Bladewind's M&M 3ed Builds

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

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Black Lion
PL13


Abilities
Strength 16,
Stamina NA
Agility 3,
Dexterity 0,
Fighting 6,
Intellect NA
Awareness 0,
Presence NA

Powers
Voltron Lion: (39 points)
Absent Stamina: Enhanced Stamina -5,
Absent Intellect: Enhanced Intellect -5,
Absent Presence: Enhanced Presence -5,
Fortitude Immunity: Immunity 30
Size (131'2”): Growth 16,
Base Toughness: Protection 5,
Armor Plating: Protection 2,
Radiation Immunity: Immunity 5
Cockpit: (17 points)
Pilot and Two Passengers: Feature 2,
Cockpit Life Support: Immunity 10 [Burst Area; Limited to those within the cockpit (others only)],
Pilot Interface: Feature 2, [Use Pilot's (Or Copilot's) Dexterity and Intellect for all appropriate rolls]
Autopilot: Enhanced Trait 3 [(12 ranks Enhanced Skill: Vehicles: Limited to Black Lion Only)]
Movement Array (26 points)
Atmospheric Flight: Flight 11, Linked Environmental Adaptation 1 (Zero-G)
Land Speed: 7
Space Flight: Movement 3, Linked Environmental Adaptation 1 (Zero-G)
Weapons and Special Advantages: (38 points)
Radiation Shield: Immunity 1 [(Background Radiation); Burst Area 4, Affects Others; Sustained], Weapon Systems: Damage 14 [Ranged; Variable Descriptor (Any Technological)]
Alt: Ready to Form Voltron: Summon 15 [Heroic; All Components Must be Present, Components Vanish when Voltron is active; Standard Action]
Alt: Scrub Radiation: Nullify 10 [Burst Area, Simultaneous]
Alt: Repairbots: Transform 6 [(Damaged Technology to Repaired Technology – Limited to the Voltron Lions); Continuous, Ranged]

Equipment

Advantages
Equipment 6 [Sensor Array],
All-Out Attack,
Assessment,
Defensive Attack,
Evasion 1,
Extraordinary Effort,
Improved Aim,
Improved Initiative 3, Interpose,
Move-by Action,
Power Attack,
Benefit 1 [Use Strength for Intimidation]

Skills
Athletics (+16),
Close Combat: Unarmed 4 (+10),
Deception (+-5),
Insight (+0),
Intimidation -1 (+23),
Perception 20 (+20),
Persuasion (+-5),
Ranged Combat: Weapon Systems 12 (+12),
Stealth (+3)

Offense
Initiative +15
Claw Attack +10, Damage 16
Weapons Array +12, Damage 14

Defense
Dodge 7,
Parry 8
Toughness 18 (Def Roll 0),
Fortitude NA
Will 0

Power Points
Abilities 18 + Powers 94 + Advantages 19 + Skills 12 + Defenses 22 = Total 165 Or so I thought...
Abilities 18 + Powers 120 + Advantages 19 + Skills 12 + Defenses 22 = Total 191

Complications
As pilot
Reputation – Defender of the Universe

Design Notes
:arrow: Cosmic Merge Rules: PL 12/150; 11/195 and I chose 13/165 PP for this one. Skills at 3:1, Presence should be Will+Pre
:arrow: Now that they are all done, I will go back and set the EP which will be sensor arrays.
:arrow: The Skills won't balance at first glance... To make the Growth Bonus and then the Strength Bonus for Intimidation I had to give a -1 skill rank to not break caps. But I didn't want to count negative ranks of skills so left it...
:arrow: The Radiation powers on this are all my idea, giving the Lion something different... The other Lions are elementals... Fire/ Water/ Earth/ Life/ Sound... I decided that Black should be able to neutralize radiation to compliment the other Lions.
:arrow: It's an Alt Power, but I actually never really envisioned anyone paying full cost for a Summon Effect to form Voltron... However, the effect I did stat gives a PL 15 character...
:arrow: Black Lion is still undiscovered post Merge, and as noted I intend John Sheppard to be its pilot. The Lion is actually aboard the Lion Castle-Ship which in turn shares characteristics with Atlantis and Ancient Technology in general. The castle itself is currently adrift in space, Allura is in stasis.... I do not plan to have Coran (or those friggin Space Mice in the castle-ship).
:arrow: So this build crashed mid-way... and I just realized that what I lost was movement powers... grr. arrgh. I knew it was too easy to fit into the point allotment... Debating whether or not I will try and retweak this or just "leave it as is." For instance, if I take off my Radiation Powers I solve half the issue and it'd already be down to 180 points... Alternatively, just make it PL 13/195...
:arrow: A note on my calculated ranks of Auto-Pilot, Vehicles Skill... 3 ranks is 9 skill points, but limited while spending 3 power points should be 18... my idea was that the limit is worth half a flaw, giving me 12 skill points. This applies to all the Lions...
Last edited by Bladewind on Wed Aug 16, 2017 3:39 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.
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 »

Image

Whistler's Daughter
PL6/ 120 PP


Abilities
Strength 2,
Stamina 2,
Agility 4,
Dexterity 4,
Fighting 5,
Intellect 1,
Awareness 1,
Presence 1

