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

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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 »

Ra
Dr. Blake Washington, Jr.
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [38 PP]

Strength 1 (+5); Stamina 4 (+11); Agility 3 (+1); Dexterity 2 (+2)
Fighting 1 (+3); Intellect 4 (+4); Awareness 3 (+3); Presence 1 (+4)
Load limit 1600 lb.

POWERS [94 PP]
Human Form [3 PP]:
Morph 1 (Dr. Blake Washington, Jr.), EXTRAS: Increased Duration (continuous), Metamorph 1, FLAWS: Limited to lower Power Level, Limited to non-superhuman traits, Activation 2
Divine Mantle [40 PP]:
Immortality: Immunity 1 (aging)
Inner Light: Immunity 5 (sensory Afflictions), FLAW: Limited to visual Afflictions
Levitation: Flight 1, FLAW: Levitation
Living Brass: Enhanced Stamina 6, Enhanced Agility -2, Enhanced Stealth -4, FLAW: Permanent; Protection 4
Enhanced Strength 4
Enhanced Fighting 2
Enhanced Presence 3
Enhanced Intimidation 4
Enhanced Will 2
Enhanced Advantages 3 [Daze (Intimidation), Favored Environment (solar activity), Ritualist]
Flesh of the Sun God [5 PP]:
Immunity 1 (environmental condition: heat)
Immunity 5 (heat damage), EXTRA: Sustained, FLAW: Activation 1
Active Powers [30 PP + 4 PP for Alternate Effects] (Array):
  • Blazing Tornado: Damage 10, EXTRAS: Increased Range 1, Area (Cylinder 1)
  • Fire Blast:
    • Damage 8, EXTRAS: Increased Range 1, Multiattack, Accurate 5
    • Enhanced Advantage 2 [Precise Attack 2 (Ranged Concealment, Ranged Cover)], FLAW: Limited to use with Fire Blast
  • Imbued Inferno: Energy Aura 4, EXTRAS: Affects Others, Area (Burst 1), Selective
  • Imbued Shielding: Immunity 6 (heat damage, environmental condition: heat), EXTRAS: Sustained, Affects Only Others, Area (Burst 3), Selective
  • Wrathful Gaze: Affliction 10 (Will; Impaired / Disabled / Incapacitated), EXTRAS: Cumulative, Increased Range 2, Variable Descriptor 1 (fear/light), FLAWS: Limited to minion targets, Intimidation Check Required 1
Ancient of Origin [3 PP]:
Enhanced Expertise: History 6, Enhanced Expertise: Theology 6, FLAW: Limited 2 to ancient Middle-Eastern topics
The Staff of Ra [8 / 13 PP] (Easily Removable, Indestructible):
Damage 2 (Strength-based), EXTRA: Accurate 3
Enhanced Stamina 1, FLAW: Permanent
Enhanced Advantages 5 [Improved Critical (Fire Blast) 4, Luck (Heroic Feat) 1]
Feature 1 (shrink to size of pen or grow back to staff size as a free action)
Summon Staff [1 PP]:
Move Object 3, FLAWS: Limited Material 2 (the Staff of Ra), Limited Direction (attraction)

ADVANTAGES [3 PP]

Daze (Intimidation), Equipment 1, Favored Environment (solar activity), Improved Critical (Fire Blast) 4, Languages 2, Luck (Heroic Feat) 1, Ritualist
Equipment [5 ep]
  • Smartphone [2 ep]
  • Commlink [1 ep]
  • Masterwork Archaeological Tools [2 ep]
Languages
native: Egyptian; English, Phoenician.

SKILLS [5 PP]:

Expertise: Anthropology 1 (+5); Expertise: Archaeology 2 (+6); Expertise: History 0 (+10, ancient Middle-Eastern only); Expertise: Magic 4 (+8); Expertise: Theology 0 (+10, ancient Middle-Eastern only); Intimidation 1 (+9); Perception 2 (+5); Stealth 0 (-3)

DEFENSES [10 PP]:

Dodge 4 (+5); Parry 2 (+5)
Fortitude 0 (+11); Toughness (+15); Will 4 (+9)

Without Staff of Ra:
Fortitude (+10); Toughness (+14)

OFFENSE:
Initiative +1
  • Unarmed: +3; Close Damage DC 20 (Strength-based), bludgeoning.
  • Blazing Tornado: Dodge DC 20; Ranged (250/500/1000 ft) Area (30-ft Cylinder) Damage DC 25, heat/fire.
  • Fire Blast: +12; Ranged (200/400/800 ft) Damage DC 23, heat/fire, crit 16-20, Multiattack; can use Precise Attack (concealment, cover).
  • Imbued Inferno: +3, or automatic when touched by foe; Close Damage DC 19, heat/fire, Reaction (to being touched).
  • Wrathful Gaze: Perception-Ranged Affliction DC 20 (Will; Impaired / Disabled / Incapacitated), fear/light, Cumulative, minion targets only, DC 11 Intimidation Check Required (1 rank of Affliction per Intimidation result in excess of 10).
  • Staff Smash: +9; Close Damage DC 22 (Strength-based), bludgeoning.

COMPLICATIONS:

Secret Identity: Dr. Blake Washington, Jr., semi-famous archaeologist. Besides the normal benefits of a secret identity, maintaining this secret identity keeps enemies from cluing into where to find artifacts such as the Eye of Horus.
Power Loss: Can be trapped in his human form if cut off from his supernatural connection to The Sun.
Enemies: Being Ra comes with a lot of enmity from traditional Egyptian adversary figures: the Ennead group, Calypso, Ammit, and Anubis.
Prejudice: He claims to be a heathen god, which can be awkward in a monotheistic Western world.
Temper: Although he does his best to maintain his composure and work with other heroes as smoothly as possible, when it comes to matters of importance Ra has little patience for the inept flailing of lesser beings.

ABILITIES [38] + POWERS [94] + ADVANTAGES [3] + SKILLS [5] + DEFENSES [10]
= 150 PP TOTAL


BIO:

Renowned anthropologist and archaeologist Washington discovered an unknown pyramid in western Egypt, strangely devoid of sarcophagi but otherwise well-preserved. Sometime after turning it into a museum, he discovered a secret chamber at its center, in which he discovered the Staff of Ra, an artifact that turned a series of ancient heroes into a supernatural entity designated a god by the ancient Egyptians. Touching the staff, he became the latest in this series of heroes.

NOTES:

When I picked out Ra, I didn't realize I was committing to working on two stat blocks this morning rather than one. Oh well. Like Hulk, he's got a lesser-powered alter-ego.

In Sentinels, Ra is a spirit that possesses a hero, changing their personality but not overriding their free will.

In the past, I felt like I wanted to give Ra a lot of Advantages that I didn't have the points for. Now, I'm not sure what those were anymore (he seems pretty complete), so I copped out by giving him Luck (Heroic Feat).

Just like in Sentinels, Ra should be pretty easy to play in combat, mostly just blasting away each round with Blazing Tornado or Fire Blast. Or Power Stunting with Scorched Earth (make up what it does yourself! :lol: ).

Masterwork Archaeological Tools provide a +2 bonus to Expertise: Archaeology checks. I chose to make Archaeology a separate skill from History on this build, because two separate (but not mutually exclusive) situational bonuses to one skill would have been ugly.

Now improved by adopting elements from this guy's build.
Last edited by CaptainKaulu on Fri Feb 14, 2020 4:23 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 »

Dr. Blake Washington, Jr.
Power Level 6, PC-budget (90 PP)

ABILITIES [38 PP]

Strength 1 (+1); Stamina 4 (+4); Agility 3 (+3); Dexterity 2 (+2)
Fighting 1 (+1); Intellect 4 (+4); Awareness 3 (+3); Presence 1 (+1)
Load limit 100 lb.

POWERS [6 PP]
God-Form [5 PP]:
Morph 1 (Ra), EXTRAS: Increased Duration (continuous), Metamorph 1, FLAW: Activation 2
Archaeologist [1 PP]:
Enhanced Expertise: History 3, FLAW: Limited to archaeology

ADVANTAGES [18 PP]

Beginner's Luck, Benefit 2 (Wealth 2: independently wealthy), Defensive Roll 2, Equipment 2, Languages 4, Luck (Edit Scene) 1, Luck (Improve Roll) 2, Second Chance (triggering traps), Skill Mastery 3 (Athletics, Expertise: History, Investigation)
Equipment [6 ep]
  • Smartphone [2 ep]
  • Commlink [1 ep]
  • Masterwork Archaeological Tools [2 ep]
  • Clothing [1 ep]: Protection 1
Languages
native: English; Arabic, Egyptian, Greek, Hebrew, Hindi, Latin, Mandarin, Spanish.

SKILLS [17 PP]:

Acrobatics 2 (+5); Athletics 4 (+5); Close Combat: Unarmed 3 (+4); Expertise: Anthropology 1 (+5); Expertise: History 3 (+7, or +12 archaeology); Expertise: Theology 1 (+5); Investigation 6 (+10); Perception 5 (+8); Persuasion 2 (+3); Sleight of Hand 3 (+5); Technology 1 (+5); Vehicles 3 (+5)

DEFENSES [11 PP]:

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

OFFENSE:
Initiative +3
  • Unarmed: +4; Close Damage DC 16 (Strength-based), bludgeoning.

COMPLICATIONS:

Secret Identity: Dr. Blake Washington, Jr., semi-famous archaeologist. Besides the normal benefits of a secret identity, maintaining this secret identity keeps enemies from cluing into where to find artifacts such as the Eye of Horus.
Power Loss: Can be trapped in his human form if cut off from his supernatural connection to The Sun.
Enemies: Being Ra comes with a lot of enmity from traditional Egyptian adversary figures: the Ennead group, Calypso, Ammit, and Anubis.

ABILITIES [38] + POWERS [6] + ADVANTAGES [18] + SKILLS [17] + DEFENSES [11]
= 90 PP TOTAL


BIO:

Renowned anthropologist and archaeologist Washington discovered an unknown pyramid in western Egypt, strangely devoid of sarcophagi but otherwise well-preserved. Sometime after turning it into a museum, he discovered a secret chamber at its center, in which he discovered the Staff of Ra, an artifact that turned a series of ancient heroes into a supernatural entity designated a god by the ancient Egyptians. Touching the staff, he became the latest in this series of heroes.

In his secret identity, he still maintains museums, including the artifact-rich Tomb of Ra.

NOTES:

It was tough balancing this character in terms of what he's supposed to be in the lore: a moderately cool adventurer, but by no means a superhero or even top celebrity. I was considering downgrading him to PL5, and/or reducing his Intellect to 3, but I think I'll avoid those changes.

It was also an interesting challenge making interesting parallels between the builds of Ra and Dr. Washington. I gave them the same base Abilities, but that doesn't mean a whole lot when Ra has large Enhancements to many of those Abilities under Divine Mantle. So I tried to give them other little nods to each other—obvious things, like giving Ra ranks in Archaeology and the English language—but maybe the connection still needs to be strengthened, to hint that it's still (partially) the same will and personality behind both characters.

