Bladewind's M&M 3ed Builds

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

Post by Bladewind »

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Jason Prince
PL13/ 303 PP


Abilities
Strength 13,
Stamina 14,
Agility 8,
Dexterity 8,
Fighting 11,
Intellect 2,
Awareness 4,
Presence 5

Powers
Demi-God: (38 points)
Speed of Hermes: Flight 11,
Strength of Gaia: Power-Lifting 9,
Precognition: Senses 4,
Immortality: Immunity 3 [Aging, Disease, Poison]
Divine Power: (24 points)
Density Control: Insubstantial 5 [Limited to letting things pass through him]
Alt: Healing Touch: Healing 10
Force Field: Create 13 [Limited to Toughness; Quirk – Check Required (Will DC 20)]
Weather Control: (40 points)
Tornado: Move Object 9 [Cylinder x2, Damaging; Distracting]
Alt: Tsunami: Damage 7 [Ranged, line Area x6 (120' long, 60' inland); Limited to along shoreline, Limited to originating from bodies of water, Distracting]
Alt: Electrokinesis: Damage 16 [Ranged (Divine Electricity); Indirect x3]
Alt: Blinding Arc: Affliction 12 [(Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware); Cumulative, Ranged, Burst Area; Sense Dependent (Vision)]
Alt: Weather Control: Environment 7 [Visibility x1 (-2 Perception), Cold (Intense Cold), Impede Movement x2 (Reduce Speed by 2),; Selective; Precise (1/2 mile radius)]
Hyppolyta's Spear: (4 points)
Polly: Damage 2 [Strength Based; Dangerous (Crit 19-20) , Reach, , Unbreakable, Removable]

Equipment

Advantages
Animal Empathy,
Attractive 1,
Languages 2 [(Greek), English, ],
Ranged Attack 1,
Ritualist,
Beginner's Luck,
Improved Aim,
Chokehold,
All-Out Attack,
Improved Defense,
Improved Disarm,
Improved Hold,
Improved Trip,
Power Attack

Skills
Acrobatics 6 (+14),
Athletics 4 (+17),
Deception 8 (+13),
Expertise: Mythology 4 (+6),
Expertise: Fishing 8 (+10),
Expertise: Seamanship 6 (+8),
Expertise: Magic 8 (+10),
Insight 8 (+12),
Intimidation 6 (+11),
Investigation 1 (+3),
Perception 8 (+12),
Persuasion 4 (+9),
Ranged Combat: Spear 1 (+10),
Stealth (+8),
Treatment 6 (+8)

Offense
Initiative +8
Unarmed +11, Damage 13
Spear (close) +11, Damage 15
Spear (Ranged) +10, Damage 15

Defense
Dodge 12,
Parry 12
Toughness 14 (Def Roll 0),
Fortitude 15,
Will 11

Power Points
Abilities 130 + Powers 106 + Advantages 15 + Skills 39 + Defenses 13 = Total 303

Complications
Inexperienced - Jason has not been in the "Hero Business" for long, and lacks the experience that the "heavy hitters" bring to the table. Mostly manifested in lower PL as compared to his sister, this is also a complication that should be played up.
Responsibility - to his sister, to doing the right thing. He came to heroics late, but now he strives to make up for it.
Enemies: Dark Gods.

Design Notes
:arrow: For a change, RAW (hence the really high PL count - with my standard house rules, he'd drop by about 18 points)
:arrow: I called him Jason Prince just for my own records. From what I can tell, he was never called anything other than Jason in the comics.
:arrow: I left off the armor - much of it is redundant IMO. He already has Zeus' power for instance. I would imagine, if the situation called for it, power stunting off his weather array and calling it the armor would be suitable.
:arrow: One of his listed powers is Weather Mimicry. I included that/ considered it to be part of the Insubstantial. Speaking of, the way it was described is that he doesn't pass through walls or such, things pass through him... Note, that in the descriptions I've read, he actually has Rank 2 Insubstantial (Gaseous). However, it specifically states that even Darkseid's Omega Beams pass through him in that state, so Rank 4 is more suitable IMO. Making it the second power in the array renders the point moot cost wise...
:arrow: the Check Required on the Force Field was in reference to the "filled with love and compassion." I chose Create to not break PL using Protection.
:arrow: I added Combat Advantages that Wonder Woman lacks - something of an oversight IMO. She can level tanks with a punch but lack finesse. His write-ups talk about Advanced Hand-to-Hand training... so I added it.
:arrow: Due to his inexperience (its highlighted a few times where I read on him), I did not go all out on the Alt Powers of Weather Control. He's a beast as is, and "experience" will make it even worse... :D

131
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

Wyvern
Angela Windsor

PL7/ 165 PP

Abilities
Strength 3,
Stamina 4,
Agility 6,
Dexterity 6,
Fighting 4,
Intellect 1,
Awareness 1,
Presence 2

Powers
Apex Simulation Protocols: (21 points)
Fast Healer: Regeneration 10,
Hardy System: Immunity 9 [(immunity to disease, poison, all environmental conditions); (own Powers)],
Quick Change: Feature 2
Enhancements: (29 points)
Wings: Flight 10 [Dynamic. 8 ranks flawed (Wings)]
Dyn: Cocoon/ Dragon Egg: Create 7 [Proportional; Quirk – Can only form shell around herself (Dome or Sphere)]
Claws: Weaken 8 [(Toughness); Linked to Str Based Damage 5]
Alt: Pathfinder: Senses 12 [Detect Path, Accurate, Acute, Direction Sense, Distance Sense, Ranged, Tracking 2; Enhanced Sight 4]
Breath Weapon: (18 points)
Corrosive Breath: Damage 7 [Cloud Area, Affects Objects, Secondary Effect; Distracting, Unreliable; Variable Descriptor (Any Acid)]
Alt: Sleep Breath: Affliction 7 [Resisted by Fort. Fatigued, Exhausted, Asleep; Cloud Area, Progressive; Distracting, Unreliable]
Alt: Energy Breath: Damage 7 [Cone Area 2; Distracting, Unreliable; Variable Descriptor (Any elemental energy – Fire, Electricity, Cold... )]
Alt: Poison Breath: Affliction 7 [Resisted by Fort. Vulnerable, Stunned, Incapacitated; Cloud Area, Progressive; Distracting, Unreliable; Variable Descriptor (Any Poison)]

Advantages
Defensive Roll 1,
Beginner's Luck,
Benefit 3 [Cypher x2, Identity],
Agile Feint,
Power Attack,
Takedown 1,
Evasion 1,
Grabbing Finesse,
Improved Defense,
Jack-of-All-Trades,
Move-by Action,
Interpose,
Connected,
Contacts

Skills
Acrobatics 6 (+12),
Athletics 6 (+9),
Close Combat: Claws 2 (+6),
Deception (+2),
Expertise (+1)
Insight 4 (+5),
Intimidation 6 (+8),
Investigation (+1)
Perception 6 (+7),
Persuasion (+2),
Sleight of Hand (+6),
Stealth (+6),
Technology (+1),
Treatment 2 (+3),
Vehicles (+6)

Offense
Initiative +6
Claws +4, Damage 10
Unarmed +4, Damage 5

Defense
Dodge 9,
Parry 9
Toughness 5 (Def Roll 1),
Fortitude 7,
Will 7

Power Points
Abilities 54 + Powers 68 + Advantages 14 + Skills 11 + Defenses 17 = Total 164

Complications


Design Notes
:arrow: Although not actively applying, I designed this character with this game in mind.
:arrow: At first glance, this is quite the hodgepodge of powers. The idea originated as a sort of amalgam of X-23 and Archangel. But I didn`t want to go with feather flechettes and the like... the breath weapon came from what drives me away from playing melee fighters - a lack of range or chance to affect multiple targets.
:arrow: the idea is that she is a mutant/ meta human/ apex augmented by tech. The tech is actually nanobots that flood her bloodstream and allow her to achieve most of her powers - including weaving clothes for her in addition to her wings and protective sphere.
:arrow: Her corrosive breath is her real mutant power - one that was completely uncontrolled and actually killing her before her augmentation. The nanobots gave her some control over it and even the ability to change it...
:arrow: Her benefits essentially make her past almost undiscoverable, with "Angela Windsor" being her true identity for almost all intents and purposes.
:arrow: Looking the means to increase to increase her Toughness in exchange for Dodge/Parry when her wings are retracted - essentially, when flying she is more vulnerable (if more agile) as the nanobots are literally drawn from her body to form the wings.
:arrow: I also want to give her the Teleport extras of Change Direction and Change Velocity - having an AP of Teleport 1 with the two Flat Extras seems cheap but the idea is that she has that much control over her speed and direction.