Powers
Personal Arsenal: (11 points)
Removable (-4 points)
Composite Longbow: Damage 5 [Ranged; Variable Descriptor 1 (Silver, Wood)]
Alt: Daylight: Environment 1 [Ranged]
Alt: Ricochet: Damage 4 [Ranged; Variable Descriptor 1 (Silver, Wood), Ricochet 2]
Alt: Double Shot (1 points)
Alt: Grappling Gun: Movement 1 [Swinging; Linked Leaping 5]
Skillz: (15 points)
Perfect Balance: Movement 2 [Wallcrawling, Limited to Upright Movement],
Vaulting: Leaping 2 [Acrobatics Check, DC 11 required],
Parkour: Movement 5 [Environmental Adaptation (Urban), Safe Fall, Sure Footed 2, Wall Crawling; 4 Ranks limited to moving in Urban Environment],
Unfazeable: Immunity 5 [Interaction Skills], Sensitive Smell: Senses 1 [Acute Olfactory]

Equipment
Weapons
Silver Dagger: Damage 1 [Strength Based ; Dangerous (Crit 19-20)], Crossbow: Damage 3
Alt: Light Pistol: Damage 3 [Ranged]
Alt: Collapsible Truncheon: Damage 2 [Strength Based ; Subtle]
Alt: Brass Knuckles: Damage 3 [Strength Based ]
Standard Equipment
Tracer Arrow (Mini Tracer) (1 ep), Rebreather (1 ep), Lock Release Gun (1 ep), iPod (0 ep), Rebreather (1 ep)

Advantages
All-out Attack,
Ranged Attack 3,
Equipment 3,
Improved Critical 2 [Arrows (18-20)],
Improved Aim,
Improved Smash,
Leadership,
Precise Attack 2 [Ranged Cover, Ranged Concealment],
Quick Draw,
Chokehold,
Improved Defense,
Improved Disarm,
Improved Hold,
Improved Trip,
Power Attack,
Favored Foe [Vampires],
Defensive Roll 2,
Improved Initiative 1,
Defensive Attack

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

Offense
Initiative +8
unarmed +7, Damage 2, (Boxing, Krav Maga)
Bow And Arrow +7, Damage 5
Brass Knuckles +7, Damage 5

Defense
Dodge 8,
Parry 8
Toughness 4 (Def Roll 2),
Fortitude 6,
Will 4

Power Points
Abilities 40 + Powers 26 + Advantages 25 + Skills 15 + Defenses 14 = Total 120

Complications
Obsession - Destroying Vampires, Proving herself to her father
Overconfidence - She's good, and she knows it. But she's not quite as good as she thinks...
Cold-Blooded - In battle, little can distract her from her objective..
Motivation - Responsibility, Justice
Relationships - Nightsalkers

Design Notes
:arrow: Only because Starguard decided to post Hannibal King :lol:
:arrow: Merge: Agents and Powers: PL 7/105, 6/120, 8/90... Skills 3:1, Presence = 1 Social Advantage/ Rank
:arrow: Mostly based on my memory of Blade 3, and a few YouTube Snippets
:arrow: I made a choice to split her arsenal between devices and equipment...
:arrow: I listed an iPod in her Equipment, but did not charge a point for it.
:arrow: In keeping with all of the agent builds I've made, I put in fighting styles from the Game Master's Guide. I chose Krav Maga (even though that's likely not her real training) as she takes her opponents down, and then noticed that her style in the movie reminds me of boxing, and since almost all the Advantages for the latter were already on the sheet... why not?
:arrow: Some of the more out there equipment from the film - the laser light bow thingie that's just as unwieldy to describe as to use - would be a one off so not included...
:arrow: I imagine she's in for a surprise if she fights some of the other vampires from various universes as most vampires in the Bladeverse (as in the Blade Movies, not my universe) go down when struck by silver or staked...
Last edited by Bladewind on Mon May 07, 2018 1:30 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
The Merge Setting document
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

Image

Image

Image

Torque
PL6/ 120 PP


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

Powers
Cybertronian Life Form: (18 points)
More than Meets the Eye: Morph 1,
Size: Growth 3,
Holographic Rider: Feature 1,
Mechanoid: Immunity 5 [Environmental Cold, Heat, Vacuum, Suffocation; Disease and Poison (Limited to Effects that target flesh based lifeforms)],
Language Databanks: Comprehend 3 [Speak/Read/Understand; Requires Data Connection/ Interface when acquiring new language, Check Required (Technology) DC 13],
Interface: Comprehend 1 [Machines]
Movement Modes: (11 points)
Ground Speed: Speed 6 [Limited – Usable only in motorcyle form],
Parkour: Movement 5 [Environmental Adaptation (Urban), Safe Fall, Sure Footed 2; Wall Crawling; 4 Ranks Limited to Moving In Urban Environment],
Perfect Balance: Movement 2 [Wall-Crawling, Limited to Upright Movement]
Sonic Powers: (32 points)
Sonic Immunity: Immunity 10 [Sonic Effects],
Sonic Masking: Concealment 2 [(Auditory)],
Blaster: Damage 7 [Ranged; Variable Descriptor – Sonic, Ballistic and Lasers]
Alt: White Noise: Nullify 7 [(Radio Communications; Burst Area (Effect Remains in the Area), Concentration; Close Range]
Alt: Radio Comms: Communication 3