In this case, I made Archaeology a subset of History.
Last edited by CaptainKaulu on Fri Feb 14, 2020 4:26 pm, 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 »

Absolute Zero
Ryan Frost
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [-2 PP]

Strength 0 (+2); Stamina -2 (-2); Agility -4 (+3); Dexterity 0 (+0)
Fighting 3 (+3); Intellect 1 (+1); Awareness 1 (+1); Presence 0 (+0)
Load limit 200 lb.

POWERS [108 PP]
Arctic Adaptation [2 PP]:
Immunity 1 (environmental condition: cold)
Enhanced Advantage 1 [Favored Environment (extreme cold)]
Painful Heat Sensitivity [2 PP]:
Senses 2 (Radius Infravision)
Stone-Cold Metabolism [4 PP]:
Immunity 4 (sleep, starvation & thirst, suffocation: all)
Mobility-Enhancing Suit [68 PP]:
Enhanced Traits: Strength 2, Agility 7, Fortitude 6, Acrobatics 1, Athletics 3
Enhanced Advantage 1 [Extraordinary Effort]
Protection 10, FLAW: Noticeable
Hermetic Seal: Immunity 2 (disease, poison), FLAW: Limited to externally blockable effects
Traction: Movement 1 (Sure-Footed 1), FLAW: Limited to icy surfaces
Cryo Powers (Array):
  • DYNAMIC - Glacial Structure: Create 8 (ice), EXTRAS: Continuous, Innate, Tether
  • DYNAMIC - Coolant Blast: Damage 10, EXTRAS: Increased Range 1, Affects Insubstantial 1, Split 1
  • Thermal Shockwaves:
    • Environment 2 (extreme cold, impede movement 1), FLAW: Activation 1
    • Damage 10, EXTRAS: Area (Burst 1), Affects Insubstantial 1
Sub-Zero Atmosphere [22 PP]:
Environment 8 (intense cold, visibility -5), FLAW: Activation 2
Isothermal Transducer [2 / 3 PP] (Removable):
Enhanced Advantages 6 [Improved Critical (Cryo Powers) 4, Luck (Recover) 2], EXTRA: Reaction 1 (to absorbing heat energy), FLAWS: Limited to ranks equal to absorbed heat effect, Fades
Null-Point Calibration Unit [8 / 10 PP] (Removable):
Immunity 5 (cold damage)
Regeneration 5, EXTRAS: Sustained, Increased Duration (continuous), Reaction 1 (to absorbing cold energy), FLAWS: Limited to ranks equal to absorbed cold effect, Fades

ADVANTAGES [9 PP]

Defensive Roll 3, Equipment 4, Extraordinary Effort, Favored Environment (extreme cold), Improved Initiative 1, Takedown 1
Equipment [5 ep]
  • Smartphone [2 ep]
  • Commlink [1 ep]
  • Shared Vehicle: Freedom Copter [9 / 45 ep] (detailed under The Wraith)
  • Shared HQ: Freedom Tower [6 / 30 ep] (detailed under Legacy)
Languages
native: English.

SKILLS [14 PP]:

Acrobatics 1 (+5); Athletics 0 (+5); Expertise: Journalism 5 (+6); Expertise: Literature 1 (+2); Expertise: Music 4 (+5); Expertise: Pop Culture 2 (+3); Expertise: Streetwise 1 (+2); Intimidation 2 (+2); Perception 1 (+2); Ranged Combat: Cryo Powers 10 (+10); Vehicles 1 (+1)

DEFENSES [21 PP]:

Dodge 6 (+9); Parry 5 (+8)
Fortitude 4 (+8); Toughness (+11/+8*); Will 6 (+7)
[*]without Defensive Roll[/i]

OFFENSE:
Initiative +7
  • Unarmed: +3; Close Damage DC 17 (Strength-based), bludgeoning.
  • Coolant Blast: +10; Ranged (250/500/1000 ft) Damage DC 25, cold, Affects Insubstantial DC 20, Split (2 targets).
  • Thermal Shockwave: Dodge DC 20; Close Area (30-ft Burst) Damage DC 25, cold, Affects Insubstantial DC 20.
  • Glacial Structure (Trap): +10; Ranged (200/400/800 ft), Dodge DC 18 vs. being trapped in ice.
  • Glacial Structure (Drop): Dodge DC 18; Ranged (200/400/800 ft) Area (based on 250 cft) Damage DC 23, bludgeoning.

COMPLICATIONS:

Motivation - Money: Ryan's mobility-enhancing suit is owned by the government, and he must make money as a superhero to buy it off for himself.
Alcoholic: When depressed, Ryan has been known to drink away weeks at a time.
Disability: Without his mobility-enhancing suit, Ryan's "mangled body" has limited capabilities, at the GM's discretion.
Disfigured: Due to the chemical accident that altered him and bouts of uncontrolled exposure afterward, Absolute Zero has hideous scar tissue covering large patches of skin, and what isn't hideously scarred is at least lightly scarred. Combined with the pale gray tint of his flesh, Ryan's appearance can be frightening to the unprepared.
Painful Heat Sensitivity: Outside of extremely cold Cryo Chambers, and without his suit, Ryan is affected by ambient room temperatures as if by intense heat, and by intense heat as if by extreme heat.
Weakness: Vulnerability to heat or fire damage.
Phobia: Ryan's understandably kind of terrified of losing his suit unprepared.
Relationship: Living in the lab, Ryan has become close friends with Dr. Meredith Stinson.
Enemy: Proletariat.

ABILITIES [-2] + POWERS [108] + ADVANTAGES [9] + SKILLS [14] + DEFENSES [21]
= 150 PP TOTAL


BIO:

Once Ryan's life was promising ... then he had a fight with his fiancé one night; she stormed out and was killed by a drunk driver. Ryan fell into deep depression, passing up an opportunity at his dream job (writing for Rolling Stone magazine), and took a janitorial job at a lab to make ends meet. An accident at the lab left him in critical condition in a coma, with his body temperature lowered nigh unto absolute zero. Dr. Meredith Stinson managed to bring him out of his coma, and invented a suit that would allow him to leave his cryo chamber. The government hired him to join the Freedom Four (and turn them into the Freedom Five), with his salary going towards paying off his suit.

NOTES:

Didn't change this build a whole lot this iteration. Pretty happy with it already.

The Mobility-Enhancing Suit should absolutely not be considered Removable; Absolute Zero is too crippled without it, and losing it should count as a complication. It therefore doesn't get the discount that a Device would get.

The lore doesn't really spell out Ryan's disabilities when not in the suit. I left it to the GM's discretion, although it starts with horrible Agility and very poor Stamina.

A number of cards from Sentinels can only be duplicated by this build if it uses Power Stunts. So I'm counting on those being a thing. He gets a couple free ones per session if he is struck by heat/fire effects. Some suggestions for Power Stunts include different Area shapes of cold effects, Multiattack versions of Coolant Blast, Linked Afflictions (especially a Snare effect Linked to damage), and Variable Descriptor to change the descriptor of his attacks from cold to fire (to duplicate the Hoarfire card).

Improved by adopting minor elements of this guy's build.
Last edited by CaptainKaulu on Fri Feb 14, 2020 8:06 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 »

Haka
Aata Wakarewarewa
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [64 PP]

Strength 7 (+12); Stamina 9 (+11); Agility 0 (+0); Dexterity -1 (-1)
Fighting 6 (+6); Intellect 2 (+2); Awareness 7 (+7); Presence 2 (+2)
Load limit 100 tons

POWERS [47 PP]
Big [3 PP]:
Growth 1, EXTRAS: Innate, Permanent
Ancestral Longevity [1 PP]:
Immunity 1 (aging), FLAW: Limited to Half Effect
Tā Moko [12 PP]:
Enhanced Strength 4
Protection 2
Leaping 2
Vitality Surge [4 PP]:
Enhanced Stamina 1
Regeneration 2
Taiaha [4 / 6 PP + 1 PP for Alternate Device] (Easily Removable):
Damage 3 (Strength-based), EXTRA: Multiattack

ALT - Mere [2 / 2 PP] (Easily Removable):
Damage 2 (Strength-based)
Polyglot [5 PP]:
Comprehend 3 (Languages: understand, speak, read), FLAW: Quirk 1 (requires at least a Scene to learn a new language)
Dominion [2 PP]:
Variable 1 (Advantages), FLAWS: Limited to Favored Environment Advantages, Quirk 4 (only 1 PP of Advantages)
Strength Damage Array [3 PP for Alternate Effects] (Array):
  • Damage 12
  • Ground Pound: Deflect 7, FLAW: Limited to on the ground
  • Massive Knockback: Damage 7 (Strength-based), LINKED: Move Object 10, FLAWS: Close, Limited Direction (fling away)
  • Superior Chokehold: Affliction 6 (Fortitude; Dazed / Stunned / Incapacitated), EXTRA: Progressive, FLAW: Grab-Based
Haka Dancing [13 PP]:
Skill Knack: Feature 1 (move-action Intimidation)
Enhanced Advantages 2 [Daze (Intimidation), Fascinate (Intimidation)], FLAW: Expertise: Dance Check Required 1
Haka of Restoration: Regeneration 8, EXTRAS: Sustained, Persistent [partial 1], FLAW: Activation 2
Haka of Battle (Array):
  • Unarmed Mastery: Enhanced Advantage 4 [Improved Critical (Unarmed) 4], FLAWS: Activation 1, Expertise: Dance Check Required 2
  • Mere Mastery: Enhanced Advantage 4 [Improved Critical (Mere) 4], FLAWS: Activation 1, Expertise: Dance Check Required 2
  • Taiaha Mastery: Enhanced Close Combat: Clubs 4, Enhanced Advantage 4 [Improved Critical (Taiaha) 4], FLAWS: Activation 1, Expertise: Dance Check Required 4

ADVANTAGES [13 PP]

Beginner's Luck, Flawed Daze (Intimidation), Equipment 1, Flawed Fascinate (Intimidation), Improved Grab, Improved Initiative 1, Improved Smash, Interpose, Skill Mastery 2 (Expertise: Linguistics, Indimidation), Startle, Takedown 1, Ultimate Effort 3 (Strength, Toughness, Will)
Equipment (3 ep)
  • Commlink [1 ep]
  • Smartphone [2 ep]
Languages
native: Maori; English, Hawaiian, Samoan, Spanish, Thai, Tongan; many others as per Polyglot Power

SKILLS [16 PP]:

Close Combat: Clubs 0 (+6, or +10 with Haka of Battle: Taiaha Mastery); Close Combat: Unarmed 2 (+8); Expertise [AGL]: Dance 10 (+10); Expertise: History 4 (+6); Expertise: Linguistics 6 (+8); Expertise: Sailing 1 (+3); Intimidation 7 (+9); Ranged Combat: Throwing 2 (+1); Stealth 0 (-1)

DEFENSES [10 PP]:

Dodge 6 (+5); Parry 2 (+7)
Fortitude 0 (+11); Toughness (+13); Will 2 (+9)

OFFENSE:
Initiative +4
  • Unarmed: +8; Close Damage DC 27 (Strength-based), bludgeoning.
  • Grab: +6; Close; DC 22; not Vulnerable while grabbing.
  • Superior Chokehold: automatic with successful Grab; Close Affliction DC 16 (Fortitude; Dazed / Stunned / Incapacitated), suffocation, Progressive.
  • Massive Knockback: +8; Close Damage DC 22 (Strength-based), bludgeoning, Linked to Close Move Object DC 20 (fling target away), bludgeoning.
  • Mere: +6; Close Damage DC 29 (Strength-based), bludgeoning.
  • Taiaha: +6, or +10 with Haka of Battle: Taiaha Mastery; Close Damage DC 24 (Strength-based), bludgeoning, Multiattack.

