Bladewind's M&M 3ed Builds

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

Post by Bladewind » Sat Nov 05, 2016 11:07 pm

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Saturn Girl

PL11


Abilities
Strength 3,
Stamina 1,
Agility 3,
Dexterity 2,
Fighting 3,
Intellect 8,
Awareness 5,
Presence 5

Powers
Telepath: (18 points)
Mental Senses: Senses 7 [Detect Minds, Ranged, Acute, Analytical, Extended x2; Mental Awareness],
Mental Comprehension: Comprehend 3 [Speak, Understand, Be Understood; Quirk - Limited to Telepathic Communication/ Mental Sense Based]
Alt: Mind Reader: Mind Reading 11 [Mental Comunication 4]
Alt: Mind Blast: Affliction 11 [Resisted by Will (Dazed/ Stunned/ Incapacitated); Perception Ranged; Subtle]
Alt: Mind Control: Affliction 8 [Resisted by Will (Dazed,Compelled, Controlled); Perception, Cumulative; Subtle]
Alt: Mind Shield: Impervious 15 [(Impervious Will); Limited to Mental Powers, Sustained; Enhanced Advantages 2: Second Chance 2 (Mind Control, Mind Reading)]
Alt: Knowledge Transplant: Variable 2 [(Enhanced Skills); Affects Others, Free Action, Perception; Limited to Intellect Skills and Social Advantages, Limited to Available Subjects]
Alt: Mental Invisibility: Concealment 10 [(All Senses); Limited to Beings with Minds, Resistible by Will (DC 23); +1 per Will Save DC over 20]
Legion Gear: (15 points)
Flight Ring: Flight 4 [Linked to Communication 5 (Subspace Radio, limited to sending, limited to distress calls) Removable -3 ]
Ephiny Symbiont: (30 points)
Enhanced Strength 3,
Enhanced Intellect 3,
Immunity 3, Poison, Disease, Aging:
Enhanced Trait 4, Eidetic Memory, Jack-of-All-Trades, Beginner's Luck, Fearless:
Booming Voice, Glowing Eyes: Enhanced Trait 2 [Enhanced Skill (Intimidate) +4 Ranks],
Regeneration: Healing 3 [Self Only; Stabalize],
Durable: Protection 5

Equipment
Legion Gear
Transsuit: Immunity 9 [Life Support; Except Starvation and Thirst]
Standard Equipment
Commlink (1 ep)

Advantages
Benefit 1 [Can use Ancient Technology],
Defensive Roll 5,
Equipment 2 [Transuit],
Trance,
Accurate Attack,
Defensive Attack,
Improved Disarm,
Improved Grab,
Improved Hold,
Improved Trip,
Improvised Weapon 2
Ultimate Effort [Ultimate Will]

Presence Advantages
Attractive 1,
Inspire 2,
Teamwork,

Goa'uld Advantages
Beginner's Luck,
Eidetic Memory,
Jack-of-All-Trades,
Fearless,

Skills
Acrobatics 4 (+7),
Athletics 4 (+7),
Close Combat: Unarmed 6 (+9),
Deception (+5),
Expertise (+8),
Insight 12 (+17),
Intimidation 4 (+9),
Investigation 4 (+12),
Perception 8 (+13),
Persuasion 4 (+9),
Sleight of Hand (+2),
Stealth (+3),
Technology (+8),
Treatment (+8),
Vehicles 2 (+4)

Offense
Initiative +3
Unarmed +9, Damage 5

Defense
Dodge 11,
Parry 11
Toughness 11 (Def Roll 5),
Fortitude 7,
Will 15

Power Points
Abilities 48 + Powers 63 + Advantages 18 + Skills 24 + Defenses 27 = Total 180

Complications
Power Loss - in addition to the loss of all benefits of the Symbiote, if it is removed Saturn Girl's PL drops by 2
Weakness - Saturn Girl will immediately become Staggered if the symbiont is removed, and must make a Toughness DC starting at 15 each hour that the symbiont is separated
Conflicted - Saturn Girl is willing to sacrifice herself for those she cares about or a just cause, the Symbiont is interested in survival

Design Notes
  • PL 12 180, PRE + AWE = Base Will
Goa'uld Symbiote wrote:
Goa'uld Symbiote
PL5 (12 with host)


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

Powers
Parasitic Flying Snake: (44 points)
Aging, Disease, Drowning, Poison, Radiation: Immunity 5,
Naquadah Sense: Senses 3 [Extended 2 (100 ft), Accurate, Detect ],
Genetic Racial Memory: Variable 2 [Limited to Skill and Advantages],
Symbiosis: Summon 12 [Heroic, General Type,; Limited to Available Subjects/ Compatible Hosts, Resistable, Goa'uld disappears, Feedback]
Aquatic: (6 points)
Swimming 3,
Environmental (Water) Adaptation: Movement 1,
Leaping: Flight 1 [Quirk - Must land at end of round]

Advantages
Beginner's Luck, Jack-of-all-Trades, Eidetic Memory, Assessment, Well-Informed

Skills
Acrobatics (+3),
Athletics (-7),
Deception (+2),
Expertise (+3),
Insight (+2),
Intimidation (-1),
Investigation (+3),
Perception (+2),
Persuasion (+2),
Sleight of Hand (+0),
Stealth: Note: Perm Shrinking mod included. (+10),
Technology (+3),
Treatment (+3),
Vehicles (+0)

Offense
Initiative +3

Defense
Dodge 9,
Parry 6
Toughness 0 (Def Roll 0),
Fortitude 2,
Will 4

Power Points
Abilities 20 + Powers 50 + Advantages 3 + Skills 0 + Defenses 8 = Total 81

Design Notes
AWE+PRE = Base Will
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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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 » Sat Nov 05, 2016 11:13 pm

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Maxine Lord
PL9


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

Powers
Telepathy: (55 points)
Telepathy: Mind Reading 5 [Linked to Mental Communication],
Mental Communication: Communication 3 [Linked to Telepathy],
Mental Awareness: Senses 5 [Acute, Radius, Ranged, Detect, Mental Awareness],
Mind Control: Affliction 6 [Dazed, Compelled, Controlled; Perception, Cumulative; Resisted by Will]
Alt: Mental Illusions: Illusion 6 [Selective; Feedback]
Suit: (4 points)
Suit: Protection 4 [Subtle, Removable (-1)]

Telepathy (Mind Control) Stunts:
- Knowledge Transplant: Variable 2 [Enhanced Skills and Languages; Affects Others, Free Action, Perception Range, Selective, Burst Area; Limited to Skills, Limited to a subjects Skill Rank, Sense Dependent (Mental Connection with subject)],
- Emotion Control: Affliction 5 [Resisted/ Overcome by Will (Impaired, Dsabled, Incapacitated); Perception, Burst Area; Subtle, Variable Descriptor (Emotions)],
- Mental Invisibility: Concealment 10 [Limited to Minds, Resisible by Will; +10 to Will DC],
- Sleep Touch: Affliction 10 [Cumulative; Accurate 3, Alternate Resistance - Dodge, Subtle],
- Telepathic Translation: Comprehend 3 [Affects Others, Burst Area]

Equipment
Cellphone
Weapons
Light Pistol: Damage 3 [Ranged; Subtle (Noise Suppressor)],
Katana: Damage 3 [Strength Based, Slashing; Improved Critical (19-20)]

Advantages
Attractive 1,
Benefit 3 [Wealth 2, Security Clearance],
Defensive Roll 2,
Evasion 1,
Equipment 3
Improved Initiative 1,
Languages 1, (English, Japanese)

Skills
Athletics (+0),
Close Combat: Swords 8 (+8),
Deception 7 (+9),
Insight 4 (+7),
Intimidation (+2),
Perception 3 (+6),
Persuasion 3 (+5),
Ranged Combat: Guns 4 (+6),
Stealth 3 (+3)

Offense
Initiative +4
Light Pistol +6, Damage 3
Unarmed +0, Damage 0
Katana +8, Damage 3, 19-20 Crit

Defense
Dodge 7,
Parry 7
Toughness 7 (Def Roll 2),
Fortitude 5,
Will 11

Power Points
Abilities 22 + Powers 59 + Advantages 12 + Skills 16 + Defenses 26 = Total 135

Complications
Appearance - Lord is not actually as she appears, instead using a fraction of her power for her appearance. She also covers the tattoos that cover her body with those same powers. (The image posted is her "real" face.)
Motivation - Acceptance - Maxine wants to create her own identity, using what she feels is her real name but also coming out of her father's shadow
Secret - Lord tends to not advertise her powers, working subtly to keep her telepathy a under wraps

Design Notes
* The Power Stunts section are meant for exactly that, stunts until she gets PP to pay for them. They are listed but did not contribute to cost.
* This is one part Maxwell Lord, two parts GM kit and one part Power Profiles...
* There was originally a device on the build that allowed her to essentially manipulate any device that uses an interface. I dropped it for flavour and to flesh out a few details.

Background
Born to Maxwell Lord and a Japanese mother, Maxine Lord was all but abandoned as a baby. She was taken in by a Yakuza Syndicate and raised as one of them. At puberty her powers manifested and she had flashes of the heroes of the world. She had always wanted to do more, to fulfil the part of the Yakuza philosophy of helping those that have nothing, but she knew that the life she lead in Japan would not let her...

