[MnM 3E] Betterwatchit's Builds: Raindance

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betterwatchit
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Re: [MnM 3E] Betterwatchit's Builds

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The Mysterious Madame Radium - PL 8 (NPC)

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

Advantages: Attractive, Beginner's Luck, Defensive Roll 3, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Ranged Attack 3, Taunt

Skills: Deception 5 (+9), Expertise: Current Affairs 5 (+7), Expertise: Secretary 5 (+7), Perception 5 (+8)

Powers
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
Radiation Immunity: Immunity 10 (Common Descriptor: Radiation)
Radium Blast: Damage 8 (DC 23; Increased Range: ranged)
. . Dazzle 1: Cumulative Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Limited: Visual)
. . Dazzle 2: Cumulative Affliction 5 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 15; Cumulative, Increased Duration: concentration, Increased Range: ranged; Limited: To Visual)
. . Genetic Damage: Nullify 8 (Alternate; Counters: Genetic Powers, DC 18; Alternate Resistance: Fortitude)
. . Obscure: Obscure 16 (Alternate; Affects: One Sense Type - Radio, Area: 120 miles radius)
. . Radiation Poisoning: Weaken 8 (Alternate; Affects: Stamina, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . Radiation Sickness: Affliction 8 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)

Offense
Initiative +4
Dazzle 1: Cumulative Affliction 8, +7 (DC Fort 18)
Dazzle 2: Cumulative Affliction 5, +7 (DC Fort 15)
Genetic Damage: Nullify 8, +7 (DC Fort 18)
Grab, +5 (DC Spec 10)
Radiation Poisoning: Weaken 8, +7 (DC Fort 18)
Radiation Sickness: Affliction 8, +7 (DC Fort 18)
Radium Blast: Damage 8, +7 (DC 23)
Throw, +7 (DC 15)
Unarmed, +5 (DC 15)

Languages: English

Defense: Dodge 5, Parry 5, Fortitude 5, Toughness 7/4, Will 4

Power Points: Abilities 52 + Powers 50 + Advantages 12 + Skills 10 (20 ranks) + Defenses 3=127
---
Affiliation: Freedom Brigade
---
Samantha Luck had it all: looks, brains–everything but a rewarding career. Tired of her dead-end, thankless secretarial job, Samantha accompanied a group of friends on a long shot get-rich-quick hunt for radium deposits.

During the trip, a cave-in separated Samantha from her companions, and left her trapped inside a chamber full of radium uncovered by the collapse. By the time the land’s rightful owners showed up and rescued her, she’d been exposed to the rays of the wonder-element for several hours, but showed no ill effects. It wasn’t until she returned home to Freedom City she discovered she now possessed the power of radium itself!

Though still stuck in her boring secretarial job, Samantha drew upon the examples of Freedom’s other costumed heroes and became the Mysterious Madame Radium, the atom-powered crime-fighter. Sure enough, the life of a costumed adventurer was just the tonic for her formerly dull life, and it was only natural for her to take the next step and join the Freedom Brigade. From then on, boredom became the least of her worries, and Samantha wouldn’t have it any other way.
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Re: [MnM 3E] Betterwatchit's Builds

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The Sea Hawk - PL 8 (NPC)

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

Advantages: Attractive, Daze (Deception), Defensive Attack, Defensive Roll 3, Equipment 16, Grabbing Finesse, Improved Disarm, Improved Grab, Improved Trip, Inventor, Ranged Attack 2

Skills:
Deception 4 (+6), Expertise: Business 6 (+13), Perception 5 (+9), Ranged Combat: Damage: Damage 8 2 (+4), Technology 7 (+14), Vehicles 6 (+8)

Powers
Blaster Rifle (Easily Removable)
. . Damage: Damage 8 (force, DC 23; Accurate: +2, Extended Range, Increased Range: ranged)
Costume (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Gliding)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 2 (+2 Toughness)
Swing Line (Easily Removable)
. . Movement: Movement 1 (Swinging)

Equipment: Flying Submarine
Flying Submarine - PL 6

Strength 16, Defense 8, Toughness 11, Size Gargantuan

Features: Hidden Compartments 1, Navigation System 1, Remote Control

Powers
Concealment: Concealment 1 (Other Sense: Radar)
Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)
. . Swimming: Swimming 7 (Alternate; Speed: 60 miles/hour, 900 feet/round)
Immunity: Immunity 10 (Life Support)
Impervious Defense: Impervious Toughness 3
Torpedoes: Damage 8 (DC 23; Homing: 1 extra attempt, Increased Range: ranged, Penetrating 8)
. . Machineguns: Damage 8 (Alternate; DC 23; Increased Range: ranged, Multiattack)

Offense
Machineguns: Damage 8, +4 (DC 23)
Torpedoes: Damage 8, +4 (DC 23)

Power Points: Abilities 7 + Powers 56 + Features 3 + Defenses 14=80 EP
Offense
Initiative +2
Blaster Rifle: Damage 8, +8 (DC 23)
Grab, +4 (DC Spec 12)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)

Languages: English

Defense: Dodge 7, Parry 7, Fortitude 4, Toughness 7/4, Will 5

Power Points: Abilities 46 + Powers 26 + Advantages 29 + Skills 15 (30 ranks) + Defenses 11=127
---
When Katherine Cline inherited her family’s shipyards, she gained the financial security to do as she pleased. Running a boardroom didn’t appeal to Katherine, who was a thinker and a builder by nature, so she left the day-to-day business deals to some trusted subordinates and went back to building her advanced prototype gadgets.