COMPLICATIONS:

Motivation - Doing Good: Haka just wants to make the world a better place, mostly through his teaching work, but also through superhero work.
Haka of Shielding: Sometimes Haka's dance routines cause him to stall for a standard action in battle with no other benefit than setting up for a use of Ultimate Effort (Toughness).
Tribal Tragedy: Haka was exiled from his beloved tribe out of pure superstition. The tribe is gone now, so he cannot be redeemed, which weighs on him.
Longevity: With his long life, Haka has seen many friends pass on before him, which is sad.
Enemy: Ambuscade.
Prejudice: Despite his gregarious demeanor and easy smile, Haka is still a rather large and intimidating man. His tendency to loom over others (unavoidable when you're seven feet tall with six-foot-wide shoulders) and the stark tattoos on his face don't help alleviate this impression much, either. And some people are prejudiced against Pacific Islanders in general or transhumans in general.

ABILITIES [64] + POWERS [47] + ADVANTAGES [13] + SKILLS [16] + DEFENSES [10]
= 150 PP TOTAL


BIO:

After a long and successful run as chief of his Maori tribe, Aata awoke one day with his facial tattoos mysteriously vanished. For no other reason, he was challenged to ritual combat by his right-hand-man Ruru and "slain." He came back the next morning. For decades since, he has wandered the world seeking his place in it, engaging in a combination of superhero work and substitute teaching. He loves meeting new people and learning their stories as part of the value he places on life in general.

NOTES:

Unlike Fanatic, since Haka doesn't come back from death in the actual card game, I decided not to give him Immortality. I just chalked his past return from death as either a pure backstory event, or maybe a Power Stunt.

Anyway, Haka is an interesting concept—definitely a Powerhouse Archetype, but a wise and learned one. And jolly.

I once made a version of this build where Mere and Taiaha were Equipment rather than Devices, but then caught the rule where they'd certainly break if wielded with Strength 12! Applying Strength to Taiaha uses the variant/expanded rule from the Archaic Weapons Gadget Guide, where the Strength is divided by 2 before being applied (thanks to the Multiattack extra making each rank of Damage cost 2 PP).

Improved by adopting some elements (mostly Complications) from this guy's build. BOY is my build better overall, though!
Last edited by CaptainKaulu on Fri Feb 14, 2020 10:38 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 »

Tachyon
Dr. Meredith Stinson
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [36 PP]

Strength 1 (+1); Stamina 2 (+2); Agility 2 (+7); Dexterity 1 (+1)
Fighting 2 (+2); Intellect 8 (+8); Awareness 2 (+2); Presence 0 (+0)
Load limit 100 lb.

POWERS [70 PP]
Base Super-Speed [21 PP]:
Enhanced Agility 5
Enhanced Dodge 2
Enhanced Parry 6
Enhanced Advantages 3 [Evasion 1, Improved Initiative 2]
DYNAMIC - Blazing Movement [18 PP + 1 PP for Alternate Effect + 2 PP for Dynamic Effects]:
Speed 12, FLAW: Distracting [partial 4] - (8000 mph, 16 mi/round; or 500 mph, 1 mi/round without being Vulnerable)
Movement 3 (Wall-Crawling 2, Water-Walking 1), FLAW: Limited to while moving fast
Quicker than the Eye: Concealment 4 (all visual senses), FLAW: Limited to while moving fast
Enhanced Advantage 1 [Move-By Action]

ALT (DYNAMIC) - Miscellaneous Quickness:
Quickness 13, FLAW: Distracting [partial 4]
Enhanced Advantage 7 [Agile Feint, Hide in Plain Sight, Interpose, Quick Draw, Redirect, Ultimate Effort 2 (Dodge, Parry)]
Speedy Attacks [17 PP + 3 PP for Alternate Effects] (Array):
  • Accelerated Assault:
    • Accurate 6, Multiattack, Selective on Strength Damage 4
    • Enhanced Advantages 3 [Precise Attack (Close Cover), Takedown 2]
  • Hypersonic Assault: Damage 6, EXTRAS: Area (Shapeable 3), Affects Insubstantial 1, FLAWS: Quirk 1 (must be able to traverse area), Expertise: Science Check Required 7
  • Sucker Punch:
    • Enhanced Advantages 14 [Close Attack 13, Precise Attack (Close Cover)]
    • Enhanced Advantages 6 [Improved Critical (Sap) 4, Power Attack, Takedown 1], FLAW: Limited to Vulnerable or Defenseless targets
  • Lightspeed Barrage:
    • Accurate 2 on Strength Damage 4
    • Enhanced Advantages 9 [Close Attack 8, Precise Attack (Close Cover)]
    • Multiattack, Variable Descriptor 1 (sonic) on Strength Damage 4, Enhanced Advantages 5 [All-Out Attack, Improved Critical (Unarmed) 4], FLAW: Tiring
Martial Arts [2 PP]:
Enhanced Strength 2, FLAW: Limited to dealing damage in melee
Freedom Five Research Grants [2 PP]:
Enhanced Advantage 2 [Benefit 2 (Wealth 2)]
Costume [2 / 3 PP] (Removable):
Protection 3
HUD Goggles [2 / 3 PP] (Removable):
Feature 1 (flash goggles: +5 equipment bonus to resist visual Dazzle effects)
Feature 1 (integration with commlink, smartwatch)
Senses 2 (Analytical sight, Low-Light Vision), FLAW: Noticeable (glow)

ADVANTAGES [13 PP]

Benefit 2 (Wealth 2: independently wealthy), Defensive Roll 4, Equipment 5, Evasion 1, Extraordinary Effort, Improved Initiative 2, Inventor, Jack-of-All-Trades, Languages 1
Equipment [25 ep]
  • Holographic Smartwatch [3 ep]
  • Commlink [1 ep]
  • Brass Knuckles [1 ep]: Damage 1 (Strength-based, counts as Unarmed)
  • Sap [2 ep]: Damage 2 (Strength-based)
  • Evidence Kit [1 ep]
  • Scientific Measuring Tools [1 ep]
  • Shared Vehicle: Freedom Copter [9 / 45 ep] (detailed under The Wraith)
  • Shared HQ: Freedom Tower [6 / 30 ep] (detailed under Legacy)
ALT (of Freedom Tower) - House [1 ep]:
HQ: PL10; Size S; Toughness +14.
Features: Computer, Fire Prevention System, Living Space, Secret 1 - (DC 20), Security System 4 - (DC 35).
Languages
native: English; Latin.

SKILLS [13 PP]:

Athletics 4 (+5); Close Combat: Unarmed 2 (+4); Expertise: Science 12 (+20); Technology 8 (+16)

DEFENSES [18 PP]:

Dodge 2 (+11); Parry 3 (+11)
Fortitude 5 (+7); Toughness (+9/+5*); Will 8 (+10)
*without Defensive Roll

OFFENSE:
Initiative +15
  • Unarmed: +4; Close Damage DC 18 (Strength-based), bludgeoning.
  • Brass Knuckles: +4; Close Damage DC 19 (Strength-based), bludgeoning.
  • Brass Knuckles with Accelerated Assault: +16; Close Damage DC 19 (Strength-based), bludgeoning, Multiattack, Selective; ignores Cover, can use Takedown 2.
  • Hypersonic Assault: Dodge DC 16; Close Area (125-cft Shapeable) Damage DC 21, sonic, Affects Insubstantial DC 18, DC 17 Expertise: Science Check Required (1 rank of Damage per Science result in excess of 16); must be able to traverse area.
  • Sap with Sucker Punch: +15; Close Damage DC 20, bludgeoning, ignores Cover; can use Improved Critical 4, Power Attack, Takedown vs. Vulnerable or Defenseless targets.
  • Brass Knuckles with Lightspeed Barrage: +16; Close Damage DC 19 (Strength-based), bludgeoning/sonic, crit 16-20, Multiattack, ignores Cover, Tiring; can use All-Out Attack.

COMPLICATIONS:

Motivation - Knowledge: Tachyon may be a member of the Freedom Five, but she's most at home in the lab, and her primary focus is on her scientific work. She does appreciate the R&D budget that comes with the Freedom Five's status (although it also comes with accountability to the government, which doesn't thrill her).
Obsession: When she focuses on a project, Dr. Stinson has been known to leave her commlink under her pillow and lock herself in her lab until the smell triggers the fire-suppression system. Due to her abilities, these fits of ingenuity rarely last more than a day or two.
Relationship: Dr. Stinson's identity is public, and as a member of the Freedom Five, this occasionally puts her wife Dana (who prefers to stay out of the limelight) at risk from vindictive supervillains. Their house is a deathtrap of security features to keep Dana safe.
Enemy: The Matriarch.
Accidents: Tachyon tries not to damage things with the sonic booms created by her movement, using her superb calculative skills to try to avoid it, but sometimes she slips up and shatters a window or some eyeglasses or something by accident.
Power Loss: Supercharged cells means that Tachyon burns through calories at a ridiculous rate. She goes through food like a competitive eater, and grocery stores deliver to her home and laboratory on an almost daily basis. If Tachyon ever suffers penalties due to starvation or thirst, she loses access to all her powers except Martial Arts, Freedom Five Research Grants, and Devices until she recovers from those penalties.

ABILITIES [36] + POWERS [70] + ADVANTAGES [13] + SKILLS [13] + DEFENSES [18]
= 150 PP TOTAL


BIO:

Dr. Stinson, already the world's preeminent scientist and inventor, was bombarded by a barrage of tachyons in a lab accident, while working on the Particle Yield Enhancing Wavelength at the Eaken-Rubendall Laboratory. Surprisingly, instead of harming her, this accelerated her cells and turned her into a speedy superhero. She was recruited to be the third member of the Freedom Five.

NOTES:

I always feel a little bit cheesy about using Dynamic Arrays with "Multiple Effects" powers in them, as they provide so much pick-and-choose flexibility for characters at such little cost. But they just work so well and make so much sense for Speedsters, who can do other quick things if they're not traversing distance at full speed!