She faked a massive failure in the eyes of her obayan, and staged her own death secretly using the powers that she had been developing in hiding to facilitate the plan. With flashes and dreams of her father and the life that he lead as a further push towards becoming something more, Maxine finally took the name that she felt was her birthright and decided to redeem the family as Max Lord II.
Last edited by Bladewind on Mon Sep 17, 2018 1:54 am, edited 2 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
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The Merge: Character List

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 » Sat Nov 05, 2016 11:16 pm

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Sheerfrost
PL10

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

Powers
Jotun Blood:
Cold/ Cold Effect Immunity: Immunity 10,
Blue Skin: Feature 1 [(Act of will to return to "normal")],
Create Ice: Create 10 [Continuous; Precise](46 points)
Alt: Water Control: Move Object 10 [25 tons; Perception Ranged; Limited to Water]
Alt: Extreme Cold/ Impede Movement: Environment 10 [Cold 2, Impede 2; Selective; Precise]
Alt: Cold Control: Damage 10 [Perception Range; Precise]
Alt: Liquids/ Gasses to Ice: Transform 10 [Precise]
Scion of Hermod: (49 points)
Messenger: Teleport 10 [Increased mass 7 (3 tons), Change Direction, Change Velocity, Turnabout, Base Cost]
Alt: Super-Speed: Speed 7 [Speed 7, Quickness 7]
Darkvision: Senses 2, Extended Vision: Senses 2 [(-1 per 100 ft)],
Direction Sense: Senses 1,
Distance Sense: Senses 1

Equipment

Advantages
Assessment,
Benefit 2 [Resources/ Wealth],
Connected 1 [Status],
Defensive Roll 6
Languages 1 [English (Base: French)],
Well-Informed,
Attractive 1,

Skills
Athletics 2 (+2),
Deception (+4),
Expertise: Survival 6 (+9),
Expertise: Current Events 1 (+4),
Expertise: Civics 3 (+6),
Insight (+2),
Intimidation 6 (+10),
Perception 4 (+6),
Persuasion 4 (+8),
Stealth (+1)

Offense
Initiative +1
Unarmed +2, Damage 0
Cold Control +0, Damage 10, (Perception Ranged)

Defense
Dodge 11,
Parry 7
Toughness 7 (Def Roll 6),
Fortitude 9,
Will 6

Power Points
Abilities 26 + Powers 85 + Advantages 9 + Skills 13 + Defenses 27 = Total 160

Complications
Vulnerable/ Weakness - Fire, Extreme Heat

Design Notes
- She would rely on her Create Powers for defense, but still needs major retweaking to meet caps. Still, I would want Dodge or Parry to stay low...
- I used the rules as modified for Teleport and think I got it right. Her max distance as is would be 30 miles.
- I didn't see any rules for Speed so built it RAW.
- Advantages in italics are Presence Freebies.

Background
Laura Laflamme-Belanger, should she be inclined, would tell you that she is the daughter of Jacques Laflamme and Linda Belanger, average Quebec people who before the first Solstice had average jobs. Laura had grown to become a moderately successful business woman on her own. After February 2nd, however, she suddenly found herself with two sets of memories, each as valid and vivid as the other. On the one hand, a normal human woman from normal human parents. On the other, she was the daughter of Hermod and an unnamed Frost Giant. A “fact” that she does not advertise overtly, for fear of being branded crazy or worse.

On February 2nd, Montreal was gripped in a massive Ice Storm on the magnitude of the one that had crippled the province in 1998. Sheets of ice were cascading down and a water main burst, flooding the streets in icy water several feet deep. Laura was among the general populace, walking to a meeting. The ground beneath her feet went white in a spidery pattern of frozen pavement as water gushed towards her, the air around her dropped nearly fifteen degrees in a matter of seconds, and her skin took on a hue of deep blue and her eyes went ice blue. Her breath steaming in front of her, she clenched her fists tightly. A wall of air spanning the streetbegan to thicken and swirl as gusts of wind became floating currents of ice. Barely audible above the din of the oncoming surge of water, ice crystals fell to the ground and shattered even as the wall continued to form. As the water hit, parts instantly froze and formed an extra barrier along the protective shield and the rest of the water simply bounced back. Glancing around, Laura counted twenty people and concentrated again. The small group of people saved by her intervention were saved a second time in as many minutes as they all reappeared in Laura’s office some fifteen stories above the city streets… Returning to the scene, she began working on containing the water, pushing it back into the main, freezing water just below to allow for temporary repairs.

No small wonder, she found herself no longer fearing the specter of the dual memories competing for her identity, and became Sheerfrost...

Description: Laura is a fairly attractive woman with deep black hair, pale skin – under other circumstances she might be “accused” of being a vampire – and light blue eyes with no discernible irises or pupils. Until the Solstice, she hid her eyes behind contact lenses and sunglasses. Although she generally does not alter it anymore, Laura also has the ability to shift her skin color from blue to the normal pinkish white of a Caucasian female. Despite the chosen image, she prefers more conservative clothes.

Powers: Laura’s powers are Psychoportive and Cryokinetic in nature. A prime example of how there is no duplication of gods in the new order, she instead believes herself to be the daughter of a god… Her teleportation abilities are confined to a city-sized area. She also has the ability to manipulate and change the form and density of ice and snow, coupled with the purportedly ability to burrow through and walk on snow as easily as one walks on pavement (those'll be power stunts even though they fit the concept as they probably wont come up often. I'll add them with earned PP as needed).
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
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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 » Sat Nov 05, 2016 11:17 pm

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Wynona Stalks-from-Shadow (Erica Clayton)
Homid Silent Strider Theurge
PL7/ 120 points


The solitary woman known as Stalks-from-Shadow has a certain quality about her. Her features at once speak of Native American, Asian, Latin and even Middle Eastern heritage. She is a striking young woman, carrying herself with more confidence than most males her senior. Her trench-coat, broken-in boots and well-worn Stetson suggests the attitude of a bounty hunter. But she is much more than that.

Wynona knows that there are other Garou out there - and in fact has met and even mentored a few of them - but she walks a solitary path in her search for knowledge and quest to protect people from the darkness that she has discovered.

Wynona Stalks-from-Shadows is the deed name of a relatively powerful werewolf shaman who seems to wander the frontier. She often appears from nowhere at just the right moment. In fact, most are unaware that the quiet and reserved woman travelling with them is in fact a werewolf of renown. The tales of her deeds are both sung in werewolf circles and told in human settlements to inspire courage against the things that go bump in the night.

Stalks-from-Shadows generally does not advertise her identity, preferring to remain in the shadows and often moving on before she attracts too much attention to herself. She will operate using any number of names, some of the more frequent being Erica Clayton, Patricia Owens and Jaimie Logan. Clayton is her preferred alias and the one she most commonly uses. She bears another name as per tribal tradition, the Egyptian name Kesi meaning "of a troubled father". In Garou circles, her proper name/ title is Kesi Stalks-from-Shadow.

The fact that she does not "advertise" who she is never seems to matter. Her deeds somehow get attributed to her, and in werewolf circles it seems that no matter what name she uses she is immediately known for who she is and what she has accomplished.

Born in a small town out in the frontier to a barmaid of the local watering hole, she didn't even know her who her father was. As she grow up, she felt a deep longing and desire to go somewhere and be something more than a simple townsperson with little to no prospects. At the age of fifteen, she finally gave in to her growing wanderlust and ran away. Sadly, she wasn't missed. Her First Change saved her from death at the hands of a Wyrm-infected animal.

She spent what felt like months, near death and delirious with thirst when an Owl appeared to her. It's mere presence cleared her mind and banished her hunger and thirst. It proceeded to lead her to a safe haven where others of her kind taught her who she was and what she had become. Here she was able to rest and recover. Soon after, a man claiming to be her father appeared. He explained that he was like her and that for this reason he was unable to remain with Wynona's mother, but Wynona did not quite believe him. She learned what she could from the man and moved on to carve a tale of her own.

In the scant years since, Wynona earned a deed name for her uncanny ability to appear from virtually nowhere at just the right moment to lend aid without stealing glory. She knows from experience how difficult the open road can be and tries to make it safer.

