Mister B's M&M 3E Builds ::Marvel Archives

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Re: Mister B's M&M 3e ::

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Sage -Pl 9
Real Name: Tessa (secret)
Origin: Mutation & Technological
Group Affiliation: X-Men
Concept: Mutant Super Spy with Computer Brain

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

Advantages
Agile Feint, All-out Attack, Attractive, Benefit, Wealth 2 (indepently wealthy), Defensive Attack, Eidetic Memory, Equipment 4, Improved Disarm, Improved Smash, Improved Trip, Instant Up, Languages 2, Power Attack, Ranged Attack 6, Speed of Thought, Well-informed

Skills
Acrobatics 6 (+9), Athletics 4 (+5), Deception 9 (+12), Expertise: Business 5 (+12), Expertise: Civics 2 (+9), Expertise: Criminal 2 (+9), Expertise: Current Events 5 (+12), Expertise: Spy 10 (+17), Insight 6 (+12), Intimidation 6 (+9), Investigation 10 (+17), Perception 6 (+12), Persuasion 4 (+7), Ranged Combat: Heavy Gun 4 (+7), Technology 5 (+12)

Powers
· Cybernetic Glasses (Removable)
. . Audio / Video feed: Feature 1
. . Datalink: Radio Communication 1 (Rapid 3; Custom 3: Cannot access anything more than 10' away, Limited: Computer Systems)
. . Enhanced Senses: Senses 8 (Detect: Energy (visual) 2: ranged, Detect: Telepathic Resonance 2: ranged, Detect: Electronic Technology 2: ranged, Extended: Normal Vision 1: x10, Extended: Normal hearing 1: x10)
. . Expandable Visual Field: Feature 1 (so others can see and hear what she is seeing)
. . Wireless Broadband computer network: Feature 1
· Cyberpathic Brain
. . Computerized Memory: Quickness 10 (Perform routine tasks in -10 time ranks, Advantages: Eidetic Memory, Speed of Thought, Well-informed)
. . Multi-tasking / Firewall: Immunity 6 (Custom: Confusing effects 2, Custom: Mind Reading (psychic descriptor) 2, Custom: Insight skills 2; Feature: Can do three things at once, with no reduction in processing.)
· Genetic Jumpstart: Summon 8 (Increased Duration: continuous, Type (General): Mutant; Limited: to available subjects with latent mutant DNA, Quirk 2: Can only be done once per person, powers set after this. Must have used Genetic sight first. )
· Genetic Sight: Senses 3 (Acute: Genetic Sight, Analytical: Genetic Sight, Detect: Mutant Gene 1)

Equipment
Costume [Commlink: Feature 1; Insulated: Feature 2; Protection: Protection 3, +3 Toughness], Heavy Pistol, Knife

Offense
Initiative +7
Grab, +7 (DC Spec 11)
Heavy Pistol, +12 (DC 19)
Knife, +7 (DC 17)
Throw, +9 (DC 16)
Unarmed, +7 (DC 16)

Complications
Enemy: Just about everyone in the Hellfire Club, particularly Sebastian Shaw. Elias Bogan who scared her face.
Motivation: Responsibility. Sage believes in doing the responsible thing, no matter what it takes.
Prejudice: Mutant.
Relationship: Sage is good friends with Charles Xavier. And is perhaps his most devoted X-Man.

Languages
Bolgarian, English, French (quite possibly more)

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 5, Will 12

Power Points
Abilities 64 + Powers 56 + Advantages 23 + Skills 28 (83 ranks) + Defenses 14 = 185

Builders Notes:
Sage is perhaps The perfect spy, most in part thanks to her computerized brain. She is able to counter any attempt at using Insight against her, thanks to her mutant abilities. Her ability to multi-task, makes her impervious to confusion based events /effects. And she's one hell of a shot when it comes to using firearms.
Last edited by MisterB on Sat Feb 09, 2019 4:24 pm, edited 1 time in total.
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Re: Mister B's M&M 3e :: Some more Marvel

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DeathBird - Pl 10
Real Name: Cal`syee Neramani (Unknown to the population of Earth)
Origin: Mutant Alien
Affiliations: Shi`ar Empire
Concept: Evil Alien Matriarch

Abilities
Strength 3, Stamina 5*/3, Agility 6, Dexterity 6, Fighting 8, Intellect 2, Awareness 2, Presence 4
* raging

Advantages
Agile Feint, Attractive, Benefit, Status 4: Majestrix, Benefit, Wealth 5 (billionare), Close Attack 2, Connected, Contacts, Defensive Attack, Defensive Roll 2, Equipment 19, Improved Initiative, Languages 1, Leadership, Move-by Action, Ranged Attack 4