Equipment
Sensory Array
Sensors: Senses 8 [Extended Vision 2, Low Light Vision, Dark-Vision, Distance Sense, Direction Sense, Ultravision]
Weapons
Energon Blade: Damage 2 [Strength Based]

Advantages
Defensive Roll 1,
Assessment,
Equipment 2,
Well-Informed,
Benefit 1 [Resourceful (As per Inventor, but use Investigation and Persuasion)]

Skills
Acrobatics 3 (+4),
Athletics (+4),
Deception (+1),
Expertise: Current Events 1 (+4),
Insight (+1),
Intimidation (+2),
Investigation 4 (+7),
Perception 4 (+5),
Persuasion 6 (+7),
Ranged Combat: Blaster 3 (+5),
Stealth (+1),
Technology 3 (+6)

Offense
Initiative +1
Unarmed +6, Damage 4
Blaster +5, Damage 7
Energon Blade +6, Damage 6

Defense
Dodge 6,
Parry 6
Toughness 5 (Def Roll 1),
Fortitude 4,
Will 8

Power Points
Abilities 32 + Powers 61 + Advantages 5 + Skills 8 + Defenses 14 = Total 120

Complications
:arrow: 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...
:arrow: 12 Foot Robot: In humanoid form, he`s twelve feet tall. And made of metal. People tend to react to that...
:arrow: Vulnerable - Magnetics - The DC of any save versus a magnetic attack is increased by 5

Design Notes
:arrow: Wanted to try another Transformer type, at a lower PL.
:arrow: Since I'm obsessed with the Merge universe... PL 6/ 120 PP, Skills at 3:1. 1 Social Advantage per rank of Presence
:arrow: The only way I could make the points fit the concept was to make the Sense powers Equipment...
: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 1. 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...
:arrow: I chose Remington Steel as a placeholder name, but the more I think about it, the more I like it for this character... I had reduced it to Remington, but I believe Torque is a better name in the end...
:arrow: So I updated the image, apart from the bike being too Cybertronian... but I think this is the best so far for my concept...
Last edited by Bladewind on Mon Jan 16, 2017 12:56 am, edited 5 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 »

William Tranyth
PL6/ 120 PP


Abilities
Strength 4,
Stamina 6,
Agility 0,
Dexterity 0,
Fighting 5,
Intellect 2,
Awareness 3,
Presence 2

Powers
Silver Dragon: (11 points)
Environmental Cold Immunity: Immunity 1,
Large Size: Growth 4 [Feature: Natural Size],
“The Out”: Feature 1 [Dimensional Pocket – 100 lbs]
Fast: (2 points)
Fast: Speed 1,
Quick: Quickness 1
Spell Like Abilities: (14 points)
Heal Self: Healing 12 [ Limited to Self; Persistent]
Alt: Polymorph Self: Shapeshift 1 [Living Creatures]
Graceful: (7 points)
Winged Flight: Flight 3 [Wings; Change Direction, Change Velocity]
Alt: Jump: Leaping 3 [60 ft]
Alt: Cloudwalking: Movement 1 [Walk on Water (Fog, Clouds, Water)]
Natural Weapons: (24 points)
Cone of Cold (Breath Weapon): Damage 10 [Ranged]
Alt: Paralyzing Gas (Breath Weapon): Affliction 8 [Hindered/ Disabled/ Paralyzed; Cone Area, Concentration; Instant Recovery]
Alt: Create Ice: Create 8
Alt: Icy Terrain: Environment 2 [Extreme Cold (Create Extreme Cold), Impede Movement (Reduce Speed by 2 ranks); Cone Area (+0)]
Alt: Tooth & Claw: Damage 2 [Strength Based]

Advantages
Assessment,
Leadership,
Move-By Action,
Improved Initiative 1,
Beginner's
Luck,
Diehard,
Interpose,
Inspire 2,
Ritualist,
Great Endurance

Skills
Acrobatics 5 (+5),
Athletics (+4),
Close Combat: Tooth & Claw 1 (+6),
Deception 6 (+8),
Expertise: Magic 3 (+5),
Expertise: Flora and Fauna 3 (+5),
Insight 5 (+8),
Intimidation: Note: Perm Growth modifier included. (+4),
Investigation 2 (+4),
Perception 2 (+5),
Persuasion 9 (+11),
Ranged Combat: Breath Weapon 4 (+4),
Stealth (+0),
Treatment 2 (+4)

Offense
Initiative +4
Tooth & Claw +6, Damage 6
Cone of Cold (Breath Weapon) +4, Damage 8
Paralyzing Gas +4, Damage 8, Dodge DC 18 for half

Defense
Dodge 6,
Parry 3
Toughness 6 (Def Roll 0),
Fortitude 6,
Will 6

Power Points
Abilities 28 + Powers 58 + Advantages 9 + Skills 14 + Defenses 11 = Total 120

Complications
Doing Good/ Code of Honor - The inherent goodness of Silver Dragons
Responsibility - Fight Evil
Enemy - Malefor, a dark and evil dragonlord who fought Silvaura's mother.

