Koroko/Mystia's M&M 3e builds: Spidey Super Stories:THE WALL!

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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

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Captain Tax Time - PL 8

Strength 3, Stamina 3, Agility 4, Dexterity 2, Fighting 10, Intellect 2, Awareness 2, Presence 1

Advantages
Ranged Attack 6, Set-up, Takedown

Skills
Acrobatics 3 (+7), Athletics 5 (+8), Expertise: Finances 8 (+10), Insight 4 (+6), Intimidation 2 (+3), Perception 4 (+6)

Powers
Thermal Radiation Blast: Damage 8 (radiation, DC 23; Dangerous, Increased Range: ranged)

Offense
Initiative +4
Grab, +10 (DC Spec 13)
Thermal Radiation Blast: Damage 8, +8 (DC 23)
Throw, +8 (DC 18)
Unarmed, +10 (DC 18)

Complications
Enemy (Finance Minister Grabber, Byron Baloney): Canada's finance ministers are actually evil, greedy creatures known as "Grabbers" that seek to tax the population unfairly simply to gain more and more money.
Responsibility (Canada's Finances)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 3, Will 5

Power Points
Abilities 54 + Powers 17 + Advantages 8 + Skills 13 (26 ranks) + Defenses 11 = 103



Here's something bizarre: A hero from a Canadian propaganda comic that claims that all finance ministers are actually monsters. Weird stuff. He appears to have no powers at all, so I just put him as a fairly athletic, human-level Two-Fisted Hero vigilante. His ally, Sergeant Saver (the one on the left in the comic cover), would use similar stats, but he is supposedly a robot or cyborg of some kind and has a sword.
EDIT: Gave the build some polishing. Turns out he has a "Thermal Radiation Blast" so I added that on:
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Last edited by KorokoMystia on Fri May 20, 2022 8:20 am, edited 3 times in total.
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Re: Koroko/Mystia's M&M 3e builds

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Doctor Double X (Dr. Simon Ecks) - PL 6

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

Advantages
Equipment 2, Ranged Attack 2

Skills
Deception 5 (+6), Expertise: Science 7 (+10)

Powers
Energy Duplicate: Summon 9 (Active, Heroic, Mental Link; Attitude 2: unfriendly)

Equipment
Blaster Pistol

Offense
Initiative +1
Blaster Pistol, +6 (DC 20)
Grab, +6 (DC Spec 11)
Throw, +6 (DC 16)
Unarmed, +6 (DC 16)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 3, Toughness 2, Will 3

Power Points
Abilities 38 + Powers 28 + Advantages 4 + Skills 6 (12 ranks) + Defenses 8 = 84

Double X - PL 9

Strength 7, Stamina 7, Agility 2, Dexterity 4, Fighting 10, Intellect 3, Awareness 1, Presence 1

Advantages
All-out Attack, Power Attack

Skills
Athletics 5 (+12), Deception 5 (+6), Intimidation 5 (+6), Ranged Combat: Energy Blast: Damage 7 6 (+10)

Powers
Energy Blast: Damage 7 (DC 22; Increased Range: ranged)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +2
Energy Blast: Damage 7, +10 (DC 22)
Grab, +10 (DC Spec 17)
Throw, +4 (DC 22)
Unarmed, +10 (DC 22)

Complications
Weakness (Requires Electricity): Double X requires regular infusions of electrical energy to sustain itself, otherwise it will remain dormant inside Doctor Double X's body.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 7, Will 5

Power Points
Abilities 70 + Powers 24 + Advantages 2 + Skills 11 (21 ranks) + Defenses 14 = 121


This is an odd Batman villain - An evil scientist who's superpower is that he has an energy duplicate with super powers, flight, speed, and super-strength. Kind of like Jojo's Bizarre Adventure's Stands, really, only Double X will argue with his other half at times. I based this mostly off his Brave And The Bold appearance. I know summons aren't supposed to have more PP than the summoner, but it's an NPC. If that's not allowed,just make Double X the main character and the doctor his sidekick. Also, Double X may have Insubstantial 3 (Energy), maybe not. Batman has been able to punch him.
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Re: Koroko/Mystia's M&M 3e builds

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The Brace (Danny) - PL 7

Strength 7/0, Stamina 0, Agility 0, Dexterity 0, Fighting 5, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Power Attack