Skills
Acrobatics 10 (+16), Athletics 3 (+6), Close Combat: Talons 2 (+10), Deception 5 (+9), Expertise: Civics 7 (+9), Expertise: Law 5 (+7), Expertise: Majestrix 7 (+9), Expertise: Strategy 5 (+7), Insight 6 (+8), Intimidation 7 (+11), Perception 9 (+11), Persuasion 6 (+10), Technology 6 (+8)

Powers
· Berserker Rage: Enhanced Trait 8 (Traits: Stamina +2 (+5), Will +2 (+10), Advantages: Close Attack 2; Tiring)
· Mutant Ativism
. . Talons/Claws: Strength-based Damage 2 (DC 20)
. . Wings: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
· Shi`ar Physiology
. . Immunity: Immunity 1 (Environmental Condition: Cold)
. . Power-lifting: Power-lifting 2 (+2 STR for lifting)
. . Senses: Senses 2 (Extended: Normal Vision 2: x100)

Equipment
Armor [Protection: Protection 3, +3 Toughness], Shi`ar Cruiser, Wrist Weapons (Electric Blast [Blast: Blast 10, DC 25; Diminished Range], Gas Gun [Gas Gun: Cloud Area Affliction 9, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude, DC 19; Cloud Area: 15 feet radius sphere, Increased Range: ranged; Limited Degree], Javelin Projectors [Blast: Blast 7, piercing, DC 22; Diminished Range])

Offense
Initiative +10
Gas Gun: Cloud Area Affliction 9 (DC Fort 19)
Javelin Projectors: Blast 7, +10 (DC 22)
Electric Blast: Damage 10, +10 (DC 25)
Grab, +10*/+8 (DC Spec 13)
Talons/Claws: Strength-based Damage 2, +12*/+10 (DC 20)
Throw, +10*/+8 (DC 18)
Unarmed, +10*/+8 (DC 18)
* raging

Complications
Enemy: Deathbird has made many enemies, specially with the majority of Earth's heroes. The avengers and X-men in particular, though the X-Men are her most hated enemies.
Motivation: Greed: Deathbird wants to rule her home planet. And is willing to go to any methods, allying herself with alien races such as the Brood, and the Skrulls. She even killed her own mother to gain the throne.
Relationship: She has had relationships with both Biship, and Vulcan.

Languages
English, Shiar

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10*/5, Will 10*/8
* raging

Power Points
Abilities 68 + Powers 16 + Advantages 43 + Skills 26 (78 ranks) + Defenses 17 = 170
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Re: Mister B's M&M 3e :: Freedom City Original

Post by MisterB »

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MUSE - PL 10
Real Name: Ravina Sovienik
Origin: Extradimensional Mutant
Profession: Professional Singer
Base of Operations: Freedom City, New England
Marital Status: Single

Age: Looks to be in her twenties , though her true age is not known. She is perhaps several thousand years old.
Height: 5'9", Weight: 133 lbs
Eyes: Green, Hair: Dark Brown

Abilities:
Strength 0, Stamina 1, Agility 0, Dexterity 3, Fighting 3, Intellect 5, Awareness 5, Presence 10/7

Advantages
Benefit, Wealth 3 (millionare), Contacts, Distract (Expertise: Singing), Fascinate (Deception), Fascinate (Expertise: Singing), Fascinate (Persuasion), Inspire 2, Languages 1

Skills
Acrobatics 4 (+4), Athletics 3 (+3), Deception 6 (+16), Expertise (PRE): Singing 10 (+20), Expertise: Arcane 2 (+7), Insight 4 (+9), Perception 6 (+11), Persuasion 6 (+16), Ranged Combat: Vocal Resonance 7 (+10), Vehicles 2 (+5)

Powers
Enchanting Voice: Enhanced Trait 12 (Traits: Presence +3 (+10), Advantages: Distract (Expertise: Singing), Fascinate (Deception), Fascinate (Expertise: Singing), Fascinate (Persuasion), Inspire 2)
Extradimensional Being: Movement 6 (Dimensional 3: any dimension, 50 lbs., Permeate 3: full speed; Custom 2: Portal for Dimensional Travel [3 ranks only])
Immunity to the Ravages of Time: Immunity 3 (Aging, Custom: Time Descriptor 2)
Magic Necklace: Force Field 9 (Easily Removable, +9 Toughness; Impervious [1 extra rank])
Sonic Resolve: Immunity 5 (Custom: Sonic Based Afflictions 5)
Vocal Resonance (Array)
· Cosmic Blast: Blast 10 (cosmic, sonic, DC 25; Penetrating 10)
· Deafness: Burst Area Dazzle 10 (cosmic, sonic, Affects Sense: Hearing, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere)
· Emotion Control: Concentration Perception Area Affliction 9 (cosmic, sonic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Perception Area, Concentration, Variable Descriptor: close group - Emotions)
· Matter Disruption
. . . . Matter Disruption: Damage 8 (Linked; cosmic, sonic, DC 23; Affects Objects Only, Increased Range: ranged)
. . . . Matter Disruption: Weaken 7 (Linked; cosmic, sonic, Affects: Toughness, Resisted by: Fortitude, DC 17; Affects Objects Only, Increased Range: ranged)
· Sway the Masses: Cumulative Perception Area Affliction 10 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Perception Area 2 [9 ranks only], Cumulative; Limited Degree)