Design Notes
:arrow: Spectrum will probably recognize this build, I retweaked per Merge (Agents) creation: Skills 3:1, Presence Advantage, PL 7/105, PL 8/190
:arrow: I posted a Humanoid form, mostly to have access to a medium size version without the headache of the Growth modifiers.
:arrow: Shapeshift would probably used as a means for Morph, and I did not put the Growth as Permanent or Innate, instead putting a Feature indiating that his draconic form is his natural form.
:arrow: The concept of this version of the character is a mix of a "traditional" silver dragon from Dungeons and Dragons and those from the Elvenbane series of books.
:arrow: Change Direction, Change Velocity on Flight are technically Teleport modifiers. He`s just that good when it comes to maneuvers in flight. Considering that the way I built the power, I could take those two modifers off and alt power a Teleport Effect and gain a point in the exchange, I will leave it as is. ;)
:arrow: Something I want for this build is mindspeech. Not Mindreading, just the ability to mindspeak... need to find the points for it. I suppose that in dragon form that it can be the 5 points from the shapeshift but that's a cop-out to me...
:arrow: Small dimensional pocket for the equipment he might carry in various forms... Incidentally, "The Out" is the place where he believes he sheds his mass when he changes size...
Humanoid Form
PL6/ 120 PP


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

Powers
Silver Dragon: (8 points)
Environmental Cold Immunity: Immunity 1 [(Enviromental/ Particular Damage Types)], Draconic Senses: Senses 5 [Note: Allotment of points from Shapeshift; Distance Sense, Direction Sense, Extended Vision x2, Low Light Vision]
Polymorph Self: Shapeshift 1 [Living Creatures]
Spell Like Abilities: (8 points)
Polymorph Self: Shapeshift 1 [Living Creatures]
Alt: Heal Self: Healing 6 [ Limited to Self; Persistent]
Graceful: (5 points)
Wind Walker: Flight 2 [Limited to walking along water based material (fog, ice, water, steam…); Jump 3]
Natural Weapons: (15 points)
Cone of Cold (Breath Weapon): Damage 6 [Ranged]
Alt: Paralyzing Gas (Breath Weapon): Affliction 6 [Hindered/ Disabled/ Paralyzed; Cone Area, Concentration; Instant Recovery]
Alt: Create Ice: Create 6
Alt: Icy Terrain: Environment 2 [Extreme Cold (Create Extreme Cold), Impede Movement (Reduce Speed by 2 ranks); Cone Area (+0)]
Humanoid Form: (10 points)
Sure Footed: Movement 4,
Tracking: Senses 2

Equipment

Advantages
Move-By Action,
Improved Initiative 1,
Assessment,
Beginner's Luck,
Interpose,
Equipment 2,
Inspire 2,
Ritualist,
Leadership,
Great Endurance,
Attractive 1,
Languages 2 [(Draconic) Elven, Common]

Skills
Athletics (+0),
Close Combat: Sword Play 1 (+6),
Deception 6 (+8),
Expertise: Magic 3 (+5),
Insight 5 (+8),
Intimidation (+2),
Investigation 6 (+8),
Perception 2 (+5),
Persuasion 9 (+11),
Ranged Combat: Breath Weapon 6 (+6),
Ranged Combat: Archery 5 (+5),
Stealth 0 (+0),
Treatment 5 (+7)

Offense
Initiative +4

Cone of Cold (Breath Weapon) +6, Damage 6
Paralyzing Gas +6, Damage 6, Dodge DC 18 for half

Defense
Dodge 9,
Parry 6
Toughness 2 (Def Roll 0),
Fortitude 6,
Will 6

Power Points
Abilities 28 + Powers 46 + Advantages 13 + Skills 16 + Defenses 17 = Total 120
Last edited by Bladewind on Wed Aug 16, 2017 3:40 am, 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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Goldar
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Joined: Mon Nov 07, 2016 2:10 pm

Re: Bladewind's M&M 3ed Builds

Post by Goldar »

Just wanted to say Happy New Year 2017 buddy!

I was blocked from echoes for some reason from 12/24/16 onward until late yesterday, otherwise I would have wished you a Merry Christmas too.
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

Thanks and to you as well !
hope all the issues are sorted with your log in !
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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Goldar
Posts: 1229
Joined: Mon Nov 07, 2016 2:10 pm

Re: Bladewind's M&M 3ed Builds

Post by Goldar »

Thanks. The issue seems to be resolved.

It was scary--- because I kept trying to contact Ares and administrators, but I don't think they can get the message if you can't sign in and you can't sign in due to a problem.

I didn't want to lose this new home which I know will be great in 2017. I didn't want to lose touch with all of you. And no one knew of my plight and why I wasn't around and posting. :o

Whew! Just glad to be back. :)
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

Image

"I have inside me blood of kings..." Queen, Princes of the Universe
"... same clan, different vintage." Adrian Paul as Duncan Macleod, Highlander: the Series (Pilot)

Alexander MacCleod
PL6/ 120 PP


Abilities
Strength 3,
Stamina 4,
Agility 3,
Dexterity 0,
Fighting 4,
Intellect 1,
Awareness 4,
Presence 2