132
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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“Copper”
PL8/ 120 PP


Abilities
Strength 2,
Stamina 2,
Agility 0,
Dexterity 0,
Fighting 5,
Intellect 1,
Awareness 3,
Presence 1

Powers
Copper Dragon: (59 points)
Small Size: Shrinking 4,
Fire
Immunity: Immunity 5,
Dragon Hide: Protection 6,
Fast: Speed 2,
Quick: Quickness 1,
Claws, Bite: Strength Based Damage 2 (Split)
Wall Crawling: Movement 2,
Alt: Winged Flight: Flight 4
Alt: Jump: Leaping 3
Cone of Slow Gas (Breath Weapon): Weaken 5 [(Movement Effects); Cone Area, Broad]
Alt: Acid Spit (Breath Weapon): Damage 8 [Ranged, Accurate 4]
Canine Senses: (3 points)
Acute Smell, Tracking, Ultra-Hearing: Senses 3,

Advantages
Move-by Action,
Improved Initiative 1,
Assessment,
Diehard,
Fearless

Skills
Acrobatics 2 (+2),
Athletics 3 (+5),
Deception 5 (+6),
Insight 5 (+8),
Intimidation (+-1),
Investigation 5 (+6),
Perception 4 (+7),
Persuasion 5 (+6),
Stealth: Note: Perm Shrinking mod included. 4 (+8)

Offense
Initiative +4
Claws/ Bite +5/ DC 20
Acid Spit +8/ DC 23

Defense
Dodge 8,
Parry 8
Toughness 8 (Def Roll 0),
Fortitude 9,
Will 7

Power Points
Abilities 28 + Powers 59 + Advantages 4 + Skills 11 + Defenses 18 = Total 120

Complications
Loyalty – Copper was a Labrador Retriever before the virus changed him, he still has that sense of loyalty to those he considers family
Man's Best Friend – Although his Intelligence and understanding of the world have vastly increased, Copper is still a dog at his core, and as a result, sometimes has social... issues
Relationship/ Master - Copper has a human family. Although now that he's a dragon they do let him out on his won, he still cares deeply for them, especially the two brothers in the family.
Prejudice – He's a dragon...
Mute - Although he understands English, Copper cannot speak, instead making noises much like a raptor from the original Jurassic Park movies.

Design Notes
:arrow: Need to shave off 6 points, but wanted to post the build.
:arrow: This is *almost* a straight up conversion of a D&D 3.5 Copper Dragon Wyrmling, adjusted for PL... However since I have
:arrow: Background to follow, but... Copper is a Labrador Retriever... actually... he was. The virus changed him into a dragon, his name and fur-tone becoming more apt than ever...
:arrow: Decided to try the build without being able to speak. The 1st 6 PP we get will probably go the Communication ability...
:arrow: Changed the acid immunity - (I've never seen acid used as a descriptor but will probably regret it later...). I put fire immunity instead.

Background
Centuries ago, a wizard (or group of wizards) attempted to splice dragon and animal DNA to create formidable (and perhaps more controllable) guardians. Dire Wolves, Bears, Lions and other ferocious animals were all attempted. While successful, due to the nature of dragon DNA, most of these eventually died out as the Dragon dna could not be passed down naturally and all such creatures were artificial... In the rare cases where the offspring of such a creation survived, it often bore little to none of the traits of the dragon. Fast forward to the present and some of the mightiest breeds of wolves, dog and even dire wolves have become domesticated... Huskies, German Shepards, Great Danes and even some of the less imposing breeds.

Copper is one of those "less imposing breeds." Born a Labrador Retriever and adopted by a normal suburban family, the pup quickly became a beloved part of the family. Even when he became ill, the family stood by him. The vets were baffled as to his condition, not realizing or likening it to the condition that was striking people the world over... Copper was put on a strict diet, and sent home to be monitored in the comfort of his home.

One fateful night, a spark from a faulty breaker caused fire to break out in the family home. Copper barked and barked to wake up his humans, but strange sounds came from his throat instead. Not understanding, he tried to get to his family but was devastated when his two favourites - the brothers - screamed in horror when they saw him. With the fire raging he tried to bark at them again, to direct them away, but they were too afraid. Then the floor collapsed. Instinct kicked in and the Lab leaped into the hole in the floor and dragged the boys out of the house.

People screamed in horror again, but Copper was focused on saving the family and barked his strange sounds again before running back into the building. Covered in soot, the boys' father ran to them, as his younger son coughed and cried into his shoulder, his elder stared into the fire with a single word on his lips... "Copper?"

Moments later, struggling either with the larger form of their mother or the weight of the adult, the creature that had been Copper saved a third member of the family. The sound of the fire was briefly drowned out by the sounds of guns cocking as the police on the scene took aim. Assuming a defensive stance and growling defiance and anger, all that escaped was a series of hisses... until the elder brother ran forward and put himself between the police and the creature.

Turning, despite warning and commands to get out of the way, the elder brother dropped to his knees and hugged his beloved pet, not comprehending what had happened, and not caring because whatever had happened, Copper had saved them...

It took months before the home was rebuilt, and with Copper now being a dragon, it took some time before suspicion for the fire was lifted from him and confirmed to have been electrical in nature. The father of the family, a scientist, realized and was able to confirm that whatever genetic markers were buried in Copper's DNA had surfaced with a vengeance. And although their is caution when dealing with a dragon as opposed to a cuddly Labrador Retriever, Copper is still a welcome part of the family, his actions on the night of the fire never forgotten...

133
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
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The Sovereign Guard - Scirocco

Post by Bladewind »

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Scirocco (Rehenna Amunet)
PL14


Abilities
Strength 2
Stamina 3
Agility 1,
Dexterity 1,
Fighting 4,
Intellect 2,
Awareness 3,
Presence 2

Powers
Storm of Horus: (125 points)
One With the Storm: Concealment 4 [All Visual; Limited to when in a sandstorm and in either in Silicate or Sand Cloud form],
Sand Cloud: Insubstantial 2
Alt: Silicate Form: Insubstantial 1
Sandstorm: Environment 7 [Reduce Visibility, Impede Movement; -5 to Perception checks; -2 Movement speed ; 1/2 mile radius],
ind Rider: Flight 10 [9 ranks Limited to within a sandstorm; Dynamic],
Sand Demons: Summon 11 [Active, Multiple Minions 1 (2 witches); Medium – Sand Storm; Mental Link, Dynamic]
Dyn: Aerokinesis: Move Object 14 [Dynamic, 13 Ranks Damaging]
Dyn: Blinding Gust: Affliction 11 [Resisted by Dodge. Overcome by Fortitude; Impaired/ Disabled/ Unaware; Cumulative, Ranged, Burst Area; Limited to Vision; Dynamic]
Dyn: Suffocate: Affliction 9 [Resisted by Dodge, Overcome by Fortitude; Fatigued/ Exhausted/ Incapacitated; Ranged, Progressive, Burst Area; Dynamic]
Dyn: Stone Grip: Affliction 14 [Hindered/Vulnerable, Defenseless/Immobilized; Resisted by Dodge, Overcome by Strength; Extra Condition, Ranged; Limited Degree; Dynamic](16 points)
Dyn: Elemental Blast: Damage 13 [Ranged; Dynamic, Variable Descriptor (Wind and Earth Effects)]
Eye of the Storm: Remote Sensing 7 [Limited to within a sandstorm]

Godling: (26 points)
Immortal: Immortality 2 [Immunity 3 – Aging, Disease, Poison, Her own powers],
Master Linguist: Comprehend 3 [Speak/ Understand, Read],
Mask of a Thousand Faces: Morph 2 [(People of roughly her size and gender); Precise],
Always Clean: Feature 1 [Always clean]

Advantages
Daze 1, Fascinate 1,
Close Attack 1,
Favored Environment [Sand Storm],
Assessment,
Defensive Roll 13,
Artificer,
Ritualist,
Skill Mastery [Expertise: Sorcery],
Improved Initiative 2

Skills
Athletics (+2),
Deception 6 (+8),
Expertise: History 8 (+10),
Expertise: Sorcery 11 (+13),
Expertise: Civics 5 (+7),
Expertise: Science 3 (+5),
Insight 9 (+12),
Intimidation 9 (+11),
Perception 9 (+12),
Persuasion (+2),
Ranged Combat: Sorcery/ Own Powers 10 (+11), S
Sleight of Hand 6 (+7),
Stealth 8 (+9),
Vehicles (+1)

Offense
Initiative +9

Defense
Dodge 12,
Parry 11
Toughness 16 (Def Roll 13),
Fortitude 11,
Will 17

Power Points
Abilities 36 + Powers 151 + Advantages 23 + Skills 44 + Defenses 40 = Total 294

Complications
Enemies – Through many lifetimes, Scirocco has developed enemies. Some immortal, others not. As the daughter of Horus, Set (and his offspring) are among the worst among those enemies

Design Notes
:arrow: Designed to parallel the builds in the DCA series in terms of scope and power, RAW, unlimited PP
:arrow: Updated for a tabletop game called "JLA: The Lost League."
:arrow: More to follow

Background
Born in ancient Egypt to a race of cosmic beings akin to gods, Rehenna Amunet is the granddaughter of Osiris and Isis, the daughter of Horus. She chose to remain on Earth when the other gods left, a guardian of the Mystery of the Ages. She vowed never to directly interfere or guide humans to the prize, only to protect if from harm and to keep it from those who abuse its power to keep it safe for worthy seekers of her grandfather’s legacy.

Through the ages, she has remained ageless, disappearing and choosing new identities to live among people. Many of these have been in positions of influence, but the vast majority have worked from behind the scenes in relative obscurity.

With the rise of the superhero, or return of the mythic age as some called it, Scirocco took a more active role in the world. Allied with the manifested spirit of Nekhrun, Scirocco failed to protect the parents of Bruce Wayne as they came close to solving the Mystery of the Ages, and she was unable to protect him as he made his way through the labyrinth and solve the mystery (Batman: Book of the Dead is a part of this continuity)...

She was a founding member of the Sovereign Guard, a group that would have been the premiere group of superheroes of the DC Universe between the Justice Society in the forties and fifties, and the Justice League of modern times. In fact, they were the premiere team until a major crisis wiped all record of their existence and threw the team into their future, our present.