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

Powers
Garou Traits: (24 points)
Lupine Forms: Morph 2 [Lupine Forms; Metapmorph 2]
Alt: Wolf's Blood: Enhanced Trait 9 [Acute Smell, Low Light Vision, Scent, Ultra Hearing, Enhanced Skill (Intimidate) 2 (4 rks); Enhanced Advantage - Close Combat 1, Enhanced Fort 2, Enhanced Str 2]
Step Sideways: Movement 1 [Umbral Travel],
Enhanced Senses: Senses 4 [Detect Wyrm (2), Direction Sense, Tracking],
Spirit Speech: Comprehend 2 [Speak/ Understand],
Poison Immunity: Immunity 1
Human Form: (11 points)
Blissful Ignorance: Concealment 6 [(All Visual, Hearing); Limited to remaining still]
Alt: Staredown: Affliction 8 [Will Base - Dazed, Compelled to leave, Controlled (forced to leave); Sight Based]
Alt: Scent of Man: Affliction 7 [Forced to Leave Area; Burst Area 2; Limited Degree 2; Only versus animals]
Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
Owl Companion: Summon 2 [Check Required (Expertise: Magic as per Ritual Casting)]
Klaive: (8 points)
Easy to Lose (-2 points)
Damage 4 [Strength Based; Penetrating, Affects Incorporeal 2]

Equipment
Weapons
Six Guns: Damage 3 [Crit 20], Knife: Damage 2 [Piercing, Crit 19-20]

Advantages
Close Attack 1,

Assessment,
Beginner's Luck, .
Benefit 1 [Rank/ Renown]
Close Attack 5,
Defensive Roll 2,
Eidetic Memory,
Equipment 3,
Hide in Plain Sight,
Improved Initiative 1,
Languages 2 [Latin, Garou, Spanish (English)],
Ritualist,
Well-Informed,

Skills
Athletics (+3),
Close Combat: Klaive 2 (+9),
Deception (+1),
Expertise: Survival 4 (+4),
Expertise: Magic 7 (+7),
Insight 1 (+3),
Intimidation (+1),
Investigation 7 (+7),
Perception (+2),
Persuasion (+1),
Ranged Combat: Six Shooters 4 (+6),
Stealth 9 (+9)

Offense
Initiative +4
Unarmed +7, Damage 1
Klaive +9, Damage 5
Six Shooters +6, Damage 5

Defense
Dodge 8,
Parry 7
Toughness 4 (Def Roll 2),
Fortitude 9,
Will 5

Power Points
Abilities 18 + Powers 43 + Advantages 20 + Skills 17 + Defenses 22 = Total 120

Complications
Haunted - Attract the Restless Dead (ghosts). (Normally, in Werewolf, this is limited to when Stepping Sideways, but I leave the GM more latitude with it.)
Protector - Will go out of her way to protect runaways, hating to see people suffer who don’t deserve it."
Enemy - There are some particularily nasty wyrm creatures that are at the top of Shadow's list - a walking wasp swarm in a human body, , a vampire and a were-spider.
Restless - Stalks-from-Shadows is loathe to remain in one place for too long. She has a wanderlust that is often difficult to ignore.
Vulberable - Silver - None of Shadows' lupine-enhanced traits are effective versus silver. Merely holding the element can cause discomfort and sometime pain. The exception to this last is her klaive, an item that was attuned to her through a long and demanding ritual.
Primal Aura - Natural born animals - including horses - are skittish in her presence. This is to the point that she cannot ride a horse under normal circumstances. The complication can be mitigated with her Scent of Man gift.
Involuntary Transformation - Under the light of the crescent moon, Shadows assumes her wolf man form. She can spend one HP per hour to hold off the transformation or revert to human form.

Design Notes
* Created as an application to a Deadlands game on the forum, what I have here is an approximation of a Rank 3 Homid Silent Strider Theurge from Werewolf The Apocalypse. I've chosen to go with Morph at rank 2 (lupine forms) with Metamorph 2. For my own sanity, I'm putting the forms in different character sheets so that the bonuses stack and balance properly. I am working with notion that Crinos and Hispo (which I am calling Wolfman and Dire Wolf, respectively) are one form, Glabro (Near Man) is another and finally Lupus (Wolf Form) is the third. I do not, however, envision the character constantly shifting from one form to the other - likely staying in human form as much as possible. Further, I have chosen to forego Glabro completely.
* I have chosen to go with separate stat blocks to represent the various forms so that I have fully calculated and ready to play stats at all times. I believe that this is easier than a full-out shape-shift which would be more powerful (and skirt the edges of the already banned variable power...)
* Due to point constraints, she is missing some of the skills that I would have liked to give or enhance - Intimidation, Survival among others. However, given her powers of Staredown, Scent of Man and Messenger's Fortitude, these issues are well compensated for...
* I envision the notion of Partial Transformations to be a Power Stunt off the morph - Shapeshift, Limited to lupine traits. This might enable her to Power Stunt things like low-light vision, dog-like hearing, claws...
* She does not have a Glabro form
* The Crinos/ Hispo form has a Deathly Howl and the Lupus has Call of the Wyld. With the RAW there is nothing to "prevent" me from Power Stunting (and eventually paying) for the two forms to have those powers as AP. However, for flavor I really want to limit certain gifts to certain forms...
* The background needs a little more fleshing out, but the Garou-with-no-name sample character from the Silent Striders Tribe Book is really what I was going for, other than displaced a 120 years in time that is...
Wolfman/Dire Wolf forms wrote: Abilities
Strength 5, Stamina 5, Agility 0, Dexterity 2, Fighting 1, Intellect 0, Awareness 2, Presence 1

Powers
Garou Traits: (24 points)
Lupine Forms: Morph 2 [Limited to Lupine Forms; Metapmorph 3],
Step Sideways: Movement 1 [Umbral Travel],
Enhanced Senses: Senses 2 [Detect Wyrm (2), ],
Spirit Speech: Comprehend 2 [Speak/ Understand],
Poison Immunity: Immunity 1,
Dedicated Clothing: Feature 2 [Clothing "adapts"" or disappears when shifting]
Wolfman/ Dire Wolf: (25 points)
Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
Wolf Man Form: Growth 2
Speed of Thought: Speed 5,
Super-Tracking: Senses 8 [Accurate, Acute, Direction Sense, Distance Sense, Extended 1, Tracking 2],
The Great Leap: Leaping 3 [60 feet],
Staredown: Affliction 8 [Will Base - Dazed, Compelled to leave, Controlled (forced to leave); Sight Based],
Alt: Deathly Howl: Affliction 8 [Resisted by Will (Dated & Impaired/ Disable & Stunned); Extra Condition, Perception Area; Limited Degree, Tiring, Distracting]

Klaive: (8 points)
Easy to Lose (-2 points)
Damage 4 [Strength Based; Penetrating, ; Affects Incorporeal 2]

Advantages
Assessment,
Close Attack 4,
Defensive Roll 6,
Languages 1 [Garou (English)],
Eidetic Memory,
All-out Attack,
Improved Initiative 1,
Ritualist,
Benefit 1 [Rank/ Renown],
Benefit 1 [Strength for Intimidation]

Skills
Athletics (+5),
Close Combat: Klaive 1 (+6),
Deception (+1),
Expertise: Survival 4 (+4),
Expertise: Magic 7 (+7),
Insight 1 (+3),
Intimidation: 3 (+9), Note: Perm Growth modifier included.
Investigation 1 (+1),
Perception (+2),
Persuasion (+1),
Stealth (+0)

Offense
Initiative +4
Unarmed +5, Damage 4
Klaive +6, Damage 8

Defense
Dodge 1,
Parry 3
Toughness 11 (Def Roll 6),
Fortitude 9,
Will 5

Power Points
Abilities 24 + Powers 58 + Advantages 18 + Skills 8 + Defenses 12 = Total 120

Complications
As per human form plus:
Rage Machine - The Wolf Man form exists to kill. It wants to fight.

Design Notes
* The metamorph modifier in action
* There are traits available in human form not available in wolf man form and vice versa. This simply makes sense to me.
* This form is perhaps more powerful than the human form but is less refined.
* She maintains the ability to cast Rituals in this form - indeed, I imagine some rituals require this form, but loses the ability to call her companion.
Wolf Form wrote: Abilities
Strength 2, Stamina 3, Agility 2, Dexterity 0, Fighting 3, Intellect 0, Awareness 2, Presence -1

Powers
Garou Traits: (24 points)
Lupine Forms: Morph 2 [Limited to Lupine Forms; Metapmorph 3],
Step Sideways: Movement 1 [Umbral Travel],
Enhanced Senses: Senses 2 [Detect Wyrm (2), ],
Spirit Speech: Comprehend 2 [Speak/ Understand],
Poison Immunity: Immunity 1,
Dedicated Clothing: Feature 2 [Clothing ""adapts"" or disappears when shifting]

Wolf: Form (21 points)
Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
Speed of Thought: Speed 5,
The Great Leap: Leaping 3 [60 feet],
Bite/ Claws: Damage 2 [Strength Based]
Super-Tracking: Senses 8 [Accurate, Acute Smell, Direction Sense, Distance Sense, Extended 1, Tracking 2],
Alt: Call of the Wyld: Communication 3 [Linked to Comprehend Languages 3 (Speak/ Be understood, limited to providing Direction/ Current Location); Area; Increased Action (Move), Limited to Providing Direction and Current Location, Tiring]

Advantages
All-out Attack,
Assessment,
Benefit 1 [Rank/ Renown],
Benefit 1 [Strength for Intimidation],
Close Attack 4,
Defensive Attack,
Defensive Roll 5,
Eidetic Memory,
Favored Environment [Forest],
Improved Initiative 2,
Languages 2 [Garou, Wolf, Spanish (English)],
Set-Up 2
Teamwork,
Takedown 2,

Skills
Athletics (+2),
Close Combat: Bite/ Claw 2 (+9),
Expertise: Survival 8 (+8),
Expertise: Magic 7 (+7),
Insight 1 (+3),
Intimidation 3 (+5),
Investigation 2 (+2),
Perception 4 (+6),
Stealth 7 (+9)

Offense
Initiative +10
Unarmed +7, Damage 4
Bite/ Claws +9, Damage 5

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

Power Points
Abilities 22 + Powers 44 + Advantages 25 + Skills 17 + Defenses 12 = Total 120