Powers
Blood of Kings: (21 points)
Sense Immortals/ Quickening: Senses 4 [Extended (2), Ranged Detect Immortals/ Quickening (Mental)],
Immortal: Immortality 14 [(8 minutes); Limited – Beheading; Immunity: Poison, Disease, Aging]
Lifetimes of Training: (14 points)
Polyglot: Comprehend 3 [Speak, Read, Understand All],
Parkour: Movement 5 [Environmental Adaptation (Urban); Safe Fall, Sure Footed 2, Wall Crawling; Limited to Moving in Urban Environment (4 ranks)],
Sword Defense: Enhanced Parry 4 [Requires Sword (Or other suitable object)]

Equipment
Weapons
Twin Swords: Damage 3 [Strength Based; Dangerous (Crit 18-20)],
Second Sword: Feature 1 [Split Attack on Sword Damage,; Linked Strength Based Damage 3, Dangerous (Crit 19-20)]

Advantages
Accurate Attack,
Defensive Attack,
Improved Defense,
Improved Disarm,
Improved Initiative 1,
Power Attack,
All-Out Attack,
Improved Smash,
Instant Up,
All-Out Attack,
Close Attack 2,
Takedown 1,
Jack-of-all-Trades,
Beginner's Luck,
Luck 3,
Equipment 2,
Benefit 1 [Esoteric Fighting Style - +5 DC to Assessment checks against him per rank]
Leadership
Well-Informed

Skills
Acrobatics (+3),
Athletics (+3),
Deception 4 (+6),
Expertise (+1),
Insight (+4),
Intimidation 4 (+6),
Investigation 7 (+8),
Perception 5 (+9),
Persuasion 6 (+8),
Sleight of Hand 11 (+11),
Stealth 7 (+10),
Technology (+1),
Treatment 1 (+2),
Vehicles 3 (+3)

Offense
Initiative +7
Unarmed +6, Damage 3
Sword +6, Damage 6

Defense
Dodge 6,
Parry 8
Toughness 4 (Def Roll 0),
Fortitude 5,
Will 7

Power Points
Abilities 42 + Powers 35 + Advantages 20 + Skills 166= + Defenses 7 = Total 120

Complications
The Game – Bound to Fight Immortals one on one, cannot fight on holy ground
Quickening – Defeating an Immortal triggers the ressurective properties of Immortality as if he'd been killed and grants 1 HP (as opposed to rising after being killed where he is left with 0 HP)

Design Notes
:arrow: Another Merge inspired build. Skills 3:1, 1 Social Advantage per Presence Rank
:arrow: I wanted to stat out an Immortal (Highlander version), without tying directly to that cannon... The Quickening is the biggest challenge, as it's not clearly defined and seems to be all over the place. I figured this was an interesting way to handled it - defeating and killing an Immortal essentially gives two HP. One gets spent to immediately trigger the healing aspect of Immortality, and the other gets stockpiled per normal complications...
:arrow: Short version of this character's background: He was a Roman soldier and the first one to enter the re-captured fortress, Masada, in 73 CE. Adopted into Clan MacLeod at a much later date.
:arrow: The build is missing things like accumulated Wealth and Resources... but that's normal, given that he has to start over as it were, given that the Merge is a recent event, and he was stripped from his world to this one...
:arrow: Esoteric Fighting Style may be named for an effect from the Gamemaster's Guide, but I gave it a more concrete effect based on the other Benefits in the Hero's Handbook. I envision it being more that his style is more unpredictable and includes many styles giving him an advantage when other are trying to evaluate his abilities...
:arrow: I also envision him as a sword swallower and stage magician... hence the Sleight of Hand...
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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Joined: Sat Nov 05, 2016 9:26 pm

Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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Mischief/ Kestrel Darkholme
PL8


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

Powers
Possession: (65 points)
All Powers Linked (0 points)
Possession: Affliction 10 [Resisted by Will (Dazed/ Compelled/ Controlled); Sustained, Cumulative; Instant Recovery, Sense Dependent (Eye Contact); Reach 5],
Soul Bonding: Insubstantial 4,
Invisibility: Concealment 10,
Suffocation Immune: Immunity 2 [Limited – Only when Intangible],
Mind Reading 8 [Cumulative, Effortless; Reduced Range (Touch), Limited to Controlled Target]

Shapeshifter: (1 points)
Alt: Humanoid Forms: Morph 3 [(Alternate Power to Possession)]

Advantages
Assessment,
Teamwork,
Eidetic Memory,
Defensive Roll 3,
Agile Feint,
Defensive Attack,
Improved Grab,
Improved Trip,
Power Attack,
Prone Fighting,
Takedown 1,
Improved Defense,
Improved Critical 1 [(Unarmed 19-20)]

Skills
Athletics 2 (+4),
Close Combat: Unarmed 5 (+8),
Deception (+2),
Insight 5 (+9),
Intimidation (+2),
Perception 5 (+9),
Persuasion 2 (+4),
Sleight of Hand 6 (+9),
Stealth 9 (+12)

Offense
Initiative +3
Unarmed +8, Damage 2, Crit 19-20 (Muay Thai, Capoeira)

Defense
Dodge 8,
Parry 8
Toughness 5 (Def Roll 3),
Fortitude 7,
Will 9

Power Points
Abilities 44 + Powers 66 + Advantages 13 + Skills 17 + Defenses 20 = Total 160

Complications
Enemy: Nigel Oprhington Smythe, Kimmo Tuolema... the creators of the Morituri are responsible for creating her, but the indoctrination phase of power grafting was never completed and she escaped.
Cypher: She has Mystique's powers. She has Jericho's powers... she can be everybody, anybody... and nobody... She sometimes struggles to determine her own identity.
Mistaken Identity: She is easily confused for Mystique, or even for the JLA student, Masquerade.

