abilities Comparison Charts

Strength
10: Data
8: Worf
7: Spock
6: Odo, Tuvok
5: Cpt. Sisko, T'Pol
4: B'Elanna, Chakotay, Kirk, Seven
3: Archer, Guinan, Jadzia, O'Brien, Phlox, Reed, Riker, Scotty
2: Bones, Harry, Kira, Picard, Sulu, The Doctor, Tasha, Tom, Trip
1: Bashir, Chekhov, Dr. Crusher, Ezri, Geordi, Janeway, Mayweather, Neelix, Uhura, Wesley
0: Hoshi, Kes, Quark, Troi
-1: Jake, Nog

Stamina
10: Data
9: Odo, Worf
8: Spock, The Doctor
6: Jadzia, Kirk, Tuvok
5: B'Elanna, Cpt. Sisko, Guinan, Kes, Kira, Seven, T'Pol
4: Archer, Bones, Chakotay, Dr. Crusher, Ezri, Janeway, O'Brien, Phlox, Picard, Reed, Riker, Scotty, Sulu, Tasha, Tom, Trip
3: Bashir, Chekhov, Geordi, Harry, Hoshi, Mayweather, Neelix, Quark, Troi, Uhura, Wesley
2: Jake, Nog

Agility
4: Kira, Sulu
3: Hoshi, Jadzia, Kes, Mayweather, Seven, T'Pol, Tom, Uhura
2: Archer, Bashir, B'Elanna, Bones, Chekhov, Cpt. Sisko, Ezri, Geordi, Janeway, Kirk, Odo, Quark, Reed, Riker, Spock, Tasha, Trip, Troi
1: Chakotay, Data, Dr. Crusher, Guinan, Harry, Jake, Neelix, Nog, Picard, Scotty, The Doctor, Tuvok, Wesley, Worf
0: O'Brien, Phlox

Dexterity
5: Data, The Doctor
4: Seven, Tom
3: Bashir, Bones, Geordi, Mayweather, Phlox, Quark
2: B'Elanna, Chekhov, Dr. Crusher, Guinan, Harry, Hoshi, Jadzia, Kes, O'Brien, Spock, Sulu, T'Pol, Trip, Tuvok, Uhura
1: Archer, Ezri, Janeway, Kira, Kirk, Neelix, Nog, Odo, Picard, Reed, Riker, Scotty, Tasha, Troi, Wesley
0: Chakotay, Cpt. Sisko, Jake, Worf

Fighting
6: Guinan, Worf
5: Kirk, Spock, Sulu
4: B'Elanna, Chakotay, Cpt. Sisko, Ezri, Jadzia, Janeway, Kira, Picard, Reed, Seven, T'Pol, Tuvok
3: Archer, Data, O'Brien, Odo, Phlox, Riker, Scotty, Tasha, Trip
2: Bashir, Bones, Chekhov, Geordi, Harry, Mayweather, Tom, Uhura, Wesley
1: Dr. Crusher, Hoshi, Neelix, Quark, Troi
0: Jake, Kes, Nog, The Doctor

Intellect
10: Data
9: Bashir
8: Spock
7: Ezri, Jadzia, Kirk, Seven, T'Pol
6: The Doctor, Tuvok, Wesley
5: Guinan, Janeway, Picard
4: Archer, Bones, Chekhov, Cpt. Sisko, Dr. Crusher, Hoshi, Odo, Phlox, Quark, Trip
3: B'Elanna, Chakotay, Geordi, Harry, Kes, Kira, O'Brien, Scotty, Sulu, Tom, Uhura
2: Jake, Mayweather, Neelix, Nog, Reed, Riker, Worf
1: Tasha, Troi

Awareness
9: Guinan
7: Phlox
6: Kes, Spock
5: Chakotay, Odo
4: Cpt. Sisko, Dr. Crusher, Kira, Picard, T'Pol, Troi, Tuvok
3: Archer, Bones, Ezri, Hoshi, Kirk, Neelix, Quark, Reed, Seven, Sulu, Tasha, Uhura
2: Bashir, B'Elanna, Jadzia, Janeway, Mayweather, O'Brien, Riker, Scotty, The Doctor, Tom, Worf
1: Chekhov, Data, Geordi, Trip
0: Harry, Jake, Nog
-1: Wesley

Presence
7: Picard
5: Kirk
4: Archer, Cpt. Sisko, Guinan
3: Chakotay, Janeway, Kira, Phlox, Quark, Riker, Tom, Trip, Troi
2: B'Elanna, Chekhov, Dr. Crusher, Hoshi, Jadzia, O'Brien, Scotty, Spock, Sulu, T'Pol, Uhura, Worf
1: Bashir, Bones, Ezri, Geordi, Harry, Kes, Neelix, Odo, Reed
0: Data, Jake, Mayweather, Nog, Tasha, The Doctor, Tuvok, Wesley
-1: Seven
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Hulk
Bruce Banner
Power Level 14, PC-budget (210 PP)
Image

ABILITIES [76 PP]

Strength 13 (+17*); Stamina 13 (+17*); Agility 3 (+3); Dexterity 0 (+0)
Fighting 5 (+5); Intellect 2 (+2); Awareness 3 (+3); Presence -1 (-1)
*or higher if angry, at GM's discretion
Load limit 3.2 ktons (or up to 1600 ktons if angry, at GM's discretion)