Watching German U-boats "accidentally" sink the ships she’d so carefully and lovingly designed–not to mention the loss of innocent lives–angered her, and she vowed to use her great resources and technical gifts to put a stop to their cowardly acts of wanton murder and destruction. So she secretly donned her distinctive protective garb and boarded her experimental flying submarine, with the aim of making the marauding Nazi wolf packs the hunted.

Dubbed “the Sea Hawk” by the press, Katherine’s costumed alter ego became the toast of Freedom City, hailed as a hero unafraid to take the fight to the Nazis lurking just off of America’s shores. Despite all the positive ink, Katherine soon realized she’d taken on quite a responsibility, and welcomed joining the Freedom Brigade for its much-needed assistance.
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Re: [MnM 3E] Betterwatchit's Builds

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Commander USA - PL 8 (NPC)

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Strength 4, Stamina 5, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 1, Presence 5

Advantages: All-out Attack, Benefit 3: Draft Exemption, Defensive Attack, Defensive Roll 3, Fascinate (Persuasion), Improved Defense, Inspire, Leadership, Power Attack, Takedown

Skills: Deception 6 (+11), Expertise: Chemist 4 (+5), Intimidation 6 (+11), Perception 4 (+5), Persuasion 6 (+11), Stealth 6 (+10)

Powers
Transform: Transform 8 (Affects: Broad > Broad - Inanimate Objects into other Inanimate Objects, Transforms: 200 lbs., DC 18; Increased Duration: continuous)

Offense
Initiative +4
Grab, +8 (DC Spec 14)
Throw, +4 (DC 19)
Transform: Transform 8, +8 (DC Dog 18)
Unarmed, +8 (DC 19)

Complication
Prejudice: James Hendricks is an African-American in a pre-Civil Rights era.

Languages: English

Defense: Dodge 7, Parry 8, Fortitude 6, Toughness 8/5, Will 3

Power Points: Abilities 64 + Powers 40 + Advantages 14 + Skills 16 (32 ranks) + Defenses 6=140
---
Affiliation: Freedom Brigade (Founder)
Identity: Secret

Right after boot camp, young Army draftee James Hendricks was assigned to guard duty at a top-secret government research lab. One night while making his rounds, Hendricks came upon a group of Nazi spies attempting to make off with an experimental chemical mixture. Caught by surprise and outnumbered, Hendricks did the only thing he could to keep the concoction out of enemy hands: he drank it.

The spies left the seemingly poisoned Hendricks for dead, and after he regained consciousness, he was honourably discharged for medical reasons. In time, however, he not only regained his former vigor, but found his body elevated to near the peak of human physical perfection. Even more incredibly, he found the experimental alchemical solution he’d swallowed had given him the power to transmute elements by touch.

Still angry at the enemy saboteurs hiding in his beloved country but unable to re-enlist, the patriotic Hendricks donned a red, white, and blue costume and dubbed himself Commander USA, leader of America’s war against home front subversion. To that end, the charismatic Hendricks put together the Freedom Brigade, and serves as its leader when not pursuing his other career as a neophyte industrial chemist.
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Re: [MnM 3E] Betterwatchit's Builds

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Natalia 'Natasha' Romanova AKA Black Widow - PL 10 (NPC)

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

Advantages: Accurate Attack, Attractive 2, Beautiful Voice, Defensive Attack, Defensive Roll 2, Evasion 2, Fascinate (Deception), Favored Environment: Ambush, Hide in Plain Sight, Improved Deception, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Languages 4, Prone Fighting, Ranged Attack 3, Redirect, Skill Mastery: Stealth, Taunt, Ultimate Effort: Stealth, Well-informed

Skills: Acrobatics 8 (+15), Athletics 6 (+9), Deception 8 (+15), Expertise: Current Events 9 (+10), Expertise: Streetwise 9 (+10), Expertise: Tactics 9 (+10), Insight 8 (+15), Intimidation 8 (+15), Investigation 9 (+10), Perception 8 (+15), Persuasion 8 (+15), Sleight of Hand 8 (+15), Stealth 8 (+15), Technology 9 (+10), Vehicles 3 (+10)

Powers
Armoured Catsuit (Removable)
. . Protection: Protection 4 (+4 Toughness)
Black Widow's Gauntlets (Removable)
. . Widow's Bite: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range: ranged)
. . Widow's Kiss: Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 20; Increased Range: ranged)
. . Widow's Line: Movement 1 (Swinging)
. . Widow's Sting: Damage 10 (DC 25; Increased Range: ranged)

Offense
Initiative +7
Grab, +9 (DC Spec 13)
Throw, +10 (DC 18)
Unarmed, +9 (DC 18)
Widow's Bite: Affliction 10, +10 (DC Fort 20)
Widow's Kiss: Affliction 10, +10 (DC Fort 20)
Widow's Sting: Damage 10, +10 (DC 25)

Complications
Motivation: Responsibility: Black Widow seeks to atone for her past misdeeds.
Relationship: With Clint "Hawkeye" Barton.
Secret: Black Widow got up to all sorts of shady stuff during the Cold War, some of which could come back to haunt her.