Offense
Initiative +0
Cosmic Blast: Blast 10, +10 (DC 25)
Deafness: Burst Area Dazzle 10 (DC Fort 20)
Emotion Control: Concentration Perception Area Affliction 9 (DC Will 19)
Grab, +3 (DC Spec 10)
Matter Disruption: Damage 8, +10 (DC 23)
Matter Disruption: Weaken 7, +10 (DC Fort 17)
Sway the Masses: Cumulative Perception Area Affliction 10 (DC Will 20)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Complications
Enemy: Intergalatic Overlord. : Trask, is an Intergalatic alien overlord. Bent on capturing his little muse, and bringing her back into his harem.
Fame: Super Human Singer. : Is a public figure , because of her status as a well known super human singer.
Motivation: Recognition.: Loves to live in the lime-light.
Phobia: Monophobia. : Fear of being alone.
Power Loss: Singing. : Cannot use her vocal resonance, if she cannot sing or speak.
Relationship: Ravina has many close friends, those being the members of her musical group. Thomas Underwood (the famous WW1 hero). And many many orthers.
Responsibility: Her Profession. : Takes her roll as a singer and professional performer, very seriously.

Languages
English, Tuziski

Defense
Dodge 10, Parry 6, Fortitude 6, Toughness 10, Will 14

Power Points
Abilities 48 + Powers 83 + Advantages 5 + Skills 17 (50 ranks) + Defenses 27 = 180


Biography:
The woman who is now known as Ravina Sovienik, first appeared on earth somewhere in the 1920's. A dimensional travelling Entertainer, she quickly found a place for herself in our world is a singer. During the 1st war, she travelled along with the troops, and that is where she met Thomas Underwood. One of the first super soldiers of the modern era, along with several others who helped in the War. The had a wild romance for a few years, but Ravina could never settle down with one person. And her openly bi-sexual ways were very controversial for the time. However after the war, her popularity lasted for a decade. But she left Earth, and resumed her exploration of other dimensions and realms.

Ravina's origins are a mystery to most, for she has not told many about it. A native of a race of beings, who have the ability to travel between different realms and dimensions, each of their race embodies something, and like the muse of greek mythology, they seek to inspire it this in others. Their have never been many of her kind, which are called the Tuziski. She has been everything from a performer, to a slave of an Intergalactic overlord. One who is still after her.

Ravina returned to earth about 5 years ago, and jumped back into the scene as an entertainer. She found Vocal Trance and Chillout very much to her liking, and her popularity as soared once again in the music scene. She has reconnected to Thomas Undewood, though he has aged slightly, while she has not. she is a jet setting women, who is very open about her sexuality. Living in a penthouse sweet at one of the many Underwood Hotels. And has her own private jet, always on standby to take her and/or her band where ever they need to go. Which has been dubbed "Muse".

The majority of Ravina's powers are part of her species, which gives them the ability to manipulate cosmic energy and channeling it into the concept of what ever they embody. And though to a point, it might seem mystic in origins , it is not.
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Fantasy

Post by MisterB »

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Houri (elf/nymph hybrid) – 21+ pp
Nymphs are immortal creatures of great beauty and fine bearing, and rarely bear children save with another Fay creature. Such children are always female, and always nymphs. But on rare occasions a nymph takes a nonfey lover , of which only elves have the chance to produce a Houri offspring. The houri, are also known as muses, fetching creatures of elven wit and grace.

The houri are consider the most attractive of the mortal races. Flawless skin, slender to buxom, luxuriant hair, bright eyes, perfect features, and delicate pointed ears. And they never show signs of age, though they do mature. Even in death, they never suffer the ravages of vermin or decomposition.

The Houri have a great love of beauty, art, nature, and music. Appreciation of all expressions of love or kindness, and particularly fond of poetry. Though they are not flighty, the are intelligent, calculating, and cunning. And a houri can be downright, nasty when defending herself or others she cares for.