Powers
Brace Powersuit (Removable)
. . Powersuit Strength: Enhanced Trait 16 (Traits: Strength +7 (+7), Advantages: All-out Attack, Power Attack)
. . Protection: Protection 7 (+7 Toughness)

Offense
Initiative +0
Grab, +5 (DC Spec 17)
Throw, +0 (DC 22)
Unarmed, +5 (DC 22)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 2, Toughness 7, Will 2

Power Points
Abilities 10 + Powers 18 + Advantages 0 + Skills 0 (0 ranks) + Defenses 11 = 39


Here's an absolute loser from a Spider-Man PSA on bullying called Spider-Man On Bullying Prevention., which doesn't have much information about it online. He's some guy who was bullied as a kid and became a bully as a result, and somehow stole a powersuit. Since he's just some guy, his accuracy sucks, his ability scores are terrible, and the powersuit is the only thing he has going for him. He did manage to knock Spidey out with a streetlight, but I'm just gonna chalk that up to New Villain Stink, since that always happens when Spidey faces new villains.
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Re: Koroko/Mystia's M&M 3e builds

Post by Jabroniville »

Man, these are some epic losers. And I am continuously amazed at how many of these PSA-style books Marvel put out.
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KorokoMystia
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

Jabroniville wrote:Man, these are some epic losers. And I am continuously amazed at how many of these PSA-style books Marvel put out.
Yeah, there's just so many PSA comics, and a lot of them have made-up villains, it seems.

It also seems like I keep finding or remembering more losers.
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

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The Brothers Of The Bop - PL 8

Strength 2, Stamina 2, Agility 1, Dexterity 3, Fighting 8, Intellect 0, Awareness 0, Presence 0

Skills
Expertise: Assassin 5 (+5), Expertise: Music 5 (+5)

Powers
Array Of Weapons (Removable)
. . Hallucinogenic Gas Bomb: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18)
. . Hallucinogenic Gas Missiles: Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . Mini-Missiles: Damage 7 (DC 22; Increased Range: ranged)

Offense
Initiative +1
Grab, +8 (DC Spec 12)
Hallucinogenic Gas Bomb: Affliction 8, +8 (DC Fort 18)
Hallucinogenic Gas Missiles: Affliction 8, +3 (DC Fort 18)
Mini-Missiles: Damage 7, +3 (DC 22)
Throw, +3 (DC 17)
Unarmed, +8 (DC 17)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 2, Toughness 2, Will 2

Power Points
Abilities 32 + Powers 30 + Advantages 0 + Skills 5 (10 ranks) + Defenses 9 = 76

..Okay, this is just bizarre. A trio of scatting, musical assassins that fought Batman in the three-issue Batman: Jazz comic. I didn't make a build for each member individually because as far as I can tell, no names are given. Only the guy with the drum in his chest has the missiles, though.
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

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BRUTE FORCE:
Here's something silly Marvel did a long time ago. Basically, they decided to make a new comic and hope that companies would want to make toys of them, instead of licensing out the toys themselves. Of course, it failed. But yeah. A team of CYBORG ANIMALS! That's just awesome and silly. They lasted for a 4-issue mini-series, then re-appeared rather recently in a Deadpool annual. They haven't been seen since, unfortunately.

As for the builds themselves, they will basically be Jab's animal builds (Thanks for letting me use them, Jab!) with armor and weapons.

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Surfstreak/Dr. Echo - PL 7

Strength 6/5, Stamina 5, Agility 4, Dexterity 4/0, Fighting 2, Intellect 2/-3, Awareness 2, Presence 1/-2

Advantages
Equipment 2, Ranged Attack 3

Skills
Acrobatics 6 (+10), Athletics 2 (+8), Close Combat: Unarmed 5 (+7), Expertise: Hunters 9 (+11), Insight 4 (+6), Intimidation 4 (+6), Perception 10 (+12), Stealth 5 (+7)