Complications
As per human form, plus:
Hunted by Man - Wolves are not looked upon favorably and man tends to hunt them

Design Notes
* The Wolf form does not wield a weapon but is no less dangerous than the Crinos/ Hispo forms
* This form is meant to survive, track and do other "wolfie" things.
* As with the Crinos form, I gave her the "rite of talisman dedication" in the form of a 2 point feature that adapts her clothing to her form (i.e. Quick Change 2)
* Both Crinos/ Hispo and Lupus forms have an extra complication over the human form
* There is no point benefit or complication because she can shift to human form, but in wolf form she cannot speak any language other than wolf and Garou
* Although she maintains her Expertise: Magic in this form, she cannot cast Rituals (and so loses the advantage.)
Owl Companion wrote: Abilities
Strength -2, Stamina -2, Agility 2, Dexterity -2, Fighting 1, Intellect -4, Awareness 2, Presence -3

Powers
Owl Traits: (24 points)
Flight 3 [Wings; Subtle],
Use Feet as Hands: Feature 1,
Shrinking 8 [Permanent; Innate],
Low Light Vision,
Ultra Vision: Senses 2
Spirit Traits: (6 points)
Spirit Speech: Comprehend 2,
Step Sideways: Movement 1 [Dimensional Movement]

Advantages
Benefit 1 (Spirit Guide - Provide Flashes of Insight to those who spend a HP), Inspire 1, Leadership

Skills
Athletics (+-2), Insight (+2), Perception 6 (+8), Stealth: 2 (+12) Note: Perm Shrinking mod included.

Offense
Initiative +2

Defense
Dodge 6, Parry 5,Toughness -2 (Def Roll 0), Fortitude 2, Will 3

Power Points
Abilities -12 + Powers 30 + Advantages 2 + Skills 4 + Defenses 5 = Total 30

Complications

Design Notes
* The Owl is the primary spirit/ being that teaches Stalks from Shadow her gifts and acts as spirit guide in times of need.
* Although the inspiration (not inspire) requires Shadow to spend a HP, it functions just like any benefit that allows a character to roll or spend a HP for a special bonus to understand a situation.
* The owl can also lend aid in the form of Inspiration (as per the Advantage), Leadership (using the name of the advantage even if the descriptor is slightly different.
Last edited by Bladewind on Mon Sep 17, 2018 1:55 am, edited 2 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Tue Nov 08, 2016 12:10 am

Image

Solarhawk
Dawn Morgna
PL11

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

Powers
Solarhawk Armor: (26 points)
Removable (-7 points)
Restricted: Feature 1,
Containment: Feature 10 [Buys off Uncontrolled feature of Solar Aura],
Power Precision: Feature 1 [Precise on Solar Abilities]
Helmet Senses: Variable 1 [Limited to Sensory Based Powers],
Nth Metal Wings: Flight 10 [Wings; Space Flight 2]
Alt: Provide Cover: Concealment 4 [Affect Others; Linked to Wing Shield (Create 4, Proportional, Limited to Sphere Around Armor)]
Natural Abilities: (13 points)
Kryptonian DNA: Protection 10,
Gifted Linguist: Comprehend 3 [Speak, Read, Understand; Check Required (DC 15)],
Quick Mind: Quickness 4 [Limited to Mental Tasks]
Solar Abilities: (68 points)
Flame Immunity (Fire and Heat): Immunity 10,
Solar Aura: Damage 10 [Reaction; Uncontrolled],
Solar Fire: Damage 12
Alt: Flame Absorption: Nullify 12 [Broad, Simultaneous, Sustained; Close]
Alt: Flame Absorption Burst: Nullify 8 [Braod, Burst Area, Simultaneous, Sustained; Close]
Alt: Nova Burst: Damage 12 [Burst Area]
Alt: Solar Flare: Affliction 8 [Resisted by Fort, Visually Impaired/ Disabled/ Unaware; Burst Area, Cumulative]

Equipment

Flight Ring
Removable (-6 points)
Flight 4 [Aquatic, Dynamic]
Dyn: Enhanced Flight: Feature 1 [2 Ranks Enhanced Flight on wearer's existing flight rank]
Dyn: Super Strength: Power-Lifting 9 [Does not stack with existing strength bonuses; Dynamic]
Comm Link: Communication 4
Transsuit
Environmental Independence: Immunity 9 [(Immunity to Disease, Poison, All Environmental Conditions, Suffocation; Selective; Removable -3], Quick Change: Feature 1
Communication
Telepathic Earplug: Comprehend 2 [Understand, Be Understood; Linked to Mental Communication 2, Removable -2]

Advantages
Benefit 1 [Legion Membership],
Attractive 1,
Well-Informed
Defensive Attack,
Jack-of-All-Trades,
Beginner's Luck,
Power Attack,
Improvised Tools,
Eidetic Memory,
Improved Initiative 1

Skills
Acrobatics (+3),
Athletics (+2),
Close Combat: Unarmed 5 (+8),
Deception (+3),
Expertise: Science 4 (+9),
Expertise (+5),
Insight (+1),
Intimidation (+3),
Investigation (+5),
Perception 5 (+6),
Persuasion 5 (+8),
Ranged Combat: Solar Flare Array 7 (+10),
Sleight of Hand (+3),
Stealth (+3),
Technology 4 (+9),
Treatment (+5),
Vehicles (+3)

Offense
Initiative +7
Solar Flare +10, Damage 12

Defense
Dodge 8,
Parry 7
Toughness 12 (Def Roll 0),
Fortitude 12,
Will 9

Power Points
Abilities 44 + Powers 107 + Advantages 7 + Skills 10 + Defenses 27 = Total 195

Complications
:!: Motivation: Recognition and Acceptance. She lives in the shadow of her father and an ancestor or alternate timeline version of herself known as Deborah Morgan, Sun Girl. She wants to live up to her father's legacy, be her own person and she enjoys the fame her exploits bring her.
:!: Reputation: The Solarhawk armor goes a long way to cover the aforementioned Sun Girl connection, but its there.
:!: High Powered: Much like her father, her powers require careful control and she requires components of her armor or a specially treated room to neutralize or control the energy she gives off.

Design Notes
:!: My first new build for the new forum, designed for my LSH game with those rules in place. PL 12/180, traded down to 11/195. Skills at 3:1,
1 Social Advantage/ Rank of Presence
:!: Dawn Morgna is the daughter of Dirk Morgna and Laurel Kent. In my universe, although she was a Manhunter, the Manhunter's are not exclusively Androids. Some are cyborgs and others wear armor with the end result a uniform appearance among them... Laurel wore the armor...
:!: This is actually, in addition to Sun Boy, this is meant to be a kind of nod to a Hawkgirl legacy with the wings. Whether or not she is a reincarnation of Shayera remains to be seen
Last edited by Bladewind on Wed Aug 16, 2017 3:21 am, edited 5 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Tue Nov 08, 2016 2:31 am

Invisible Kid
Simon Storm
PL10

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

Powers
Invisibility: (33 points)
Invisibility: Concealment 4 [All Visual Senses; Affects Others, Attack; Precise],
Invisible Platform: Flight 4 [Platform],
Force Field: Protection 12 [Sustained]

Force Constructs: (49 points)
Force Bubble: Immunity 8 [(All Environmental Conditions, Suffocation, Airborne Toxins); Ranged, Burst Area, [30 ft radius],; Dynamic, Subtle, Linked Force Spheres], Force Spheres: Create 12 [Affects others only; Proportional; Subtle, Linked to Force Bubble]
Dyn: Force Blast: Damage 13 [Ranged; Dynamic, Subtle ]
Dyn: Force Strike: Damage 9 [Bludgeoning Strength-based Force Energy Damage ; Multiattack, Penetrating 7; Dynamic, Subtle ]
Dyn: Force Objects: Create 13 [Subtle, Dynamic]
Dyn: Force Lifting: Move Object 13 [Subtle, Dynamic]
Dyn: Suffocation: Affliction 12 [(Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); Ranged, Cumulative; Subtle, Dynamic]

Equipment

Advantages
Attractive 1,
Extraordinary Effort,
Improved Initiative 1,
Luck 2,
Teamwork,
Accurate Attack, Interpose, Power Attack,
Assessment,
Hide in Plain Sight,
Inspire 1,
Defensive Attack, Evasion 1,
Fast Grab,
Grabbing Finesse,
Improved Grab,
Improved Hold,
Improved Trip, Uncanny Dodge

Skills
Acrobatics 2 (+6),
Athletics 4 (+6),
Deception 4 (+8),
Expertise: Cars and Mechanics 7 (+7),
Insight 4 (+6),
Intimidation (+4),
Perception 3 (+5),
Persuasion 3 (+7),
Stealth 6 (+10),
Technology 3 (+3),
Vehicles 12 (+16)

Offense
Initiative +8

Defense
Dodge 8,
Parry 8
Toughness 15 (Def Roll 0),
Fortitude 6,
Will 9

Power Points
Abilities 50 + Powers 82 + Advantages 16 + Skills 16 + Defenses 16 = Total 180