Ability Modifiers (12pp): +1 Agility “Graceful” , +1 Intellect “bright”, +1 Awareness “Creative”, and +3 Presence “Charming”.
Favored Skills: Expertise (Survival, Animal Handling, Dance, Poetry, Musician), Deception, Persuasion
Favored Advantages (3pp): Animal Empathy, Attractive 2
Languages (1pp): Elven, Common

Powers: (5+ pp)
Houri Physiology (multiple powers as one) ~ 4pp
· Immunity 2 (Disease, Aging; ½ save)
· Senses 1 (Low light vision)
· Feature 2: Ageless beauty, Longevity (usually lives as long as most elves)
Dazzling Beauty: Affliction 3 (1st degree – dazed; Will save; Instant Recovery; 2 limited degrees; Perception Area) ~ 1pp
“Most houri still have a measure of their Fey grace in them, which they can use for their defense”
Nature Magic: Array 2 (1 Base power, and 1 Alternate Effect) ~ Varies
“Most Houri developed Nature based magic, giving them such powers that affect the environment around them. Be it weather, an element, animals, etc.. “

Inherent Complications
Being an Houri has a serious compliation, that might be closer to Prejudice. Because they are the most exquisite and the most attractive of the mortal races, they are often hunted as property for others who wish to use it for their own pleasure.
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M1 Universe

Post by MisterB »

Rasputin - PL 11
Aliases: Malcolm Blackmore, Gideon Borowitz, The Black Monk, The Mad Monk, Grigori Yefimovich Rasputin, Grigori Yefimovich Novy, Origin: Mystical Knowledge/Preturnal Empowerment, Profession: Head of the Bureau for Supernatural Research and Affairs, Leader of Black Mass, Servant of the Adverse, Place of Birth: Pokrovskoye, Siberia, Family: Efim Rasputin (father; deceased), Praskovia Fedorovna Dubrovnik (wife; deceased), Dmitri (deceased), Matryona (deceased), and Varvara (deceased)

Abilities
Strength 2/0, Stamina 5/3, Agility 1, Dexterity 5, Fighting 5, Intellect 4, Awareness 7, Presence 5

Advantages
Artificer, Benefit, Alternate Identity: Choose Identity, Benefit, Cipher, Benefit, Security Clearance: Choose Clearance, Benefit, Wealth 3 (millionare), Connected, Contacts, Improved Critical 2: The Glove of Weapons: Strength-based Damage 8, Improved Initiative, Inspire, Languages 4, Leadership, Ritualist, Taunt, Well-informed

Skills
Deception 12 (+17), Expertise: Arcane 14 (+18), Expertise: Art 12 (+16), Expertise: History 5 (+9), Insight 8 (+15), Intimidation 4 (+9), Investigation 12 (+16), Perception 8 (+15), Persuasion 5 (+10), Treatment 4 (+8)

Powers
Arcane Spells
. . Confusion: Cumulative Affliction 11 (1st degree: Impaired, Entranced, 2nd degree: Disabled, Compelled, Resisted by: Will, DC 21; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Demon Summoning: Summon 8 (Mental Link, Sacrifice, Type (Broad): Demons; Activation: move action)
. . Dominion: Mind Control 8 (DC 18)
. . Ethereal Coil: Blast 11 (DC 26; Affects Insubstantial 2: full rank, Alternate Resistance: Will)
. . Gateway: Teleport 7 (0.5 miles in a move action, carrying 50 lbs.; Extended: 120 miles in 2 move actions, Portal)
. . Healing Hands: Healing 11 (Persistent, Resurrection, Stabilize)
. . Mind Reading: Cumulative Mind Reading 11 (DC 21; Cumulative)
. . Scrying: Remote Sensing 8 (Affects: 2 Types, inc. Visual - Hearing & Vision, Range: 1 mile; Dimensional 2: group - Mystical Realms, No Conduit, Subtle: DC 20+rank)
Amulet of Deception (Easily Removable)
. . Deceptive Guise: Morph 2 (+20 Deception checks to disguise; Narrow group; Sustained)
. . Maecian Blood Line: Feature 1
. . Quick Change: Feature 2
Grand Mage: Senses 5 (Acute (Type): Mental Senses, Detect: Magic, Mental 1, Detect: Maecians, Mental 1, Detect: Adverse, Mental 1)
Guround Bracelet: Enhanced Trait 8 (Removable, Stamina +2 (+5), Strength +2 (+2))
Preturnatural Pact
. . Death's uncoiling hand: Immortality 1 (Return after 2 weeks)
. . Demonic Affinity: Feature 1
. . Fast Healing: Regeneration 5 (Every 2 rounds)
. . Immortal: Immunity 3 (Aging, Disease, Poison)
. . Protection: Protection 6 (+6 Toughness)
The Glove of Weapons: Strength-based Damage 8 (Easily Removable, DC 25, Advantages: Improved Critical 2; Variable Descriptor: close group - Any melee descriptor)

Offense
Initiative +5
Confusion: Cumulative Affliction 11, +5 (DC Will 21)
Dominion: Mind Control 8 (DC Will 18)
Ethereal Coil: Blast 11, +5 (DC Will 26)
Grab, +5 (DC Spec 12)
Mind Reading: Cumulative Mind Reading 11 (DC Will 21)
The Glove of Weapons: Strength-based Damage 8, +5 (DC 25)
Throw, +5 (DC 17)
Unarmed, +5 (DC 17)