Scirocco is a powerful sorceress - capable of controlling the earth and other mystic energies. She is capable of assuming a form akin to a massive storm in which she can also summon Sand Demons, lesser duplicates of herself…
Sand Demons
PL11


Abilities
Strength 2, Stamina 1, Agility 1, Dexterity 1, Fighting 4, Intellect 2, Awareness 3, Presence 2

Powers
Storm of Horus:
One With the Storm: Concealment 4 [All Visual; Limited to when in a sandstorm and in either in Silicate or Sand Cloud form], Sand Cloud: Insubstantial 2
Alt: Silicate Form: Insubstantial 1
Wind Rider: Flight 10 [9 ranks Limited to within a sandstorm; Dynamic], Aerokinesis: Move Object 14 [Dynamic, 13 Ranks Damaging]
Dyn: Blinding Gust: Affliction 11 [Resisted by Dodge. Overcome by Fortitude; Impaired/ Disabled/ Unaware; Cumulative, Ranged, Burst Area; Limited to Vision; Dynamic]
Dyn: Sand Cloud: Insubstantial 2
(73 points)

Advantages
Favored Environment [Sand Storm], Assessment, Defensive Roll 9

Skills
Athletics (+2), Deception 2 (+4), Insight (+3), Intimidation 9 (+11), Perception 9 (+12), Persuasion (+2), Ranged Combat: Sorcery/ Own Powers 10 (+11), Stealth 6 (+7), Vehicles (+1)

Offense
Initiative +1


Defense
Dodge 12, Parry 11
Toughness 10 (Def Roll 9), Fortitude 12, Will 10

Power Points
Abilities 32 + Powers 73 + Advantages 11 + Skills 13 + Defenses 36 = Total 165
134
Last edited by Bladewind on Mon May 06, 2019 1:37 pm, edited 3 times in total.
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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Darkstar (Karnak Thoral)
PL13


Abilities
Strength 12,
Stamina 2,
Agility 3,
Dexterity 2,
Fighting 5,
Intellect 3,
Awareness 2,
Presence 2

Powers
Imskian: (63 points)
Dimensional Shifting: Shrinking 20 [Normal Strength],
Growth Punch: Damage 5 [Strength Based; Quirk—Damage based on size rank difference between Darkstar and his opponent, Quirk—Leaves Darkstar at same height as opponent]

Darkstar Exo-Mantle: (67 points)
Removable (-17 points)
Enhanced Strength 10, Flight 10, Environmental Adaptation, Space Travel 2: Movement 3, Wrist Masers: Damage 12 [Ranged; Dynamic, Precise]
Dyn: Chest Maser: Damage 13 [Line Area 2; Unreliable (5 uses), Distracting]
Dyn: Scanning Pulse: Senses 16 [(Analytical, Extended 6, Rapid, Vision Penetrates Concealment; Distance Sense, Infravision, ; Ultravision); Cannot penetrate force fields]
Force Field: Protection 8 [Sustained]

Equipment
Darkstar Cruiser- Size: Gargantuan Strength: 12 Speed: 12 (space) Defense: 6 Toughness: 12 Powers: Movement 2 (Space Flight), Cloaking Device |(Concealment 10) Features: Autopilot (+4), Communications, Computer, Navigation System, Remote Control

Advantages
Close Attack 4
Improved Initiative
1, Hide in Plain Sight,
Equipment 8 [Darkstar Cruiser]
Inventor
Improvised Tools

Skills
Acrobatics 5 (+8),
Athletics (+12),
Close Combat: Unarmed 4 (+13),
Deception 5 (+7),
Expertise: Imsk 5 (+8),
Insight 8 (+10), Intimidation (+-8), Investigation 4 (+7),
Perception 6 (+8),
Persuasion 5 (+7),
Ranged Combat: Wrist Masers 12 (+14),
Sleight of Hand 6 (+8),
Stealth: Note: Perm Shrinking mod included. (+23),
Technology 9 (+12),
Vehicles 5 (+7)

Offense
Initiative +7
Unarmed +13, Damage 12
Growth Punch +9, Damage 17, (12 + Size Difference between Thoral and target)
Wrist Masers +14, Damage 12
Chest Maser +2, Damage 13, Line Area

Defense
Dodge 16, Parry 16
Toughness 10 (Def Roll 0),
Fortitude 4,
Will 10

Power Points
Abilities 42 + Powers 130 + Advantages 16 + Skills 37 + Defenses 14 = Total 239

Complications


Design Notes
:arrow: Designed to parallel the builds in the DCA series in terms of scope and power, RAW, unlimited PP
:arrow: Created for a tabletop game called "JLA: The Lost League."
:arrow: More to follow

Background
The version of Darkstar, member of the intergalactic Darksars, is far younger than his teammates Scirocco and Nekhrun… Karnak Thoral is an Imskian, with their native ability to shrink to near microscopic size in our reality…

It is believed that the Imskian people developed the ability to shrink in order to compensate for the extreme overpopulation of our planet.

That's only mostly true.

In actual fact, their our world is"out of phase" with the mainstream universe. And in an ironic twist, when you compare worlds, Imsk is actually massive. In contrast, its cities and peoples appear to be minute in the mainstream universe. Those that journey from their world to ours “grow” to our size, when beings from our universe set foot on her soil, they are giants. Some of then can bring themselves into "mainstream" reality, and of those, even fewer can slip back into the dimensional frequency that is their world. As a result, to us, they appear to have control over their size and mass.

Some link the "condition" to the presence of the White Dwarf that brings Imsk light and warmth. Others talk about alternate dimensions and phase shifting. Those aware of the outside world simply accept things as easily as we accept our ability breathe air.

Like all planets in the territory and surrounding areas, Imsk was always vigilant against threats from the Khund, Dominators and other conquering space-faring races. With the coming of the invading fleet, an Imskian with the ability to alter his size relative to his homeworld, and was part of the defense force. Shot down by the invaders, he crashed somewhere remote in the mountains.

He was discovered by a dying alien, and although far less powerful than the fabled Green Lanterns of their eponymous Corps… the Darkstar gave up his exomantle and charged Karnak Thoral with protecting his world and other worlds within the vastness of the galaxy.

From then on Thoral has served the Darkstars, with his assigned Sector containing his homeworld, but with a greater mandate to serve where he is needed. Eventually, pursuit of a target led him to Earth some twenty or so years before the arrival of his successor, Ferrin Colos.

Thoral was a founding member of the Sovereign Guard, a group that would have been the premiere group of superheroes of the DC Universe between the Justice Society in the forties and fifties, and the Justice League of modern times. In fact, they were the premiere team until a major crisis wiped all record of their existence and threw the team into their future, our present.


135
Last edited by Bladewind on Tue May 07, 2019 2:35 pm, edited 2 times in total.
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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The Atom (Adam Thompson)
PL14


Abilities
Strength 17,
Stamina 4,
Agility 2,
Dexterity 2,
Fighting 7,
Intellect 4,
Awareness 2,
Presence 3

Powers
Scion of the Atomic Age: (128 points)
Density Decrease: Insubstantial 4
Alt: Density Increase: Protection 14
Super-Lifting: Power-Lifting 5, Superhuman Strength: Enhanced Strength 14 [Dynamic]
Dyn: Gravity Manipulation: Flight 14 [Dynamoc]
Energy Absorption: Nullify 11 [(Electromagnetic Energy); Burst Area x2; Distracting; Linked to Burst Area x2 Distracting Nullify Kinetic Energy 11]
Alt: Atomic Rearrangement: Transform 8 [Increased Duration (Continuous); Side-Effect (When used on organic matter: Affliction 12 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) ]
Alt: Atomic Blast: Damage 14 [Ranged; Precise]
Child of the Atomic Age: Immunity 10 [(Radiation)], Atomic Vision: Senses 5 [Microscopic Vision 4, Infravision, ]
Super-Speed: Speed 10

Advantages
Leadership,
Power Attack,
Improved Initiative 2,
Evasion 1
Move-By Action,
Interpose,
Improvised Tools,
Inventor,
Jack-of-All-Trades,
Accurate Attack,
Improved Critical 1

Skills
Acrobatics 6 (+8),
Athletics 4 (+21),
Close Combat: Unarmed Combat 4 (+11),
Deception (+3),
Expertise: Science 14 (+18),
Expertise (+4),
Insight 4 (+6),
Intimidation (+3),
Investigation (+4),
Perception 5 (+7),
Persuasion 6 (+9),
Ranged Combat: Atomic Blast 12 (+14),
Sleight of Hand (+2),
Stealth (+2),
Technology 14 (+18),
Treatment (+4),
Vehicles 3 (+5)

Offense
Initiative +10
Atomic Blast +14, Damage 14
Unarmed +11, Damage 17

Defense
Dodge 10,
Parry 10
Toughness 18 (Def Roll 0),
Fortitude 14,
Will 14

Power Points
Abilities 54 + Powers 128 + Advantages 12 + Skills 36 + Defenses 33 = Total 263

Complications


Design Notes
:arrow: Designed to parallel the builds in the DCA series in terms of scope and power, RAW, unlimited PP
:arrow: Created for a tabletop game called "JLA: The Lost League."
:arrow: More to follow

Background
Grandson of the original Atom (Arthur Thompson), Adam Thompson took up the mantle when the second Atom, his father, died. One of the most powerful beings on the Tangent Earth, he fought the forces of evil trying to restore honor to the tainted name...

In this version of the DCU, Adam Thompson was also the third in a generation of heroes called the Atom. He was raised on the moon by his father (Atom II) and mother, an actress. He was expected to learn all the latest on technology and be a role model. Secretly, he preferred his stash of print to reading off a computer screen. Because his father was a hero/celebrity, he and his family attended presidential dinners and other important events. When he was a young boy, his father was murdered by a group calling themselves the Fatal Five, led by a villain called Shadow Thief. He swore to avenge his father's death by apprehending the Fatal Five, even if it took his whole life. Adam's mother moved him to a quiet suburb where no one knew who they were and raised him out of the spotlight.

In his early 20's, Adam decided to take up the costume when he found out about the New York hideout of the Fatal Five. As the new Atom, he showed great control of his powers and defeated the Fatal Five during his first time out. Only Shadow Thief escaped with a stolen teleporter. Before Shadow Thief escaped, he taunted the Atom about knowing his (Adam's) family dirty secret and asked why the first Atom never came after him for murdering his son. The Atom tracked down his grandfather and together they took down the Shadow Thief.