Complications


Design Notes
:!: Tabletop session where I got to play for a change. I told a buddy about the concept of the Tabula Rasa game I was in and he got inspired... tasked us with building the Fantastic Four. No Equipment, no Social advantages or backgrounds involving outside influence. And Rule 63 because... why not.
:!: So I took The Invisible Woman... and together with the Torch's player we sort of switched things up. Decided that if we were the Rule 63 FF, that we didn't really need to be tied to the original version... So Simon Storm, The Invisible Kid is a lot of Johnny with Sue's powers. (Jennifer Storm is a lot of Susan with Johnny's powers... Willow Richards was more of a straight up Rule 63 Reed... and the Thing was the most... drifting... of the concepts...)
:!: PL 11/165 or PL 10/180... Skills 3:1... Free Social Advantage/ Rank of Presence.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Nov 10, 2016 7:00 pm

Another build from the Merge Universe:

Image

Dr Fate
PL10

William "Billy" Batson

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

Powers
Paragon of Order: (31 points)
Master Linguist: Comprehend 3 [Speak, Read, Understand Languages],
Resistant to Harm: Protection 8,
Telekinetic Strength: Enhanced Strength 8
Alt: Telekinesis: Move Object 8
Amulet of Anubis: (10 points)
Removable Device (-3 points)
Mystic Attunement: Senses 5 [Magical Awareness, Extended 4 (Mental)],
True Sight: Senses 8 [Analytical Sight, Counter All Concealment, Counters Illusion; Noticeable (Glowing Eyes)]
Helmet of Fate: (59 points)
Device - Removable (-15 points)
Awareness of Nabu: Enhanced Awareness 4,
Presence of Nabu: Enhanced Presence 5, Fearless: Enhanced Trait 1,
Spell Shattering: Nullify 15 [Broad (Magic), Simultaneous; Precise, Dynamic]
Alt: Ankh Gate: Teleport 11 [Extended (2000 miles), Portal; Limited to Extended; Dynamic]
Alt: Scrying: Remote Sensing 15 [Sight, Hearing; Dimensional 1, Dynamic]
Dyn: Shields of Order: Deflect 18 [Reflect; Dynamic]
Dyn: Eldritch Blast: Damage 11 [Ranged, Multi Attack; Dynamic. Variable Descriptor 2 (Any Energy)]
Alt: Pocket Dimension: Movement 1 [Increased Mass]
Alt: Mystic Bindings: Affliction 11 [Dodged by Dodge, Resisted by Will (Hindered/Defenseless/Incapacitated); Ranged, Cumulative, Concentration]

Equipment

Headquarters
Toughness 20 (13 ep),
Dual Size (Awesome) (7 ep),
Sealed (1 ep),
Toughness 20 (1 ep),
Secret x4 (DC 30) (4 ep),
Library (1 ep),
Living Space (1 ep)
Self Repairing (1 ep),
Workshop (1 ep)

Advantages
Accurate Attack,
Artificer,
Equipment 6 [Tower of Fate],
Fearless, Ritualist,
Trance,
Benefit 2 [Status - Lord of Order],
Connected,
Fascinate 1 [Deception to Entrance Others],
Startle,
Taunt,
Attractive 1

Skills
Athletics 2 (+10),
Close Combat: Unarmed 4 (+8),
Deception 6 (+13)
Expertise: Magic 10 (+13),
Expertise: Chaos and Order 10 (+13),
Insight 3 (+11),
Intimidation (+7),
Perception 3 (+11),
Persuasion (+7),
Ranged Combat: Magic Spells 8 (+9),
Stealth (+2),
Treatment 5 (+8)

Offense
Initiative +2
Unarmed +8, Damage 8
Spells +9, Damage 11

Defense
Dodge 8,
Parry 8
Toughness 11 (Def Roll 0),
Fortitude 8,
Will 12

Power Points
Abilities 38 + Powers 100 + Advantages 10 + Skills 17 + Defenses 19 = Total 184

Complications
Voices inside my head - The longer the Helmet is worm, the more influence Nabu wields, until finally the wearer's personality is subsumed
Responsibility - Lord of Order, protector of Earth
Restricted Power - The Helm decides who can wear it. Those unworthy suffer either a Continuous Mental Blast 10 or Continuous Affliction 12 (Resisted by Will; Dazed/ Stunned/ Transformed - vegatitive state)
Reputation - Those that see him assume Master Mage, Sorcerer Supreme… All of which may be true, but magic is slightly off in this realm and he is not at his full power.
Secret - Not Kent Nelson, Not Captain Marvel. The Dr Fate of his world was William Batson
Enemy - Teth Adam

Design Notes
  • Made with the Character Creation rules of Neo Paladin's Merged Universe and based heavily on the DCA Dr Fate.
  • The Merge House Rules are 3:1 skills, 1 free social advantage per rank of Presence. Note that some of the social advantages granted in this manner are from the helmet's Enhanced Presence.
  • I decided for the fun of it that this version is not any known Dr Fate, instead, Billy Batson was with his parents at Abu Simbel and discovered the helmet of Nabu. Not much of a complication as such, but I wanted the info in the character sheet.
  • I would imagine that to replace Inza, that Mary could also have served with Billy as Dr Fate...
  • I listed Enemy, Teth Adam. I wanted another little linkage to the Shazam mythos and the idea that with all the Merge versions showing up, some rivalries will just reform regardless of incarnation. I have not decided what version of Teth Adam is Batson's "true" enemy...
  • PL shifted from 11/165 to 10/180 +4 from the experience pool players have gained.
Last edited by Bladewind on Sun Jul 23, 2017 3:43 am, edited 3 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Thu Nov 10, 2016 7:12 pm

Image

The Scarlet Scarab
PL9/ 135 PP


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

Powers
Scarab Carapace: (31 points)
Legacy Form: Feature 1 [Male Appearance],
On Scarab's Wings: Flight 4,
Armour: Protection 7,
Combat Training: Enhanced Advantages 9,
Universal Telepathy: Comprehend 3 [Speak, Understand, Be Understood]
Psychic Warrior: (35 points)
Telepathy: Mind Reading 5 [Linked to Selective Area Mental Communication 2 (Subtle 1, Rapid 2)]
Alt: Telekinesis: Move Object 9 [Accurate 2, Precise]
Dyn: TK Shield: Create 8 [Movable, Impervious, Proportional]
Dyn: TK Bolt: Damage 9 [Ranged; Accurate 2]
Dyn: Mental Blast: Damage 9 [Ranged, Resisted by Will; Distracting, Accurate 2]
Dyn: Weaken Resolve: Weaken 8 [(Weaken Will); Perception Range]
Alt: Emotion Control: Affliction 7 [Impaired, Disabled, Incapacitated: Resisted and Overcome by Will; Ranged, Cumulative; Subtle, Variable Descriptor (Emotions)]

Equipment
HQ - Scarab's Lair (22 pts)
Toughness 14, Huge Size 7 Pts Communications,
Computer
Concealed (DC +15) 2 pts
Fire Prevention System
Gym
Library
Holding Cells
Infirmary
Living Space
Personnel,
Power System
Security System (DC 30) 3 pts

Advantages
Beginner's Luck,
Equipment 3
Jack-of-All-Trades,
Improved Initiative 1,
Power Attack,
Uncanny Dodge,
Ranged Attack 3,

Enhanced Advantages
Defensive Attack,
Defensive Roll 2,
Evasion,
Improved Defense,
Improved Initiative 1,
Instant Up,
Takedown 1,
Benefit 1 [Quick Change]

Skills
Acrobatics 4 (+5),
Athletics (+0),
Deception (+0),
Expertise: Current Events 4 (+6),
Expertise (+2),
Insight 2 (+6),
Intimidation (+0),
Investigation (+2),
Perception 4 (+8),
Persuasion (+0),
Sleight of Hand (+2),
Stealth 4 (+5),
Technology (+2),
Treatment (+2),
Vehicles (+2)

Offense
Initiative +9
TK Bolt +9, Damage 9
Mental Blast +9, Damage 9
Weaken Resolve +5, Damage 9
Unarmed +0, Damage 0

Defense
Dodge 8, Parry 7
Toughness 10 (Def Roll 2), Fortitude 6, Will 12

Power Points
Abilities 20 + Powers 66 + Advantages 13 + Skills 9 + Defenses 27 = Total 135

Complications
Motivation - Responsibility. Baker is the reincarnation of the Scarab, and she intends to live up to the legacy of Scarab who died in 1979, and the one who very few know of who died in 1993...
Enemies - Heru-Ra has enemies just as immortal as he is... and the Scarlet Scarab has inherited some of them...
Motivation - Legacy - Being a reincarnation of the Scarab brings both the good and the bad. He has a legacy to live up to, is looked up to for the name, and is working to reestablish the allies…
Secret - When Laura first formed the armour of the Scarab, she took on a male aspect. Perhaps to honor her brother, or the Scarab of the 70s. For now, the deception works for her and she intends to maintain it.
Motivation - Guilt. Laura's brother sacrificed himself for her, unborn at the time, her mother and her father. She will be forever grateful and work to be worthy of his memory.

Design Notes
  • My first idea is that in rediscovering himself, Heru-Ra comes into possession of a literal scarab that forms his costume, using his imagination and perhaps the time period, to influence the appearance.
  • Made some adjustments, left the Comprehend as written pending my notes further on in the thread.
  • I split/ labelled the Enhanced Advantages because them being in italics wasn't clear enough of a notation.
  • Changed the ranks in the powers array to reflect game PL. Should balance now.
Background
Laura Baker never knew about her brother until she was about 16.