POWERS [91 PP]
Hulk [9 PP]:
Growth 4, EXTRAS: Innate, Permanent
Immortal Hulk [45 PP]:
Protection 2, EXTRA: Impervious [15 extra ranks]
Immortality 7, FLAWS: Limited (not if completely destroyed), Quirk 1 (at night)
Immunity 15 (aging, environmental condition: cold, environmental condition: high pressure, radiation effects, sleep, thirst)
Regeneration 5
Leg Strength [9 PP]:
Leaping 6
Speed 3
Fractured Mind [5 PP]:
Immunity 10 (mental effects), FLAW: Limited to Half Effect
Makeshift Handholds [1 PP]:
Movement 1 (Wall-Crawling 1), FLAW: Limited to surfaces with material Toughness < Hulk's Strength
Competitive Strength [1 PP]:
Feature 1 (win ties in contests of Strength)
Even More Rage [11 PP]:
Enhanced Strength 3, FLAW: Uncontrolled
Enhanced Stamina 2, FLAW: Uncontrolled
Enhanced Strength 6, FLAWS: Limited to lifting, Uncontrolled
Enhanced Advantages 6 [Extraordinary Effort, Improved Critical (Unarmed) 4, Last Stand], FLAWS: Uncontrolled
Super Strength Stunts [5 PP for Alternate Effects]:
  • Finger Flick: Damage 16, EXTRA: Subtle 1
  • Sleeper Hold: Affliction 8 (Fortitude; Dazed / Stunned / Incapacitated), EXTRA: Progressive, FLAW: Grab-Based
  • Massive Knockback: Damage 11, LINKED: Move Object 12, FLAWS: Close, Limited Direction (fling away)
  • Roar: Affliction 14 (Fortitude; Dazed & Impaired / Disabled & Stunned), EXTRAS: Extra Condition, Area (Perception: hearing), Selective, FLAWS: Limited Degree, Tiring, Intimidation Check Required 11
  • Groundsmash: Damage 14, EXTRA: Area (Burst 1), FLAWS: Limited: Hulk and targets must be touching the same surface, Tiring, LINKED: Affliction 14 (Dodge / Fortitude; Dazed & Hindered / Prone & Stunned), EXTRAS: Extra Condition, Area (Burst 1), FLAWS: Limited Degree, Limited: Hulk and targets must be touching the same surface, Tiring
Mild-Mannered Alter-Ego [5 PP]:
Morph 1 (Bruce Banner), EXTRAS: Increased Duration (continuous), Metamorph 1, FLAWS: Limited to Power Level 8 when morphed, Activation 1

ADVANTAGES [12 PP]

All-Out Attack, Daze (Intimidation), Equipment 1, Uncontrolled Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Uncontrolled Improved Critical (Unarmed) 4, Improved Grab, Improved Initiative 1, Improved Smash, Uncontrolled Last Stand, Startle, Takedown 1, Ultimate Effort 2 (Strength, Toughness)
Equipment (5 ep)
  • Commlink [1 ep]
  • Smartphone [2 ep]
  • First-Aid Kit [1 ep]
  • Science Tools [1 ep]
Languages
native: English

SKILLS [15 PP]:

Acrobatics 1 (+4); Athletics 4 (+21, or up to +24 when angry); Close Combat: Unarmed 3 (+8); Intimidation 12 (+13); Perception 2 (+5); Ranged Combat: Throwing 6 (+6); Stealth 1 (+0); Vehicles 1 (+1)

DEFENSES [16 PP]:

Dodge 6 (+7); Parry 4 (+7)
Fortitude 0 (+17, or up to +19 when angry); Toughness (+19, or up to +21 when angry); Will 6 (+9)

OFFENSE:
Initiative +7
  • Unarmed: +8; Close Damage DC 32-35* (Strength-based), bludgeoning.
    Allows Grab attempt as a free action. DC and critical threat range depend on Hulk's anger level and consequent Strength.
  • Grab: +5; Close; DC 27.
  • Thrown Rock: +6; Ranged (425/850/1700 ft) Damage DC 32-35* (Strength-based), bludgeoning.
    DC and range increments depend on Hulk's anger level and consequent Strength.
  • Finger Flick: +8; Close Damage DC 32-35* (Strength-based), bludgeoning, Subtle (Perception DC 20).
  • Sleeper Hold: +5; Close Affliction DC 18 (Fortitude; Dazed / Stunned / Incapacitated), suffocation, Progressive, Grab-Based.
  • Massive Knockback: +8; Close Damage DC 26, Linked to Close Move Object (fling away) DC 22.
  • Roar: Dodge DC 24; Close Area (Perception: hearing) Affliction DC 24 (Fortitude; Dazed & Impaired / Disabled & Stunned), Selective, Tiring, DC 21 Intimidation Check Required (1 rank of Affliction per Intimidation result in excess of 20).
  • Groundsmash: Dodge DC 24; Close Area (30-ft Burst) Damage DC 29, Linked to Affliction DC 24 (resisted by Dodge, overcome by Fortitude; Dazed & Hindered / Prone & Stunned), Hulk and targets must be touching the same surface, Tiring.

COMPLICATIONS:

Identity Conflict: Hulk and his alter-ego, Bruce Banner, are in constant conflict for control over his mind and body, and he is not always in full control of which form he takes. His Hulk identity has a mind of its own about when it wants to show up, favoring times when his adrenaline is elevated or especially when he gets angry. Involuntary morphing can even skip the Activation flaw of the Morph power, at the GM's discretion.
Motivation - Acceptance: Banner cares a good deal about what others think of him, and particularly wants to be accepted in spite of his dangerous "monster" side. Or, even better, to cure himself of it.
Reputation: Dangerous, destructive monster.
Enemy: Besides being a natural rival of other strong "super-soldier-wannabe" brute types, Hulk is hunted by General Thaddeus "Thunderbolt" Ross.
Relationships: His one-time love, Betty Ross; his science-buddy Tony Stark; and Natasha Romanoff.
Temper: Hulk is always angry, and gets stronger as he gets angrier, leading to a lot of collateral damage.

ABILITIES [76] + POWERS [91] + ADVANTAGES [12] + SKILLS [15] + DEFENSES [16]
= 210 PP TOTAL


BIO:

A genius from a broken home, Robert Bruce Banner was a prodigy in biochemistry, particle physics, and radio and gamma radiation, earning seven PhD degrees. He was enlisted to re-create Abraham Erskine's Super-Soldier Serum. Through misunderstandings and secrets, he ended up testing the serum on himself, thinking it caused immunity to radiation poisoning. Instead, he was subjected to incredible gamma radiation himself, and while he survived, he gained the angry large green alter-ego known as The Incredible Hulk.

NOTES:

Like my other MCU builds, this is more based on the MCU than on the comics. Also like Iron Man and Black Widow, the capabilities here (especially the Power Level) were based on the era of The Avengers. So this isn't, for example, the axe-wielding Hulk from the era of Thor: Ragnarok.