He was a founding member of the Sovereign Guard, a group that would have been the premiere group of superheroes of the DC Universe between the Justice Society in the forties and fifties, and the Justice League of modern times. In fact, they were the premiere team until a major crisis wiped all record of their existence and threw the team into their future, our present.

Note: Although this is for all intents and purposes the Atom from the DC Tangentverse (or Earth-9), the key difference is that the original Atom did not live a lie - the story told for decades about the Missile Crisis was true, and moreso, all lives were saved when the original Atom stopped ALL the missiles.


136
Last edited by Bladewind on Tue May 07, 2019 2:36 pm, edited 4 times in total.
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

Ion (Angela Thompson)
PL13


Abilities
Strength 16,
Stamina 2,
Agility 2,
Dexterity 2,
Fighting 7,
Intellect 5,
Awareness 1,
Presence 3

Powers
Scion of the Atomic Age: (127 points)
Electromagnetic Dispersal: Insubstantial 4
Alt: Electromagnetic Field: Protection 14
Super-Lifting: Power-Lifting 5, Superhuman Strength: Enhanced Strength 14 [Dynamic]
Dyn: Electro Flight: Flight 14 [Dynamic]
Dyn: Super-Speed: Speed 14 [Dynamic, Linked Dynamic Quickness 13]
Electromagnetic Pulse (EMP): Weaken 11 [(Electronics); Affects Objects Only, Broad, Burst Area, Simultaneous; Distracting; Linked to Burst Area x2 Distracting Nullify Kinetic Energy 11]
Alt: Blackout: Nullify 7 [(Electronics); Broad, Burst Area 2, Simultaneous, Concentration; Close Range]
Alt: Lightning Blast: Damage 14 [Ranged; Precise, Indirect 2, Power Electrical Device by Touch (Feature), Act as Defibrillator (Feature), Jumpstart Construct or Device (Feature)]
Alt: Chain Lightning: Damage 11 [Perception Ranged, Multiattack; Distracting]
Alt: Taser: Affliction 14 [(Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated); Ranged]
Child of the Atomic Age: Immunity 20 [(Radiation Electrical Effects)]

Advantages
Seize Initiative,
Power Attack,
Improved Initiative 3,
Evasion 1,
Move-By Action,
Interpose,
Improvised Tools,
Inventor,
Jack-of-All-Trades,
Beginner's Luck

Skills
Acrobatics 6 (+8),
Athletics 4 (+20),
Close Combat: Unarmed Combat 3 (+10),
Deception (+3),
Expertise: Science 14 (+19),
Expertise (+5),
Insight 6 (+7),
Intimidation (+3),
Investigation 6 (+11),
Perception 5 (+6),
Persuasion 6 (+9),
Ranged Combat: Electric Blast 10 (+12),
Sleight of Hand (+2),
Stealth (+2),
Technology 18 (+23),
Treatment 5 (+10),
Vehicles 3 (+5)

Offense
Initiative +14
Electric Blast +12, Damage 14
Unarmed +10, Damage 16

Defense
Dodge 10, Parry 10
Toughness 16 (Def Roll 0), Fortitude 10, Will 16

Power Points
Abilities 48 + Powers 127 + Advantages 12 + Skills 43 + Defenses 34 = Total 264

Complications

Design Notes
:arrow: Designed to parallel the builds in the DCA series in terms of scope and power, RAW, unlimited PP
:arrow: Created for a tabletop game called "JLA: The Lost League."
:arrow: Angela is an addition to the Tangentverse Atom, made specifically for the backstory of the Lost League.
:arrow: More to follow

Background
Adam Thompson’s younger sister also inherited power from their father, and while her brother has exactly the same powers as their father and grandfather, although at a lesser level, Ion’s atomic powers are more electrical in nature. Whether this is due to “a loss or gain of electrons” or chromosomes is a matter of conjecture. The bottom line is that, while she looks much like her brother and even chose a costume patterned off of his, she is not fully a “Supergirl” to his “Superman.”

Ion was one of the first recruits of the Sovereign Guard, a group that would have been the premiere group of superheroes of the DC Universe between the Justice Society in the forties and fifties, and the Justice League of modern times. In fact, they were the premiere team until a major crisis wiped all record of their existence and threw the team into their future, our present. She was not one of the Guard that manifested in 2019.

137
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

Image

Spider-Man (Agent Spider)
PL11/ 249 PP


Abilities
Strength 9,
Stamina 7,
Agility 10,
Dexterity 1,
Fighting 7,
Intellect 6,
Awareness 4,
Presence 3

Powers
Whatever a Spider Can: (27 points)
Super-Strength: Enhanced Strength 7 [Linked: Power Lifting 1],
Fast: Speed 2
Alt: Leaping 2
Wall Crawling: Movement 5 [Wall-Crawling 2, Sure-Footed, Safe Fall 2]
Spider Sense: (16 points)
Spider Sense: Senses 1 [Danger Sense], Enhanced Agility 2, Enhanced Skills: Enhanced Trait 8 [Acrobatics 4 (+12), Perception 4 (12 ranks); (Cost calculated in skills)], Enhanced Dodge 3, Enhanced Advantages: Enhanced Trait 8 [Agile Feint, Defensive Attack, Evasion 2, Improved Defense, Second Chance (Falling), Ultimate Acrobatics Skill, Uncanny Dodge]
Web Shooters: (29 points)
Removable (-7 points)
Webbing: Affliction 10 [Resisted by Dodge; Ranged, Cumulative, Extra Condition; Limited Degree; Split. Tether]
Alt: Swinging: Flight 3 [Medium – Buildings/ Structures/ Items of sufficient height]
Alt: Safety Net: Movement 1 [(Safe Fall); Affects Others, Burst Area; Limited – space for net to form]
Alt: Web in the Eyes: Affliction 12 [Resisted by Dodge and Strength; Ranged, Cumulative; Limited to one Sense]
Alt: Web Rech: Elongation 2
Captain America’s Mighty Shield: (15 points)
Easily Removable (-8 points)
Bouncing Shield: Damage 3 [Strength Based; Area, Shapeable 7, Selective 7]
Alt: Shield Bash: Damage 3 [Strength Based; Penetrating 9]
Alt: Shield Toss: Damage 2 [Strength Based; Ricochet 4, Homing 2, Split 2]
Alt: Withstand Damage: Feature 1 [Trade Active Defense for Toughness; Linked to Enhanced Strength 5 (Limited to resisting being moved)]

Equipment

Advantages
Benefit 2 [SHIELD Agent/ Security Clearance; Reputation],
Benefit 1 [Established Identity (Glenn Stacey)],
Extraordinary Effort,
Beginner's Luck,
Diehard,
Equipment 5 [Spider Tracers, Mask],
Fearless,
Great Endurance,
Improved Critical 2 [Webbing, Unarmed],
Improved Disarm,
Improved Initiative 2,
Improved Trip,
Instant Up,
Inventor,
Move-by Action,
Ranged Attack 6,
Takedown 2,
Taunt,
Agile Feint,
Defensive Attack,
Evasion 2,
Improved Defense,
Ultimate Effort [Will],
Uncanny Dodge,
Second Chance 1 [Falling],
Fast Grab,
Defensive Roll 2,
Accurate Attack,
Improved Aim,
Interpose,
Precise Attack 2 [Ranged/ Cover and Concealment],
Redirect,
Teamwork,
Quick Draw

Skills
Acrobatics 5 (+15),
Athletics 12 (+21),
Close Combat: Unarmed 6 (+13),
Close Combat: Shield Smash 3 (+10),
Deception 6 (+9),
Expertise: Science 9 (+15),
Expertise: Streetwise 3 (+9),
Insight 3 (+7),
Intimidation 5 (+8),
Investigation 6 (+12),
Perception 15 (+19),
Persuasion 4 (+7),
Ranged Combat: Webbing 6 (+13),
Ranged Combat: Shield Toss 3 (+10),
Sleight of Hand 4 (+5),
Stealth 3 (+13),
Technology 8 (+14),
Treatment 1 (+7)

Offense
Initiative +18
Unarmed +13, Damage 9
Shield Smash +10, Damage 12
Bouncing Shield +10, Damage 12
Shield Toss +10, Damage 11

Defense
Dodge 13, Parry 9
Toughness 9 (Def Roll 2), Fortitude 10, Will 12

Power Points
Abilities 76 + Powers 87 + Advantages 39 + Skills 34 + Defenses 13 = Total 249

Complications
Motivation – With Great Power...
Power Loss – Web Cartridges
Enemy – Electro (Res Skull's son version)
Enemies – Combination of Spidey’s enemies, Cap’S enemies and then some...

Design Notes
:arrow: Although "Unlimited PP" I still used skills 3:1 and Presence Based advantages...
:arrow: Fits in line with the Sovereign Guard builds, in terms of PP/PL
:arrow: I've wanted to do a build based on those pics for awhile now, and while the base is essentially a Jab Spiderman with a Jab Captain America slammed together, and practically piling all the traits together, I did a few minor tweaks here and there. (And oddly, I had started putting together the build and was aligning closely to Jab's Spiderman before even looking at it...)
:arrow: Swinging - I put flight with a limit... flavour more than anything,
:arrow: Elongation - I've seen extended reach, move object, ranged effects and the like, but Spidey's webs are almost an extension of him. The idea came from an image of Batman/Spiderman crossover where Spidey grabs a box from the Joker's hand from a good distance away. The Joker says "good aim" but it always struck me as Spidey just reaching out and grabbing it from Joker's hands..)

Based on art from:

Spider-Man/ Captain America Cosplay (Pose 1)
Spider-Man/ Captain America Cosplay (Pose 2)
Spider-Man/ Captain America Cosplay (Art)

No. He’s not a clone.