I thought about finding points to buy Agility even higher, to truly superhuman levels, but I actually didn't think Tachyon's Acrobatics score should be any higher. I also felt bad about having "only" +11 active defenses on her, but that was an issue of staying within my Power Points budget.

So what we have here is a speedster who also happens to be a super-genius (like, in the lore, she truly deserves Tony Stark levels of Expertise: Science). And a representative superhero for the LGBTQA+ community. Somehow, I fit both the Speedster and genius Gadgeteer archetypes into a budget for PL10.

If you play this character, have fun switching up between the four attacks in her Speedy Attacks Array. Accelerated Assault is the most generic attack, that you'll probably use the most often. Hypersonic Assault is pretty low-grade damage, so it's mostly useful for taking out large numbers of weak mooks (and even then, its strength infamously depends on how thin your GM lets you stretch out your Shapeable Area). Sucker Punch is for when Tachyon is performing stealthy infiltrations. And Lightspeed Barrage, just like the card in Sentinels of the Multiverse, is her "finishing move" or last-ditch effort.

Of course, if you play this character, also don't forget about her +8 in most Expertise skills.

UPDATE: I decided she shouldn't be smarter overall than Batman (although of course she outclasses him vastly in Science and Technology). Also, I adopted some stuff for Complications from this guy's build.
Last edited by CaptainKaulu on Sat Feb 15, 2020 2:52 am, 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 »

Argent Adept
Anthony Drake
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [36 PP]

Strength 1 (+1); Stamina 3 (+3); Agility 2 (+2); Dexterity 3 (+3)
Fighting 2 (+2); Intellect 1 (+3); Awareness 2 (+3); Presence 4 (+5)
Load limit 100 lb.

POWERS [84 PP]
Xu's Bell [1 / 3 PP] (Easily Removable):
Enhanced Expertise: Music 2, Expertise: Wilderness Survival 2
Enhanced Advantage 1 [Luck (Recover) 1]
Virtuoso of the Void [29 PP]:
Enhanced Intellect 2, Awareness 1, Presence 1, Fortitude 2, Will 5
Enhanced Expertise: Magic 1, Expertise: Music Performance 6, Expertise: Wilderness Survival 3
Enhanced Advantages 4 [Animal Empathy, Benefit 1 (use Expertise: Music Performance for rituals/artificing), Fascinate (Expertise: Music Performance), Ritualist]
Enhanced Advantage 1 [Artificer], FLAW: Quirk 1 (make musical instruments only)
Senses 4 (Radius Chaos Awareness: mental, Radius Nature Awareness: mental)
Counterpoint Bulwark [12 PP + 1 PP for Alternate Effect]:
Deflect 12

ALT - Personal Counterpoint Bulwark:
Protection 5, EXTRAS: Sustained, Impervious
Instrumental Conjuration [3 PP]:
Feature 1 (Expertise: Music Performance tools), EXTRAS: Sustained, Increased Duration (continuous), Variable Descriptor 2 (any handheld musical instrument), FLAW: Activation 1
Music Powers Array [30 PP + 6 PP for Alternate Effects] (Array):
  • Polyphoric Flare: Damage 10, EXTRAS: Reaction 3 (to being touched), Selective, FLAW: Side Effect 2 (hits self too when used)
  • Scherzo of Frost and Flame: Damage 10, EXTRAS: Increased Range 2, Split 1, Variable Descriptor 1 (heat/cold), FLAW: Distracting [partial 2]
  • Syncopated Onslaught: Damage 5, EXTRAS: Increased Range 2, Reaction 3 (to an ally affecting target with an attack)
  • Cedistic Dissonant: Affliction 10 (Will; Impaired / Disabled / Transformed), EXTRA: Increased Range 2
  • Rhapsody of Vigor: Variable 4 (musical powers), EXTRA: Action 1, FLAW: Limited to Healing powers
  • Sarabande of Destruction: Variable 4 (musical powers), EXTRA: Action 1, Variable Descriptor 2 (Nullify/Transform themes), FLAW: Limited to one theme of powers
  • Other Powers:
    • Vernal Sonata: Enhanced Advantage 1 [Animal Empathy], EXTRAS: Affects Only Others, Increased Range 1
    • Enhanced Advantages 6 [Luck (Heroic Feat) 1, Luck (Inspiration) 1, Luck (Recover) 4]
    • Arcane Cadence: Luck Control 4 (Bestow Luck, Force Re-Roll, Negate Luck, Spend on Other), EXTRAS: Luck 1
Costume [2 / 3 PP] (Removable):
Protection 3

ADVANTAGES [6 PP]

Animal Empathy, Artificer, Attractive 1, Benefit 1 (use Expertise: Music for rituals/artificing), Defensive Roll 2, Equipment 1, Fascinate (Expertise: Music Performance), Luck (Instant Counter) 2, Luck (Recover) 1, Ritualist
Equipment [4 ep]
  • Commlink [1 ep]
  • Smartphone [2 ep]
  • Musical Pipes [1 ep]
Languages
native: English

SKILLS [7 PP]:

Athletics 2 (+3); Expertise: Bartending 6 (+9); Expertise: Magic 1 (+5); Expertise: Music 1 (+6); Expertise [PRE]: Music Performance 2 (+13); Expertise [AWE]: Wilderness Survival 1 (+9); Persuasion 1 (+6)

DEFENSES [17 PP]:

Dodge 5 (+7); Parry 5 (+7)
Fortitude 4 (+9); Toughness (+8/+6*); Will 3 (+11)
*without Defensive Roll

With Personal Counterpoint Bulwark:
Toughness (+13/+11*)

OFFENSE:
Initiative +2
  • Unarmed: +2; Close Damage DC 16 (Strength-based), bludgeoning.
  • Scherzo of Frost and Flame: Perception-Ranged Damage DC 23 (or 25 if Distracting), cold/heat, Split (2 targets).
  • Syncopated Onslaught: Perception-Ranged Damage DC 20, sonic, Reaction (to an ally affecting target with an attack).
  • Polyphoric Flare: +2, or automatic when touched by foe; Close Damage DC 25, energy, Reaction (to being touched), Selective; hits Argent Adept too.
  • Cedistic Dissonant: Perception-Ranged Affliction DC 20 (Will; Impaired / Disabled / Transformed), primal curse.

COMPLICATIONS:

Motivation - Responsibility: The Ardent Adept is the current Virtuoso of the Void, which means a great duty to be a bastion of order against the forces of chaos that threaten civilization. He must be forever vigilant, as it is believed that his song is the structure that binds the multiverse together.
Enemy: Akash'Bhuta, the eternal foe of the Virtuosos of the Void, an avatar of primal chaos. She would love to see the line of Virtuosos ended for good.
Power Loss: Using his Music Powers Array requires some sort of musical performance (and simply singing may not be enough).
Inner Conflict: Anthony Drake was content to be a simple bartender, not an ambitious sort. After being compelled to touch Xu's Bell in that museum and therefore to become the Virtuoso of the Void, he has tried to throw himself into his new duties with gusto, but after encounters with sanity-rending horrors from the depths of the Realm of Discord, he starts to question his chosen path. He idly wonders if it would ever be possible to go back a simple, quiet life of pouring drinks and playing his pipes.
Failure is Not An Option?: Argent Adept has been remarkably successful in his duties so far, as opposed to the normal ups and downs of superhero work. He's not sure how he would handle a defeat.
Cedistic Dissonant 2: If he gets desperate, Argent Adept may pull a Power Stunt that involves breaking Xu's Bell or another special instrument permanently.

ABILITIES [36] + POWERS [84] + ADVANTAGES [6] + SKILLS [7] + DEFENSES [17]
= 150 PP TOTAL


BIO:

As long as human cultures have existed, there has always been a Virtuoso of the Void. A master musician who holds back the tide of chaos and destruction through their connection to the primal forces of the natural world. There is only ever one Virtuoso of the Void at a time, and each of these druidic songsmiths faced down the avatar of annihilation known as Akash'Bhuta as she rose time and time again to break all order in the world.

The Virtuosos of the Void always passed on their chosen instruments. The new Virtuoso would learn their fate when handed the instrument, the artifact itself imparting the title and the knowledge that order must be preserved. However, Akash'Bhuta has learned to destroy the instruments of the Virtuosos, and disrupted the cycle when she broke the fiddle of the previous Virtuoso of the Void before it could be passed on to his successor.

A young bartender named Anthony Drake happened across an ancient Chinese bell in a cultural arts museum. Strangely drawn to it, he touched it (in spite of the efforts of Dr. Blake Washington, ironically), and learned more about the ways of the world, as well as his own destiny, than he ever could have imagined. He was the newest Virtuoso of the Void and should have already been training in the ways of the Void. Still, he learned much and gained much power, and has striven since to improve those talents.

NOTES:

Unlike the previous Sentinels builds in this thread, this is the first time I've built Argent Adept. And I think it shows—this build feels less refined, to me.

Now, partly that's because Argent Adept is just a difficult concept to build, since his Powers are so open-ended. I had to resort to a couple of Variable Powers within an Array to try to represent him, and I don't know that I like that.

Also, the character of Argent Adept was explicitly inspired by the character concept of Kvothe the Bloodless from the Kingkiller Chronicles, and my build ... isn't much like Kvothe at all. Kvothe would be a skill monkey with 6 or 7 Intellect, for a start. Other than being musicians with red hair, I'm not sure if I'm really nailing the character concept, or if Argent Adept is supposed to have departed a long way from his inspirational counterpart. (Kvothe would also be really hard to build properly in M&M, both because he's so broad in talents and because his magic works on a different magic system.)

In any case, here's my first real effort at Argent Adept. In the card game, much of his power involves breaking the Action Economy, which is strictly limited in M&M (for good reason), but I tried to do it as much as possible anyway, mostly through Luck (Recover), which allows Argent Adept or his allies to use Extra Effort to gain additional Standard Actions.

Suggestions welcome.
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 »

Is there an accepted standard for how to make normal default abilities of heroes into Reactions?