Being a powerhouse type, the points definitely weren't as tight for Hulk as they have been for my other DC/Marvel builds so far.

I copied Thorpocalypse in making Hulk's ultimate Strength and Stamina "Uncontrolled," or subject to the whims of the GM as the GM perceives Hulk's level of anger. To keep things balanced, the GM should, on average, allow about half the ranks of Even More Rage to Hulk at any point in time.
Last edited by CaptainKaulu on Fri Feb 21, 2020 4:26 am, edited 5 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Bruce Banner
Alter-Ego to Hulk
Power Level 8, PC-budget (120 PP)
Image

ABILITIES [38 PP]

Strength 1 (+1); Stamina 2 (+7); Agility 1 (+1); Dexterity 2 (+2)
Fighting 3 (+3); Intellect 7 (+7); Awareness 2 (+2); Presence 1 (+1)
Load limit 100 lb.

POWERS [34 PP]
The Big Guy [6 PP]:
Morph 1 (Hulk), EXTRAS: Increased Duration (continuous), Metamorph 1, FLAW: Activation 1
Gamma-Irradiated Blood [10 PP]:
Immunity 10 (radiation effects)
Involuntary Flashes of Green [14 PP]:
Enhanced Stamina 5, FLAW: Permanent
Enhanced Advantage 1 [Improved Initiative 1], FLAW: Permanent
Enhanced Intimidation 6
Martial Arts [2 PP]:
Enhanced Strength 2, FLAW: Limited to dealing damage in melee
Radiation Super-Expert [2 PP]:
Enhanced Expertise: Science 6, FLAW: Limited to radiation

ADVANTAGES [12 PP]

Chokehold, Defensive Roll 2, Equipment 1, Fast Grab, Improved Initiative 1, Inventor, Languages 3, Prone Fighting, Skill Mastery (Expertise: Science), Ultimate Effort (Expertise: Science)
Equipment (5 ep)
  • Commlink [1 ep]
  • Smartphone [2 ep]
  • First-Aid Kit [1 ep]
  • Science Tools [1 ep]
Languages
native: English; Latin, Malay, Portuguese, Punjabi

SKILLS [19 PP]:

Athletics 2 (+3); Close Combat: Unarmed 7 (+10); Deception 3 (+4); Expertise: Engineering 1 (+8); Expertise: Medicine 1 (+8); Expertise: Science 5 (+12, or +18 radiation); Expertise: Tactics 1 (+8); Intimidation 3 (+10); Investigation 1 (+8); Perception 1 (+3); Persuasion 3 (+4); Stealth 1 (+2); Technology 5 (+12); Treatment 3 (+10); Vehicles 1 (+3)

DEFENSES [17 PP]:

Dodge 6 (+7); Parry 4 (+7)
Fortitude 0 (+7); Toughness (+9/+7*); Will 7 (+9)
*without Defensive Roll

OFFENSE:
Initiative +5
  • Unarmed: +10; Close Damage DC 18 (Strength-based), bludgeoning.
  • Grab: +3; Close; DC 11.

COMPLICATIONS:

Identity Conflict: Hulk and his alter-ego, Bruce Banner, are in constant conflict for control over his mind and body, and he is not always in full control of which form he takes. His Hulk identity has a mind of its own about when it wants to show up, favoring times when his adrenaline is elevated or especially when he gets angry. Involuntary morphing can even skip the Activation flaw of the Morph power, at the GM's discretion.
Motivation - Acceptance: Banner cares a good deal about what others think of him, and particularly wants to be accepted in spite of his dangerous "monster" side. Or, even better, to cure himself of it.
Reputation: Liable to turn into a dangerous, destructive monster.
Enemy: Besides being a natural rival of other strong "super-soldier-wannabe" brute types, Hulk is hunted by General Thaddeus "Thunderbolt" Ross.
Relationships: His one-time love, Betty Ross; his science-buddy Tony Stark; and something undefined with Natasha Romanoff.
Temper: Hulk is always angry, and gets stronger as he gets angrier, leading to a lot of collateral damage.

ABILITIES [38] + POWERS [34] + ADVANTAGES [12] + SKILLS [19] + DEFENSES [17]
= 120 PP TOTAL


BIO:

A genius from a broken home, Robert Bruce Banner was a prodigy in biochemistry, particle physics, and radio and gamma radiation, earning seven PhD degrees. He was enlisted to re-create Abraham Erskine's Super-Soldier Serum. Through misunderstandings and secrets, he ended up testing the serum on himself, thinking it caused immunity to radiation poisoning. Instead, he was subjected to incredible gamma radiation himself, and while he survived, he gained the angry large green alter-ego known as The Incredible Hulk.

NOTES:

I changed the build to make Expertise: Radiation a subset of Expertise: Science, just to be more consistent with how I would treat the topic in other builds. This gave me a few extra points to spend on sundry things ...

Sometimes I take Improved Initiative when Speed of Thought would be strictly better, because it's more flavor-appropriate.
Last edited by CaptainKaulu on Fri Feb 21, 2020 1:19 pm, edited 4 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Thor Odinson
Power Level 14, PC-budget (210 PP)
Image

ABILITIES [78 PP]

Strength 9 (+15); Stamina 14 (+14); Agility 2 (+2); Dexterity 0 (+0)
Fighting 8 (+8); Intellect 1 (+1); Awareness 2 (+2); Presence 3 (+3)
Load limit 800 tons