Powers
Bio-Armour (Removable)
. . Enhanced Trait: Enhanced Trait 26 (Traits: Intellect +5 (+2), Presence +3 (+1), Strength +1 (+6), Dexterity +4 (+4), Close Combat +0 (+7))
. . Protection: Protection 2 (+2 Toughness)
Echolocation & Vision: Senses 6 (Accurate: Hearing, Extended: Hearing 1: x10, Extended: Vision 1: x10, Low-light Vision, Ultra-hearing)
High-Pressure Water Gun: Damage 5 (water, DC 20; Increased Range: ranged)
Natural Size
. . Growth: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
. . Natural Strength: Strength-based Damage 1 (DC 22)
. . Protection: Protection 1 (+1 Toughness)
Sea Creature
. . Immunity: Immunity 4 (Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Suffocation, Suffocation: Drowning; Limited - Half Effect)
. . Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)

Equipment
High-Pressure Water Gun [High-Pressure Water Gun: Damage 5, water, DC 20; Increased Range: ranged]

Offense
Initiative +4
Grab, +2 (DC Spec 16)
High-Pressure Water Gun: Damage 5, +7 (DC 20)
Natural Strength: Strength-based Damage 1, +7 (DC 22)
Throw, +7 (DC 21)
Unarmed, +7 (DC 21)

Complications
Power Loss: Without the suit of armor, Surfstreak will be reduced to a normal dolphin, without the added intelligence and the ability to speak to humans. Also, the armour must be regularly maintained, otherwise it will break down over time.
Responsibility (Saving The Environment)
Reputation (Destructive Saviours): Brute Force are known for causing a lot of damage in their efforts to "save" the environment.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 5, Toughness 8, Will 5

Power Points
Abilities 18 + Powers 42 + Advantages 5 + Skills 23 (45 ranks) + Defenses 11 = 99

Surfstreak is apparently the "Smart Guy" of the team, as, being a dolphin, he was already more intelligent than the others before getting the intelligence boost. He wields a "high-pressure water gun" as his weapon.
Last edited by KorokoMystia on Mon Jan 02, 2017 7:09 pm, edited 3 times in total.
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Re: Koroko/Mystia's M&M 3e builds

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Lionheart (Brute Force) - PL 8

Strength 6, Stamina 7, Agility 3, Dexterity 0, Fighting 8, Intellect 1/-4, Awareness 1, Presence 0/-2

Advantages
Accurate Attack, All-out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical 3: Natural Weapons - Claws & Teeth: Strength-based Damage 2, Improved Hold, Improved Initiative, Prone Fighting, Ultimate Effort: Intimidation

Skills
Acrobatics 2 (+5), Athletics 2 (+8), Expertise: Survival 5 (+6), Intimidation 12 (+12)

Powers
Animal Senses: Senses 5 (Acute: Scent, Extended: Scent 1: x10, Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing)
Bio-Armour (Removable)
. . Enhanced Trait: Enhanced Trait 14 (Traits: Intellect +5 (+1), Presence +2 (+0))
. . Protection: Protection 1 (+1 Toughness)
Cat's Agility: Leaping 1 (Leap 15 feet at 4 miles/hour)
Lion's Mane: Feature 1 (Feature: +4 To Resist Choking Grapples Or Neck Bites)
Natural Size: Growth 1 (+1 STR, +1 STA, -1 Stealth, -1 active defenses, +1 mass rank; Innate; Permanent)
Natural Weapons - Claws & Teeth: Strength-based Damage 2 (DC 23)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +7
Grab, +8 (DC Spec 16)
Natural Weapons - Claws & Teeth: Strength-based Damage 2, +8 (DC 23)
Throw, +0 (DC 21)
Unarmed, +8 (DC 21)

Complications
Power Loss: Without the suit of armor, Lionheart will be reduced to a normal lion, without the added intelligence and the ability to speak to humans. Also, the armour must be regularly maintained, otherwise it will break down over time.
Responsibility (Saving The Environment)
Reputation (Destructive Saviours): Brute Force are known for causing a lot of damage in their efforts to "save" the environment.