I'm trying to make a hero who can Power Stunt as a reaction, but in the past I've also wondered about adding a Trip or Disarm effect as a reaction to making a normal Damage attack, for example.
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 »

Legacy
Paul Parsons XIII
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [56 PP]

Strength 6 (+11); Stamina 9 (+10); Agility 1 (+1); Dexterity -1 (-1)
Fighting 4 (+4); Intellect 0 (+0); Awareness 5 (+5); Presence 4 (+4)
Load limit 200 tons

POWERS [55 PP]
Costume [2 / 3 PP] (Removable):
Protection 3
Student of America [2 PP]:
Enhanced Expertise: History 6, FLAW: Limited to USA history
Legacy Evolutions [44 PP]:
Buzzing in the Head: Senses 2 (Radius Danger Sense: mental), EXTRA: Feature 1 (detects military threats to community)
Super-Strength:
  • Enhanced Strength 5
  • Power-Lifting 2
  • Strength Damage Array:
    • Damage 11
    • Massive Knockback: Damage 6 (Strength-based), LINKED: Move Object 10, FLAWS: Close, Limited Direction (fling away)
Brick Attitude:
  • Immunity 2 (own Slam attacks)
  • Enhanced Advantage 1 [Ultimate Effort (Toughness)]
Vitality:
  • Enhanced Stamina 1
  • Enhanced Advantage 1 [Great Endurance], FLAW: Permanent
Flight: Flight 5 - (60 mph, 900 ft/round)
  • ALT - Exceptional Athlete:
    • Enhanced Athletics 8
    • Fleet of Foot: Speed 4 - (30 mph, 500 ft/round)
    • Leaping 2 - (30 ft at 8 mph)
Keen of Eye:
  • Senses 1 (Extended 1 sight)
  • Enhanced Advantage 1 [Ultimate Effort (Perception)]
Impervious Skin: Impervious Toughness 9
Conviction [1 PP]:
Feature 1 (use Persuasion to Demoralize)
Beacon of Inspiration [6 PP]:
Luck Control 1 (Spend on Other), FLAWS: Limited to Recover, Communication-Dependent
Enhanced Advantage 4 [Inspire 4]
Healing 1, EXTRAS: Action 1, Area (Perception: hearing), Selective, FLAWS: Communication-Dependent, Expertise: Leadership Check Required 3

ADVANTAGES [12 PP]

Benefit 1 (Status 1: beloved national hero), Defensive Roll 1, Equipment 4, Favored Foe (Eastern Europeans), Great Endurance, Improved Initiative 1, Inspire 4, Interpose, Languages 1, Teamwork, Ultimate Effort 1 (Healing), Ultimate Effort 2 (Perception, Toughness)
Equipment [18 ep]
  • Smartphone [2 ep]
  • Commlink [1 ep]
  • Shared Vehicle: Freedom Copter [9 / 45 ep] (detailed under The Wraith)
Freedom Tower [6 / 30 ep]:
HQ: PL10; Size G; Toughness +10 (Impervious 5).
Features: Combat Simulator 2/Gym, Communications, Computer, Fire Prevention System, Hangar, Holding Cells (Nullify 10), Infirmary, Laboratory, Living Space, Power System, Security System 3 - (DC 30), Workshop.
Bunker Launcher: Leaping 23 (8000 mi at 2000 mph), EXTRAS: Feature 3 (exceeds normal Leaping speed limit), Affects Only Others, FLAWS: Limited to Bunker, Limited to leaping away from Freedom Tower
Cryo Chamber: Environment 1 (extreme cold), FLAW: Limited to one large room
Defense System - Adhesive Foam Guns: Affliction 5 (Dodge / Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobile), EXTRAS: Increased Range 1, Progressive, Extra Condition, Alternate Resistance 0, FLAWS: Limited Degree
Languages
native: English; Russian.

SKILLS [15 PP]:

Athletics 0 (+11, or +19 with Exceptional Athlete); Close Combat: Unarmed 7 (+11); Expertise: Art 1 (+1); Expertise: History 1 (+1, or +7 USA history); Expertise: Law 2 (+2); Expertise [PRE]: Leadership 4 (+8); Expertise: Philosophy 2 (+2); Intimidation 4 (+8); Perception 2 (+7); Persuasion 5 (+9); Ranged Combat: Throwing 2 (+1)

DEFENSES [12 PP]:

Dodge 5 (+6); Parry 2 (+6)
Fortitude 0 (+10); Toughness (+14/+13*); Will 5 (+10)
*without Defensive Roll

OFFENSE:
Initiative +5
  • Slam: +9; Charging Close Damage DC 27 (Strength-based), bludgeoning; Damage DC increases to 28 at the end of a full charge.
  • Unarmed: +9; Close Damage DC 26 (Strength-based), bludgeoning.
  • Massive Knockback: +10; Close Damage DC 21 (Strength-based), bludgeoning, Linked to Close Move Object DC 20 (fling target away), bludgeoning.
  • Freedom Tower Adhesive Foam: +10; Ranged (125/250/500 ft) Affliction DC 15 (resisted by Dodge, overcome by Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobile), glue, Progressive.

COMPLICATIONS:

Motivation: "Liberty, Justice, and Defense of the Common Man!"
Nemesis - Baron Blade: Ivan Grigori Ramonat, better known to the world as Baron Blade, blames Legacy's Father for the death of his father, Soviet Superscientist, Fyodor Ramonat. Not content to simply kill Parsons, he intends to bring his world crashing down around him.
Patriotism: While he is a defender against threats throughout the world, Legacy is based in the USA both physically and emotionally. Sometimes when the USA doesn't live up to its ideals, he questions his place in the universe (and wonders if he has it harder, in this regard, than previous Legacies).
Family Man: Paul Parsons has a wife and a daughter, Pauline, who is developing her own powers to be the next Legacy. Supervillains know this about the Legacy line, and could potentially desire to end the tradition.
Pride: Legacy is proud of his family ... well ... legacy, and will strive to preserve their reputation.
Responsibility: Legacy gathered and organized the Freedom Five, and it's his goal to keep them together.
Fame: American children grow up hero-worshiping Legacy.

ABILITIES [56] + POWERS [55] + ADVANTAGES [12] + SKILLS [15] + DEFENSES [12]
= 150 PP TOTAL


BIO:

Paul Parsons the Eighth of Chicago, Illinois, comes from a long line of prominent American-patriot superheroes. A Parsons has fought in nearly every major American war, back to the French and Indian War in colonial times. Since the Revolutionary era, the line has developed superpowers, which grow and expand with each new generation.

NOTES:

I wanted to put Next Evolution into the build somewhere, but I couldn't figure out how, as it's essentially supposed to be a Power Stunt rather than something Legacy uses consistently. I considered Variable 1 (Limited to Immunity 5 to damage of a particular descriptor, Tiring, Action 3), but that was too expensive for what it gave him. I also considered Luck (Recover) 3 (Limited 2 to Power Stunt: Immunity 5), but that encouraged the player to use Next Evolution at least 3 times per session, rather than just occasionally. I'd still like to do some kind of a Feature that lets him Power Stunt as a Reaction (so he can become immune to an attack when it hits him), if I could figure out how to determine a fair price for such an ability within the rules.

Anyway, here's the Flying Brick/Paragon archetype for the Sentinels multiverse. I made Slam his default offensive strategy, and I like the interpretation of the rules where the -2 penalty of Charging/Slamming can be bought off by 2 additional ranks of Close Combat.

I do feel a bit bad about making his Dexterity so low, so maybe at some point I'll scrounge up 2 points to change that.

Some inspiration (mostly for Complications) taken from this guy's build.
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 »

Sherlock Holmes
Power Level 7, PC-budget (105 PP)
Image

ABILITIES [54 PP]

Strength 4 (+4); Stamina 3 (+3); Agility 1 (+1); Dexterity 3 (+3)
Fighting 4 (+4); Intellect 7 (+7); Awareness 3 (+3); Presence 2 (+2)
Load limit 800 lb.

POWERS [10 PP]
Superb Chemist [2 PP]:
Enhanced Expertise: Science 6, FLAW: Quirk 1 (does not include astronomy, or plant biology other than poisons and drugs)
Violinist [2 PP]:
Enhanced Expertise: Music Performance 6, FLAW: Limited to violin
Disguise Artist [2 PP]:
Enhanced Deception 6, FLAW: Limited to acting and disguises
Sensational Reader [1 PP]:
Enhanced Expertise: Pop Culture 3, FLAW: Limited to literature
Personal Analysis [2 PP]:
Enhanced Insight 4, FLAW: Investigation Check Required 1
(1 rank of Enhanced Insight per Investigation result in excess of 10)
Enhanced Insight 3, FLAW: Limited to male subjects
Superb Scene Analysis [1 PP]:
Senses 4 (Postcognition), EXTRA: Sustained, FLAWS: Investigation Check Required 1, Activation 2
(Investigation DC 14, all-or-nothing)

ADVANTAGES [17 PP]

Beginner's Luck, Contacts, Defensive Roll 4, Equipment 3, Fast Grab, Favored Foe (criminals), Improved Trip, Languages 1, Luck (Heroic Feat) 1, Power Attack, Ultimate Effort (Perception), Well-Informed
Equipment [15 ep]
  • Evidence Kit [1 ep]
  • Pipe [1 ep]
  • Trenchcoat [1 ep]: Protection 1
  • Light Pistol [6 ep + 2 ep for Alternate Equipment]: Damage 3, EXTRA: Increased Range 1
    • ALT - Cane: Damage 2 (Strength-based)
    • ALT - Riding Crop: Damage 1 (Strength-based)
221B Baker Street [4 / 7 ep]:
HQ: PL7; Size T; Toughness +8.
Features: Laboratory, Library, Living Space, Personnel (Ms. Hudson), Secret 1 (DC 20), Secret Compartments 1 (DC 20), Violin.
Languages
native: English; Latin.

SKILLS [14 PP]:

Close Combat: Clubs 2 (+6); Close Combat: Swords 1 (+5); Close Combat: Unarmed 3 (+7); Deception 0 (+2, or +8 acting or disguises); Expertise: Art 1 (+8); Expertise: Cryptography 1 (+8); Expertise: Current Events 1 (+8); Expertise: Law Enforcement 1 (+8); Expertise: Local - London 1 (+8); Expertise [PRE]: Music Performance 0 (+8, violin only); Expertise: Pop Culture 0 (+10, literature only); Expertise: Psychology 1 (+8); Expertise: Science 0 (+13, not astronomy or "ordinary"-plant biology); Insight 0 (+3, or +6 males; up to +4 with DC 14 Investigation Check); Investigation 5 (+12); Perception 6 (+9); Ranged Combat: Guns 4 (+7); Sleight of Hand 1 (+4)

DEFENSES [10 PP]:

Dodge 2 (+3); Parry 0 (+4)
Fortitude 4 (+7); Toughness (+8/+4*); Will 4 (+7)
*without Defensive Roll

OFFENSE:
Initiative +1
  • Unarmed: +7; Close Damage DC 19 (Strength-based), bludgeoning.
  • Light Pistol: +7; Ranged (75/150/300 ft) Damage DC 18, piercing/ballistic.
  • Cane: +6; Close Damage DC 21 (Strength-based), bludgeoning.
  • Riding Crop: +4; Close Damage DC 20 (Strength-based), slashing.