POWERS [86 PP]
Asgardian Physiology [24 PP]:
Enhanced Strength 6
Protection 1, EXTRAS: Impervious [4 extra ranks], Feature 1 (mass rank +1)
Regeneration 1
Immunity 2 (aging, disease), FLAW: Limited to Half Effect
Senses 2 (Extended 1 hearing, Extended 1 sight)
Enhanced Perception 2
Allspeak [8 PP]:
Comprehend 4 (Languages: understand, read, you're understood)
God of Thunder [17 PP]:
Leaping 3
Immunity 11 (environmental condition: cold, weather effects)
Sense Prayers: Feature 1 (get a vague sense when he is prayed to by a true believer)
Stormy Mood: Feature 1 (the weather tends to reflect his mood, which can give a +2 circumstance bonus to interaction checks)
Quick Change/Summon Mjolnir: Feature 2, FLAW: Quirk 1 (requires Move Action to summon Mjolnir, or requires using Call Lightning to summon Asgardian Armor)
Mjolnir [33 / 54 PP] (Easily Removable, Indestructible):
Only the Worthy: Feature 2 (can only be lifted and wielded by a worthy being)
Travel the Void: Immunity 4 (environmental condition: radiation, environmental condition: vacuum, suffocation: all)
Hammer Time Array [44 PP + 4 PP for Alternate Effects]:
  • Call Lightning: Damage 14, EXTRAS: Area (Line 4), Indirect 2 (from directly above), Affects Insubstantial 1, FLAWS: Limited 2 to straight up, Quirk 1 (requires connection to sky, or attack must break ceiling)
  • Lightning Blast: Damage 20, EXTRAS: Increased Range 1, Multiattack, Accurate 2, Affects Insubstantial 1, Untapped Potential, FLAW: Limited to being used after Call Lightning
  • Hammer Strike: Damage 2 (Strength-based), EXTRAS: Penetrating 17, Affects Insubstantial 2, Dangerous 2, Breaking, Smashing
  • Hammer Throw: Damage 2 (Strength-based), EXTRAS: Increased Range 1 [15 extra ranks], Penetrating 17, Affects Insubstantial 2, Dangerous 2, Homing 1
  • Travel the Ten Realms: Flight 6; Movement 2 (Dimensional 2: the Ten Realms), EXTRAS: Portal, Increased Mass 15, FLAW: Quirk 1 (requires that the Bifrost be functioning)
Asgardian Armor [2 / 2 PP] (Removable):
Protection 2
Repeated Lessons [2 PP]:
Enhanced Insight 6, FLAW: Limited to dealing with Loki

ADVANTAGES [15 PP]

Attractive 1, Benefit 3 (Status 3: prince and heir of Asgard), Close Attack 2, Defensive Roll 1, Improved Initiative 1, Interpose, Ranged Attack 4, Takedown 2
Languages
native: Asgardian

SKILLS [14 PP]:

Athletics 3 (+18); Close Combat: Unarmed 3 (+13); Close Combat: Hammers 1 (+11); Close Combat: Misc. 0 (+10); Expertise: Magic 5 (+6); Expertise: The Ten Realms 1 (+2); Insight 0 (+2, or +8 dealing with Loki); Intimidation 4 (+7); Perception 2 (+6); Persuasion 2 (+5); Ranged Combat: Throwing 6 (+10); Ranged Combat: Misc. 0 (+4); Vehicles 1 (+1)

DEFENSES [17 PP]:

Dodge 7 (+9); Parry 2 (+10)
Fortitude 0 (+14); Toughness (+18/+17*); Will 8 (+10)
*without Defensive Roll

OFFENSE:
Initiative +6
  • Unarmed: +13; Close Damage DC 30 (Strength-based), bludgeoning.
  • Mjolnir Strike: +11; Close Damage DC 32 (Strength-based), bludgeoning, crit 18-20, Penetrating DC 32, Affects Insubstantial DC 32, Breaking, Smashing.
  • Mjolnir Throw: +11; Ranged (375/750/1500 ft) Damage DC 32 (Strength-based), bludgeoning, crit 18-20, Homing 1, Penetrating DC 32, Affects Insubstantial DC 32.
  • Call Lightning: Dodge DC 24; Close Area (250-ft Line straight down from sky at Thor) Damage DC 29, electric, Affects Insubstantial DC 22, requires breaking ceiling if no clear line to sky.
  • Lightning Blast: +8; Ranged (500/1000/2000 ft) Damage DC 35, electric, Multiattack, Affects Insubstantial DC 25, must follow after Call Lightning.

COMPLICATIONS:

Arrogance: As the Prince Heir and (second-)mightiest warrior of Asgard, he is a bit full of himself, and may underestimate opponents or jump into situations that are over his head.
Motivation - Glory: He loves the recognition that he gains as a hero of Asgard.
Motivation - Responsibility: He does feel a duty to protect Asgard and Midgard.
Enemy: His beloved (adopted) brother, Loki, who causes trouble incessantly.
Relationships: His parents Odin and Frigga; Asgardian friends like Heimdall and Sif; his true love, Jane Foster.
Quirk: He's a bit unfamiliar with post-Viking Midgard culture, such as not smashing your mug on the ground after drinking from it, and can come off awkwardly as a result.

ABILITIES [78] + POWERS [86] + ADVANTAGES [15] + SKILLS [14] + DEFENSES [17]
= 210 PP TOTAL


BIO:

Prince of Asgard, worshipped since ancient times by the viking race of humans of Midgard (Earth). Travels the Ten Realms of the universe adventuring to protect his domain.

NOTES:

Like my other MCU builds, this is more based on the MCU than on the comics. Also like the previous examples, the capabilities here (especially the Power Level) were based on the era of The Avengers.
Last edited by CaptainKaulu on Sat Jan 09, 2021 12:52 pm, edited 4 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Captain America
Steve Rogers
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [82 PP]

Strength 7 (+7); Stamina 7 (+7); Agility 6 (+6); Dexterity 2 (+2)
Fighting 7 (+7); Intellect 2 (+2); Awareness 5 (+5); Presence 5 (+5)
Load limit 3 tons