It was a dinner in a small restaurant at the base of one of Freedom City's skyscrapers in 1993. They were out celebrating - her father, her mother, and her brother Steve. They had just told 12 year old Steve that he was to be a big brother. He was ecstatic. Her father announced that she was to be named Laura in honor of her grandmother. It was a happy moment.

Then the Terminus invaded. Vigilantes that had been hiding and waging their war on crime emerged to try and fight back. It quickly circulated that the Centurion had returned... the heroes that had been banned by the mayor stepped in to defend. But they were slow to respond, they'd been in forced retirement for too long... the Terminus established a foothold and things looked bleak. Rocks and masonry was falling everywhere. It was a long time before I learned that Steve pushed mom out of the way and was hit pretty hard, but he stayed standing and tried to pull her to safety with dad... as more debris rained down and the heroes tried to repel the invasion we should all have died. But we didn't. Mom, when she finally told me this story, said that a red sheen covered Steve and his eyes began to glow. Rock and debris raining down suddenly stopped, held aloft by an invisible force.

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

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

Skip forward nine years, and I'm out with some friends at the tender age of nine, sneaking into a movie I had no business seeing... the Mummy Returns. It was 2002 and it filled my head with notions of Ancient Egypt. I was fascinated. I kept thinking how cool it was that Evie was the reincarnation of Nefertiti... For weeks after I dreamt of it, but not the images from the movie. It was so much more... but I dared not tell my parents because that would mean I snuck into a movie! Eventually, the images and dreams faded.

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

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

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

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

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

And that was the new beginning. Now, at 23 years old, I am the Scarlet Scarab. I've learned a bit not only my powers and past, but about how the Scarab incarnates. The image of the Scarab sort of molds to the current reincarnated form, choosing a heroic form as projected by the era and the mindset of the time. As a result I'm kind of happy that I formed this suit. That way mom doesn't worry as much, not realizing who I am... and I can honor Steve's memory. I have so much to relearn... And I plan to do so.
Last edited by Bladewind on Sun Jul 23, 2017 3:44 am, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Goldar
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Re: Bladewind's M&M 3ed Builds

Post by Goldar » Thu Nov 10, 2016 7:24 pm

Hey Bladewind Buddy!

Good to see you over here on this new world.

Glad you are continuing your builds and I am enjoying them. This entire page is terrific!

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

Post by Bladewind » Thu Nov 10, 2016 7:44 pm

Thanks !

Most of these are reposts so that I have them in one spot when I want them... Invisible Kid and Solarhawk being the only really new ones here. So far.
Last edited by Bladewind on Fri Nov 11, 2016 12:46 am, edited 1 time in total.
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Fri Nov 11, 2016 12:10 am

Marathon
PL11


Abilities
Strength 12,
Stamina 9,
Agility 0,
Dexterity 0,
Fighting 6,
Intellect 2,
Awareness 1,
Presence 1

Powers
Morituri Process: (42 points)
Increased Size: Growth 2 [Permanent; Innate],
Super Strength: Power-Lifting 3,
Tireless: Immunity 7 [(Need for Sleep, Fatigue Effects)],
Bullet Proof: Immunity 5,
Dense Skin: Protection 5,
Stonewall: Damage 5 [Reaction (Being Hit)],
Fast for something so large : Speed 2
Morituri Powers: (22 points)
Sleeper Hold: Affliction 8 [Resisted and Overcome by Fort (Dazed/ Stunned/ Incapacitated); Progressive; Grab Based]
Alt: Bracing: Immunity 10 [Being Moved; Sustained]
Alt: Massive Knockback: Move Object 12 [Target rolls Strength vs Power Rank, failure = flung back distance of Effect Rank - Their mass rank; Close Range, Limited to Flinging Targets Away; Linked to Strength Damage]
Alt: Unstoppable: Burrow 6 [Penetrating; Quirk - no faster than land speed]
Alt: Crushing Grip: Affliction 12 [Resisted/ Overcome - Dodge/ Fort: Impaired and Vulnerable/Disabled and Stunned,; Extra Condition, Cumulative; Limted Degree, Grab Based]
Alt: Thunderclap: Damage 11 [Cone Area; Distracting]
Alt: Super Leaping: Leaping 12
Devices: (8 points)
Flight Shoes: Flight 5 [Removable]

Advantages
Extraordinary Effort,
All-Out Attack,
Interpose,
Power Attack,
Improved Critical 2 [Unarmed Crit 18-20],
Fast Grab,
Fearless,
Improved Grab,
Inspire 1

Skills
Athletics 2 (+14),
Close Combat: Unarmed 4 (+10),
Deception (+1),
Expertise: Military 2 (+4),
Insight 3 (+4),
Intimidation 4 (+6),
Perception 4 (+5),
Persuasion (+1),
Ranged Combat: Throwing 4 (+4),
Stealth (+0),
Technology 4 (+6),
Treatment 4 (+6),
Vehicles 5 (+5)

Offense
Initiative +0
Unarmed +10, Damage 12

Defense
Dodge 3, Parry 8
Toughness 14 (Def Roll 0), Fortitude 14, Will 7

Power Points
Abilities 54 + Powers 72 + Advantages 9 + Skills 12 + Defenses 18 = Total 165

Complications
Driven - Marathon would do anything to strike at the Horde,
Morituri Effect - Powers will kill him eventually - when this happens he has a burst area penetrating damage as an alternate effect of his Powers cost
Guilt - About not being there to fight alongside his allies in the fight he was created to be in
Outsider/ Socially Awkward

Design Notes
  • * PL 11/165 PP (10/180); 1 Social Advantage/ Rank of Presence; All skills at 3 ranks/ PP
    * This is not the Marathon build I am using for my Justice League Game (which is still on the other forums...) It's meant to be more of a "true to the comic" (Strikeforce: Morituri) but upped to the game parameters of... yep... you guessed it... Neo-Paladin's Merge campaign...
Last edited by Bladewind on Wed Aug 16, 2017 3:35 am, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Fri Nov 11, 2016 12:12 am

I was looking over some of my characters in limbo... and Sprint or Stonewall would be really fun to play again, I think. Sprint would be overkill, but Stonewall has potential... Need to tweak out the house rules that were used to create him though...

Image

“Y’know,” He responded aloud, “I haven`t actually found a handle that I like. Kent is as good a name as any for me to respond to. I also answer to ‘Dinnertime,’ ‘Help,’ and ‘Hey you.'"

Waiting for the small laughter and chuckles to subside, he flashed a winning smile.

“Why do I wear this shield?” He glanced down at the leather jacket with the large S-Shield embossed prominently on the front. “Well, remember the other day when that bus lost control?”

It was clear that he was trying to talk more about other people than himself as he described the situation.

“I was wearing a T-shirt – the kind that you can get at just about any store these days – with the logo. Since it was pretty much a given that the logo and I were going to be associated in the press... I figure so long as "he" doesn't kick my head in over it, we're all good...

“I have to admit… it`s actually quite a bit to live up to.”[/QUOTE]

Stonewall
PL12


Abilities
Strength 15,
Stamina 15,
Agility 0,
Dexterity 0,
Fighting 6,
Intellect 0,
Awareness 1,
Presence 2

Powers
Tough as Nails: (40 points)
Super Stamina: Enhanced Stamina 10, Resistant: Immunity 10 [Bullets, Fire],
Stonewall: Damage 3 [Reaction (Being hit); Limited to Effect Rank or incoming Damage rank],
Protective Aura: Feature 1 [Clothes are just as resilient]
Immune System: Immunity: Disease, Poison
Strong as an Ox: (30 points)
Strongest There Is: Feature 1 [In contests of strength, the character wins rather than ties in equal Strength rank],
Finger Flick: Feature 1 [Subtle on Strength Damage],
Super Strength: Enhanced Strength 10,
Super-Lifting: Power-Lifting 2,
Massive Knockback: Move Object 12 [On successful hit, target must make Strength check or be flung Effect Rank - their mass; Close, Limited to flinging targets away; Linked to Strength Damage]
Alt Effects of Strength Damage: (3 points)
Alt: Foot Stomp: Damage 15 [Line Area, Target and character must be in contact with the ground]
Alt: Cracking the Whip: Affliction 13 [Resisted by Dodge, Overcome by Fort. (Dazed & Vulnerable, Prone & Stunned); Line Area, Extra Condition; Limited Degree, Limited to targets on appropriate surface; Distance Increase 2]
Alt: Super Breath: Move Object 9; Cone Area; Close, Limited to moving target away; Linked to Cone Area Unreliable Damage 6]
Movement: (19 points)
Makeshift Handholds (Wall Crawling): Movement 1 [Limited to surfaces with Toughness less than Strength Rank],
Leaping: Flight 12 [Cannot stay aloft]
Alt: Bracing: Immunity 10 [Being Moved; Sustained]
Fast: Speed 5
The Clark Kent effect: (1 points)
Unrecognizable: Feature 1 [The S Shield and the Shades… people just don't recognize him in civilian clothes.]
Potential Power Stunts: (0 points)
Cut Loose: Penetrating on Strength Damage 15
Bullet Toss: Damage 6 [Ranged; Quirk - Requires objects to throw],
Unstoppable: Burrow 3 [Penetrating]