Complications
Enemy: Mistress Psyche.
Magical restriction.: Cannot cast spells if bound or gagged.
Motivation: Power.
Responsibility: He is dedicated to the Maecian cause, and leader of the organization known as Black mass. He is also head of the Bureau for Supernatural Research and Affairs

Languages
English, French, German, Hebrew, Latin, Russian

Defense
Dodge 9, Parry 9, Fortitude 9, Toughness 11, Will 13

Power Points
Abilities 60 + Powers 84 + Advantages 19 + Skills 28 (84 ranks) + Defenses 22 = 213

Background
Rasputin was born on January 22, 1869 in the small village of Pokrovskoye, along the Tura River in the Tobolsk Guernica in Siberia. He was a Russian mystic who is perceived as having influenced the later days of the Russian Tsar Nicholas II, his wife the Tsaritsa Alexandra, and their only son the Tsarevish Alexei. Rasputin has often been called the Mad Monk, with others considered him a psychic, and faith healer. He helped discredit the Tsarist government, leading to the fall of the Romanov dynasty in 1917.

Even at an early age he displayed supernatural abilities, gifted with the ability to see Thieves (in reality he was able to see those of Maecian heritage, or servants of the adverse in general. ). He just assumed everyone had this ability, but by the time he turned eighteen he went to the Verkhoturye Monastery for three months. His experience there led him to having a vision of the Mother Mary, who was actually a Maecian female projecting herself to him. She guided him to a banned Christian sect, full of Maecian’s and other Meta humans who still served the Adverse. Rumors abounded of Flagellation, and orgiastic behavior within the cult which would later bring scandal to his reputation.

This scandal would force him to leave the Monastery, and take apprenticeship under a man known as Makariy. Rasputin modeled himself after him, and it was from him he learned everything he knew. He became fully immersed in the Adverse Ideals, and learned to identify his fellow comrades.

Rasputin married a woman Praskovia in 1889, and had three children with her. But in 1901, he left his home and became a pilgrim and traveled to Greece and Jerusalem. In 1903 while in Saint Petersburg, his reputation as a holy man, with his healing and prophetic powers become known. When Rasputin heard of Tsarevish Alexei illness, he found his way into the royal courts. The Tsar referred to Rasputin as "our friend" and a "holy man", a sign of the trust that the family placed in him. Rasputin had a considerable personal and political influence on Alexandra, and the Tsar and Tsaritsa considered him a man of God and a religious prophet. Everyone desirous of an audience with the royal couple had to go through him, a situation which angered certain individuals.

And while his popularity grew, the attacks on him began. Being accused of various immoral and evil practices. One of his most vehement and adamant enemies was Sophia Turla (aka Mistress Psyche). She had been constant thorn in his side, working up the nobility against him. And they had even battled several times, only for it to be lead to a stand still. Some of those accusations, included being accused of a German spy, during world war I. During which time he convinced the Tsar, to head to the front lines during the war so he could increase his influence over Alexandra. This wasn’t far from the truth either, during that time he helped the German’s lust for power. Especially in the Arcane forces, granting him access to resources and artifacts he would not normally be able to get his hands upon.

On June 29, 1914 he was attacked by a former prostitute. Thrusting a knife into his abdomen, his entrails hung out. But he survived the attack. The second attempt on his life, was on December 16th, 1916. Nobles led a revolt against Rasputin’s influence, they served him poisonous wine and cake laced with Cyanide. Unaffected, Prince Yusupov shot him in the back of the head with a revolver, but Rasputin showed his true power and strangled the prince. Even as he was shot in the back three more times, he was clubbed even as he struggled against these wounds. Then wound into a sheet, he was thrown into the Neva river. After his body was found two days later, they burned his body and saw him rise up from the flames and disappear.


Since his so called final death in 1916, he fled Russia and moved to Germany during the last years of the war. Allowing the world to either believe he was dead or not. But before the war was over, he had stolen as much wealth and magical items he could get from his German allies. And he moved to America, taking the name Gideon Borowitz to hide his identity. Claiming to be one of the many Jewish immigrants which moved to America, after the events of the World War I. With his new found wealth, he began to make contacts in the occult that were here in America. He opened up an Antique store, but in truth he was running a black market operation dealing in magical items. He has worked behind the scenes ever since then, carefully building his wealth and power over the next eighty years or so. Working his way into other areas of knowledge.

In the seventies he changed his name once more to Malcolm Blackmore, when he became the head of the National Geographic’s Artifact division, which later brought him the interest of the government with their Bureau for Supernatural Research and Affairs. Which he has been working for every since. As the head of this government organization, he catalogs and researches artifacts that archeology can still find. While secretly miscataloging his finds, and taking what he likes for himself. He is a very prominent person, and hard to touch. On the side, he organizes a group of magic users and meta-humans that furthers the ideology of the Adverse called “Black Mass“. In hopes of winning the war over the Verdani, making Gideon one of the few who really knows what’s really going on behind the façade of Meta Humans. He leads the Black Mass, by his original name of Rasputin.
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Re: Mister B's M&M 3e :: Some more Marvel

Post by MisterB »

Fantasy NPCS for Taverns
Ah the magic of taverns.. So many possibilities, and so many people to meet! Often an adventure has started in such a place. There's just something about a Tavern or Inn, that really sets the standard of most campaigns. So this post gives you a ready supply of Instant NPCs for your own Medieval campaigns. In my campaigns characters use 3 skills / rank.