POWERS [32 PP]
Super-Soldier [7 PP]:
Immunity 2 (disease, intoxication)
Leaping 1
Speed 4
Star-Spangled Shield [16 / 25 PP] (Easily Removable, Indestructible):
  • Shield Mastery [23 PP + 2 PP for Alternate Effects]:
    • Enhanced Dodge 3
    • Enhanced Parry 3
    • Enhanced Advantages 2 [Improved Defense, Ultimate Effort (Dodge)]
    • Shield Bash: Damage 2 (Strength-based), EXTRA: Breaking
    • Immovable: Immunity 10 (forced movement), EXTRA: Sustained, FLAW: Activation 1
  • AE - Shield Throw: Damage 1 (Strength-based), EXTRAS: Increased Range 1 [7 extra ranks], Ricochet 2, FLAW: Diminished Range 1
  • AE - Supreme Defense: Immunity 90 (attacks resisted by Dodge or Parry, forced movement), EXTRA: Sustained, FLAWS: Concentration, Limited (effects coming from one direction), Limited (not vs. surprise attacks or sufficiently large Area effects)
Beacon of Inspiration [4 PP]:
Inspiring Presence: Luck Control 1 (spend on other), FLAWS: Limited to Recover, Communication-Dependent
... ASSEMBLE: Enhanced Advantage 5 [Inspire 5], FLAW: Expertise: (Leadership or Tactics) Check Required 2
Courageous Paragon [5 PP]:
Conviction: Feature 1 (use Persuasion to Demoralize)
Reassurance: Immunity 5 (emotion effects), EXTRAS: Sustained, Affects Only Others, Area (Perception: hearing), Selective, FLAWS: Limited to Half Effect, Unreliable (5 Uses), Expertise: Leadership Check Required 4
Hold the Line: Enhanced Advantage 1 [Last Stand], EXTRAS: Area (Burst 1), Selective, Increased Duration (continuous), Affects Only Others, FLAW: Unreliable (5 Uses)

ADVANTAGES [24 PP]

Benefit 2 (Security Clearance 1: S.H.I.E.L.D., Status 1: beloved patriotic hero), Close Attack 5, Defensive Roll 2, Eidetic Memory, Equipment 3, Flawed Inspire 5, Interpose, Languages 1, Last Stand, Luck (Heroic Feat) 1, Luck (Recover) 1, Ranged Attack 4, Takedown 1, Teamwork
Equipment (15 ep)
  • Cell Phone [1 ep]
  • Commlink [1 ep]
  • Costume [3 ep]: Protection 3
Motorcycle [10 ep]:
Vehicle: Size M; Strength 1 - (Load limit 100 lb.); Speed 6 - (120 mph, 1800 ft/round); Defense 10 (+0); Toughness +8.
Languages
native: English; French

SKILLS [25 PP]:

Acrobatics 1 (+7); Athletics 6 (+13); Close Combat: Shields 1 (+13); Close Combat: Unarmed 3 (+15); Expertise: History 3 (+5); Expertise [PRE]: Leadership 5 (+10); Expertise: Military 4 (+6); Expertise: Tactics 6 (+8); Insight 2 (+6); Intimidation 1 (+6); Persuasion 4 (+9); Ranged Combat: Throwing 7 (+13); Ranged Combat: Misc. 0 (+6); Stealth 1 (+7); Treatment 2 (+4); Vehicles 4 (+6)

DEFENSES [17 PP]:

Dodge 3 (+9); Parry 2 (+9)
Fortitude 4 (+11); Toughness (+12/+10*); Will 8 (+13)
*without Defensive Roll

With Shield Mastery active:
Dodge (+12); Parry (+12)

OFFENSE:
Initiative +6
  • Unarmed: +15; Close Damage DC 22 (Strength-based), bludgeoning.
  • Shield Bash: +13; Close Damage DC 24 (Strength-based), bludgeoning.
  • Shield Throw: +13; Ranged (10/25/50 ft) Damage DC 23, bludgeoning, Ricochet 2.

COMPLICATIONS:

Motivation - Doing Good: While Captain America is often branded as "patriotic," it is the ideals of his country, rather than the imperfect country itself, that he really believes in. Indeed, he has a special loathing for governments when they do evil.
Honor: Captain America is dedicated towards being righteous in all things. And others will hold him to that standard, too.
Relationships: Steve is an orphan, and considers Bucky Barnes (when he knows Bucky's alive) to be his only remaining family. To the extent that he will risk much for his loyalty to Bucky. He is still in love with Peggy Carter, and considers himself "the world expert on waiting too long" romantically. He also has close friendships with Natasha Romanoff, Sam Wilson, Sharon Carter, and a respectful rivalry with Tony Stark as de facto leaders of The Avengers.
Enemies: He still considers Red Skull his greatest nemesis, but he is also a natural rival or target for anyone who wants to duplicate the success of his Super-Soldier Serum.
Out of Time: Steve has trouble coping with the fact that the world has moved on during his 66 years in cryogenic suspended animation. The culture and technology of the 21st century sometimes puzzle him.

ABILITIES [82] + POWERS [32] + ADVANTAGES [24] + SKILLS [25] + DEFENSES [17]
= 180 PP TOTAL


BIO:

Steven Grant "Steve" Rogers was on July 4, 1918, to Sarah and the late Joseph (a WW1 casualty) Rogers. He suffered from poor health (asthma, scarlet fever, rheumatic fever, high blood pressure, and heart trouble, among other illnesses) and resultant bullying growing up, but was instilled with a very strong courage, altruism, and virtue as he grew up. His mother died in 1936, leaving him somewhat in the care of his best friend, Bucky Barnes.

When WW2 started, Steve felt strongly about the virtue of the cause of stopping the Nazis, and tried several times to enlist in the army, only to be rejected due to his poor health. It was especially hard for him when Bucky did join the military and departed for Europe. In an effort to overcome this obstacle, he volunteered for Project Rebirth, where he eventually became the only recipient of Abraham Erskine's Super-Soldier formula (before Erskine was assassinated). Now as healthy as could be, he fought in WW2—though initially only as a "mascot" for America—until, after becoming a hero and defeating Red Skull, he crashed in a plane into a glacier, where he was unconscious in suspended animation for 66 years.

Eventually he was recovered by S.H.I.E.L.D. and recruited to the Avengers Initiative.

NOTES:

This build is based mechanically on the era of The Avengers, such as still only having 1 rank of Security Clearance: S.H.I.E.L.D. Although events after The Avengers are hinted at, mostly in Complications, such as relationships with Bucky and Sharon.

It wasn't too hard to get Steve to a PC-budget level of Power Points, although it all depends how many frills you want to deck him out with to represent his leadership abilities. I also decided to restrict him to PL11 levels of offense, as he's not really a standout superhero in that regard.
Last edited by CaptainKaulu on Fri Feb 21, 2020 2:05 pm, edited 2 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Hawkeye
Clint Barton
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [66 PP]

Strength 3 (+3); Stamina 4 (+4); Agility 6 (+6); Dexterity 6 (+6)
Fighting 6 (+6); Intellect 1 (+1); Awareness 6 (+6); Presence 1 (+1)
Load limit 400 lb.