Equipment

Advantages
Power Attack,
Takedown 2,
Extraordinary Effort,
Interpose,
Ultimate Effort [Spend HP for auto 20 on Toughness],
Accurate Attack,
All-out Attack,
Contacts
Connected,
Benefit 1 [Government sanctioned],
Contacts,
Well-Informed,
Jack-of-All-Trades,

Skills
Acrobatics 2 (+2),
Athletics 7 (+22),
Close Combat: Unarmed 3 (+9),
Deception (+2),
Expertise: Streetwise 4 (+4),
Expertise: Current Events 1 (+1),
Expertise: Police Officer 1 (+1),
Expertise: Art 2 (+2),
Insight 4 (+5),
Intimidation 5 (+7),
Investigation 6 (+8),
Perception 3 (+4),
Persuasion (+2),
Ranged Combat: Throwing 4 (+4),
Ranged Combat: Firearms 1 (+1),
Sleight of Hand (+0),
Stealth (+0),
Technology (+0),
Treatment 2 (+2),
Vehicles 1 (+1)

Offense
Initiative +0
Unarmed +9, Damage 15

Defense
Dodge 5,
Parry 9
Toughness 15 (Def Roll 0),
Fortitude 15,
Will 9

Power Points
Abilities 38 + Powers 95 + Advantages 13 + Skills 23 + Defenses 16 = Total 185/185

Complications
* Under Contract: Stonewall (Contractual name, he's still looking for a better one) had the misfortune (or fortune) to be wearing Superman clothing when he stepped into the public eye/. He now has a contract enabling him to wear the jacket but he's expected to act a certain way...
* Motivation: Doing Good/ Living up to the hype. Stonewall wears teh S-Shield and feels that while he does so, he should behave a certain way. Coupled with a genuine desire to do good, this makes him willing to step up when the chips are down
* Motivation: Thrills. He can withstand being hit by a car, leap tall buildings in a single bound… finding a challenge if fun and exciting.
* Responsibility: Family. Stonewall, his mother and sister all find themselves in the campaign city following being moved.
* Theme Music - Stand Alone, Godsmack

Design Notes
  • Stonewall is a working name, and probably one he would not want to use. As a result, it may be the name I stick him with.
  • Pretty straightforward in terms of a brick type. A few of the alt powers are little off from typical smash and lift, but I wanted a little diversity without making either a paragon or direct Superman copy.
  • The idea behind Stonewall is that he was a good egg in a bad situation. He could easily have become Hancock rather than Superman if he`d had made a different choice of clothes one morning…
  • I used the Feature from Princess from the Hero's Handbook pretty much whole cloth, but in this instance it kicks in when he wears a Superman top. He tends to wear raglan t-shirts under his clothes for when the jacket is out of reach...
  • There are a few little details to trim... Before I do so, the plan is to make sure there are no glaring math or power errors... Having said that, he could probably use a few ranks of equipment for a cell phone and the like...
  • Something else added is that his civilian identity has training in line with a police officer - or perhaps low level federal officer.
  • It is intentional that he is undercap for Dodge. He can Parry well, and it's not that he can't get out of the way, he just doesn't. He's the guy who will take the hit instead of getting out of the way or risking someone else being hurt...

Background


Kent Danvers was born into a poor family without too much in the way of prospects. Despite this, his parents tried to raise him with values and a sense of pride. He did okay in school, might have done better with better opportunities, but he managed to do well enough.

During his high school years, he joined a gang more as a matter of survival than anything else. And then his powers started manifesting. He hid them for fear of being manipulated by the gang into doing worse and worse acts. This likely would have continued had he not been captured on camera and then approached by a government official.

He understandably reacted with suspicion, but it turns out that the agent was on the level and new opportunities for both him and his family. They were given new identities and new homes, and he suggested Kent Danvers as a "good, strong name" not knowing anything other people who else uses those names... He took to wearing Superman paraphernalia now that his family was able to afford more… As part of the deal he made with the government, his family was relocated to Chicago and he started studying Police Tech. He qualifies as a police officer these days, and officially is answerable to Homeland Security.

Then, about two months after graduating the academy it happened. A bus lost control, brake failure or some such, and he reacted without thinking. Wearing a Superboy shirt and tearing apart the side of a bus like tissue paper while saving people landed an immediate connection. He dismissed it and disappeared, covering his shirt with a jacket and blending back into the crowd. But the damage was done. People had seen him, stories of a guardian angel on the streets began to circulate... and he found that he liked the feeling of openly using his strength to help others.

Helping people became a hobby, and he continued to wear the S-Shield while doing so. Eventually, his government handler came forward with an offer. A detailed contract with a lot of details, but the leather jacket pretty much sealed the deal. He didn't like the name that they suggested, but the contract allowed him to come up with his own.

He’s still working on that.

And he doesn't know what the Boy of Steel thinks about his using his logo...

Theme Song
Last edited by Bladewind on Sun Jul 23, 2017 3:44 am, edited 3 times in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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Bladewind
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Re: Bladewind's M&M 3ed Builds

Post by Bladewind » Mon Nov 14, 2016 12:41 am

Image

Jericho
Rose Wilson

PL7/ 105 PP


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

Powers
Possess Host: (28 points)
Possession: Affliction 7 [(1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17); Cumulative, Perception Range, Merge with Subject; Sense Dependent (Visual Contact)]
Fighting Style: (1 points)
Pressure Points: Damage 1 [Strength Based]

Equipment

Advantages
Assessment,
Defensive Roll 4,
Teamwork,
Attractive 1,
Agile Feint,
Defensive Attack
Hide in Plain Sight

Skills
Acrobatics 6 (+8),
Athletics 2 (+4),
Close Combat: Unarmed 4 (+7),
Deception (+1),
Insight 5 (+7),
Intimidation (+1),
Perception 4 (+6),
Persuasion 1 (+2),
Stealth 4 (+6)

Offense
Initiative +2
Unarmed +7, Damage 3

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

Power Points
Abilities 32 + Powers 29 + Advantages 10 + Skills 13 + Defenses 21 = Total 105

Design Notes
:arrow: Had to remove the Capoeira advantages to use H4H`s simplified possession mechanic.
:arrow: I don`t follow the show, but I think Ravager appeared recently (as in Rose)...

Background

Rose Wilson is the daughter of Slade Wilson and older half-sister of Joe Wilson. When her half-brother and step-mother were inadvertently killed by ASIS agents trying to arrest her father, rose survived by using her metahuman powers to leap into the body of one of the agents and taking control of his mind to erase signs of her presence.

In the ensuing investigation, her existence was discovered but her whereabouts were a mystery given that no one would have thought to look at the agents…

She was born to Slade and his first wife, Lillian, a woman who left Slade after an incident with a contract that he had taken almost cost Rose her life. She was rescued by her father who had counted on his abilities and reflexes to be up to the task, but unknown to her parents the young Rose was subject to an experimental injection that had no immediately apparent effect, Rose would later discover her ability to control the minds of people with whom she made eye contact, not realizing at first that was literally becoming one with her target…

Rose was 15 at the time of the murder of her step-family, and re-emerged from her host just recently when he was fatally wounded while on a mission to contain a metahuman. At first confused and disoriented, Rose quickly adapted. Taking the name Jericho, she began taking jobs as a mercenary. Not satisfied with that method, and following an encounter with the Flash, she moved to Coast City and began working in the shadows as a vigilante…

That brings us to now, almost 19 years old…
Last edited by Bladewind on Mon Nov 28, 2016 7:44 pm, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
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StarGuard
Posts: 855
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Location: Indiana

Re: Bladewind's M&M 3ed Builds

Post by StarGuard » Mon Nov 14, 2016 6:49 am

So far he looks like something connected to the Veritgo drug, maybe a Kord Industry or ARGUS attempt to weaponize the chemical gone wrong?