Languages
Native Language

Defense
Dodge 7, Parry 8, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 34 + Powers 27 + Advantages 14 + Skills 11 (21 ranks) + Defenses 14 = 100

Lionheart (unrelated to any other characters with that name) is one of the stronger members of the team, as he is a lion. He's prone to arguing with Soar over who the leader is.
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

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Soar/Slipstream - PL 7

Strength 2/-1, Stamina 0, Agility 4, Dexterity 0, Fighting 4, Intellect 1/-4, Awareness 0, Presence 0/-2

Advantages
Evasion, Fast Grab, Improved Critical: Natural Weapons, Improved Hold, Startle

Skills
Acrobatics 4 (+8), Athletics 6 (+8), Close Combat: Natural Weapons- Talons & Beak: Strength-based Damage 4 3 (+7)

Powers
Animal Senses: Senses 3 (Extended: VIsion 1: x10, Low-light Vision, Ultravision)
Bio-Armour (Removable)
. . Enhanced Trait: Enhanced Trait 20 (Traits: Intellect +5 (+1), Presence +2 (+0), Strength +3 (+2))
. . Protection: Protection 6 (+6 Toughness)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Natural Weapons- Talons & Beak: Strength-based Damage 4 (DC 21)
Small Size: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank; Innate; Permanent)

Offense
Initiative +4
Grab, +4 (DC Spec 12)
Natural Weapons- Talons & Beak: Strength-based Damage 4, +7 (DC 21)
Throw, +0 (DC 17)
Unarmed, +4 (DC 17)

Complications
Power Loss: Without the suit of armor, Soar will be reduced to a normal eagle, without the added intelligence and the ability to speak to humans. Also, the armour must be regularly maintained, otherwise it will break down over time.
Responsibility (Saving The Environment)
Reputation (Destructive Saviours): Brute Force are known for causing a lot of damage in their efforts to "save" the environment.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 6, Will 6

Power Points
Abilities 4 + Powers 47 + Advantages 5 + Skills 7 (13 ranks) + Defenses 15 = 78

Soar tended to argue a lot, not even agreeing with the codename he was given by Dr. Pierce.
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Re: Koroko/Mystia's M&M 3e builds

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Hip-Hop - PL 7

Strength 5/1, Stamina 3, Agility 3, Dexterity 0, Fighting 6/5, Intellect 2/-4, Awareness 0, Presence 0/-2

Advantages
Great Endurance, Improved Critical: Unarmed

Powers
Bio-Armour (Removable)
. . Enhanced Trait: Enhanced Trait 31 (Traits: Strength +4 (+5), Intellect +6 (+2), Presence +2 (+0), Fighting +1 (+6), Dodge +4 (+7), Parry +1 (+7))
. . Protection: Protection 3 (+3 Toughness)
Kangaroo Hop
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour; Limited: Limited To Lateral Jumps)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Kangaroo Kick: Strength-based Damage 2 (DC 22)

Offense
Initiative +3
Grab, +6 (DC Spec 15)
Kangaroo Kick: Strength-based Damage 2, +6 (DC 22)
Throw, +0 (DC 20)
Unarmed, +6 (DC 20)

Complications
Power Loss: Without the suit of armor, Hip-Hop will be reduced to a normal kangaroo, without the added intelligence and the ability to speak to humans. Also, the armour must be regularly maintained, otherwise it will break down over time.
Reputation (Destructive Saviours): Brute Force are known for causing a lot of damage in their efforts to "save" the environment.
Responsibility (Saving The Environment)

Languages
Native Language

Defense
Dodge 7/3, Parry 7/6, Fortitude 3, Toughness 6, Will 0

Power Points
Abilities 12 + Powers 31 + Advantages 2 + Skills 0 (0 ranks) + Defenses 0 = 45
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

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Wreckless (AKA Bear) - PL 9

Strength 8/6, Stamina 8, Agility 1, Dexterity 2/0, Fighting 8, Intellect 0/-4, Awareness 1, Presence 1/-2

Advantages
All-out Attack, Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical: Nautral Weapons, Improved Hold, Improved Initiative, Startle

Skills
Athletics 4 (+12), Expertise: Survival 6 (+6), Intimidation 13 (+15), Perception 6 (+7), Stealth 5 (+3)

Powers
Animal Senses: Senses 4 (Acute: Scent, Extended: Scent 1: x10, Low-light Vision, Tracking: Scent 1: -1 speed rank)
Bearzooka (Easily Removable)
. . Blast: Burst Area Damage 9 (DC 24; Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged)
Bio-Armour (Removable)
. . Enhanced Trait: Enhanced Trait 22 (Traits: Intellect +4 (+0), Presence +3 (+1), Dexterity +2 (+2), Strength +2 (+8))
Natural Size: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks; Innate; Permanent)
Natural Weapons - Claws & Teeth: Damage 1 (DC 16)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +5
Blast: Burst Area Damage 9 (DC 24)
Grab, +8 (DC Spec 18)
Natural Weapons - Claws & Teeth: Damage 1, +8 (DC 16)
Throw, +2 (DC 23)
Unarmed, +8 (DC 23)