Design Notes
:arrow: Designed not with the Merge in mind (Shocker !), this was similar rules, but for my JLA game. PL 9/145 PP, PL 10/130, PL 8/160, Skills 2:1, Presence grants advantages.
:arrow: Kestrel is a spliced clone of Mystique and Jericho, I listed Morph separately even though I intend it as an alt power of Possession as all the other powers in that Array are linked.
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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Wildcard (1)/ Olivier Lebeau
PL8/ 200 PP

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

Powers
Elite Physical Specimen: (3 points)
Leaping 1, Speed 2
Morituri Phase 2: (14 points)
Flight 5, Telepath: Mind Reading 8 [Limited by Language, Ranged]
2nd Generation Mutant: (61 points)
Power Mimicry: Variable 10 [Action (Move); Limited to traits of subject, Resistible (Victim makes Will save DC 20],
Gambler: Feature 1 [Automatically win at games of chance, unless opponent also has this Feature in which case resolve as normal]

Equipment
Weapons
Staff: Damage 2 [Strength Based; Double Weapon (Split x1)]

Advantages

Diehard,
Equipment 3,
Fearless,
Great Endurance,
Ranged Attack 4,
Accurate Attack,
Defensive Attack,
Improved Disarm,
Improved Hold,
Power Attack,
Quick Draw,
Weapon Bind,
Evasion 1,
Fast Grab,
Grabbing Finesse,
Improved Grab,
Improved Hold
Improved Trip,
Uncanny Dodge,
Defensive Roll 2,
Improved Initiative 1,
Luck 3

Skills
Acrobatics 8 (+12),
Athletics 2 (+8),
Close Combat: Unarmed 4 (+10),
Close Combat: Quarterstaff 2 (+8),
Deception 9 (+11),
Expertise: Streetwise 4 (+5),
Insight (+2),
Intimidation (+2),
Perception 6 (+8),
Persuasion (+2),
Sleight of Hand 6 (+10),
Stealth 5 (+9),
Technology 3 (+4),
Vehicles 2 (+6)

Offense
Initiative +8
Staff +8, Damage 8
Unarmed +10, Damage 6

Defense
Dodge 8,
Parry 7
Toughness 8 (Def Roll 2),
Fortitude 7,
Will 9

Power Points
Abilities 62 + Powers 78 + Advantages 30 + Skills 17 + Defenses 13 = Total 200

Complications
Short Temper: He can be found out if he gets annoyed.

Design Notes
:arrow: Designed for my JLA game, straight character creation rules, total PP fell where they may...
:arrow: Imbued with the powers of Rogue, Olivier Lebeau and his sister, Remi are enhanced 2nd generation mutants... And current Big Problems for my PCs in JLA...
:arrow: I had statted Remi as well, and thankfully still have my notes, but as I did both builds at the same time, it would seem that I accidently saved this over her build as well... (Looking over the build... not saved over. Yay! I simply never finished the electronic version and need to remove the telepathy and finish it up...)
:arrow: Olivier is the more short tempered, physical of the two but oddly his default powers are telepathy (which he hates) and flight... his sister is calmer, patient and a music lover. Her default powers are "paragon" in nature
:arrow: Elite Physical Specimen is redundant on this build, as noted in Wildcard 2's notes, I forgot to remove the cost here...
:arrow: I didn't go for many complications on this one as he's a badguy, and if I need HP, I use GM fiat...
Last edited by Bladewind on Wed Jan 11, 2017 2:42 am, 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
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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Wildcard (2)/ Remi Lebeau
PL8/ 200 PP


Abilities
Strength 11,
Stamina 6,
Agility 4,
Dexterity 4,
Fighting 5,
Intellect 1,
Awareness 2,
Presence 2

Powers
Elite Physical Specimen: (0 points)
Leaping 1, Speed 2
Morituri Phase 2: (26 points)
Flight 6,
Invulnerable: Create 8 [Movable; Proportional, Limited to Protective Sheath],
Super-Speed: Quickness 6
2nd Generation Mutant: (60 points)
Power Mimicry: Variable 10 [Action (Move); Limited to traits of subject, Resistible (Victim makes Will save DC 20]

Equipment
Weapons
Staff: Damage 2 [Strength Based; Double Weapon (Split x1)]

Advantages
Diehard,
Equipment 3,
Fearless,
Great Endurance,
Leadership,
Inspire 3,
Takedown 2,
Power Attack,
Fast Grab,
Grabbing Finesse,
Improved Grab,
Improved Hold,
Improved Trip,
Uncanny Dodge,
Defensive Roll 2,
Improved Initiative 3

Skills
Acrobatics 8 (+12),
Athletics 2 (+13),
Deception 9 (+11),
Expertise: Streetwise 6 (+7),
Expertise: Music 4 (+5),
Insight 4 (+6),
Intimidation (+2),
Perception 6 (+8),
Persuasion (+2),
Ranged Combat: Throwing 5 (+9),
Sleight of Hand 2 (+6),
Stealth (+4),
Technology 3 (+4),
Vehicles 2 (+6)