Agent Spider, Spider Soldier, (Lt) Colonel America, Spider-Man, Lt Colonel Glenn Stacey… all of these are names or handles of the man formerly known as Peter Parker on his world…

Hailing from an Earth akin to the MCU, this version of Spiderman did not vanish in the Blip, and returned to Earth with Tony Stark… Five years later, after the events of Infinity War play out more or less the same as they do in the mainstream MCU, Parker’s identity is exposed by Mysterio much like in the events of Far From Home…

Although SHIELD makes short work of the “fake news” and exposes Mysterio for the fraud that he is… Parker is still given a new identity in the meantime, and one that he continues to use as he more or less officially joins SHIELD and the Avengers - Glenn Stacey. This new identity is used as Spider-Man’s “real” identity to cover and clear Parker’s name. And although he is enlisted as an Airman “on paper” Stacey goes on to earn the rank of Lt Colonel in short order.

When Falcon, in his new role as Captain America, goes missing it’s Spider-Man that rescues him and then later recovers the shield. At Wilson’s urging, Glenn keeps the shield, and alters his uniform to reflect his new status as his world’s Captain America.

(If Glenn is brought into the Merge, he will be affiliated with the DXDO (in place of SHIELD), the Avengers and The Web.)

138
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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Artemis/ Samantha Akehurst
PL10/ 180 PP


Abilities
Strength 7,
Stamina 6,
Agility 4,
Dexterity 1,
Fighting 8,
Intellect 1,
Awareness 2,
Presence 3

Powers
Genetic/ Mental Enhancements: (33 points)
Exemplar: Immunity 3 [Poison, Disease, Cold],
Animal Harmony: Feature 2 [Natural animals are favorably disposed towards you, having an initial attitude of favorable unless circumstances dictate otherwise. Predators tend not to see you as prey, while prey species tend not to perceive you as a threat. ; Upon seeing an animal, you automatically know its attitude towards you],
Forest Runner: Movement 5 [(Environmental Adaptation (Urban), Safe Fall, Sure-Footed 2, Wall-Crawling); Speed 2; 4 ranks limited to moving in Forest Environment],
Trackless: Movement 3 [Leave no trail and cannot be tracked by visual, scent or auditory means],
Pathfinder: Senses 9 [Detect Path, Accurate, Acute, Direction Sense, Distance Sense, Ranged, Tracking 2], Acute, Analytical Smell: Senses 2,
Sharpened Senses: Senses 3 [Eagle Eyes (Extended Vision 1),
Light Sleeper (Ignore penalties for sleeping), Danger Sense]

Weaponry: (12 points)
Removable (-4 points)
Spear: Weaken 10 [Toughness; Accurate, Extended Reach, Linked to Strength Based Damage 4]

Equipment

Advantages
Assessment,
Animal Empathy,
Skill Mastery [Perception],
Improved Critical 2 [Arrows (18-20)],
Favored Environment [Forest],
Agile Feint,
Power Attack,
Takedown 1,
Evasion 1,
Improved Defense,
Ranged Attack 4,
All-Out Attack,
Hide in Plain Sight,
Languages 2 [Ancient Greek, Greek, Latin],
Quick Draw, Assessment,
Improved Initiative 1, Defensive Roll 2,
Move-By Action

Skills
Acrobatics 4 (+8),
Athletics 6 (+13),
Deception 5 (+8),
Expertise: Current Events 2 (+3),
Expertise: Streeetwise 3 (+4),
Expertise: Police Officer (Detective) 4 (+5),
Expertise: Survival 9 (+10),
Insight 4 (+6),
Intimidation 3 (+6),
Investigation 9 (+10),
Perception 9 (+11),
Persuasion 6 (+9)
Ranged Combat: Archery 1 (+6),
Stealth 10 (+14),
Treatment 2 (+3),
Vehicles 4 (+5)

Offense
Initiative +8
Spear +9, Damage 11
Unarmed +8, Damage 11
Pistols +5, Damage
Arrows +6, Damage 3

Defense
Dodge 11,
Parry 12
Toughness 8 (Def Roll 2),
Fortitude 11,
Will 9

Power Points
Abilities 64 + Powers 45 + Advantages 21 + Skills 27 + Defenses 23 = Total 180

Complications
Mental Conditioning - Sam was conditioned by Landsman to be Artemis and believes herself to be the goddess. She simply does not believe any attempts to convince her otherwise and actively adapts to situations so that they fit her perception of herself and her place in the world.
Motivation - Protecting the innocent - although her methods leave something to be desired...

Design Notes
:arrow: Merge House Rules in effect, Skills 3:1, Presence Rank = social advantages
:arrow: Designed with Age of Zeus in mind, but instead of the heroes winning at the end, Zeus convinces Sam to become Artemis and with her at his side, the Pantheon overcomes the Titans...
:arrow: Although her personality and disposition don't really allow her police training to surface directly, she still has that skill and would use it on instinct if the need arose...

Background
Sam Akehurst was a police officer on her world pre-Merge. Her world was much like that of the James Lovegrove book Age of Zeus.

However, unlike in the book, Sam accepted Landsman's offer to become the new Artemis prior to her former allies attempting to storm Olympus. With Artemis at their side, the Olympians defeated the Titans and the army that they had amassed. It was Artemis herself that dispatched the leader of the Resitenza when he nearly killed Apollo...

Artemis is the only one to have transferred from her world, and has associated herself with Xander Landsman, an alternate version of the Zeus from her world. The fact that her armor and appearance mirror that of Artemis from DC comics is a bizarre coincidence of the physics of the Merged Earth... By associating with Landsman, Artemis has managed to maintain her social conditioning and reinforce it, creating the perfect partner for Landsman...
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

Torque
PL6/ 135 PP


Abilities
Strength 6,
Stamina 4,
Agility 1,
Dexterity 2,
Fighting 4,
Intellect 3,
Awareness 1,
Presence 1

Powers
Cybertronian Life Form: (39 points)
More than Meets the Eye: Morph 2 [Vehicles of similar size and mass],
Mechanoid: Immunity 5 [[Environmental Cold, Heat, Vacuum, Suffocation; Disease and Poison (Limited to Effects that target flesh based lifeforms)]],
Size: Growth 4 [3 Ranks Permanent],
Language Databanks: Comprehend 3 [Speak/Read/ Understand; Quirk – Encountering new language requires access to internet and standard action],
Interface: Comprehend 2 [Machines],
Holographic Rider, H.U.D.: Feature 2 [HUD = Either in his field of vision or able to project translucent holographic images in empty air],
Mechanoid Strength: Power-Lifting 2,

Autobot Abilities: (20 points)
Ground Speed: Speed 12 [Dynamic]
Dyn: Alternate Movement Mode: Flight [Limited to Over Surfaces of appropriate material]
Dyn: Enhanced Movement: Movement 6 [Wall Crawling (Limited to Upright Movement), Water-Walking 2, Sure-Footed 3, Water-Walking (limited to over ice/snow) 1; Dynamic]
Dyn: Parkour: Movement 5 [Environmental Adaptation (Urban), Safe Fall, Sure Footed 2; Wall Crawling; 4 Ranks Limited to Moving In Urban Environment]
Alt: Riot Shield: Create 6 [Activation – Move Action]
Dyn: Control Technology: Affliction 6 [Resisted by Fortitude, Overcome by skill or Fortitude (Controlled); Cumulative, Perception, Affects Object Only; Limited to Third Degree Only, Limited to Technology]
Weapons & Comms: (17 points)
Blaster: Damage 7 [Ranged]
Alt: Energon Blade: Damage 1 [Strength Based Slashing]
Alt: Police Baton: Damage 1 [Strength Based Blugeoning]
Alt: Taser: Affliction 7 [Daze, Stune, Incapacitated (DC 17)]

Equipment
Sesory Array
Sensory Array: Senses 9 [Extended Vision 2, Low Light Vision, Dark-Vision, Distance Sense, Direction Sense, Ultravision, Radio Hearing]

Advantages
Benefit 1 [Resourceful (as per Inventor, using Investigation and Persuasion)],
Assessment,
Benefit 1 [DXDO Operative]
Equipment 2 [Sensor Array],
Jack-of-All-Trades,
Well-Informed

Skills
Acrobatics 4 (+5),
Athletics 1 (+7),
Deception 5 (+6),
Expertise: Current Events 2 (+5),
Expertise: Streetwise 2 (+5),
Expertise: Tactics 3 (+6),
Expertise (+3),
Insight (+1),
Intimidation 2 (+5),
Investigation 6 (+9),
Perception (+1),
Persuasion 6 (+7),
Ranged Combat: Blaster 3 (+5),
Sleight of Hand (+2),
Stealth (+1),
Technology 2 (+5),
Treatment (+3),
Vehicles (+2)

Offense
Initiative +1
Energon Blade/ Police Baton +4, Damage 8
Blaster Damage +5, Damage 7

Defense
Dodge 6,
Parry 8
Toughness 4 (Def Roll 0),
ortitude 6,
Will 6

Power Points
Abilities 28 + Powers 74 + Advantages 6 + Skills 12 + Defenses 14 = Total 134

Complications
Freshly Minted: Although showing strong Autobot tendencies, he was sparked during a battle with the Autobots and Decepticons over the Allspark. He is often taken for an Autobot but has no real idea of the scope of the conflict. He is watching all the lore though...
12 Foot Robot: In humanoid form, he`s twelve feet tall. And made of metal. People tend to react to that...
Vulnerable - Magnetics - The DC of any save versus a magnetic attack is increased by 5

Design Notes

:arrow: I envision, but have not found a pic I like... a male version of Transformers Prime Arcee, in black and white...
:arrow: Resourceful is a Benefit, AFAIK, that is of my own creation adaptation... its essentially the Inventor Advantage using different skills...
:arrow: In working on the Morph aspect for this one, I hemmed and hawed a little, but went with Morph 2. Transformers for the most part don`t re-image frequently. They really pass as one vehicle and stay that way. On Cybertron, their Transforming isn`t even a disguise for the most part, but just how they get around... Torque can assume the form of various vehicles (mostly motorcycles), but Torque can also take the form of Seadoos, Skidoos and the like.
:arrow: Updated version of Torque (2019-10-14)
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

Image

From f-for-feasant's on Deviant Art page:
Apex O-0 spends half her time trawling through underground ducts and overflows searching for evidence of the vigilantes Wakazashi, Nunchuck, Ronin and Tortuga and the other half explaining to other Cybertronians that her designation isn't 'Zero Zero' but an old Cybertronian alphanumeric name like A-3/Alpha Trion and is actually pronounced 'Oh-Nil'.