COMPLICATIONS:

Motivation - Mental Thrills: While he appreciates that his efforts make the world a better place, Holmes will turn down an altruistic case if he doesn't find it interesting; the mental challenge is the true reason he does detective work.
Addiction: Relies on a steady stream of tobacco, and sometimes indulges in opium and cocaine when he doesn't have an interesting case to occupy his mind.
Antisocial: While he is polite and competent at social interactions, Holmes prefers to avoid them in most situations. He especially considers most women an inscrutable mystery to be avoided.
Consultant: Despite his rank in Expertise: Law Enforcement, Holmes is only a consultant to the police force; he has no legal authority to arrest anyone.
Fame: Later in his career, Holmes is practically hounded by flocks of would-be clients.
Hoarder: Holmes's flat is messy to the untrained eye, cluttered with quirky possessions and especially filled with documents of all varieties, as destroying paper documents is anathema to him.
Nemesis: Dr. James Moriarty, who sees Holmes's formidable record as an interesting challenge to overcome.
Obsession: Holmes has a tendency to focus in on one thing at a time (or two things, if playing the violin counts, since he uses it as a meditation technique), sometimes going overboard in his pondering of a case.
Quirk: Sometimes uses a riding crop as his melee "weapon" of choice, even though it's less effective than a real weapon. He also doesn't take his pistol with him all the time.
Relationships: Holmes is personally intimate only with Dr. John Watson. He also has a loose friendship with Investigator Lestrade, and is fond of Ms. Hudson.
Rivalry: His brother Mycroft, whom he considers more intelligent than himself. The two have a rocky relationship, however, partly owing to the fact that Mycroft is lazy and doesn't use his intelligence as much as he could.

ABILITIES [54] + POWERS [10] + ADVANTAGES [17] + SKILLS [14] + DEFENSES [10]
= 105 PP TOTAL


BIO:

Sherlock's early personal life is vague and unremarkable; his parents seem to have been ordinary, the greatest claim to fame in his family history being a distant connection with a middling French artist. Sherlock lives at 221B Baker Street in London with John Watson, working as a private detective.

NOTES:

This is Holmes from the original Arthur Conan Doyle literature, not a modern or action-based interpretation of the character.

I went with PL7 for flavor's sake, but since Holmes isn't primarily a combatant, he only hits Power Level caps in Fortitude/Will. He's PL6 in melee combat, PL5 with a gun.

I originally had a Benefit making Insight based on Intellect instead of Awareness for the character, which was flavorful, but felt like cheating since it was basically 1 free Power Point for no drawback whatsoever. Giving Enhanced Insight 4, Investigation Check Required accomplishes basically the same thing in a more legal way (and correspondingly can fail, with a natural 1 on Investigation).

Like most rich characters, Sherlock has a lot of Complications, for what should be a steady stream of Hero Points. Beginner's Luck, Heroic Feats, and Power Stunts consisting of Limited Enhanced Skills are extremely appropriate for the character, even though I've covered the Skills and Advantages that he uses consistently.

I decided that Watson, although a lower PL, should be a PC in a Sherlock campaign, and not merely a Sidekick. And should share ownership of 221B Baker Street.

I suppose Mycroft would have 8 Intellect.

Holmes is described in the books as getting an extremely generous salary considering the living expenses of his day, but he never seems to use his money in a way that would demonstrate the Wealth Advantage. I guess maybe just feeding his Laboratory Feature and his Addiction Complication must bring up his living expenses to match his income.
Last edited by CaptainKaulu on Thu Feb 27, 2020 7:02 pm, edited 15 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 »

Cyrano de Bergerac
Savinien de Cyrano de Bergerac
Power Level 6, PC-budget (90 PP)
Image

ABILITIES [40 PP]

Strength 1 (+1); Stamina 3 (+3); Agility 3 (+3); Dexterity 1 (+1)
Fighting 5 (+5); Intellect 4 (+4); Awareness 2 (+2); Presence 1 (+1)
Load limit 100 lb.

POWERS [7 PP]
Big Nose [1 PP]:
Senses 1 (Extended 1 smell)
Lunge [2 PP]:
Reach 1, EXTRA: Variable Descriptor 1 (mid-length melee weapons)
Lucky Warrior [1 PP]:
Enhanced Advantage 2 [Luck (Improve Roll) 2], FLAW: Limited to in-combat
Master Poet [2 PP]:
Enhanced Expertise: Writing 6, FLAW: Limited to poetry
Nativity of Experience [1 PP]:
Enhanced Expertise: History 4, FLAW: Limited 2 to French nobility

ADVANTAGES [21 PP]

Benefit 3 (Status 1: noble, Wealth 2: independently wealthy), Defensive Roll 3, Equipment 3, Fascinate (Expertise: Writing), Improved Critical (Rapier) 3, Improved Initiative 1, Jack-of-All-Trades, Languages 2, Limited Luck (Improve Roll) 2, Minion 1, Skill Mastery (Expertise: Writing), Takedown 1, Ultimate Effort (Aim)
Equipment [15 ep]
  • Leather Armor [1 ep]: Protection 1
  • Rapier [3 ep + 1 ep for Alternate Equipment]: Damage 3 (Strength-based)
    • ALT - Dagger: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
Manor [8 ep]:
HQ: PL6; Size H; Toughness +8.
Features: Laboratory, Library, Living Space, Stables.
Carriage [2 ep]:
Vehicle: Size L; Strength 5 - (Load limit 1600 lb.); Defense 8 (-2); Toughness +7.
Carriage does not have an innate Speed, but relies on horses to pull it.
Languages
native: French; Latin, Spanish.

SKILLS [13 PP]:

Athletics 3 (+4); Close Combat: Fencing 3 (+8); Deception 4 (+5); Expertise: History 0 (+4, or +8 French nobility); Expertise: Military 3 (+7); Expertise [PRE]: Music Performance 3 (+4); Expertise: Science 2 (+6); Expertise: Writing 4 (+8, or +14 poetry); Intimidation 4 (+5)

DEFENSES [9 PP]:

Dodge 2 (+5); Parry 0 (+5)
Fortitude 2 (+5); Toughness (+7/+4*); Will 5 (+7)
*without Defensive Roll

OFFENSE:
Initiative +7
  • Unarmed: +5; Close Damage DC 16 (Strength-based), bludgeoning.
  • Rapier: +8; Close (10-ft reach) Damage DC 19 (Strength-based), piercing, crit 17-20.
  • Dagger: +5; Close Damage DC 17 (Strength-based), piercing, crit 19-20.

COMPLICATIONS:

Ugly: Cyrano is ashamed of his large nose and his resultant ugliness, and is therefore much less confident in social situations than he would otherwise be. He hides it under a thick cover of panache, except in romantic settings, where he just feels hopeless.
Relationships: Cyrano is deeply in love with his distant cousin, Roxanne. He is also good friends with the dim-witted but handsome Christian de Neuvillette, due to Roxanne's request that he befriend and protect Christian. He's gotten himself stuck in a situation where Roxanne thinks his love poetry to her is from Christian. He has a love-hate relationship with his commander, de Guiche.
Enemies: Cyrano has made many enemies among the French nobility. Also, France is at war with Spain.
Prejudice: Cyrano is a Gascon, from southwestern France, which are an unpopular group among the French nobility. His accent easily identifies him when he does not take pains to cover it up.
Brash: Cyrano is supremely confident in his fighting skills, and thus does not hesitate to engage in battles where he is vastly outnumbered. And he must back up this confidence with words in public whenever possible.
Astronaut Before His Time: Cyrano has a mild fascination with the prospect of humanity someday reaching the Moon.
From An Earlier Age: Cyrano is unfamiliar with science, history, technology, or anything else, from A.D. 1700 on.

ABILITIES [40] + POWERS [7] + ADVANTAGES [21] + SKILLS [13] + DEFENSES [9]
= 90 PP TOTAL


BIO:

A duelist (not a musketeer) and an intellectual and artist in the mid-1600s in France.

NOTES:

I love swashbucklers. I enjoyed reading Cyrano in a high school English class. And for how old the play is, it's remarkably modern as an action/drama.

Compared to an earlier build of this character (on roninarmy.com), I made a few small edits; mostly his Writing skill is a little less sky-high, in keeping with the general standards of skill bonuses in this thread, and his Luck advantage is doubled but restricted to in-combat, as the character is actually quite unlucky in the story.
Last edited by CaptainKaulu on Thu Feb 27, 2020 7:58 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 »

Cyrano's Horse
Minion to Cyrano de Bergerac
Power Level 3, Minion Rank 1 (15 PP)

ABILITIES [-14 PP]

Strength 0 (+4); Stamina 0 (+4); Agility 1 (+1); Dexterity -4 (-4)
Fighting 2 (+2); Intellect -4 (-4); Awareness 1 (+1); Presence -3 (-3)
Load limit 800 lb.

POWERS [15 PP]
Large [9 PP]:
Growth 4, EXTRAS: Permanent, Innate
(weighs approximately 1100 lb.)
Trot [4 PP]:
Speed 4 - (30 mph, 500 ft/round)
Beast Senses [2 PP]:
Senses 2 (Extended 1 sight, Low-Light Vision)

ADVANTAGES [4 PP]

Great Endurance, Improved Initiative 1, Move-By Action, Second Chance (tripping)

SKILLS [4 PP]:

Athletics 4 (+8); Intimidation 0 (-1); Perception 4 (+5); Stealth 0 (-3)

DEFENSES [6 PP]:

Dodge 3 (+2); Parry 2 (+2)
Fortitude 1 (+5); Toughness (+4); Will 0 (+1)

OFFENSE:
Initiative +5
  • Unarmed: +2; Close Damage DC 19 (Strength-based), bludgeoning.

COMPLICATIONS:

Motivation - Animal Loyalty: Ordinary riding/carriage-pulling horse.
Disability: Horses are mute and have no hands.
Semi-Docile: Cyrano's horse is not trained extensively for battle and will get spooked if attacked.

ABILITIES [-14] + POWERS [15] + ADVANTAGES [4] + SKILLS [4] + DEFENSES [6]
= 15 PP TOTAL


NOTES:

Slight embellishment of the Horse stat block given in the Gamemaster's Guide.
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 »

Mal
Captain Malcolm Reynolds
Power Level 7, PC-budget (105 PP)
Image

ABILITIES [42 PP]

Strength 2 (+2); Stamina 5 (+5); Agility 2 (+2); Dexterity 1 (+1)
Fighting 3 (+3); Intellect 2 (+2); Awareness 3 (+3); Presence 3 (+3)
Load limit 200 lb.