Offense
Initiative +16
Unarmed +5, Damage 11

Defense
Dodge 8,
Parry 6
Toughness 8 (Def Roll 2),
Fortitude 7,
Will 9

Power Points
Abilities 60 + Powers 86 + Advantages 24 + Skills 17 + Defenses 13 = Total 200

Complications

Design Notes
:arrow: Designed for my JLA game, straight character creation rules, total PP fell where they may...
:arrow: Imbued with the powers of Rogue, Olivier Lebeau and his sister, Remi are enhanced 2nd generation mutants... And current Big Problems for my PCs in JLA...
:arrow: Remi is calmer than her brother, patient and a music lover. Her default powers are "paragon" in nature
:arrow: Like Olivier I didn't go for complications on this one as he's a badguy, and if I need HP, I use GM fiat...
:arrow: I listed a 0 point cost for "Elite Physical Specimen." This was more to keep the infor there, but with her Flight rank those are pretty much redundant...
:arrow: Wanted to try something with Invulnerability and went with a Create effect...
Last edited by Bladewind on Thu Jan 19, 2017 12:44 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.
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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Toxyn/ Ruth Mastorakis
PL9/ 150 PP


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

Powers
Elite Physical Specimen: (3 points)
Leaping 1, Speed 2
Morituri Powers: (51 points)
Analyze Biochemistry: Senses 3 [Ranged, Analytical Chemical Detection; Enhanced Advantage: Assessment],
Understand Biotoxins: Enhanced Trait 4 [Expertise – Poison and Toxin (12 Ranks); Quirk – Limited to practical applications],
Tolerance: Immunity 1 [Poison],
Toxins: Affliction 10 [Dazed/ Defenseless/ Incapacitated – Resisted by Will; Cumulative, Concentration, Progressive; Instant Recovery; Variable Descriptor 2 (Any airborne or skin based toxin), Variable Descriptor 2 (Any poison or toxin effect), Feature – (Alt Will Save – Fort)]

Equipment

Advantages
Diehard,
Equipment 3,
Fearless,
Great Endurance,
Ranged Attack 4,
Assessment,
Teamwork,
Inspire 1,
Benefit 5 [(Immunity – Interaction Skills)]

Skills
Acrobatics 2 (+6),
Athletics 2 (+8),
Close Combat: Toxin Attacks 2 (+8),
Deception 2 (+4), E
xpertise: Military 4 (+5),
Insight (+1),
Intimidation (+2), Perception 2 (+3),
Persuasion (+2),
Stealth (+4),
Technology 3 (+4),
Vehicles 1 (+5)

Offense
Initiative +4
Toxins +8, Damage 10
Unarmed +6, Damage 6

Defense
Dodge 8,
Parry 7
Toughness 6 (Def Roll 0),
Fortitude 7,
Will 10

Power Points
Abilities 60 + Powers 54 + Advantages 15 + Skills 6 + Defenses 15 = Total 150

Complications


Design Notes
:arrow: So, over on the other forum, Jabroniville did an awesome adaptation of Strikeforce Morituri. More faithful to the comic PL than me, but still a solid base on which to create some of my own. This is a build that I've had on my hard drive for awhile now, but am just getting around to posting.
:arrow: Again, no complications as she is meant as a baddy for now.
:arrow: 5 points over my JLA PC character creation rules.
:arrow: My version of her Phase 2 powers are more extensive than those that Jab statted... the joys of this system that there is no right or wrong way to build a character...
:arrow: Language so rarely comes up, but I supposed I should find or spend a point on languages to add Greek...
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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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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Vyking/ Harold Emerson
PL9/ 186 PP


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

Powers(0 points)
Elite Physical Specimen:
Leaping 1, Speed 2
Morituri Process: (80 points)
"Imaging": Senses 9 [Acute, Accurate, Analytical Detect Lifeforce; Extended 2],
Flight 5,
Energy Absorption: Enhanced Trait 10 [Enhanced Ranged (Cone) Damage; Reaction (Being Hit), Broad Type (Any energy hit with) ; Fades; Variable Descriptor 2 (Any energy)]
Alt: Energy Reflection: Deflect 9 [Reflect, Redirect]

Equipment

Advantages
Diehard,
Equipment 3,
Fearless,
Great Endurance,
Ranged Attack 4,
Leadership

Skills
Acrobatics 2 (+6),
Athletics 5 (+11),
Deception 2 (+6),
Expertise: Military 4 (+5),
Expertise: Writing 5 (+6),
Insight 4 (+6),
Intimidation 2 (+6), Perception 2 (+4),
Persuasion 6 (+10),
Stealth 2 (+6),
Technology 3 (+4),
Vehicles 3 (+7)

Offense
Initiative +4

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

Power Points
Abilities 66 + Powers 80 + Advantages 11 + Skills 20 + Defenses 9 = Total 186

Complications
GM Fiat

Design Notes
:arrow: See previous notes on last few builds for the free "Elite Physical Specimen" and base Morituri notes.
:arrow: Same thing for lack of Complications
:arrow: I have a complicated way to absorb energy, and a simple way... Enhanced Trait vs Reflect... both work equally well...
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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Sateen/ Catherine Ross
PL9/ 150 PP