POWERS [4 PP]
Martial Arts [2 PP]:
Enhanced Strength 2, FLAW: Limited to dealing damage in melee
Hawk-Eye [1 PP]:
Enhanced Perception 3, FLAW: Limited to visual senses
Expert Pilot [1 PP]:
Enhanced Vehicles 3, FLAW: Limited to (aircraft or spacecraft)

ADVANTAGES [43 PP]

Accurate Attack, Agile Feint, All-Out Attack, Benefit 3 (Security Clearance 2: S.H.I.E.L.D., use Ranged Attack to play golf), Close Attack 4, Defensive Roll 3, Equipment 9, Grabbing Finesse, Improved Aim, Improved Critical (Archery) 1, Improved Trip, Languages 3, Leadership, Luck (Heroic Feat) 1, Move-By Action, Power Attack, Precise Attack 2 (Ranged Concealment, Ranged Cover), Ranged Attack 6, Takedown 1, Ultimate Effort (Aim)
Equipment (45 ep)
  • Commlink [1 ep]
  • Smartphone [2 ep]
  • Lockpicks (electronic & mechanical) [1 ep]
  • Rebreather [1 ep]
  • S.H.I.E.L.D. Assassin Uniform [3 ep]:
    • Protection 2
    • Urban Camouflage: Feature 1
  • Quiver, Bow, & Arrows [23 ep + 2 ep for Alternate Equipment]:
    • Smoke Arrows: Concealment 4 (all Visual senses), EXTRAS: Attack, Area (Cloud 1), Increased Range 1, Extended Range 1
    • AE - Conventional Arrows: Damage 2, EXTRAS: Increased Range 1, Extended Range 2, Subtle 1 (auditory)
    • AE - Stun Arrows: Damage 2, EXTRAS: Increased Range 1, Extended Range 2, Subtle 1 (auditory), Feature 1 (nonlethal damage)
    • AE - EMP Arrows: Affliction 8 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Increased Range 1, Area (Burst 1), Cumulative, Affects Only Objects, Subtle 1 (auditory), FLAWS: Limited to electronics, Unreliable (5 Uses)
    • AE - Explosive Arrows: Damage 7, EXTRAS: Increased Range 1, Area (Burst 1), Triggered 2 (variable trigger 1), FLAW: Unreliable (5 Uses)
    • Grapple Arrow: Movement 1 (Swinging), EXTRA: Subtle 1 (auditory)
    • Incendiary Arrows: Damage 2 (Strength-based), EXTRAS: Increased Range 1, Extended Range 2, Penetrating 5, Variable Descriptor 1 (chemical/acidic or thermal) FLAW: Unreliable (5 Uses)
  • AE - Backup Wristbow
  • AE - Knife: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
Homestead [12 ep]:
HQ: PL10; Size Medium; Toughness +6.
Features: Fire Prevention System, Garage, Grounds, Gym, Isolated, Living Space, Personnel, Power System, Secret 3 - (DC 30).
Languages
native: English; Arabic, Japanese, Mandarin, Russian.

SKILLS [17 PP]:

Acrobatics 1 (+7); Athletics 5 (+8); Close Combat: Unarmed 5 (+15); Close Combat: Misc. 0 (+10); Expertise [DEX]: Burglary 1 (+7); Expertise: Espionage 6 (+7); Expertise [PRE]: Leadership 5 (+6); Intimidation 1 (+2); Perception 2 (+8, or +11 visual); Persuasion 1 (+2); Ranged Combat: Archery 3 (+15); Ranged Combat: Misc. 0 (+12); Sleight of Hand 1 (+7); Stealth 2 (+8); Technology 2 (+3); Vehicles 1 (+7, or +10 flying)

DEFENSES [20 PP]:

Dodge 5 (+11); Parry 5 (+11)
Fortitude 4 (+8); Toughness (+9/+6*); Will 5 (+11)
*without Defensive Roll

OFFENSE:
Initiative +6
  • Unarmed: +15; Close Damage DC 20 (Strength-based), bludgeoning.
  • Knife: +10; Close Damage DC 21 (Strength-based), piercing/slashing, crit 19-20.
  • Conventional Arrows: +15; Ranged (200/400/800 ft) Damage DC 20 (Strength-based), ballistic/piercing, crit 19-20, Perception DC 20 to hear.
  • Stun Arrows: +15; Ranged (200/400/800 ft) Damage DC 20 (Strength-based), nonlethal ballistic/bludgeoning, crit 19-20, Perception DC 20 to hear.
  • Incendiary Arrows: +15; Ranged (200/400/800 ft) Damage DC 20 (Strength-based), acidic/chemical or thermal/incendiary, crit 19-20, Penetrating DC 20, 5 Uses.
  • Explosive Arrows: Dodge DC 17; Ranged (175/350/700 ft) Area (30-ft Burst) Damage DC 22, explosive, 5 Uses.
  • Smoke Arrows: Dodge DC 14; Ranged (200/400/800 ft) Area (15-ft Cloud) Concealment Attack (all Visual senses), smoke.
  • EMP Arrows: Dodge DC 18; Ranged (200/400/800 ft) Area (30-ft Burst) Affliction DC 18 (Fortitude; Dazed / Stunned / Incapacitated), electricity, Cumulative, affects only electronic objects, 5 Uses.

COMPLICATIONS:

Motivation - Responsibility: Serves S.H.I.E.L.D. loyally out of a duty to protect the world that his family lives in. Due to the caliber of teammates he works with, he also considers it a duty never to miss his target. As the Avengers team progresses and sometimes stumbles, he sees himself, although not the most powerful of the group, as the stable one with a responsibility to hold everything together.
Relationships: Wife Laura, children Cooper, Lila (his archery protégé), and Nathaniel. He would break emotionally without the stability they provide. His "work wife," Natasha Romanoff.
Trauma: Having been subjected (mostly) to Loki's will through the Scepter, he has a particular hatred of mind control.