Languages: Chinese (Mandarin), English, French, German, Japanese, Russian (Native)

Defense: Dodge 10, Parry 10, Fortitude 10, Toughness 10/8, Will 10

Power Points: Abilities 90 + Powers 21 + Advantages 30 + Skills 59 (118 ranks) + Defenses 13=213
---
Affiliations: Avengers, SHIELD

Occupation: Super-spy

Black Widow was once the deadliest spy Russia had ever produced. That changed when she encountered Clint Barton, the U.S. government agent known as Hawkeye. In the Avengers, Black Widow has enough tactical insight that Captain America trusts her if the team has to split up to do a mission.
Last edited by betterwatchit on Thu Apr 29, 2021 9:20 am, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Thor - PL 16 (NPC)

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Strength 13, Stamina 15, Agility 2, Dexterity 2, Fighting 11, Intellect 1, Awareness 2, Presence 3

Advantages: All-out Attack, Attractive, Benefit, Status 5: Aesir God of Thunder, Favored Environment: Stormy Weather, Fearless, Languages 1, Power Attack, Startle, Ultimate Effort: Strength

Skills: Close Combat: Mjolnir 4 (+15), Close Combat: Unarmed 2 (+13), Expertise: Norse Mythology 11 (+12), Expertise: Tactics 11 (+12), Insight 4 (+6), Intimidation 13 (+16), Perception 4 (+6), Persuasion 3 (+6), Ranged Combat: Mjolnir 12 (+14), Ranged Combat: Throw 12 (+14)

Powers
All-Tongue: Comprehend 3 (Languages - Speak All, Languages - Understand All, Languages - You're Understood)
Asgardian Physiology: Immunity 11 (Aging, Life Support)
Mjolnir (Removable)
. . Flight: Flight 11 (Speed: 4000 miles/hour, 8 miles/round)
. . . . Movement: Movement 3 (Alternate; Dimensional: Nine Worlds 2: group, 50 lbs., Space Travel 1: within solar system)
. . Offensive Array
. . . . Lightning Bolt: Damage 15 (electricity, DC 30; Dangerous, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . . . Melee: Strength-based Damage 3 (DC 31; Dangerous 4)
. . . . Shockwave: Burst Area Affliction 15 (1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Prone, Resisted by: Fortitude, DC 25; Burst Area: 30 feet radius sphere, DC 25, Extra Condition; Limited: Targets on the ground, Limited Degree)
. . . . Thrown: Damage 3 (DC 18; Dangerous, Extended Range 4, Homing: 1 extra attempt, Increased Range: ranged)
. . . . Thunderclap: Cumulative Burst Area Affliction 15 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 25; Alternate Resistance (Dodge), Burst Area 3: 120 feet radius sphere, DC 25, Cumulative; Limited: Hearing)
. . Restricted (Those Worthy): Feature 1
. . Storm Creation: Environment 10 (Cold, Impede Movement (2 ranks), Visibility (-5), Radius: 2 miles)

Offense
Initiative +2
Grab, +11 (DC Spec 23)
Lightning Bolt: Damage 15, +14 (DC 30)
Melee: Strength-based Damage 3, +15 (DC 31)
Shockwave: Burst Area Affliction 15 (DC Fort 25)
Thrown Anything Else: +14 (DC 28)
Thrown Mjolnir: Damage 3, +14 (DC 31)
Thunderclap: Cumulative Burst Area Affliction 15 (DC Dodge/Will 25)
Unarmed, +13 (DC 28)

Complications
Enemy: His half-brother, Loki.
Fame: Thor is a founding member of the Avengers and the Aesir God of Thunder.
Relationship: With his family on Asgard.

Languages: English, Old Norse (Native)

Defense: Dodge 11, Parry 11, Fortitude 15, Toughness 15, Will 8

Power Points: Abilities 98 + Powers 127 + Advantages 13 + Skills 38 (76 ranks) + Defenses 15=291
---
Affiliations: Aesir (God of Thunder), Avengers (Founding Member)

Base: Bilskirnir, Asgard/Avengers Tower, New York.

I've decided to do 3E builds of the Avengers. First up is Thor, God of Thunder and founding Avenger. The main reason I added Favoured Environment: Stormy Weather is because we're talking about the God of Thunder here. He would probably be used to fighting in stormy weather, like the kind he can summon. I put Homing 1 on Mjolnir being thrown to represent it coming back afterwards as shown in the comics, films and even in the original myths.
Last edited by betterwatchit on Thu Apr 29, 2021 9:26 am, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Clint Barton AKA Hawkeye - PL 10 (NPC)

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Strength 3, Stamina 2, Agility 5, Dexterity 5, Fighting 10, Intellect 1, Awareness 2, Presence 2

Advantages: Accurate Attack, All-out Attack, Defensive Attack, Defensive Roll 2, Equipment 1, Improved Aim, Improved Critical 3: Bow and Arrows, Improved Disarm, Improved Initiative, Improved Smash, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Quick Draw, Teamwork, Ultimate Effort: Aim, Uncanny Dodge

Skills: Acrobatics 5 (+10), Athletics 7 (+10), Deception 8 (+10), Expertise: Government Agent 9 (+10), Expertise: Streetwise 9 (+10), Expertise: Tactics 9 (+10), Insight 8 (+10), Intimidation 8 (+10), Perception 8 (+10), Ranged Combat: Bow and Arrows 9 (+14), Stealth 10 (+15), Vehicles 10 (+15)

Powers
Bow and Arrows (Easily Removable)
. . Bolo Arrow: Damage 6 (DC 21; Grabbing (No Damage), Increased Range: ranged)
. . Boomerang Arrow: Strength-based Damage 3 (DC 21; Homing: 1 extra attempt, Increased Range: ranged)
. . Cable Arrow: Movement 1 (Swinging)
. . Explosive Arrow: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Net: Damage 6 (DC 21; Entangling, Grabbing (No Damage), Increased Range: ranged)
. . Smoke Arrow: Cloud Area Concealment Attack 6 (Extra Ranks 4, Sense - Sight, DC 16; Cloud Area 2: 30 feet radius sphere, DC 16, Attack: Dodge)
. . Sonic Arrow: Cumulative Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged; Limited: To Hearing)
. . Standard Arrow: Strength-based Damage 3 (DC 21; Dangerous, Extended Range, Increased Range: ranged, Multiattack)
. . Taser Arrow: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged)