POWERS [14 PP]
Brawler [1 PP]:
Damage 1 (Strength-based)
Modified Liberty Hammer [6 / 10 PP] (Easily Removable):
Damage 5, EXTRA: Increased Range 1
Surprise Attack [3 PP]:
Enhanced Advantage 2 [Improved Critical 2], EXTRA: Variable Descriptor 2 (any weapon attack), FLAW: Limited to Vulnerable targets
Marksman [1 PP]:
Enhanced Ranged Combat: Guns 3, FLAW: Limited to pistols
Basic Mechanics [1 PP]:
Enhanced Technology 3, FLAW: Limited to mechanical subjects
Tough Little Ship [2 PP]:
Equipment 1 (vehicles), EXTRA: Durable

ADVANTAGES [17 PP]

Beginner's Luck, Defensive Roll 2, Equipment 2, Durable Equipment 1, Improved Critical (Pistols) 1, Limited Improved Critical (Variable) 2, Improved Initiative 2, Inspire 3, Languages 1, Luck (Heroic Feat) 2, Quick Draw, Ranged Attack 1, Ultimate Effort (Aim)
Equipment [13 ep]
  • Commlink [1 ep]
  • Survival Knife [3 ep]: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
  • Browncoat Outfit [2 ep]:
    • Protection 1
    • Desert Camouflage: Feature 1 (equipment bonus +5 to Stealth in arid surroundings)
  • Flashlight [1 ep]
  • Restraints [1 ep]
Serenity [3 / 42 ep + 2 ep for Alternate Equipment] (Durable):
Vehicle: Size G; Strength 12; Flight 9 - (1000 mph, 2 mi/round); Defense 4 (-6); Toughness +12.
Radion/Accelerator Core (AE of Flight): Movement 1 (Space Travel 1) - (within solar system)
Radar: Senses 6 (Extended 3 Radio, Tracking 2: Radio)
Features: Autopilot 1 - (+4), Communications, Computer, Fire Prevention System, Hidden Compartments 1 - (DC 20), Nav System, Room: Garage, Room: Gym, Room: Infirmary, Room: Living Space, Security System 1 - (DC 20), Shuttle Docking Ports, Spacewalking Suits.

ALT - Endo/Exo-Atmospheric Shuttle (Durable):
Vehicle: Size H; Strength 8; Flight 10 - (2000 mph, 4 mi/round); Defense 6 (-4); Toughness +9.
Radar: Senses 6 (Extended 3 Radio, Tracking 2: Radio)
Features: Autopilot 1 - (+4), Communications, Computer, Fire Prevention System, Hidden Compartments 1 - (DC 20), Nav System, Security System 1 - (DC 20).

ALT - MF-813 Flying Mule (Durable):
Vehicle: Size L; Strength 5; Flight 7 - (250 mph, 0.5 mi/round), FLAW: Quirk 1 (not enclosed for high-altitude flight); Defense 8 (-2); Toughness +7.
Languages
native: English; Mandarin.

SKILLS [20 PP]:

Acrobatics 1 (+3); Athletics 4 (+6); Close Combat: Unarmed 6 (+9); Deception 4 (+7); Expertise [AWE]: Animal Handling 2 (+5); Expertise: Criminal 3 (+5); Expertise: History 1 (+3); Expertise [PRE]: Leadership 1 (+4); Expertise: Military 4 (+6); Expertise: Streetwise 3 (+5); Expertise: Theology 1 (+3); Expertise [AWE]: Wilderness Survival 1 (+4); Persuasion 2 (+5); Ranged Combat: Guns 4 (+5, or +8 pistols); Sleight of Hand 1 (+2); Technology 0 (+5, mechanical only); Treatment 1 (+3); Vehicles 1 (+2)

DEFENSES [12 PP]:

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

OFFENSE:
Initiative +10
  • Brawler: +9; Close Damage DC 18 (Strength-based), bludgeoning.
  • Modified Liberty Hammer: +8; Ranged (125/250/500 ft) Damage DC 20, piercing/ballistic, crit 19-20.
  • Survival Knife: +3; Close Damage DC 18, piercing, crit 19-20.

COMPLICATIONS:

Motivation - Freedom: While he ostensibly does any mercenary work that will get him paid, Mal's real goal is to live a free life, away from government restrictions.
Aims to Misbehave: Mal still resents the Alliance government and military and their victory over the Independents. He loves to stir up trouble for them.
God Ain't Welcome: Mal is angry at God and religion for "letting" his side lose the Unification War. Raised as a man of faith, this causes him much secret pain.
Prejudice: Mal's allegiances are clear to anyone with military background, owing to the Browncoat he still insists on wearing.
Honor: "Never leave a man behind," absolute loyalty to his crew as long as they're loyal to him, never take a job that conflicts with his (admittedly unique) conscience, and keep to his word as long as it don't get anybody killed.
Relationships: Zoë is Mal's oldest and most loyal friend. He is strongly attracted to Inara, has a sort of older-brotherly relationship to Kaylee, and knows that someday the money will be good enough to make Jayne turn on him. He's not sure what to make of River, but she sees him as a kindred soul because of the inner pains they both share.
Trigger-Happy: When he has determined that someone might be trying to kill him, Mal will "try to kill him right back," shooting first and asking questions later (if at all).
Enemy: Adelai Niska, a cruel crime boss who sometimes hires Mal, but in the long run wants to bring him down.
Things Don't Go Smooth: Mal's carefully-laid plans go awry remarkably often.

ABILITIES [42] + POWERS [14] + ADVANTAGES [17] + SKILLS [20] + DEFENSES [12]
= 105 PP TOTAL


BIO:

Raised on the planet Shadow, on a ranch, by Mother and about 40 hired hands who taught him to shoot his way out of bad situations. Fought for the Independents/"Browncoats" in the Unification War, alongside Zoë, as sergeant and then captain of the 57th Overlanders. After the devastating Battle of Serenity Valley, he (considering himself dead inside) decided that all a man should have faith in is the ship that gives him freedom to fly about independently. He purchased a fixer-upper Firefly-class mid-bulk transport, and has been gathering a crew for her ever since.

Mal has been arrested 5 times, but the charges have never stuck.

NOTES:

I decided I can do the Firefly cast if (like the Star Trek characters) I don't try to make them all the same Power Level. The more combatant ones are allowed to be PL7, while the more specialized/pacifist skillmonkeys will probably be PL4 or 5.

Mal is PL7 in ranged combat, but only PL6 (offense) or PL6.5 (defense) in close (unarmed) combat.

The "Durable" Modifier to the Equipment Advantage is found in the Vehicles Gadget Guide.

I'm not sure if Serenity's shuttles are capable of traveling between moons and planets on their own. Anyone sure? I know Inara visits planets in her shuttle without Serenity, but I'm under the impression they have to fly her pretty close first.
Last edited by CaptainKaulu on Sun Mar 01, 2020 2:43 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 »

Zoë
Zoë Alleyne Washburne
Power Level 7, PC-budget (105 PP)
Image

ABILITIES [48 PP]

Strength 2 (+2); Stamina 4 (+4); Agility 4 (+4); Dexterity 2 (+2)
Fighting 5 (+5); Intellect 1 (+1); Awareness 5 (+5); Presence 1 (+1)
Load limit 200 lb.

POWERS [14 PP]
Martial Arts [1 PP]:
Enhanced Strength 1, FLAW: Limited to dealing damage in melee
Modified Hogleg [7 / 13 PP] (Easily Removable):
Hogleg Slug [11 PP + 2 PP for Alternate Effects]: Damage 5, EXTRA: Increased Range 1, Dangerous 1
  • ALT - Hogleg Shot: Damage 5, EXTRAS: Increased Range 1, Accurate 1, FLAW: Limited to targets without Protection [partial 2]
  • Hogleg Club: Damage 2 (Strength-based)
Surprise Attack [2 PP]:
Enhanced Advantage 2 [Improved Critical 2], EXTRA: Variable Descriptor 1 (any melee weapon attack), FLAW: Limited to Vulnerable targets
Rifleist [1 PP]:
Enhanced Ranged Combat: Guns 3, FLAW: Limited to rifles
Basic Mechanics [1 PP]:
Enhanced Technology 3, FLAW: Limited to mechanical subjects
Tough Little Ship [2 PP]:
Equipment 1 (vehicles), EXTRA: Durable

ADVANTAGES [16 PP]

Assessment, Close Attack 4, Defensive Roll 2, Equipment 2, Durable Equipment 1, Improved Critical (Shotguns) 1, Limited Improved Critical (Variable Melee) 2, Improved Initiative 1, Languages 1, Luck (Heroic Feat) 1, Move-By Action, Ranged Attack 1, Ultimate Effort (Stealth)
Equipment [15 ep]
  • Commlink [1 ep]
  • Garrote [3 ep + 1 ep for Alternate Equipment]: Grabbing, EXTRAS: Concealable, Choking, Entangling
    • ALT - Combat Knife: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
  • Ballistic Mesh Vest [3 ep]: Protection 3, EXTRA: Subtle 1, FLAW: Limited to ballistic attacks [partial 2]
  • Flashlight [1 ep]
  • Restraints [1 ep]
  • Wilderness Survival Kit [1 ep]
  • Shared Vehicle: Serenity (detailed under Mal) [5 ep]
Languages
native: English; Mandarin.

SKILLS [20 PP]:

Acrobatics 1 (+5); Athletics 5 (+7); Close Combat: Knives 1 (+10); Close Combat: Unarmed 1 (+10); Deception 3 (+4); Expertise: Criminal 3 (+4); Expertise: Military 4 (+5); Expertise: Streetwise 4 (+5); Expertise [AWE]: Wilderness Survival 1 (+6); Intimidation 3 (+4); Perception 2 (+7); Ranged Combat: Guns 3 (+6, or +9 rifles); Sleight of Hand 2 (+4); Stealth 4 (+8); Technology 0 (+4, mechanical only); Treatment 2 (+3); Vehicles 1 (+3)

DEFENSES [7 PP]:

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

Vs. Ballistic Attacks:
Toughness (+9/+7*)

OFFENSE:
Initiative +8
  • Unarmed: +10; Close Damage DC 18 (Strength-based), bludgeoning.
  • Hogleg Club: +9; Close Damage DC 20, bludgeoning.
  • Garrote Grab: +9; Close; DC 12 (with a -2 penalty to escape); causes suffocation.
  • Combat Knife: +10; Close Damage DC 19 (Strength-based), piercing, crit 19-20.
  • Hogleg Shot: +11; Ranged (125/250/500 ft) Damage DC 18, piercing/ballistic, crit 19-20.
  • Hogleg Slug: +9; Ranged (125/250/500 ft) Damage DC 20, piercing/ballistic, crit 19-20.

COMPLICATIONS:

Motivation - Loyalty: Zoë still considers Mal her military leader and is absolutely devoted to him.
Aims to Misbehave: She is also sympathetic to Mal's love of freedom and his mischievous attitude (or smoldering hatred) towards Alliance officials or veterans.
Independent, Cool Mind: While Zoë will follow orders, that doesn't mean she always agrees with them. More cerebral than her heart-on-his-sleeve captain, she often has lurking reservations.
Relationship: While she was in denial at first, she is in love with her husband Wash.
Memorable: Zoë's exotic beauty sometimes makes her stand out in folks' memories.

ABILITIES [48] + POWERS [14] + ADVANTAGES [16] + SKILLS [20] + DEFENSES [7]
= 105 PP TOTAL


BIO:

Born "in the black," raised aboard spaceships, Zoë is a career soldier and assassin. She served under Mal in the Unification War and, as their philosophies of life were extremely compatible, continued to serve with him after the war was lost. She didn't think much of Serenity when the ship was bought, but agreed to serve as First Mate anyway.