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What is an Inn or tavern without a keeper? Got business to take care of, this is the man to come see. Usually a jack of all trades, he has to know a little of everything to keep his place running in tip top shape.
Tavern / Inn Keeper - PL 1
Strength 0, Stamina 1, Agility -1, Dexterity 0, Fighting 0, Intellect 1, Awareness 1, Presence 1
Advantages
Benefit, Wealth (well-off), Equipment 2, Rumor Monger*
Skills
Expertise: Cooking 2 (+3), Expertise: Local 2 (+3), Expertise: Merchant 4 (+5), Expertise: Vintner 2 (+3), Insight 2 (+3), Perception 2 (+3)
Equipment
Club, Inn or Tavern, Knife
Offense
Initiative -1; Club, +0 (DC 17); Grab, +0 (DC Spec 10); Knife, +0 (DC 16); Throw, +0 (DC 15); Unarmed, +0 (DC 15)
Languages
Common
Defense
Dodge -1, Parry 0, Fortitude 1, Toughness 1, Will 1
Power Points
Abilities 6 + Powers 0 + Advantages 4 + Skills 5 (16 ranks) + Defenses 0 = 15

*The Rumor Monger Advantages, works sorta like well informed. There is a chance, he's going to know something about whats going on around his town, city, or village.
Image
Inn or Tavern - PL 4
Toughness 8, Size Medium
Features:
Blacksmith Shop 1, Living Space, Personnel, Stable 1
Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 4 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 6



Image
What is an Inn, without that sassy, and often times beautiful barmaid. Which serves you your meal, and turns down your room. They do most of the meanial shores such as cleaning, cooking, and fixing torn linens.
Barmaid / Wench - PL 1
Strength -1, Stamina 0, Agility 1, Dexterity 1, Fighting -1, Intellect 0, Awareness 0, Presence 1
Advantages
Attractive (but not always)
Skills
Deception 2 (+3), Expertise: Bar Maid 2 (+2), Expertise: Cooking 2 (+2), Expertise: Local 2 (+2), Expertise: Seamstress 2 (+2), Persuasion 2 (+3), Stealth 2 (+3)
Offense
Initiative +1; Grab, -1 (DC Spec 9); Throw, +1 (DC 14); Unarmed, -1 (DC 14)
Languages
Common
Defense
Dodge 1, Parry 0, Fortitude 0, Toughness 0, Will 0
Power Points
Abilities 2 + Powers 0 + Advantages 1 + Skills 5 (14 ranks) + Defenses 1 = 9



Image
This man knows how to make a mean drink, and not only to they serve the customers. They also double as your a typical bouncer, dealing with the rousers and drunks that cause too many problems.
Bar Man / Bouncer - PL 2
Strength 1, Stamina 1, Agility 0, Dexterity 0, Fighting 1, Intellect -1, Awareness 0, Presence 0
Advantages
Equipment 2
Skills
Expertise: Bar Man 2 (+1), Intimidation 4 (+4)
Equipment
Brass Knuckles, Club, Knife, Leather Armor
Offense
Initiative +0; Brass Knuckles, +1 (DC 17); Club, +1 (DC 18); Grab, +1 (DC Spec 11); Knife, +1 (DC 17); Throw, +0 (DC 16); Unarmed, +1 (DC 16)
Languages
Common
Defense
Dodge 1, Parry 1, Fortitude 1, Toughness 2, Will 0
Power Points
Abilities 4 + Powers 0 + Advantages 2 + Skills 2 (6 ranks) + Defenses 1 = 9


Image
What is an Inn without a Cook, someone who bakes , makes pies, and all sorts of delicious treats for their guests?
Cook - PL 0
Strength -1, Stamina -1, Agility 0, Dexterity 1, Fighting -1, Intellect 1, Awareness 0, Presence 0
Skills
Expertise: Cooking 4 (+5)
Equipment
Frying Pan (strength based damage 1), Knife (strength based damage 1, Improved Critical)
Offense
Initiative +0; Grab, +0 (DC Spec 9); Frying Pan -1 (DC 15), Knife -1 (DC 15); Throw, +1 (DC 14); Unarmed, +0 (DC 14)
Languages
Common
Defense
Dodge 0, Parry 0, Fortitude -1, Toughness -1, Will 1

Power Points
Abilities -2 + Powers 0 + Advantages 0 + Skills 2 (4 ranks) + Defenses 1 = 1