Equipment: Binoculars, Bulletproof Vest, Commlink

Offense
Initiative +9
Bolo Arrow: Damage 6, +14 (DC 21)
Boomerang Arrow: Strength-based Damage 3, +14 (DC 21)
Explosive Arrow: Burst Area Damage 6 (DC 21)
Grab, +10 (DC Spec 13)
Net: Damage 6, +14 (DC 21)
Smoke Arrow: Cloud Area Concealment Attack 6 (DC Dog 16)
Sonic Arrow: Cumulative Affliction 6, +14 (DC Fort 16)
Standard Arrow: Strength-based Damage 3, +14 (DC 21)
Taser Arrow: Affliction 6, +14 (DC Fort 16)
Throw, +5 (DC 18)
Unarmed, +10 (DC 18)

Complications
Power Loss: Hawkeye could run out of arrows at an inopportune moment.
Rash: Hawkeye is known to be one of the more impulsive heroes today.
Relationship: With Natasha "Black Widow" Romanova.

Languages: Italian, U.S. English (Native)

Defense: Dodge 12, Parry 12, Fortitude 10, Toughness 8/2, Will 10

Power Points: Abilities 60 + Powers 20 + Advantages 20 + Skills 50 (100 ranks) + Defenses 25=175
---
Affiliations: Avengers (Founding Member), U.S. Government (Agent)

Base: Avengers Tower, New York

Clint Barton was a former circus worker and criminal-turned-hero, who trained his archery skills as a young boy.

Witnessing Iron Man in action, Barton attempted to emulate him by donning a colorful costume and employing his archery skills to fight crime. However, during his first public appearance, Hawkeye was mistaken for a thief by police. The Black Widow enlisted him as her partner and they clashed with Iron Man on several occasions.

Although Hawkeye became romantically involved with the Black Widow, he was unhappy being a criminal. When he approached the Avengers and told them of his desire to reform, Iron Man sponsored his membership on the team.
Last edited by betterwatchit on Thu Apr 29, 2021 9:22 am, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Tony Stark AKA Iron Man - PL 14 (NPC)

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Strength 14/2, Stamina 2, Agility 2, Dexterity 2, Fighting 10, Intellect 6, Awareness 3, Presence 3

Advantages: Accurate Attack, Assessment, Attractive, Benefit, Status 5: CEO of Stark Industries, Benefit, Wealth 5 (billionaire), Equipment 4, Inventor, Languages 3, Power Attack, Skill Mastery: Technology, Teamwork, Ultimate Effort: Technology, Ultimate Effort: Will

Skills: Close Combat: Unarmed 4 (+14), Deception 12 (+15), Expertise: Business 12 (+18), Insight 7 (+10), Perception 7 (+10), Persuasion 12 (+15), Ranged Combat: Iron Man Weaponry 8 (+10), Technology 14 (+20)

Powers
Iron Man Armor (Removable)
. . Enhanced Trait: Enhanced Trait 24 (Traits: Strength +12 (+14))
. . Life Support: Immunity 10 (Life Support)
. . Protection: Protection 12 (+12 Toughness; Impervious [2 extra ranks])
. . Repulsor Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Repulsor Rays: Damage 14 (DC 29; Increased Range: ranged, Split: 2 targets)
. . . . Unibeam: Line Area Damage 9 (Alternate; DC 24; Line Area: 5 feet wide by 30 feet long, DC 19, Increased Range: ranged)
. . Sensor Array: Senses 5 (Danger Sense: Vision, Direction Sense, Distance Sense, Extended: Vision 1: x10, Infravision, Advantages: Assessment)

Equipment: Avengers Tower (HQ)
Avengers Tower

Toughness 14, Size Huge

Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Helipad, Infirmary, Laboratory, Library, Living Space, Power System, Security System 1, Workshop

Power Points: Abilities 3 + Features 13 + Defenses 4=20 EP

Offense
Initiative +2
Grab, +10 (DC Spec 24)
Repulsor Rays: Damage 14, +10 (DC 29)
Throw, +2 (DC 29)
Unarmed, +14 (DC 29)
Unibeam: Line Area Damage 9 (DC 24)

Complications
Accident: Tony has made quite a few inventions he now knows he really shouldn't have. And sometimes, someone else finds and uses them.
Addiction: Tony's on the wagon, and he's trying to stay on it.
Fame: Tony Stark is a major Fortune 500 CEO and founding Avenger. Everyone's heard of him.
Motivation: Doing Good: Tony tries to make the world a better place and make amends for his weapon-making past, but he has been known to use controversial methods to do so.
Relationship: With Pepper Potts and James "Rhodey" Rhodes.
Weakness: Tony Stark can be very arrogant. He takes a -5 penalty to resist being targeted by the Taunt Advantage and is known to underestimate people with less Intellect than himself.

Languages: U.S. English (Native), French, Italian, Japanese, Spanish

Defense: Dodge 10, Parry 10, Fortitude 6, Toughness 14, Will 8

Power Points: Abilities 60 + Powers 93 + Advantages 25 + Skills 38 (76 ranks) + Defenses 17=233
---
Affiliations: Avengers (Founding Member)/Stark Industries (CEO)

Billionaire, Inventor, Jackass, Playboy, Avenger. Tony Stark has been a lot of things. Ever since he decided to stop making weapons, he's going everything he can to better himself.