Complications
Power Loss: Without the suit of armor, Wreckless will be reduced to a normal bear, without the added intelligence and the ability to speak to humans. Also, the armour must be regularly maintained, otherwise it will break down over time.
Reputation (Destructive Saviours): Brute Force are known for causing a lot of damage in their efforts to "save" the enviroment.
Responsibility (Saving The Environment)

Languages
Native Language

Defense
Dodge 5, Parry 8, Fortitude 8, Toughness 8, Will 1

Power Points
Abilities 24 + Powers 48 + Advantages 9 + Skills 17 (34 ranks) + Defenses 8 = 106


Wreckless is definitely the strongest member of the team, especially since he carries a powerful "Bearzooka".
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

Now for Heavy Metal, Brute Force's Mirror Image Villain team.
Image
Armory - PL 7

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

Advantages
Fast Grab, Improved Grab, Improved Grab, Improved Hold

Skills
Athletics 4 (+11), Close Combat: Unarmed 4 (+6), Expertise: Survival 4 (+5), Intimidation 5 (+5), Perception 5 (+5), Sleight of Hand 8 (+8), Stealth 8 (+11)

Powers
Animal Senses: Senses 2 (Direction Sense, Low-light Vision)
Bio-Armour (Removable)
. . Enhanced Trait: Enhanced Trait 24 (Traits: Intellect +5 (+1), Presence +3 (+0), Strength +4 (+7))
. . Protection: Protection 4 (+4 Toughness)
Octopus Features
. . Boneless Body: Insubstantial 1 (Fluid; Limited: Limited To Another Space For Beak [1 extra rank])
. . Colour Change: Concealment 2 (Sense - Sight; Blending)
. . Eight Arms: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
. . Ink Jet: Cloud Area Concealment Attack 2 (Sense - Sight, DC 12; Cloud Area: 15 feet radius sphere, DC 12, Attack: Dodge)
. . May Taste Via Tentacles, Eject & Autonomously Move Limbs, Regrow Lost Limbs: Feature 3
. . Movement: Movement 1 (Slithering)
. . Strength Effect (Reach (melee) 3: 15 ft.)

Offense
Initiative +3
Grab, +6 (DC Spec 17)
Ink Jet: Cloud Area Concealment Attack 2 (DC Dog 12)
Throw, +0 (DC 22)
Unarmed, +6 (DC 22)

Languages
Native Language

Defense
Dodge 6, Parry 4, Fortitude 5, Toughness 7, Will 3

Power Points
Abilities 8 + Powers 47 + Advantages 3 + Skills 19 (38 ranks) + Defenses 10 = 87

Armory is the octopus member of Heavy Metal.
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Re: Koroko/Mystia's M&M 3e builds

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Captain Citrus (John Polk) - PL 7

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

Advantages
Ranged Attack 5

Skills
Athletics 2 (+6), Perception 2 (+3)

Powers
Array 1
. . Energy Net: Cumulative Affliction 7 ([0 active, 0/21 PP, 3/r], 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 17; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Energy Shield
. . . . Deflect: Deflect 10 ([0 active, 0/21 PP, 1/r])
. . . . Enhanced Trait: Enhanced Trait 4 ([0 active, 0/21 PP, 1/r], Dodge +2 (+13), Parry +2 (+13))
. . Hard-Light Constructs: Create 7 ([0 active, 0/21 PP, 2/r], Volume: 125 cft., DC 17)
. . Hard-Light Weapons: Strength-based Damage 3 ([0 active, 0/21 PP, 1/r+1], energy, DC 22; Variable Descriptor: close group - Slashing, Piercing, ect.)
. . Solar Energy Blast: Damage 7 ([0 active, 0/21 PP, 2/r], solar, energy, DC 22; Increased Range: ranged)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +2
Energy Net: Cumulative Affliction 7, +7 (DC Fort/Will 17)
Grab, +7 (DC Spec 14)
Hard-Light Weapons: Strength-based Damage 3, +7 (DC 22)
Solar Energy Blast: Damage 7, +7 (DC 22)
Throw, +7 (DC 19)
Unarmed, +7 (DC 19)

Complications
Power Loss (All Powers): Captain Citrus requires the energy of the sun to retain his form. If he goes without the sun's energy for too long, he will lose his powers and revert back to his normal form.