If I get in H4H Heroes of Tomorrow game I'll have reached my limit but man this sounds like a fun game. 8-)

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

Post by Bladewind » Tue Nov 15, 2016 4:47 am

Image

Mara Jade
PL11/ 195


Abilities
Strength 2,
Stamina 3,
Agility 3,
Dexterity 2,
Fighting 12,
Intellect 3,
Awareness 1,
Presence 3

Powers
Purple Lightsaber: (13 points)
Easily Removable (-8 points)
Energy Blade: Weaken 7 [Weaken Toughness; Affects Objects; Incurable, Precise, Linked to an Elegant Weapon],
An Elegant Weapon: Damage 6 [Strength Based],
Secondary Lightsaber (Dynamic on Lightsaber Damage, Lightsaber Deflection, Lightsaber Block, Multi Attack, Split Attack)

Force Sensitive: (16 points)
Force Senses: Variable 7 [Common uses: Extended Detect Force 2 (Accurate, Acute), Extended Detect Life 2 (Accurate, Acute), Danger Sense;]
. Concentration, Limited to Sense Based Powers Relating to Force and Life Detection,
Force Enhanced Mental and Physical Prowess: Enhanced Trait 10 [See Advantage List],
Force Speed: Speed 2,
Force Leap: Leaping 1

Force Control: (28 points)
Force Control: Move Object 9 [Precise, Sutble, Improvised Weapon]
Alt: Force Push: Affliction 10 [Resisted by Strength; Hindered/ Vulnerable, Prone/ Stunned; Cone Area, Extra Condition; Limited Degree; Subtle]
Alt: Jedi Mind Trick: Affliction 10 [Resisted by Will (Dazed/ Compelled); Limited Degree; Subtle]
Alt: Force Cloak: Concealment 12 [Sight, Smell, Hearing, Taste, Psionic; Blending]
Alt: Lightsaber Deflection: Deflect 7 [Reflect, Redirect, Multi Attack; Extras require lasers]
Alt: Lightsaber Block: Nullify 11 [Ranged Weapon and Ranged attacks; Close Range; Precise]
Alt: Your Thoughts Betray You: Mind Reading 11 [Limited to Surface Thoughts; Subtle]

The Allure of the Darkside (Power Stunts):
Force Crush: Move Object 10 [Damaging; Close Range; Precise],
Force Damage: Damage 11 [Cone Area],
Force Lightning: Ranged Damage 11

Equipment (29/30 points spent)
Weapons
Blaster: Ranged Damage 3,
Knife: Damage 1 [Strength Based; Dangerous (Crit 19-20)],
Other Items
Speeder Bike: 11 [Medium Size, Strength 1, Speed 8, Defense 10, Toughness 7]
Standard Equipment
Binoculars (1 ep), Rebreather (1 ep), Computer, Cell Phone, Video Camera (4 ep),
HQ
Located within and a part of Jade's Saber (Small, Toughness 6, Living Space, Personnel, Communications, Power System)

Advantages
Benefit 1 [Resourceful: As per Inventor, but use Streetwise and Persuasion, Contacts replaces Improvised Tools],
Benefit 1 [Wealth],
Equipment 3 [Speeder Bike],
Equipment 3 [Blaster, Assorted Gear],
Defensive Roll 1,
Improved Initiative 1,
Ranged Attack 3,

Minion 12 [Summon (Self Powered) – Jade Saber],
Minion 3 [Summon (Self Powered) – Probe Droids],

Languages 1 [Galactic Common (Base), English, Huttese, Interlac][/I
Contacts,
Attractive 2,
Defensive Roll 2,
Eidetic Memory,
Improved Aim,
Precise Attack 1 [Close/ Concealment],
Extraordinary Effort,
Luck 3,
Uncanny Dodge

Skills
Acrobatics 8 (+11),
Athletics 6 (+8),
Deception 9 (+12),
Expertise: Streetwise/ Smuggling 8 (+11),
Expertise: Jedi/ Force Lore 3 (+6),
Expertise: Lightsaber 2 (+5),
Insight (+1),
Intimidation (+3),
Investigation 4 (+7),
Perception 6 (+7),
Persuasion 5 (+8),
Sleight of Hand 6 (+8),
Stealth 9 (+12),
Technology 3 (+6),
Vehicles 5 (+7)

Offense
Initiative +7
Lightsaber +12, Damage 8
Blaster +5, Damage 6
Force Lightning +5, Damage 11

Defense
Dodge 13,
Parry 15
Toughness 6 (Def Roll 3),
Fortitude 9
Will 12

Power Points
Abilities 58 + Powers 57 + Advantages 28 + Skills 25 + Defenses 27 = Total 195

Complications
Beware The Dark Side – Using powers that channel the Dark Side (like strangling someone with The Force, or crushing them internally), killing defeated foes or otherwise killing needlessly, and even using All-Out or Power Attack too often) can lead to the Dark Side...
Responsibility – Duty. Mara Jade is the Emperor's Hand. Whatever she does, it is at the Emperor's command.
Motivation – Thrills. Mara Jade craves challenge.
Emperor's Hand – The Emperor has a Mental Link with her, and supports her at his whim. This means both by actually bolstering her abilities and resources within the Empire itself.
Weakness - Disease – Mara Jade is afflicted with an incurable disease. For now, the Force holds it back, but it can affect her when her concentration and abilities are stretched thin.

Design Notes
:arrow: Neo Paladin's Cosmic Merge rules... pL 12/180, trade to PL 11/195, 13/165. Skills 3:1, Presence = +1 Social Advantage/ Rank, Pre+Awe= Base Will
:arrow: The Secondary Lightsaber is a way to tie in the point cost associated with it and represent the added oomph a skilled wielder of two sabers has...
:arrow: I changed my mind about Check Required. I actually envision it as a skilled wielder has access to the Deflect abilities as opposed to an unskilled wielder using it as a glorified blade...
:arrow: Resourceful is just a variant of Inventor, Artificer and the like... Same rules... useful for things like a fake id (a 1 point "invention" and not hard to procure...), a really good disguise (Morph 1) also, despite the Merge setting, Mara has smuggler/ thief skills, the idea is that she can make contacts as needed, thus the advantage.
:arrow: Language so rarely comes up, and the choices above are eclectic to say the least... they were not charged.
:arrow: Again with the cop out on Senses with a rank of Variable... common choices listed in the power though...
:arrow: Finally... some credit where it is due. The base of this was a Jabroniville build, ramped up to Superhero levels and mixed with some inspiration from the D20 Star Wars RPG and Dark Side Sourcebook...
:arrow: As an NPC, she would have things like Benefit: Authority at least at 2 ranks (equivalent of Rank), perhaps increase her Wealth. She would not need Benefit: Alternate Identities given her Inventor/ Resourceful Advantage... Most of these could be worked into the build, but there is also the notion of the enhancements that the Emperor could provide at his whim...
:arrow: Finally, there are a number of little things that would round the character out like Unfazaeble (Immunity to Interaction skills), Fearsome Presence and the like from suggestions in the Talent Power Profile... A benefit providing a bonus to dealing with the underworld...
:idea: Update 11-20-2016 - Altered the build to include a probe droid minion and change the starship to a minion as well... had to reallocate points to do so but I like this build much more... But I realized I made an oops when I added the "Affects Objects" to the Lightsaber's Weaken effect. Sigh. Must fix.


Jade's Saber
PL10


Abilities
Strength 12, Stamina NA, Agility 2, Dexterity 2, Fighting 0, Intellect 0, Awareness 0, Presence 0

Powers
Customized, Armed Star Courier: (108 points)
Absent Stamina: Enhanced Stamina -5,
Fortitude Immunity: Immunity 30,
50 Feet Long: Growth 8 [Permanent; Innate],
Sensor Array: Senses 25,
Machine Mind: Immunity 10 [Mental Powers],
Life Support Systems: Immunity 10 [Affects Others (Only)],
Atmospheric Flight: Flight 11
Alt: Space Flight: Movement 2
Computer Core: Quickness 6 [Limited to Mental Tasks]

Offensive Ability: (21 points)
Weapons Array: Damage 9 [Variable Descriptor 2 (Lasers and Torpedoes)]
Alt: Cloaking Device: Concealment 10 [All Senses other than tactile; Passive]

Advantages
Eidetic Memory,
Defensive Roll 3,
Improved Initiative 1

Skills
Acrobatics 6 (+8),
Athletics (+12),
Deception (+0),
Expertise: Astr
ogation 12 (+12),
Insight (+0),
Intimidation (+4),
Perception 15 (+15),
Persuasion (+0),
Ranged Combat: Weapons Array 9 (+11),
Stealth (+2)

Offense
Initiative +6
Weapons Array +9/ Damage 9

Defense
Dodge 6,
Parry 4
Toughness 11 (Def Roll 3)
Fortitude 3,
Will 0

Power Points
Abilities 16 + Powers 129 + Advantages 5 + Skills 14 + Defenses 16 = Total 180

Design Notes
:arrow: The Saber is a simple and straightforward construct, she pays separately for a HQ incorporated into the craft. It also has room for her Speeder Bike. The HQ has "personnel" in the stats, representing the craft's AI and perhaps a hardwired R2 unit...
:arrow: The Saber is a Sith Infiltrator akin to that of Darth Maul.
Probe Droid/ Drone
PL2


Abilities
Strength -4, Stamina -5, Agility 0, Dexterity -1, Fighting -4, Intellect 0, Awareness 2, Presence -4

Powers
Droid: (61 points)
Small: Shrinking 8 (Permanent)
Construct: Immunity 30
Senses 8 [Extended Vision 3, Radio Hearing, Analytical Hearing, Darkvision],
Anti Grav Thrusters: Flight 3

Advantages

Skills
Insight (+2),
Perception (+2),
Stealth: Note: Perm Shrinking mod included. (+8)

Offense
Initiative +0

Defense
Dodge 4,
Parry 0
Toughness 0 (Def Roll 0),
Fortitude -5,
Will 2

Power Points
Abilities -16 + Powers 61 + Advantages 0 + Skills 0 + Defenses 0 = Total 45

Design Notes
:arrow: The sole purpose of this thing is to spy, record and report back...
:arrow: I think that the Senses should actually be Equipment, having spent 8 Points, it would enable me to add other equipment as well.. methinks I will...
Last edited by Bladewind on Fri Dec 30, 2016 12:45 am, edited 1 time in total.
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge Setting document
The Merge: Character List

Bladewind's 3ed M&M Builds

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