He has recently remade Stark Tower into Avengers Tower after the Chitauri Invasion of 2012.
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Re: [MnM 3E] Betterwatchit's Builds

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Captain Steve Rogers AKA Captain America - PL 12 (NPC)

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Strength 4, Stamina 7, Agility 7, Dexterity 7, Fighting 7, Intellect 3, Awareness 3, Presence 6

Advantages: Accurate Attack, All-out Attack, Assessment, Benefit, Security Clearance: SHIELD, Defensive Attack, Diehard, Equipment 3, Fearless, Hide in Plain Sight, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Inspire 5, Languages 3, Leadership, Luck 2, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 3, Set-up 2, Startle, Takedown, Teamwork, Ultimate Effort: Toughness, Ultimate Effort: Will, Uncanny Dodge, Weapon Break

Skills: Acrobatics 4 (+11), Athletics 8 (+12), Close Combat: Shield 3 (+10), Expertise: Tactics 16 (+19), Insight 12 (+15), Intimidation 8 (+14), Perception 11 (+14), Persuasion 8 (+14), Stealth 8 (+15), Vehicles 4 (+11)

Powers
Star Spangled Shield (Easily Removable (indestructible))
. . Defensive Abilities (Advantages: Ultimate Effort: Toughness)
. . . . Deflect: Deflect 10 (Redirection, Reflect)
. . . . Enhanced Trait: Enhanced Trait 6 (Traits: Dodge +3 (+12), Parry +3 (+12))
. . . . Impervious Defense: Impervious Toughness 10
. . Thrown: Strength-based Damage 3 (DC 22; Dangerous, Increased Range: ranged, Ricochet 2: 2 bounces)
. . . . Melee: Strength-based Damage 3 (Alternate; DC 22; Dangerous)

Equipment: Binoculars, Chain-mail, Commlink, Heavy Pistol, Knife

Offense
Initiative +11
Grab, +7 (DC Spec 14)
Heavy Pistol, +10 (DC 19)
Knife, +7 (DC 20)
Melee: Strength-based Damage 3, +10 (DC 22)
Throw, +10 (DC 19)
Thrown: Strength-based Damage 3, +10 (DC 22)
Unarmed, +7 (DC 19)

Complications

Enemy: The Red Skull and HYDRA.

Fame: Captain America is a World War II legend and a founding member of the Avengers. Nearly everyone has heard of him!

Identity: It would suit Steve Rogers if as few people as possible know that he's Captain America.

Man Out Of Time: Steve hasn't completely adapted to modern times. He's aware of the broad strokes of what happened in his absence (Cold War, Moon Landing, Vietnam War, Watergate, fall of the Wall, Gulf War, rise of the Internet, 9/11), but he's unlikely to know the finer details. He prefers technology that was actually around during the war when he can help it (he'd rather listen to a radio or go to the cinema rather than listen to a MP3 or watch a DVD for example).

Motivation: Doing Good: Steve Rogers can be counted on to do the right thing for the right reason, no matter who he's up against.

Languages: French, German, Japanese, Russian, U.S. English (Native)

Defense: Dodge 12/9, Parry 12/9, Fortitude 12, Toughness 10, Will 12

Power Points: Abilities 88 + Powers 36 + Advantages 41 + Skills 41 (82 ranks) + Defenses 18=224
---
Affiliations: Avengers (Founding Member), U.S. Army (Captain)

Base: Avengers Tower

Here's a man everyone's heard of. Captain America, the Sentinel of Liberty and the First Avenger.

When America entered World War 2, Steve Rogers, the son of Irish immigrants, tried to join up. He was given a 4-F status due to his frailty and sickness. Overhearing the boy's earnest plea to serve his country, General Phillips of the US Army offered Rogers the opportunity to take part in a top-secret performance-enhancing experiment. Rogers agreed and was taken to a secret laboratory in Washington, D.C., where he was introduced to Doctor Abraham Erskine, the creator of the Super-Soldier Serum. After a series of tests, the Super-Soldier Serum was administered to Rogers. He emerged transformed, his body having become as physically perfect as humanly possible.

Rogers served with distinction until 1945, when he and his sidekick Bucky tried to disable a bomb-laden drone plane. He fell into the icy waters of the English Channel. The cold of the Channel interacted with the Super-Soldier Serum to place Rogers in suspended animation. Rogers had been frozen for decades until he was recently revived. He has since gone on to resume the Captain America mantle and has joined the Avengers.
Last edited by betterwatchit on Thu Apr 29, 2021 9:18 am, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

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Faceoff - PL 10

Image

Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 10, Intellect 4, Awareness 2, Presence 3

Advantages: All-out Attack, Assessment, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Equipment 11, Improved Initiative, Jack-of-all-trades, Move-by Action, Power Attack, Ranged Attack 5, Skill Mastery: Intimidation, Startle, Takedown, Tracking, Uncanny Dodge, Well-informed

Skills: Athletics 7 (+10), Expertise: Streetwise 6 (+10), Expertise: Tactics 6 (+10), Insight 8 (+10), Intimidation 7 (+10), Perception 8 (+10), Persuasion 2 (+5), Stealth 5 (+10), Vehicles 5 (+10)

Equipment: Arsenal (Assault Rifle, Heavy Pistol with Suppressor, Knife, Shotgun), Bulletproof Vest, Lock Release Gun, Motorcycle, Multi-tool, Next-Gen Smartphone, Night Vision Goggles, The Den
The Den

Toughness 8, Size Medium

Features:
Communications, Computer, Concealed 4, Garage, Gym, Living Space, Power System, Security System 3

Power Points
Abilities 1 + Features 13 + Defenses 1 = 15 EP
Offense
Initiative +9
Assault Rifle, +10 (DC 20)
Grab, +10 (DC Spec 13)
Heavy Pistol, +10 (DC 19)
Knife, +10 (DC 19)
Shotgun, +10 (DC 20)
Throw, +10 (DC 18)
Unarmed, +10 (DC 18)

Complications
Enemy: In the Betterverse, the Gangs of London would love to see Faceoff's head on a spike.
Motivation: Justice
Prejudice: Faceoff is known to be gay. This could cause some discrimination.