Languages
Native Language

Defense
Dodge 11, Parry 11, Fortitude 4, Toughness 3, Will 4

Power Points
Abilities 42 + Powers 40 + Advantages 5 + Skills 2 (4 ranks) + Defenses 17 = 106

Okay, after I re-discovered this guy, I knew I had to build him. He comes from yet another Marvel PSA comic, and is basically a mini-Green Lantern, being able to create hard-light constructs, weapons, fire energy blasts, the usual.
Last edited by KorokoMystia on Sun Dec 13, 2020 4:38 am, edited 1 time in total.
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

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Tomba (AKA Tombi) - PL 7

Strength 3, Stamina 3, Agility 4, Dexterity 3, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Equipment 2, Fast Grab, Improved Critical: Weapons, Improved Hold, Power Attack, Ranged Attack 5

Skills
Acrobatics 6 (+10), Athletics 7 (+10), Expertise: Survival 8 (+8), Perception 4 (+4), Vehicles 2 (+5)

Powers
Blackjack Attack: Strength-based Damage 3 (DC 21; Reach (melee) 2: 10 ft.)

Equipment
Blackjack [Blackjack Attack: Strength-based Damage 3, DC 21; Reach (melee) 2: 10 ft.], Boomerang

Offense
Initiative +4
Blackjack Attack: Strength-based Damage 3, +8 (DC 21)
Boomerang, +8 (DC 19)
Grab, +8 (DC Spec 13)
Throw, +8 (DC 18)
Unarmed, +8 (DC 18)

Complications
Enemy (The Evil Pigs)
Motivation (Recovering His Grandpa's Bracelet)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 3, Will 4

Power Points
Abilities 42 + Powers 0 + Advantages 11 + Skills 14 (27 ranks) + Defenses 14 = 81


Tomba (Tombi in Europe) was an obscure, but interesting, little game, where you control a caveman boy who goes around fighting evil pigs. His main method of attacking was to stun the enemies with his weapons and then jump on top of them to grab and throw them.
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Re: Koroko/Mystia's M&M 3e builds

Post by KorokoMystia »

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The Phantom (Kit Walker) - PL 7

Strength 4, Stamina 3, Agility 4, Dexterity 3, Fighting 9, Intellect 1, Awareness 2, Presence 2

Advantages
Accurate Attack, Defensive Roll, Equipment 3, Improved Critical: Guns, Improved Critical: Unarmed, Improved Hold, Takedown

Skills
Acrobatics 5 (+9), Athletics 5 (+9), Insight 3 (+5), Intimidation 6 (+8), Perception 5 (+7), Ranged Combat: Twin Shot: Damage 5 6 (+9), Stealth 7 (+11)

Powers
Protection: Protection 2 (+2 Toughness; Subtle: subtle; Limited: Limited To Ballistics)
Twin Shot: Damage 5 (DC 20; Increased Range: ranged, Split: 2 targets)

Equipment
Bulletproof Armor [Protection: Protection 2, +2 Toughness; Subtle: subtle; Limited: Limited To Ballistics], Twin Pistols [Twin Shot: Damage 5, DC 20; Increased Range: ranged, Split: 2 targets]

Offense
Initiative +4
Grab, +9 (DC Spec 14)
Throw, +3 (DC 19)
Twin Shot: Damage 5, +9 (DC 20)
Unarmed, +9 (DC 19)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 4/3 (6 against Ballistics), Will 5

Power Points
Abilities 56 + Powers 0 + Advantages 9 + Skills 19 (37 ranks) + Defenses 12 = 96


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Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

Oddly enough, I haven't seen any builds of "The Ghost Who Walks", so I decided to try my own. There's just too much for me to say here, since he was a popular hero, and has had comics by Marvel, DC, and many others. This build takes some inspiration from the Marvel version as well, which had bulletproof armour, but other than that, he's a pretty standard "Two-Fisted Adventurer" type build.
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