ABILITIES [66] + POWERS [4] + ADVANTAGES [43] + SKILLS [17] + DEFENSES [20]
= 150 PP TOTAL


BIO:

Clinton Francis "Clint" Barton is one of S.H.I.E.L.D.'s top agents, an assassin with a fondness for the bow and arrow. S.H.I.E.L.D. helps him keep his beloved family very hidden so they can live normal lives in peace. Seeing the potential for heroism that no one else saw in Black Widow, Barton disobeyed orders to kill her and instead turned her. The two have been extremely close friends ever since.

Leading up to the Battle of New York, Barton was controlled by Loki's Scepter, causing him to cause a lot of trouble for his usual allies, to the extent of bringing down S.H.I.E.L.D.'s Helicarrier. However, Natasha beat the mental influence out of him and turned him back to the good guys' side.

NOTES:

OK, this is still supposed to represent the era of The Avengers, at least the end of that movie, and accordingly Hawkeye does not yet have all the types of arrows he eventually displays, or Second Chance (mind control), or a shared Quinjet. That being said, I did add a lot of elements that weren't revealed to be part of the character until after The Avengers, mostly stuff from Ultron, as Hawkeye became a much deeper and more interesting character later on. These include the Homestead, of course, but also the Leadership advantage and Expertise: Leadership skill (though not, of course, as high as Captain America's).

DC Adventures advocates making bows and trick arrows Equipment rather than Devices; I feel a little bit guilty about doing that, but it would have been very difficult to make this build well-rounded otherwise. Even so, there are lots of minor Powers that I still feel the build could have added if it had the points, like my build of Black Widow has. But hopefully, this build and my Black Widow build have some good synergy as-is; although they have a lot of overlap, hopefully the areas where they are stronger than each other complement each other well.

Luck (Heroic Feat), from the Luck Power Profile, can be used to pick up Well-Equipped, from the Superteam Handbook, to get a trick arrow that isn't in his normal Array of arrows.

This completes the original six Avengers from the MCU. There are lots more MCU characters I'd like to do, but I'll probably branch out to some other franchise first.
Last edited by CaptainKaulu on Fri Feb 21, 2020 3:34 pm, edited 6 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Captain Picard
Jean-Luc Picard
Power Level 7, PC-budget (105 PP)
Image

ABILITIES [52 PP]

Strength 1 (+1); Stamina 4 (+4); Agility 1 (+1); Dexterity 1 (+1)
Fighting 3 (+3); Intellect 5 (+5); Awareness 4 (+4); Presence 7 (+7)
Load limit 100 lb.

POWERS [4 PP]
Shalaft's Syndrome Remnant [1 PP]:
Enhanced Perception 3, FLAW: Limited to auditory senses
Martial Arts [1 PP]:
Enhanced Strength 1, FLAW: Limited to dealing damage in melee
Literary Man [1 PP]:
Enhanced Expertise: Art 3, FLAW: Limited to literature
Archaeology Specialist [1 PP]:
Enhanced Expertise: History 3, FLAW: Limited to archaeology

ADVANTAGES [23 PP]

Beginner's Luck, Benefit 2 (Galactic Authority 2: captain of Federation flagship), Defensive Roll 1, Equipment 14, Inspire 3, Languages 1, Speed of Thought
Equipment [70 ep]
  • Communicator [11 ep]: Communication 4 (radio) - (anywhere in planetary system), EXTRA: Subtle 1, FLAWS: Limited to links with other Communicators, Distracting; Feature 2 (tracker, transporter lock)
  • Universal Translator [4 ep]: Comprehend 2 (Languages: understand, read)
  • Uniform [1 ep]: Protection 1
  • Type 2 Phaser [13 ep + 1 ep for Alternate Effect]: Damage 4, EXTRAS: Increased Range 1, Multiattack, Precise
    • AE - Set for Stun: Affliction 4 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Increased Range 1, Cumulative
  • Tricorder [3 ep]: Feature 2 (computer); Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Quirk 3 (only 2 ranks of Senses), Technology Check Required 2
USS Enterprise-E [36 / 258 ep + 1 ep for Alternate Equipment]:
Vehicle: Size A; Strength 22; Flight 16 - (125 kmph, 250 mi/round); Defense 10 (+0); Toughness +18.
Warp Drive (AE of Flight): Movement 2 (Space Travel 2) - (travel to other solar systems)
Shields: Enhanced Defense 10 (included in Defense score), LINKED: Impervious Toughness 7, EXTRA: Sustained, LINKED: Immunity 10 (transporters), EXTRA: Sustained
Weapons Array:
  • Quantum Torpedoes: Damage 15, EXTRAS: Increased Range 1, Area (Burst 1) [partial 12], Extended Range 10, Homing 8
  • Phaser Banks: Damage 15, EXTRAS: Increased Range 1, Multiattack, Extended Range 12
  • Internal Force-Fields: Create 15, EXTRAS: Continuous, Impervious, Selective, Stationary, FLAWS: Reduced Range 1, Activation 1
Transporters: Teleport 13 - (8000 miles), EXTRAS: Accurate, Extended, Affects Only Others, Increased Range 1, Area (Burst 1), Extended Range 14, Increased Mass 3, Change Direction, Change Velocity, FLAWS: Limited to Extended, Technology Check Required 1
Sensors: Senses 5 (Accurate Extended 2 Radio); Variable 2 (Sensory powers), FLAWS: Limited to technological Senses, Technology Check Required 4
Intelligent: Intellect 3; Awareness 0; Presence 0; Enhanced Advantage 1 [Eidetic Memory]
Features: Autopilot 1 - (+4), Communications, Computer, Fire Prevention System, Gym, Hangar, Holding Cells 2 (Toughness +27, Impervious), Holodeck 2, Infirmary, Laboratory, Library, Living Space, Nav System, Personnel, Power System, Replicators 2, Sealed, Security System 1 - (DC 20), Teleport Lock, Variable Environment.