Languages: U.K. English

Defense: Dodge 10, Parry 10, Fortitude 10, Toughness 10/4, Will 10

Power Points: Abilities 72 + Advantages 32 + Skills 27 (54 ranks) + Defenses 19 = 150
---
Occupation: Vigilante
Base: London, U.K.

Faceoff appears in DC's Knight & Squire series. His skillset and fighting style are basically a cover of the Punisher.
Last edited by betterwatchit on Wed Jul 08, 2020 8:25 pm, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

John Camber AKA Goldwing - PL 10

Image

Image

Goldwing owned by betterwatchit.
Art by Elenawing.

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

Advantages: Artificer, Benefit, Wealth (well-off), Equipment 1, Favoured Environment: Air, Improved Initiative, Move-by Action, Ritualist, Trance, Ultimate Effort: Will

Skills: Athletics 2 (+2), Expertise: Magic 8 (+10), Expertise: Pop Culture 3 (+5), Insight 3 (+8), Intimidation 1 (+6), Perception 3 (+8), Persuasion 2 (+7), Ranged Combat: Magic 8 (+10), Stealth 3 (+5), Technology 5 (+7)

Powers
Body Armour Enchantment: Protection 9 (magical, +9 Toughness)
Griffin Physiology
. . Senses: Senses 2 (Extended: Vision 1: x10, Low-light Vision)
. . Talons: Damage 1 (DC 16; Dangerous)
. . Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Wings)
Insulation Enchantment: Immunity 2 (Environmental Condition: Cold, Environmental Condition: Heat)
Magic Senses: Senses 3 (Acute: Magic, Awareness: Magic, Radius: Magic)
Magic: Damage 10 (DC 25; Affects Insubstantial 2: full rank, Dangerous, Increased Range: ranged, Precise)
. . Healing Touch: Healing 7 (Alternate; Persistent, Restorative, Stabilize)
. . Knockout Spell: Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Increased Range: ranged; Quirk: Non-lethal Only)
. . Mage Talon: Move Object 6 (Alternate; 3200 lbs.; Increased Range: perception, Precise, Subtle 2: undetectable)

Equipment: Cell Phone (Smartphone), Computer, Goggles, Multi-tool

Offense
Initiative +6
Grab, +5 (DC Spec 10)
Knockout Spell: Affliction 10, +10 (DC Will 20)
Mage Talon: Move Object 6 (DC 16)
Magic: Damage 10, +10 (DC 25)
Talons: Damage 1, +5 (DC 16)
Throw, +2 (DC 15)
Unarmed, +5 (DC 15)

Complications
Appearance: As an anthropomorphic griffin, Goldwing quite simply cannot pass for "normal" on Earth-Prime. And griffins are rather rare on his native Ani-Earth.
Disability: Goldwing must wear special gloves to use touchscreens and to avoid accidentally hurting people with his talons. He has several such pairs on him at all times. If he can't wear his gloves for any reason, his Talons become Uncontrolled when physically interacting with anyone outside of combat or when using touchscreens (very important in the Western world in this day and age). He is in possession at least two pairs of gloves at all times.
Honour: Goldwing seeks to behave in an ethical manner... Because he's seen what can happen to those who don't.
Hyper-carnivore: Goldwing has a meat-based diet due to his predatory metabolism. He must eat at least 20 ounces meat every day to remain healthy, and this can get occasionally expensive. The issue is biological in nature, not psychological.
Motivation: Discovery: Goldwing wants to see the world and its wonders, and to perfect his understanding of the interactions between magic and technology.
Secret: Back on Ani-Earth, he caused his teacher's damnation in self-defence.

Languages: U.K. English

Defense: Dodge 10, Parry 10, Fortitude 9, Toughness 10, Will 11

Power Points: Abilities 44 + Powers 51 + Advantages 9 + Skills 19 (38 ranks) + Defenses 27 = 150
---
Base: Greenhithe, Kent, United Kingdom (Earth-Prime)
Legal Status: British Citizen (Ani-Earth) with no criminal record. Suspected back home concerning the disappearance of his master.

John Camber was a mage's apprentice when he overheard that the mage in question was planning to sell John's soul to a demon at the next Solstice. Without telling John. John couldn't confront his teacher about it, because doing so would risk corruption or death. so he spent his days learning how to cast spells and enchant objects, finding that he was an excellent technomancer. At night he carefully tried to find a way to both keep the demon from taking his soul and his teacher from killing him for botching the deal.

John found an old book of infernal law that said that demons can only take a soul you actually own. Since he didn't sign anything that said that he gave his soul to his master, he could just tell the demon that the deal was fake. Which he did on the next Solstice, when the deal was scheduled. The demon told John's master "Foolish mage! You sought to cheat me?! Your apprentice invokes our laws correctly, for we take only the souls of the damned and the willing... and the souls of those who would dare cheat us are both! PREPARE TO DIE!"