Mal doesn't approve of shipboard romances, but allowed Zoë and Wash to marry, figuring that was as good a cure as any for romance.

NOTES:

I've used the Garrote's Extras in other builds, but anyway ... these features come from the Archaic Weapons Gadget Guide.

There's more I could add to Zoë's assassin skills, but hopefully hero points and Luck (Heroic Feat) can cover it.

Using Hogleg Shot is essentially just the same as using Hogleg Slug with the Accurate Attack maneuver, but ... oh well. It's there anyway, for flavor or if she wants to combine its use with another Maneuver.

Her Defenses are a cute little trick. Since ballistic attacks are Ranged almost by definition, I made her Ranged Defense (vs. ballistic) and her Melee Defense both PL7, but with different Toughness numbers for each.
Last edited by CaptainKaulu on Fri Feb 28, 2020 5:47 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 »

Wash
Hoban Washburne
Power Level 5, PC-budget (75 PP)
Image

ABILITIES [32 PP]

Strength 1 (+1); Stamina 3 (+3); Agility 2 (+2); Dexterity 4 (+4)
Fighting 1 (+1); Intellect 2 (+2); Awareness 2 (+2); Presence 1 (+1)
Load limit 100 lb.

POWERS [10 PP]
Pilot [2 PP]:
Enhanced Vehicles 3, FLAW: Limited to flying
Specialization: Enhanced Vehicles 4, FLAW: Limited 2 to mid-bulk transports
Finally Sees the Stars [2 PP]:
Enhanced Perception 6, FLAW: Limited to visual senses
Mechanical Knack [1 PP]:
Enhanced Technology 3, FLAW: Limited to mechanical subjects
Jokester [2 PP]:
Enhanced Expertise: Acting 6, FLAW: Limited to comedy
Rawr [1 PP]:
Enhanced Expertise: Science 4, FLAW: Limited 2 to dinosaur zoology
Tough Little Ship [2 PP]:
Equipment 1 (vehicles), EXTRA: Durable

ADVANTAGES [12 PP]

Defensive Roll 1, Disarming 1 (DC 12), Equipment 1, Durable Equipment 1, Improved Initiative 1, Languages 1, Luck (Improve Roll) 1, Second Chance 2 (seduction, torture), Skill Mastery (Vehicles), Teamwork, Ultimate Effort 2 (Defense, Vehicles)
Equipment [8 ep]
  • Commlink [1 ep]
  • Flashlight [1 ep]
  • Multi-Tool [1 ep]
  • Shared Vehicle: Serenity (detailed under Mal) [5 ep]
Languages
native: English; Mandarin.

SKILLS [13 PP]:

Athletics 1 (+2); Close Combat: Unarmed 4 (+5); Deception 2 (+3); Expertise [PRE]: Acting 0 (+7, comedy only); Expertise: Geography 3 (+5); Expertise: Military 1 (+3); Expertise: Science 2 (+4, or +8 dinosaurs); Perception 2 (+4, or +10 visual); Persuasion 3 (+4); Ranged Combat: Guns 1 (+5); Sleight of Hand 1 (+5); Technology 2 (+4, or +7 mechanical); Vehicles 4 (+8, or +11 flying, or +15 mid-bulk transports)

DEFENSES [8 PP]:

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

OFFENSE:
Initiative +6
  • Unarmed: +5; Close Damage DC 16 (Strength-based), bludgeoning.

COMPLICATIONS:

Motivation - Loyalty: Wash took the pilot job of Serenity as an ordinary paying job, but has since come to stay with the ship because of his relationships with Mal and especially Zoë.
Relationship: Wash has "a beautiful wife who can kill [him] with her pinky." Their relationship is good, but complex. Wash is concerned that Zoë is more masculine than himself sometimes; he is working on getting over the fact that she has such a strong relationship with Mal; and he worries intensely about her when she's on a job.
Lightweight: Wash's Fortitude checks are Impaired (-2) against intoxication or other drugs.
Sort of Environmentalist: Wash hates pollution and the way it restricts his ability to see far. He loves outer space for that reason.
Chatterbox: Wash is an incorrigible talker and usually jokes around even in serious situations. Sometimes this diffuses tense moments. Other times it's not a great idea.
Leaf on the Wind: Wash has a mantra he recites repeatedly in tense situations (especially while flying).
Reputation: Lots of ships would like to hire Wash for his piloting skill.

ABILITIES [32] + POWERS [10] + ADVANTAGES [12] + SKILLS [13] + DEFENSES [8]
= 75 PP TOTAL


BIO:

Grew up on a planet so polluted that he couldn't see the stars. Went into a spacefaring career to escape that. Fought in the Unification War ... sort of. He got shot down while piloting his first mission, and spent most of the war as a POW entertaining other POWs with shadow puppets.

When he applied to fly Serenity, Zoë protested, not liking him at first (his mustache didn't help). Mal admitted that his bright Hawaiian shirts, constant talking, and toy dinosaurs would take some getting used to, but hired him anyway based on his reputation as an expert pilot. Mal hasn't regretted that decision.

NOTES:

As mentioned in Mal's Notes, Wash—not a combatant—is only PL5, and doesn't even hit PL5 limits (except, of course, as a pilot). Even so, I was able to be generous with some traits in order to fill out 75 Power Points.
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 »

Jayne
Jayne Cobb
Power Level 7, PC-budget (105 PP)
Image

ABILITIES [22 PP]

Strength 4 (+4); Stamina 4 (+4); Agility 1 (+1); Dexterity 1 (+1)
Fighting 4 (+4); Intellect -2 (-2); Awareness 0 (+0); Presence -1 (-1)
Load limit 800 lb.

POWERS [17 PP]
"Vera" [9 / 15 PP] (Easily Removable):
Customized Callahan Fulll-Bore Autolock: Damage 5, EXTRA: Increased Range 1, Multiattack
Plays the Guitar [2 PP]:
Enhanced Expertise: Music Performance 6, FLAW: Limited to guitar
Gun Savant [2 PP]:
Enhanced Technology 8, FLAW: Limited 2 to guns
Combat Instincts [2 PP]:
Enhanced Insight 6, FLAW: Limited to resisting in-combat interaction skills
Tough Little Ship [2 PP]:
Equipment 1 (vehicles), EXTRA: Durable

ADVANTAGES [31 PP]

All-Out Attack, Chokehold, Close Attack 4, Defensive Roll 4, Equipment 4, Durable Equipment 1, Extraordinary Effort, Fast Grab, Improved Critical (Assault Rifles) 2, Improved Initiative 2, Languages 1, Quick Draw, Ranged Attack 6, Startle, Takedown 1, Tracking
Equipment [25 ep]
  • Commlink [1 ep]
  • Sniper Rifle [13 ep + 3 ep for Alternate Equipment]: Damage 5, EXTRAS: Increased Range 1, Extended Range 1, Dangerous 1, Targeting Scope
    • ALT - Combat Knife: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 1
    • ALT - Garrote: Grabbing, EXTRAS: Concealable, Choking, Entangling
    • ALT - Heavy Pistol: Damage 4, EXTRA: Increased Range 1
  • Camo Clothing [1 ep]: Feature 1 (equipment bonus +5 to Stealth in arid areas)
  • Flashlight [1 ep]
  • Binoculars [1 ep]
  • Shared Vehicle: Serenity (detailed under Mal) [5 ep]
Languages
native: English; Mandarin.

SKILLS [22 PP]:

Acrobatics 1 (+2); Athletics 4 (+8); Close Combat: Knives 1 (+9); Close Combat: Unarmed 2 (+10); Close Combat: Misc. 0 (+8); Deception 5 (+4); Expertise: Criminal 5 (+3); Expertise [PRE]: Music Performance 0 (+5, guitar only); Expertise: Streetwise 6 (+4); Expertise [AWE]: Wilderness Survival 2 (+2); Insight 0 (+0, or +6 resisting in-combat interaction skills); Intimidation 7 (+6); Perception 4 (+4); Ranged Combat: Guns 2 (+9); Ranged Combat: Misc. 0 (+7); Sleight of Hand 1 (+2); Stealth 3 (+4); Technology 0 (+6, guns only); Vehicles 1 (+2)

DEFENSES [13 PP]:

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

OFFENSE:
Initiative +9
  • Unarmed: +10; Close Damage DC 19 (Strength-based), bludgeoning.
  • Garrote Grab: +8; Close; DC 14 (with a -2 penalty to escape); causes suffocation.
  • Combat Knife: +9; Close Damage DC 20 (Strength-based), piercing, crit 19-20.
  • "Vera": +9; Ranged (125/250/500 ft) Damage DC 20, piercing/ballistic, crit 18-20, Multiattack.
  • Sniper Rifle: +9; Ranged (250/500/1000 ft) Damage DC 20, piercing/ballistic, crit 19-20; can use Improved Aim.
  • Heavy Pistol: +9; Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic.

COMPLICATIONS:

Motivation - Greed: Money primarily drives Jayne's loyalty. If the money's good enough, he'll "get stupid." He's even honest about that fact.
Hedonist: Jayne loves carnal pleasures such as sex and alcohol.
Crude and Rude: Jayne is crude of speech and very blunt, and often offends people verbally.
Relationships: Jayne respects Mal and Zoë, even if he isn't loyal to them; cares for Kaylee in an innocent manner; and has developed a sincere friendship with Book. He accepts that Inara is way out of his league. He truly cares a lot for his mother, Radiant Cobb, and sends much of the money he makes to her.
Enemies: Jayne has been known to have assassins sent after him. Also, River really doesn't like him.
Phobias: Jayne has a normal, healthy fear of Reavers, and then some. He also fears being "spaced" (jettisoned to his death), and River's mysterious capabilities.
Hero of Canton: Jayne is hero-worshipped in an obscure village due to accidentally saving them years ago.

ABILITIES [22] + POWERS [17] + ADVANTAGES [31] + SKILLS [22] + DEFENSES [13]
= 105 PP TOTAL


BIO:

A mercenary from Caliban, Jayne avoided fighting for either side in the Unification War. He was hired to kill Mal, but Mal noted his talents and saw a true mercenary attitude in him, and turned him with an offer of more money and his own bunk on the ship. Mal knows that Jayne's mercenary loyalties could swing the other direction someday.

In fact, Jayne betrayed the party for money on Ariel, and is now trying to atone for that fact (after Mal beat him up with a surprise attack and intimidated the crap out of him).

NOTES:

I'd give Jayne a higher Streetwise skill if not for the incident with the hat from his mother and his cluelessness about it.

I made Jayne PL7 because he should be just as capable in combat as Mal and Zoë, but this led to difficulties using up his Power Points, as he's not as well-rounded as they are. I ended up having to be pretty generous in some areas of Jayne's traits.
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