Abilities
Strength 0,
Stamina 0,
Agility 1,
Dexterity 3,
Fighting 4,
Intellect 2,
Awareness 7,
Presence 4

Powers
Mage Abilities: (40 points)
Mystic Awareness: Senses 3 [Analytical, Radius, Mystic Awareness],
Mystic Shield: Protection 10 [Sustained; Impervious 7],
Levitation: Flight 4,
Mind Control: Affliction 10 [Resisted by Will: Dazed/ Compelled/ Controlled; Sustained, Cumulative; Instant Recovery, Sense Dependent (Eye Contact); Reach 6, Subtle]
Magical Abilities: (25 points)
Eldritch Blast: Damage 10 [Ranged]
Alt: Billowing Darkness: Concealment 4 [All Visual; Ranged, Attack]
Alt: Dispel Magic: Nullify 6 [Broad (Magic), Simultaneous]
Alt: Enervation: Weaken 6 [Ranged (Broad - Abilities, 1 at a time)]
Alt: Maddening Blast: Damage 10 [Ranged, Alternate Save (Will)]
Alt: Mystic Contructs: Create 9 [Continuous; Precise, Subtle]

Equipment

Advantages
Fearless,
Ultimate Effort [Ultimate Will],
Accurate Attack,
Power Attack,
Artificer,
Attractive 1,
Fascinate 1,
Ritualist,
Set-up 1,
Startle

Skills
Athletics (+0),
Deception (+4),
Expertise: Magic 10 (+12),
Insight 6 (+13),
Intimidation 4 (+8),
Perception 4 (+11),
Persuasion 4 (+8),
Ranged Combat: Magic Array 4 (+7),
Stealth (+1)

Offense
Initiative +1
Eldricth Blast +7, Damage 10

Defense
Dodge 6,
Parry 4
Toughness 10 (Def Roll 0),
Fortitude 6,
Will 12

Power Points
Abilities 42 + Powers 65 + Advantages 6 + Skills 16 + Defenses 16 = Total 145

Complications
GM Fiat

Design Notes
:arrow: Continuing my run of posting builds, Sateen was a character my JLA PCs faced off against in "Save the Citizen." Admittedly, I did not use her to her full ability, mostly because I was running off my creation notes and not the full sheet...
:arrow: Sateen is semi-original, well, sort of. She is not a legacy character like most of the characters in my JLA setting. Instead, she is Earth 218's version of Courtney Ross/ Satyr9/ Saturnyne/ Sat'neen... Closer to that last, she is Colin Mackay (Kylun)'s girlfriend and a more direct counterpart to that version than the other three...
Last edited by Bladewind on Mon May 07, 2018 1:30 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.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind »

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Firebird/ Serafina Arkadin
PL9/ 139 PP


Abilities
Strength 0,
Stamina 1,
Agility 1,
Dexterity 2,
Fighting 0,
Intellect 4,
Awareness 6,
Presence 4

Powers
Mental Acuity: (10 points)
Mental Awareness: Senses 4 [Acute, Detect, Radius, Ranged],
Telepathic Translation: Comprehend 3 [Speak, understand, Be Understood]
Precognitive Reactions: (21 points)
Precognitive Reflexes: Enhanced Advantages 9,
Precognitive Dodge: Enhanced Dodge 6,
Precognitive Parry: Enhanced Parry 6

Psychic: (22 points)
Telepathy: Mind Reading 9
Alt: Mental Communication: Communication 4
Alt: Mind Control: Affliction 6 [Resisted/ Overcome ny Will: Dazed/ Compelled/ Controlled; Perception, Cumulative]
Alt: Telekinesis: Move Object 5 [Damaging; Accurate 4]
Alt: Mental Blast: Damage 9 [Alternate Resistance: Will, Ranged]

Equipment

Advantages
Attractive 1,
Fearless,
Leadership
, Set-Up 1,
Defensive Roll 4,
Evasion 2,
Improved Defense,
Improved Initiative 1,
Uncanny Dodge,
Beginner's Luck,
Daze 1 [Deception],
Fascinate 1 [Persuasion],
Inspire 2,
Teamwork

Skills
Athletics (+0),
Deception 6 (+10),
Expertise 6 (+10),
Insight 6 (+12),
Intimidation (+4),
Perception 8 (+14),
Persuasion 4 (+8),
Ranged Combat: Mental Blast 7 (+9),
Stealth 5 (+6),
Technology 4 (+8)

Offense
Initiative +5

Defense
Dodge 13,
Parry 10
Toughness 5 (Def Roll 4),
Fortitude 5,
Will 13

Power Points
Abilities 36 + Powers 53 + Advantages 6 + Skills 23 + Defenses 21 = Total 139

Complications
Youth: She is one of the youngest students on campus and sometimes that works against (or for...) her.
Language Barrier: She speaks with a thick Russian accent, and can sometimes lose her spoken English if she gets too flustered...

Design Notes
:arrow: Leader of Soyuz in the Firestorm comics, part of the Muir Island Campus students in Justice League Academy... Sort of tried to keep to the points and creation of that game, but NPC so let myself go over by a few points.
:arrow: A lot of her advantages are contingent on her telepathic awareness, so I put them as Enhanced Advantages
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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