The fight lasted ten minutes, but the master was beaten in the end.

That was when the demon calmed down and looked John in the eye, saying "We have a special place in Hell for people who try to sell souls they do not own. I knew you were there the night your master made that deal with me. I was going to get a mage-slave either way and I now have a very experienced one, thanks to you, Mr. Camber. And for that, I won't need yours as well. Farewell."

When the demon departed, dragging John's master screaming into Hell with her, John immediately implemented the second part of his plan. He had heard of another world, another Earth, and had gotten everything ready that he could to perform a ritual that would take him there. After all, extradition treaties weren't exactly known to cross parallel universes. Before he started, he cleaned out his ex-master's safe, knowing that he won't be looking for it. Ani-Earth money was no good where he was heading, it was just fiat money. But gold bullion? If his destination was anything like home, it'd still be good.

All John had to do was step into the portal and into a new world...

It's been a few months since, and John has started to get used to this strange new world. The main reason he gets involved with superhumans is because they don't care as much about his appearance. He has even placed a "body armour" enchantment on himself, to better withstand the rigours of superheroic activity. He has taken the name of Goldwing for his alias, as it's an equally accurate name for him.

Personality: Conscientious, Curious, Dependable.

Goldwing does understand why some humans would want to be vegetarian or vegan, but it's not really an option for him. He carries a pair of goggles for occasions when he has to give other people a lift. He has third eyelids in his eyes, allowing him to blink and otherwise see clearly in flight.
Last edited by betterwatchit on Mon Nov 21, 2022 8:13 pm, edited 8 times in total.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Nicole Fortier AKA Dame Blanche - PL 10

Strength 1, Stamina 2, Agility 3, Dexterity 2, Fighting 0, Intellect 10, Awareness 5, Presence 5

Advantages: Attractive, Benefit, Status: CEO, Benefit, Wealth 2 (independently wealthy), Eidetic Memory, Equipment 3, Favoured Environment: Air, Inventor, Languages 1, Luck 3, Skill Mastery: Technology

Skills: Acrobatics 3 (+6), Athletics 5 (+6), Deception 1 (+6), Expertise: Business 3 (+13), Insight 4 (+9), Perception 4 (+9), Persuasion 4 (+9), Ranged Combat: Blaster 7 (+9), Technology 5 (+15)

Powers
Forcefield Generator (Removable)
. . Protection: Protection 10 (+10 Toughness)
Blaster Pistol (Easily Removable)
. . Blaster: Damage 11 (force, DC 26; Dangerous, Increased Range: ranged; Quirk: Non-Lethal Only)
. . . . Move Object: Move Object 10 (Alternate; 25 tons; Increased Range: perception; Limited Direction: Towards or Away from User)
Luck Control: Luck Control 1 (Bestow Luck, Advantages: Luck 3)
Owl Senses: Senses 6 (Accurate: Hearing, Extended: Hearing 1: x10, Low-light Vision, Radius: Visual, Ultra-hearing)
Owl Wings: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
Talons: Strength-based Damage 1 (DC 17)

Equipment: The Nest (HQ)
The Nest

Toughness 10, Size Huge

Features: Communications, Computer, Laboratory, Library, Living Space, Personnel, Power System, Security System 2, Workshop

Equipment Points Abilities 3 + Features 10 + Defenses 2 = 15 EP
Offense
Initiative +3
Blaster: Damage 11, +9 (DC 26)
Grab, +0 (DC Spec 11)
Move Object: Move Object 10 (DC 20)
Talons: Strength-based Damage 1, +0 (DC 17)
Throw, +2 (DC 16)
Unarmed, +0 (DC 16)

Complications
Appearance: Nicole is an anthropomorphic leucistic barn owl or as they're called in France, Effraie des Clochers (Fright of the Steeple, or Steeple Owl). On Earth-Prime, that's going to stand out.
Disability: Nicole must wear special gloves to use touchscreens and to avoid hurting people with her talons. If she can't wear her gloves, her Talons become Uncontrolled when physically interacting with touchscreens or with anyone outside of combat. She makes sure to be in possession of multiple pairs of such gloves at all times. On Ani-Earth, Nicole is required by law to wear the gloves whenever she leaves her property to avoid accidental injuries.
Fame: Nicole is famous in the technology world. She is indeed aware of the furry fandom.
Honour: Nicole will not break her word.
Motivation: Discovery: Nicole was sent to Earth-Prime to find various examples of technology that's unique to Earth-Prime and ship it to Ani-Earth.
Secret: Nicole often funds base raids for technologies she's sure do not exist on Ani-Earth.

Languages: U.K. English, Metropolitan French (Native)

Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 10

Power Points: Abilities 56 + Powers 38 + Advantages 12 + Skills 18 (36 ranks) + Defenses 26 = 150
---
Age: 24

Birthplace: Paris, France, Ani-Earth.

Residence: Paris, France, Earth-Prime.

Occupation: CEO (Chouette/Owl)/Base Raider (Secret)

Legal Status: French Citizen (Ani-Earth), on the verge of gaining French (Earth-Prime) citizenship due to "an exceptional career of integration."

Nicole is a rarity among the Ani-Earth natives living on Earth-Prime, as she is there of her own free will. She arrived in 2015 via an inter-dimensional portal, landing just outside the Palais de Luxembourg in Paris, where the French Senate meets to govern France. During her debriefing, she said that she was there to find samples of Earth-Prime technology that did not exist back home. When they accused her of being a spy, she told them "Why would I do that, monsieur, when I can just go to the Champs-Élysées and see what's there?"