Apex O-0
PL9/ 134 PP


Abilities
Strength 6,
Stamina 7,
Agility 4,
Dexterity 0,
Fighting 4,
Intellect 2,
Awareness 2,
Presence 2

Powers
Cybertronian Life Form: (53 points)
Mechanoid Life Form: Immunity 13 [Aging, Poison, Disease, Life Support; Limited to effects that affect organic life forms],
Size: Growth 9 [Permanent; Innate],
Vehicle Mode: Feature 1,
Enhanced Vision: Senses 7 [Low Light Vision, Dark-Vision, Ultravision, Extended Vision 2],
Sensory Array: Senses 3 [ Distance Sense, Direction Sense, Radio Hearing], Headlights: Environment 1 [Cone Area],
Language Databanks: Comprehend 3 [Speak, Read, Understand; Quirk – Encountering new language requires access to internet and standard action],
Wireless Communication: Communication 1,
Ground Speed: Speed 6 [Quirk – Only in Vehicle Mode]
Lucky: (5 points)
Lucky Escape: Immortality 2 [Limited to Circumstances of Plausible Survival],
Perfect Timing: Feature 3 [Edit Scene to Appear in it]

Equipment
Basics
Holo Recorder/ Playback: Feature 4 [Video Camera, Computer, Cellphone, HUD Playback],
Blaster: Damage 4 [Ranged]

Advantages
Equipment 3,
Contacts,
Improvised Weapon 3,
Well-Informed,
Connected,
Luck 2,
Beginner's Luck,
Eidetic Memory,
Fearless

Skills
Athletics (+6),
Close Combat: Unarmed 6 (+10),
Deception 4 (+6),
Expertise: Journalism/ Writing 8 (+10),
Expertise: Current Events 4 (+6),
Expertise: Pop Culture 2 (+4),
Expertise: Streetwise 3 (+5),
Insight 6 (+8),
Intimidation (+6),
Investigation 8 (+10),
Perception 4 (+6),
Persuasion 4 (+6),
Ranged Combat: Handguns 5 (+5),
Stealth (+4)

Offense
Initiative +4
Unarmed +10, Damage 3, (+3 Damage is from Improvised Weapon)
Blaster +5, Damage 4

Defense
Dodge 11,
Parry 8
Toughness 7 (Def Roll 0),
Fortitude 7,
Will 11

Power Points
Abilities 18 + Powers 58 + Advantages 12 + Skills 18 + Defenses 28 = Total 134

Complications
Vulnerable – Magnetic – DC to defend against magnetic attacks is increased by 5
Restricted Abilities/ Traits – In robot mode, does not have access to land speed, vehicle features: in vehicule mode does not have limbs
Obsession – Apex O-0 is obsessed with uncovering truth and getting her story, often putting herself in more danger than she can handle...

Design Notes
:arrow: The art was too good to not create a rendition... Several years ago f-for-feasant statted “ninja-turtle mechs” and suggested he might make this one... I really liked his rendition of a yellow "G1 Arcee" and the name is a really good homage to April O'Neil...
:arrow: This character is technically a Neutral Cybertronian – neither Autobot nor Decepticon. As such, I did not give an actual transform/ morph trait. Instead, a one point feature sums up her transformation ability and a complication goes with it. Essentially, she does not have a Transformation Cog that enables her to assume a “native vehicle mode.” If she ever gained a full T-Cog, I envision her alt-mode to be a 2020 Stingray Corvette
:arrow: House Rules in play: Skills 3:1, Free Social Advantage/ Rank of Presence; instead of a PL 10/150 trade off to PL 9/165,leaving one point unspent.
:arrow: I gave her some Luck Powers that admittedly stretch the Cybertronian concepts but... I liked it.
:arrow: In many aspects, she's far more effective than I intended/ wanted - I even "had" to give her negative ranks of Strength and Stamina for the concept to work in my mind... this is mostly a side effect of her size. For an "in universe" explanation, simply put, we're talking about a race of sentient robots so it just makes sense that their baseline is that much higher than humans... This also explains the yellow coloring - civilians aren't meant to be stealthy...
:arrow: Although the quote above was taken from the Deviant Art page and I left it as is, this version of Apex O-0 is more than just an iteration of April O'Neil in the Merged Universe, operating out of Autobot City north of San Fransokyo... Unfortunately, her bright yellow coloring and lack of a native vehicle mode make skulking around difficult at best... thankfully for her, she has a considerable amount of luck on her side...

141
Last edited by Bladewind on Thu Dec 03, 2020 5:52 pm, edited 1 time in total.
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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The Scarab (Alexander Chase)
PL10/ 150 PP


Abilities
Strength 12,
Stamina 1,
Agility 1,
Dexterity 1,
Fighting 6,
Intellect 2,
Awareness 4,
Presence 1

Powers
Natural Ability (2 points)
Prodigy:
- Quickness 2 (Limited to Mental Tasks)
- At a Glance - Rapid Vision 1

Scarab Carapace: (19 points)
Ka Sense: Senses 1 [Mental Awareness],
Enhanced Senses: Senses 5 [Danger Sense (Mental), Darkvision, Direction Sense, Low-Light Vision],
Telekinetic Shield: Protection 6 [Sustained],
Telekinetic Blending: Concealment 2, Passive (All Visual)
Universal Telepathy: Comprehend 2 [Speak, Be Understood],
Bone Limbs: Extra Limbs 2
Psychic Warrior: (24 points)
Telekinesis: Move Object 10 [Dynamic]
Dyn: Flight 10 [Dynamic]
Alt: Psychic Strength: Enhanced Strength 10

Advantages
Beginner's Luck,
Jack-of-All-Trades,
All-out Attack,
Defensive Attack,
Defensive Roll 2,
Improved Defense,
Improved Initiative 2,
Instant Up,
Takedown 2,
Benefit 1 [Quick Change],
Evasion,
Hide in Plain Sight,
Improved Grab

Skills
Acrobatics 5 (+7),
Athletics (+12),
Close Combat: Unarmed 2 (+8),
Deception 6 (+7),
Expertise: Current Events 4 (+6),
Expertise: Finance/ Politics 6 (+8),
Expertise (+2)
Insight 6 (+10),
Intimidation (+1),
Investigation 4 (+6),
Perception 6 (+10),
Persuasion 6 (+6)
Sleight of Hand 5 (+7),
Stealth 4 (+5),
Technology (+2),
Treatment (+2),
Vehicles (+2)

Offense
Initiative +9
Unarmed +8, Damage 12

Defense
Dodge 11,
Parry 10
Toughness 9 (Def Roll 2),
Fortitude 8,
Will 12

Equipment

Power Points
Abilities 36 + Powers 47 + Advantages 18 + Skills 21 + Defenses 28 = Total 150

Complications
:!: Motivation - Responsibility. Chase is the reincarnation of the Scarab, and he intends to live up to the legacy of Scarab who died in 1979, and especially the one who very few know of who died in 1993...
:!: Enemies - Heru-Ra has enemies just as immortal as he is... and the Scarlet Scarab has inherited some of them... And made new ones with an influx of Egyptian themed villains to the city in recent months..
:!: Motivation - Legacy - Being a reincarnation of the Scarab brings both the good and the bad. He has a legacy to live up to, is looked up to for the name, and is working to reestablish the allies…
:!: Motivation - Guilt. His sister sacrificed herself for him, unborn at the time, their mother and their father. He will be forever grateful and work to be worthy of her memory.
:!: Past Lives - On occasion, the Scarab has flashbacks of the past that he can't control.
:!: Relationships - Friends, family...

Design Notes
:arrow: Yes, I reworked a background for another version of the Scarab on my build thread. I like the character (both my version and the FC legacy) but didn't want the exact version I had written...
:arrow: My idea is that in rediscovering himself, Heru-Ra comes into possession of a literal scarab that forms his costume, using his imagination and perhaps the time period, to influence the appearance.
:arrow: I've torn between the Scarab template and a more Spiderman build after discovering this artwork, frischDVH on Deviantart did Spidey and a version of the Sinister Six with an Egyptian theme... (they could be among the enemies listed in the complications...)
:arrow: In keeping with that last note, even though the Scarab has flight, I envision him as scuttling up walls and making insane leaps through the city. I ran out of points for webbing or an equivalent... I have 3 EP left in the slot so I might do something there.
:arrow: I still need to work out his day job... So I will likely reshuffle some points for that.


Background Hooks
:arrow: Alexander encountered Mark Holiday on at least one occasion, and the malevolent entity attempted to take him as a host. Mark's decency is all that prevented the demonic entity from gaining the power of the Scarab...
:arrow: The Scarab has had encounters with both Sandstone and the Pyramid. Neither really holds a grudge or has issue with the hero other than he keeps getting in their way. The Pyramid is fairly evenly matched with the Scarab, while Sandstone is slightly more powerful... If they teamed up, the Scarab would definitely need help against the pair.
:arrow: Alexander (in his civilian guise) met Centuria once. He's been infatuated with her ever since and would love the chance to actually meet and get to know her. If it leads to something else, great...
:arrow: And or course, there are frischDVH's Egytptian themed Spiderman villains in my character thread.