Image
There is always a blacksmith at Inn's, able to fix things that break down. Or make new iron shods for horses, or new cutlery for the guests to use.
Blacksmith - PL 2
Strength 1, Stamina 1, Agility 0, Dexterity 1, Fighting 1, Intellect 0, Awareness 0, Presence -1
Advantages
Equipment 1
Skills
Athletics 2 (+3), Expertise: Blacksmithing 4 (+4)
Powers
Mighty Thews: Power-lifting 1 (+1 STR for lifting)
Equipment
Hammer [Damage: Strength-based Damage 2, DC 18]
Offense
Initiative +0; Damage: Strength-based Damage 2, +1 (DC 18); Grab, +1 (DC Spec 11); Throw, +1 (DC 16); Unarmed, +1 (DC 16)
Languages
Common
Defense
Dodge 0, Parry 2, Fortitude 2, Toughness 1, Will 0
Power Points
Abilities 6 + Powers 1 + Advantages 1 + Skills 2 (6 ranks) + Defenses 2 = 12


Image
The stablehands perhaps have the most meanial, and smelly of jobs. Handling the animals of the Tavern or Inn.
Stablehand - PL 1
Strength 0, Stamina 0, Agility 1, Dexterity 0, Fighting -1, Intellect 0, Awareness 1, Presence -1
Advantages
Animal Empathy, Equipment 1
Skills
Athletics 2 (+2), Expertise: Stable hand 2 (+2)
Equipment
Sling [Blast: Blast 1, DC 16], Pitchfork strength based [Damage 2]
Offense
Initiative +1; Sling: Blast 1, +0 (DC 16); Grab, -1 (DC Spec 10); Pitchfork -1 (DC 17); Throw, +0 (DC 15); Unarmed, -1 (DC 15)
Languages
Common
Defense
Dodge 1, Parry -1, Fortitude 0, Toughness 0, Will 1
Power Points
Abilities 0 + Powers 0 + Advantages 2 + Skills 2 (4 ranks) + Defenses 0 = 4


Image
The Stablemaster or Coachman is perhaps the most rugged and worldly of the bunch. Having to handle with the threats of the real world, such as goblins and the like. He runs a tight ship, and handles himself well in a fight.
Stable Master / Coach Man - PL 3
Strength 1, Stamina 1, Agility 0, Dexterity 1, Fighting 1, Intellect 0, Awareness 0, Presence 0
Advantages
Equipment 2
Skills
Athletics 2 (+2), Expertise: Stable Master 4 (+4), Intimidation 2 (+2), Perception 2 (+2), Persuasion 2 (+2)
Equipment
Leather Armor, Lt. Crossbow [Blast: Blast 2, DC 17], Sword (strength based damage 3)
Offense
Initiative +0; lt. Crossbow: Blast 2, +2 (DC 17); Sword +1 (DC 19); Grab, +1 (DC Spec 11); Throw, +1 (DC 15); Unarmed, +1 (DC 16)
Languages
Common
Defense
Dodge 1, Parry 1, Fortitude 1, Toughness 2, Will 1
Power Points
Abilities 8 + Powers 0 + Advantages 2 + Skills 4 (12 ranks) + Defenses 2 = 16
Thorpocalypse
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Re: Mister B's M&M 3e ::

Post by Thorpocalypse »

MisterB wrote: Tue Feb 05, 2019 7:27 pm Image

Sage -Pl 9
Don't tell anyone, but I kinda liked Sage. Claremont went too far with her sometimes (OK, a lot) but I thought she was a neat concept.
Me fail English? That's unpossible. - Ralph Wiggum
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MisterB
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Re: Mister B's M&M 3e :: Some more Marvel

Post by MisterB »

She did seem a very cool character for sure.
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Woodclaw
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Re: Mister B's M&M 3e :: Some more Marvel

Post by Woodclaw »

The conceptn of Sage was pretty neat, unfortunately the way she was portrayed was really too over the top.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Bladewind
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Re: Mister B's M&M 3e :: Some more Marvel

Post by Bladewind »

I liked Sage as well, but quickly lost interest for the same reasons noted above... but Joshua I like the way you statted her empowerment ability. It still skirts the rules a little as technically she can only do it once, but...
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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MisterB
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Re: Mister B's M&M 3e :: Some more Marvel

Post by MisterB »

Bladewind wrote: Sat Feb 09, 2019 3:49 pm I liked Sage as well, but quickly lost interest for the same reasons noted above... but Joshua I like the way you statted her empowerment ability. It still skirts the rules a little as technically she can only do it once, but...
Only once per target. Reworded that.
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MisterB
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Re: Mister B's M&M 3e :: Some more Marvel

Post by MisterB »

About the turn of the new century, that's when I lost interest. They started the new universe and everything. That and honestly the cost of a comic book went way up too. I don't know much about whose who, but I think sage would have been better without the a ability to trigger mutation. And considering her past, the Cyberpathy wouldn't have been very useful considering the time. So she just would have been a super smart spy.
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Bladewind
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Re: Mister B's M&M 3e :: Some more Marvel