ALT - Captain's Yacht:
Vehicle: Size G; Strength 12; Flight 11 - (4000 mph, 8 mi/round); Defense 10 (+0); Toughness +12.
Warp Drive (AE of Flight): Movement 2 (Space Travel 2) - (travel to other solar systems)
Shields: Enhanced Defense 6 (included in Defense score), LINKED: Impervious Toughness 3, EXTRA: Sustained LINKED: Immunity 10 (transporters), EXTRA: Sustained
Phaser Banks: Damage 6, EXTRAS: Increased Range 1, Multiattack, Extended Range 8
Transporters: Teleport 12 - (4000 miles), EXTRAS: Accurate, Extended, Affects Only Others, Increased Range 1, Extended Range 13, Increased Mass 3, Change Direction, Change Velocity, FLAWS: Limited to Extended, Technology Check Required 1
Sensors: Senses 5 (Accurate Extended 2 Radio); Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Technology Check Required 4
Features: Autopilot 1 - (+4), Communications, Computer, Fire Prevention System, Nav System, Replicators 2, Sealed, Security System 1 - (DC 20), Teleport Lock.
Languages
native: English; Latin. Speaks a smattering of French and Klingon but is not fluent in them.

SKILLS [16 PP]:

Athletics 3 (+4); Close Combat: Fencing 2 (+5); Close Combat: Unarmed 1 (+4); Expertise: Art 2 (+7, or +10 literature); Expertise: History 3 (+8, or +11 archaeology); Expertise [PRE]: Leadership 1 (+8); Expertise: Military 1 (+6); Expertise [PRE]: Music Performance 1 (+8); Expertise: Science 1 (+6); Expertise: Tactics 1 (+6); Expertise: Vinter 1 (+6); Insight 3 (+7); Perception 0 (+4, or +7 auditory); Persuasion 5 (+12); Ranged Combat: Energy Guns 3 (+4); Technology 1 (+6); Vehicles 3 (+4)

DEFENSES [10 PP]:

Dodge 3 (+4); Parry 1 (+4)
Fortitude 1 (+5); Toughness (+6/+5*); Will 5 (+9)
*without Defensive Roll

OFFENSE:
Initiative +5
  • Unarmed: +4; Close Damage DC 17 (Strength-based), bludgeoning.
  • Epee: +5; Close Damage DC 19 (Strength-based), piercing.
  • Phaser: +4; Ranged (100/200/400 ft) Damage DC 19, energy, Multiattack, Precise.
  • Phaser (Stun): +4; Ranged (100/200/400 ft) Affliction DC 14 (Fortitude; Dazed / Stunned / Incapacitated), energy, Cumulative.

COMPLICATIONS:

Motivation - Ambition: After a near-death experience in his youth, Picard realizes how fragile life is, and is determined to make his mark on the universe in the short time that is given to him.
Responsibility: Picard is responsible for leading the Enterprise, including its thousands of civilian lives that are sometimes put in jeopardy.
Overworker: Picard lets his duties overshadow his mental health. He doesn't take as many vacations as guidelines dictate, and struggles with insomnia.
Relationships: Picard's deepest friendship might be with Guinan. He is also personally close to all of his Senior Staff aboard the Enterprise, especially Dr. Crusher. He considered Ro Laren a protégé before her defection to the Maquis. He also has a brother, Robert, whom he does not often see eye-to-eye with, and a nephew René. And a pet lionfish named Livingston (in his Ready Room).
Lonely Heart: Picard longs for love, but struggles to find and keep the right romantic partner.
Social Weakness: Picard was uncomfortable dealing with children. For this reason, he doesn't think he'll ever become a family man. He has managed to overcome this somewhat due to his experience as Kamin, who did raise two children in a 35-year virtual reality.
Enemies: Picard is particularly hated by certain elements of the Romulan Star Empire: Sela, Tomalak (who, as a flagship captain, sees Picard as a counterpart), and his own clone Shinzon.
... And the Imp: Picard bears the burden of being the point of contact between humanity and Q, who comes by at least once a year to test and harass him in various ways.
Locutus of Borg: Picard bears the remnants of having been assimilated by the Borg, both physically and emotionally. He loathes the Borg with the passion of a thousand stars. Some people blame him for the carnage at Wolf 359.
Trauma: Picard was once captured and extensively tortured by the Cardassian Obsidian Order, a very traumatic experience.
Power Loss: Picard has an artificial heart, and his life will be in danger if this technology fails by any means.
Addiction: Picard relies on a steady stream of Earl Grey Tea (hot) to keep him going.

ABILITIES [52] + POWERS [4] + ADVANTAGES [23] + SKILLS [16] + DEFENSES [10]
= 105 PP TOTAL


BIO:

A native of France (though French is an archaic language, and he therefore knows only the basics of it), Jean-Luc upset his family by abandoning the family vineyard business to join Starfleet, where he excelled. Having captained the USS Stargazer for two years and the USS Enterprise-D for seven, he now commands the Enterprise-E, the flagship of the United Federation of Planets.

NOTES:

It seemed only appropriate to do this build this week, with the new series starting.

This is, of course, Picard in the Enterprise-E era, perhaps around the time of First Contact.

I initially eyeballed him at PL6, but ended up having to promote him to PL8 to get enough Power Points for him. That said, he's a lower PL in terms of his combat abilities, since combat isn't really the focus of Star Trek and especially of Picard. The only PL cap that he hits is Fortitude/Will. Note that Star Trek characters will vary wildly in their PL; I'm not going to make all of his crew PL8. EDIT: I've trimmed Picard down to PL7.

This is especially true if you consider ships, too; the Enterprise, which I based on the stats for a "space battleship" in the book, is a much higher PL. The enormous EP cost for this ship will be shared amongst the seven senior staff "main characters" of TNG.

As I noted in an earlier post, Picard is the rare character who is good at all aspects of Presence (Persuasion and Leadership especially, but also Deception, Intimidation, and Music Performance), and therefore earns a full 7 in that Ability. Which I've never given to another human build (except a theorycraft that had all 7s).

Overall I'm quite pleased with how well this build captures such a deep and storied character.
Last edited by CaptainKaulu on Fri Feb 28, 2020 12:58 pm, edited 17 times in total.
User avatar
Woodclaw
Posts: 1462
Joined: Fri Sep 08, 2017 8:05 pm
Location: Como, Italy

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by Woodclaw »

I would have done Picard at PL7, but otherwise nice work.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
Post Reply