Background
I never knew about my sister until I was about 16.

When I was finally told, the story went like this: it was a dinner in a small restaurant at the base of one of Freedom City's skyscrapers in 1993. They were out celebrating - my parents and my sister Laura. Mom and Dad had just told 12 year old Laura that she was to be a big sister. She was ecstatic. Dad announced that I was to be named Alexander. It was a happy moment.

Then the Terminus invaded. Vigilantes who had been in hiding and waging their war on crime in secret emerged to try and fight back, others donned their capes for the first time in years. It quickly circulated that the Centurion had returned... heroes who had been banned by the mayor stepped in to defend their home. But they were slow to respond, many had been in forced retirement for too long... the Terminus established a foothold and things looked bleak. Rocks and masonry were falling everywhere. It was a long time before I learned that Laura pushed mom out of the way and was hit pretty hard, but she stayed standing and tried to pull mom to safety with dad... as more debris rained down and the heroes repelled the invasion we should all have died and I never would have been born. But we didn't and here I am. Mom, when she finally told me this story, said that a red sheen covered Laura and her eyes began to glow. Rock and debris raining down suddenly stopped, held aloft by an invisible force.

The next thing mom says she remembers is being in a hospital bed and holding me. It was bittersweet, as Laura wasn't there to share the moment. Whatever had happened, whatever she had done, the strain had been too much.

The weird thing, and this part I just found out about recently, is that all of our medical bills and even Laura's funeral were paid for by the Rhodes Foundation.

Skip forward thirteen years, and I'm out with some friends at the tender age of thirteen, sneaking into a rerun movie theater for a screening I had no business seeing... the Mummy Returns. It was 2006 and it filled my head with notions of Ancient Egypt. I was fascinated. I kept thinking how cool it was that Evie was the reincarnation of Nefertiti and that Rick was linked to the Magi... For weeks after I dreamt of it, but not the images from the movie. It was so much more... but I dared not tell my parents because that would mean I had sneaked into a movie! Eventually, the images and dreams faded.

Skip forward another four years to my teens and high school, and suddenly I won a scholarship... from the Rhodes Foundation. My parents were very proud, and then the dreams came back in earnest. This time I talked about it. My dad didn't want to, but mom told me about Laura. I discovered that as the strain of the weight she was holding became too much, it almost seemed in the dim light that a red and yellow carapace of sorts was forming on her. One of the other survivors, an older man, said something about the Scarab... As they told the story I made the link that Laura had been the reincarnation of the immortal hero... and she died coming into her powers, saving me and I don't know how many others... Had she been given more time, maybe she would have survived, maybe she would have become more powerful, maybe I wouldn't be telling this tale...

The news about my sister almost crushed me. I was so saddened by the loss of a sibling I had never known and who had literally given me everything... it was too much.

Finally, about three years later, in 2018 as part of a paper I was writing for an anthropology class (of all things!) I went to Pyramid Plaza to see an exhibit of some Ancient Egyptian artifacts. Of course we weren't supposed to touch them, and of course something called to me. It was a jewel of some kind in the form of a scarab beetle... and of course it reminded me immediately of the movie I had seen at nine years old. I remembered the image of the blue scarabs devouring their victims but reached out anyway. The scarab came to life and leapt onto my arm, burrowing into my skin! I yelled, and people pulled back in revulsion at the moving mass scuttling beneath my skin... Security isolated me immediately, pushing everyone else out of the room.

I was sure I was done for, but the scarab made its way to the base of my spine, and for the briefest moments I was there... back in 1993, and somehow 12 years old... I was holding up I don't know how much weight... and then, I was in 1975 fighting I don't know who, and further back again and further back again... flashes of moments rocked my mind. Just as suddenly, I was back in the now, covered in a carapace and possessing power I could barely comprehend; I saw a woman approach. I'd later learn her name was Sophia Cruz.

"The Scarab is reborn. Welcome home Mr Chase." I remember her telling me, "I am honored to meet you at last, you share the same soul as your sister... the soul of Heru-Ra... and Freedom City will be the safer for it..."

And that was the new beginning. Now, at 27 years old, I am the Scarab. I've learned a bit about not only my powers and past, but about how the Scarab incarnates. The image of the Scarab sort of molds to the current reincarnated form, choosing a heroic form as projected by the era and the mindset of the time. As a result I'm kind of happy that I formed this suit. That way mom doesn't worry as much, not realizing who I am... and I can honor Laura's memory. I have so much to relearn... And I plan to do so.
I removed the Scarab's Lair, at least for now. Needed the points for it to balance at 150...

HQ - Scarab's Lair (22 pts)
Toughness 14, Huge Size 7 Pts Communications,
Computer
Concealed (DC +15) 2 pts
Fire Prevention System
Gym
Library
Holding Cells
Infirmary
Living Space
Personnel,
Power System
Security System (DC 30) 3 pts
Last edited by Bladewind on Sun Feb 09, 2020 1:43 am, edited 1 time in total.
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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King Sobek
PL10/ 150 PP


Abilities
Strength 10,
Stamina 9,
Agility 6,
Dexterity 3,
Fighting 8,
Intellect 1,
Awareness 4,
Presence 2

Powers(27 points)
“Alien-Gator Physiology”:
Aquatic (Environmental) Adaptation: Movement 1, Swimming 2
Alt: Scuttle: Speed 4
Large Size: Growth 3 [Permanent; Innate],
Tough Hide: Protection 2,
Tail: Extra Limbs 1,
Reptilian Senses: Senses 3 [Night/ Low Light Vision, Extended/ Acute Scent],
Claws and Teeth: Damage 2 [Strength Based],
Reptilian Regrowth: Regeneration 1,
Drowning Immune: Immunity 2

Advantages
Improved Grab,
All-Out Attack,
Chokehold,
Favored Environment [(Aquatic)],
Improved Hold,
Improved Initiative 2,
Improved Trip, Languages 1 [(Jerreid, English Native), Arabic],
Power Attack,
Startle,
Tracking,
Trance,
Fearless,
Improved Critical 2 [Teeth and Claws],
Fast Grab,
Prone Fighting

Skills
Athletics 4 (+14),
Deception (+2),
Expertise: Survival 9 (+10),
Insight 5 (+9),
Intimidation 10 (+13),
Perception 6 (+10),
Persuasion (+2),
Stealth 6 (+12),
Treatment 6 (+7)

Offense
Initiative +14
Tooth and Claw +8, Damage 12, Crit 18-20

Defense
Dodge 9,
Parry 9
Toughness 11 (Def Roll 0),
Fortitude 9,
Will 10

Power Points
Abilities 74 + Powers 27 + Advantages 17 + Skills 20 + Defenses 12 = Total 150

Complications
Reptilian Alien: Alien-Gator is a reptilian alien creature, causing any number of complications, including unusual appearance, physiology, and complete lack of legal status on Earth. Her presence usually terrifies civilians.
No Identity: King Sobek displays no knowledge of his/ her past or even identity. Sobek seems to be a mindless brute that is extremely loyal to the Scorpion Queen.
Motivation: Loyalty. As noted, King Sobek is very loyal to Scorpion Queen.
Enemy: The Scarab - If the Scarab is on the scene, King Sobek will go out of his way to attack the novice hero...

Design Notes
:arrow: One part Alien-Gator 2 (a primary basis for the character, to be totally fair) with considerations from a few builds of the Hulk and the Lizard, I decided to opt out some of the "intelligent" aspects of the latter characters.
:arrow: Inspired by the art (again by frischDVH) and meant as part of a group meant to be foes for my Scarab build application to Horsenhero's latest game, he takes the role of the Lizard in this version of the "Sinister Six." Being a Freedom City build, it was a no-brainer to link the character to the Jerreid (the original and latest Alien-Gators). But... King Sobek either has amnesia or is not what he appears to be...
:arrow: In keeping witha Jerreid, given the size King Sobek should actually be named "Queen Sobek." In deference to the artist, I'd rather not change the name...
:arrow: I reduced the ranks of Growth versus that of the Rogues Gallery, although my version of the character is meant to be "female" and thus larger than male Jerreid. My rationale is that I generally divide the difference between size ranks by four to determine height, and I didn't want the character to be over 15', which would be the case RAW with a Growth of 4.

Background
To all appearances, King Sobek is another example of the urban myth of the "Alien Gator" in Freedom City... a marooned alien lifeform known as a Jerreid. However, his displayed intelligence and skill contradict this, suggesting a near mindless being. Perhaps a clone of a Jerreid or bio-enhanced alligator or altered human...