Post by Bladewind »

MisterB wrote: Sat Feb 09, 2019 4:24 pm
Bladewind wrote: Sat Feb 09, 2019 3:49 pm I liked Sage as well, but quickly lost interest for the same reasons noted above... but Joshua I like the way you statted her empowerment ability. It still skirts the rules a little as technically she can only do it once, but...
Only once per target. Reworded that.
That's actually not what I meant. As written, the power is a creative use of the RAW to represent a power that's not really representable in a balanced game. Essentially she can create supers at will and the only thing stopping her is the GM saying there are no latent mutants in the area. The fact she gets no HP for that is mostly beside the point.

I was trying to put emphasis on the notion that I liked that you actually statted out a power to represent the ability instead of giving her handwavium.
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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Re: Mister B's M&M 3e :: Some more Marvel

Post by MisterB »

Bladewind wrote: Sat Feb 09, 2019 4:36 pm
I was trying to put emphasis on the notion that I liked that you actually statted out a power to represent the ability instead of giving her handwavium.
Ah yeah, I remember taking the idea from one of those little power books. I don't remember which one it was now. It was a very neat and unique way of simulating the effect.
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Re: Lost Sol (Sci-fi setting)

Post by MisterB »

New Picture
MisterB wrote: Thu Nov 15, 2018 7:18 pm Image

Abigail Ind, Network Communicator (PL 5/75pp)
“Welcome to the Network, I am your eyes and ears to the Galaxy”
Name: Abigail Ind, Profession: Network Communicator, Birth Place: Irestas 5, Breed: Psi-com Communicator, Age: 19, Height: 5’8”, Weight: 140 lbs, Eyes: Black, Hair: Black

ABILITIES [20pp]:
Strength -1, Stamina 1, Agility 0, Dexterity 2
Fighting 0, Intellect 3, Awareness 5, Presence 0

DEFENSES [8pp]:
Dodge 2, Parry 2, Fortitude 2, Willpower 8, Toughness 1

OFFENSIVE:
Initiative +0
Unarmed +0 (dc 14)
Stunner +2 (Dc 15 affliction)

SKILLS [11pp]:
Expertise: Communications 6 (9), Insight 4 (9), Investigation 3 (6), Persuasion 4 (4), Technology 5 (8)

ADVANTAGES [6pp]:
Eidetic Memory, Equipment 2, Skill Mastery (Expertise: Communications), Trance, Well Informed.

POWERS [30pp]:
Natural Communicator (5pp)
Abigail is a latent , but limited telepath. All she could do is broadcast her thoughts. This made her a perfect candidate for the Communicator Program.
· Communication 1 [Area]

Communicator Breeding Program (25pp)
A communicator is engineered in their breeding program, to understand all languages with a built in language translator chip. Their neural processing is also increased so they can handle vast amounts of information. They may also directly tie into the Network, so they can communicate with other Communicators, and most importantly their Communication power is enhanced so it will work on a galactic scale.
· Comprehend 2 [Speak/Understand all Languages]
· Quickness 8 [Flaws: Mental tasks only]
· Feature: Can communicate with other Communicators tied into the Network.
· Enhanced Trait [Communication +4 (Flaws: While tied into the Network)]

Equipment [10ep]:
Personal Stunner (same as Taser)

COMPLICATIONS:
· Motivation (Acceptance): Abigail is a very responsible person, and takes her job very seriously. However she feels detached from the real world, because of her job.
· Powerloss: Abigail cannot use her breeding program abilities outside of her Network Pod.
· Quirk: Abigail is a compulsive Neat Freak. She has to clean, and everything needs to be in its place.

BUILDER’s NOTES:
When man began to explore the stars, communication was difficult at best. There were constant delays, as one transmission was sent. Then another long wait, for a transmission to be received. Psionic Talent also began to emerge in a select few , and with the birth of Tachyon transmitters they were able to combine the two into a communications system that would link the Universe. Now the Network has become the soul source of communication, ranging from personal calls, to the television programs you watch at night. Each Tachyon relay station is situated in a particular star system, and is thus linked to the Entire network. Which is held together by a bank of sensory pods, which allow the Telepaths to join with the growing communications hub.

Meet Abigail Ind, born with the ability to Communicate. Transmit thoughts over a distance. By the time she was six, she was breed and trained to be a communicator. So when she reached eighteen she would be a productive member of Galactic society. Abigail spends 10 hour shifts inside a Network pod, and when she isn’t doing her job, she spends her time at home. Usually bored. It takes her a while to wind down after being linked into the Network, since her mind is still trying to process information. She is also somewhat of a recluse, and doesn’t have many people skills.

Here is a 3E version of one of my characters for Lost Sol. Overall its a vast improvement.
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