Sobek appeared in Freedom City recently, shortly after the first appearance of the new Scarab. They fought fiercely, and while the Scarab won the day, King Sobek remains at large, the motivation for his attack unknown... But he was merely the first to challenge the new Scarab, most having some kind of apparent Egyptian motif, but a link to each other has not yet been established concretely.
Last edited by Bladewind on Sun Jan 26, 2020 2:56 am, edited 2 times in total.
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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The Pyramid/ Amir Ziyad
PL10


Abilities
Strength 10,
Stamina 6,
Agility 1,
Dexterity 0,
Fighting 7,
Intellect 0,
Awareness 0,
Presence 1

Powers
Sand Demon: (51 points)
Solid Rock: Protection 6 [Impervious],
Sand Form: Immunity 10 [(Life Support); Sustained],
Density Increase: Growth 3 [Does not increase size],
Strength of Amon: Enhanced Strength 4,
Super Strength: Power-Lifting 1,
Storm Walker: Immunity 1 [(Own Powers)],
Earth Meld: Movement 3 [Permeate (Earth);
Limited to Earth; Linked Immunity 2 (Suffocation) – Limited to while Earth Melding],
Sandstone: Insubstantial 1 [Reaction, Continuous; Subtle, Selective]
Strength of the Earth: (24 points)
Earth Spray: Affliction 10 [(Impaired, Disabled, Unaware); Ranged, Cumulative; Limited to Vision]
Alt: Spike Stones: Damage 10 [Cone Area]
Alt: Stone Strike: Damage 2 [Strength Based; Variable – Stone Weapons]
Alt: Sand Storm: Environment 6 [(900' radius) Impeded Movement 1 Ranks, Impede Visibility (-5 Ranks)]
Alt: Sand Snare: Affliction 10 [Dodge (Hindered, Immobile); Ranged, Cumulative, Extra Condition; Limited Degree, Instant Recovery]

Advantages
All-Out Attack,
Close Attack 1,
Languages 1 [Arabic (Native), English],
Fast Grab,
Great Endurance,
Improved Critical 2 [Sand Weapons],
Improved Grab,
Improved Initiative 1,
Improved Hold,
Power Attack

Skills
Athletics (+10),
Deception (+1),
Expertise: Military 4 (+4),
Expertise: Streetwise 2 (+2),
Insight 4 (+4),
Intimidation 4 (+6),
Investigation 4 (+4),
Perception 4 (+4),
Persuasion (+1),
Stealth (+1)

Offense
Initiative +5
Unarmed +8, Damage 10
Stone Weapons +8, Damage 12, Crit 18-20
Spike Stones +0, Damage 10, Cone Area
Earth Spray +0, Damage 10, Visual Affliction

Defense
Dodge 7,
Parry 8
Toughness 12 (Def Roll 0),
Fortitude 12,
Will 8

Power Points
Abilities 30 + Powers 75 + Advantages 11 + Skills 11 + Defenses 23 = Total 150

Complications
Weakness (Sand)- Being made of sand & earth has it's flaws. The Pyramid is vulnerable to extreme heat (turning into glass, where it is much harder to move) and water (he will become a sluggish "Mud Man" and unable to use many attacks).
Enemy – The Scarab

Design Notes
:arrow: Didn't mention it on previous build, but no House Rules in play on this build either...
:arrow: Second in my line of villains for my new incarnation of the Scarab, an Egyption themed Sinister Six, I'm actually a little disappointed in that I didn't give him more skills/ "personality."
:arrow: Also inspired by artwork from FrishDVH on DeviantArt
:arrow: I noticed afterwards that I mirrored a lot of Jab's powerset for his Sandman, I must have read it recently to be that close... (When I realized that, I did copy the Weakness as it just works the way he wrote it... Other influences were the Powerhouse Archetype from the Quickstart Generator...

Background
The origins of his powers are not yet known, the Pyramid was the second new super-villain to appear in the wake of the Scarab's debut. Attacking in such a way that there was no apparent connection to King Sobek (as the latter's name was not even known at the time), the Pyramid made his lack of animosity towards the Scarab clear. The "bug" was simply in his way and the powerhouse would squash the hero if need be.

Ziyad is rumored to be linked to Dr Tectonic, possibly infused with power by the super-villain (although this is not likely to be a long lasting paring as Tectonic is known to despise organic beings...). Another possibility is that he is a sand-demon in possession of a mortal form... His encounters to date have been few and far between so pinpointing him and interrogating him on his origins has not been possible... In any event, the Pyramid quite obviously has military training and his motivations appear to be finding a means to either create another being like him or to cure himself of the condition and become a fully human being once again.

The Scarab has thwarted him no less than three time already, and Ziyad is growing tired of the bug...

144
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
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Re: Bladewind's M&M 3ed Builds

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Lady Bast/
PL9

Abilities
Strength 2,
Stamina 3,
Agility 6,
Dexterity 6,
Fighting 8,
Intellect 3,
Awareness 4,
Presence 4

Powers
Talents: (39 points)
Unfazeable: Immunity 5 [(Interaction Skills)],
Parkour: Movement 5 [(Environmental Adaptation (Urban), Safe Fall, Sure-Footed 2, Wall-Crawling 1), Limited to Moving in Urban Environments (4 ranks) ],
Perfect Balance: Movement 2 [Limited to Upright Movement], Vaulting: Leaping 2 [Acrobatics Check Required (DC 11)],
Master of Disguise: Morph 2 (People of Same Size/ Build) Continuous, Standard Action, Medium (Appropriate Supplies/ Preparation), Removable -1
Master Escape Artist: Insubstantial 1 [Limited to Escaping]
Alt: Triple-Jointed (1 points)
Pathfinder: Senses 8 [Detect Path, Accurate, Acute,; Direction Sense, Distance Sense, Ranged,; Tracking 2], Eavesdropper's Ear: Senses 5 [Accurate, Analytical, Extended 2 Hearing, Ultra Hearing], Catsight: Senses 1 [(Low-Light Vision)],
Charmed Life: Feature 1 [ You’re largely immune to routine “bad luck”. ]
“Bast's Gifts”: (45 points)
Night's Passage: Concealment 5 [(All Visual); Limited to in Shadows, Passive], Open Seal: Burrow 2 [Limited to “opening doors”; Subtle ], Scholar's Friend: Comprehend 1 [Read Any Language], Cat's Claws: Damage 5 [Strength Based], Sweet Hunter’s Smile (Snarl) : Affliction 9 [(Resisted and Overcome by Will; Impaired, Disabled, Paralyzed); Perception Ranged , Selective; Visual; Subtle, , Intimidation Check Required (DC 11)]
Alt: Sweet Hunter’s Smile (Charm): Affliction 9 [Resisted and Overcome by Will (Entranced, Compelled, Paralyzed); Perception Ranged , Selective; Visual; Subtle, , Persuasion Check Required (DC 11)]
Alt: Purr: Affliction 10 [Resisted and Overcome by Will (Entranced, Compelled, Controlled); Perception Ranged , Selective; Visual, Limited to treating target well; Subtle, , Intimidation Check Required (DC 11)]
Lucky Escape: Immortality 2 [(1 week); Limited to Circumstances of Plausible Survival], Right Place, Right Time: Feature 3 [(Edit Scene to appear in it) ]

Advantages
Hide in Plain Sight,
Connected, Contacts,
Equipment 4,
Evasion 1,
Improved Initiative 1,
Improvised Tools,
Instant Up,
Precise Attack 2 [Close, Cover],
Skill Mastery [Sleight of Hand],
Uncanny Dodge,
Agile Feint, Defensive Roll 2,
Improved Critical 1 [(Claws – 19-20)],
Prone Fighting,
Benefit 7 [Wealth 3, Established Identities 3, Cypher],
Ritualist,
Well-Informed, Luck 5,
Improvised Weapon 2, Close Attack 3
Languages 2: French (Native), English, Arabic

Skills
Acrobatics 8 (+14),
Athletics 8 (+10),
Close Combat: Claws 4 (+15),
Deception 7 (+11),
Expertise: Occult 6 (+9),
Expertise: Magic 8 (+11),
Expertise: Burglar 6 (+9),
Insight 4 (+8),
Intimidation 8 (+12),
Investigation 5 (+8),
Perception 8 (+12),
Persuasion 8 (+12),
Sleight of Hand 8 (+14),
Stealth 8 (+14),
Technology 4 (+7)

Offense
Initiative +10
Claws +11, Damage 7
Unarmed +11, Damage 2
Improvised Weapons +11, Damage 4

Defense
Dodge 13,
Parry 13
Toughness 5 (Def Roll 2),
Fortitude 7,
Will 10

Power Points
Abilities 72 + Powers 84 + Advantages 41 + Skills 50 + Defenses 22 = Total 267

Complications
Motivation – Collector – Lady Bast loves all things ancient and of the occult. Her personal museum is impressive to say the least and she always wants to add to it – both legally and... questionably
Facade – Lady Bast pretends to a flirtatious relationship with the Scarab, going out of her way to try and lead the novice hero...

Design Notes
:arrow: Unlike the other builds in this set, one House Rules in effect - traded down from PL 10 to PL 9 and let the points fall where they may... Wanted the character to be more rounded but slightly less “powerful” than the others… (I admit though, the point total is fairly exaggerated - she’s as expensive as the DCA Batman build...)
:arrow: Although the artist (frishDVH once again) obviously intended a Black Cat analogue, I deviated from that concept somewhat. My inspiration for the character was to borrow elements from the Black Cat (and in turn Catwoman…) with a “splash” of the Barbara Minerva Cheetah. I also went a little more mystical and leaned on the notion of the Bubasti (Werecats from Werewolf: The Apocalypse) without making her a full on werecat...
:arrow: I toyed with the idea of a group of women wearing a suit that grants them powers (a la Wildebeest Society from the The New Titans) but decided I preferred a more Court of Owls feel...

Background
In recent years, there have been a number of rumours of a new player in the underworld, a crime syndicate of sorts pulling the strings of the city and manipulating things in their favor. They have operatives and enforcers of the generic nature, and their motivations and identities hidden, allowing other groups the privilege of appearing to be the ones in the control when the reality is... quite different.

One such operative has become more open and brazen in her activities and targets, even allowing herself to be "seen." (If a black bodysuit and featureless cat-cowl can be called seen...) Taunting heroes and the authorities alike, the woman dubbed Lady Bast by the media enjoys a life of high profile crimes that no one can actually pin to her.
Last edited by Bladewind on Thu Jan 23, 2020 4:58 am, edited 4 times in total.
Thorpocalypse wrote: Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
Bladewind's 3ed M&M Builds
The Merge Setting document
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