After a week, the French Government had to release her as she was quite co-operative towards them, she proved that she thought of at least two lawful methods of pursuing her agenda, and the Senate simply could not prove her having any hostile intent towards humanity. Two years on, she has her own business, which specialises in consumer electronics, but is about to branch out into clothes that fit non-standard anatomies. And there are enough of those on Earth-Prime for there to be a viable gap.

She has already brought out a now-iconic advertisement: Nicole is in a backless dress, her back to the camera. She is holding one of her smartphones in her gloved hands. Her wings are closed and her head is rotated 180 degrees, facing the camera. Next to the stylised owl's head she has taken as the symbol of her company are the words: "Isn't it time you saw things differently?"

Within a year of her making it to Earth-Prime, she had found out about Base Raiding. What better way to find technology that she knows does not exist on her homeworld than to find abandoned super-tech?

Nicole is currently busy on her latest project, a HUD not unlike Google Glass. She wants to be able to mass-produce it for about €400 retail, so most people with a smartphone can get a hold of one.

NOTE: Nicole's company, Chouette, is large enough to legally support her as a registered hero under the terms of Earth-Prime France's Registration Act.
Last edited by betterwatchit on Wed Nov 18, 2020 11:38 pm, edited 2 times in total.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Combined Archetypes

One thing I thought about recently was about how a lot of servicemen went into law enforcement after their tours were done. It made me think about how often certain groups prefer to recruit from other groups with certain skillsets if they can help it, thus leading to this list of NPC builds.

In a PL 5-8 game, these guys can give heroes a really hard time or an unexpected helping hand. In a PL 8-10 game, they can still give the PCs an odd surprise or two.

Criminal/Government Agent - PL 4 (NPC)

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

Advantages: Defensive Roll, Equipment 3

Skills: Athletics 4 (+5), Deception 2 (+4), Expertise: Behavioral Sciences 3 (+5), Expertise: Choose One 4 (+6), Expertise: Civics 2 (+4), Expertise: Current Events 2 (+4), Expertise: Government Agent 3 (+5), Expertise: Streetwise 4 (+6), Intimidation 4 (+6), Investigation 6 (+8), Perception 3 (+5), Persuasion 3 (+5), Ranged Combat: Chosen Weapon 4 (+5), Stealth 6 (+8), Technology 4 (+6), Vehicles 4 (+5)

Equipment: Camera, Cell Phone, Computer, Handcuffs, Knife, Light Pistol

Offense
Initiative +2
Grab, +3 (DC Spec 11)
Knife, +3 (DC 17)
Light Pistol, +5 (DC 18)
Throw, +1 (DC 16)
Unarmed, +3 (DC 16)

Languages: Native Language

Defense: Dodge 3, Parry 3, Fortitude 2, Toughness 3/2, Will 2

Power Points: Abilities 30 + Advantages 4 + Skills 29 (58 ranks) + Defenses 1=64

This guy would likely be an undercover agent infiltrating organised crime... or an agent gone native or rogue. Either way, you still wouldn't want to cross him.
Government Agent/Police Officer - PL 6 (NPC)

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

Advantages: Defensive Roll, Equipment 3

Skills: Athletics 4 (+6), Deception 2 (+4), Expertise: Behavioral Sciences 3 (+5), Expertise: Civics 3 (+5), Expertise: Current Events 2 (+4), Expertise: Government Agent 3 (+5), Expertise: Police Officer 4 (+6), Expertise: Streetwise 3 (+5), Insight 4 (+6), Intimidation 4 (+6), Investigation 6 (+8), Perception 3 (+5), Persuasion 3 (+5), Ranged Combat: Chosen Weapon 4 (+5), Technology 2 (+4), Vehicles 4 (+5)

Equipment: Bulletproof Vest, Camera, Cell Phone, Computer, Handcuffs, Light Pistol

Offense
Initiative +1
Grab, +3 (DC Spec 12)
Light Pistol, +5 (DC 18)
Throw, +1 (DC 17)
Unarmed, +3 (DC 17)

Languages: Native Language

Defense: Dodge 2, Parry 4, Fortitude 4, Toughness 7/2, Will 2

Power Points: Abilities 30 + Advantages 4 + Skills 27 (54 ranks) + Defenses 4 = 65

Just as a nation's intelligence agencies recruit from their military, it's not unusual from them to recruit from their law enforcement agencies.
Government Agent/Soldier - PL 4 (NPC)

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

Advantages: Defensive Roll, Equipment 2, Ranged Attack 4

Skills: Athletics 4 (+5), Deception 2 (+4), Expertise: Behavioural Sciences 3 (+5), Expertise: Civics 2 (+4), Expertise: Current Events 2 (+4), Expertise: Government Agent 3 (+5), Expertise: Soldier 4 (+6), Expertise: Streetwise 2 (+4), Expertise: Tactics 4 (+6), Intimidation 4 (+6), Investigation 6 (+8), Perception 3 (+5), Persuasion 3 (+5), Technology 2 (+4), Vehicles 2 (+3)

Equipment: Light Pistol

Offense
Initiative +1
Grab, +5 (DC Spec 11)
Light Pistol, +5 (DC 18)
Throw, +5 (DC 16)
Unarmed, +5 (DC 16)

Languages: Native Language

Defense: Dodge 5, Parry 5, Fortitude 5, Toughness 3/2, Will 3

Power Points: Abilities 32 + Advantages 7 + Skills 23 (46 ranks) + Defenses 8=70

A lot of government agencies have been known to recruit from their nation's armed forces and this person is a possible result.
Gang Leader/Soldier - PL 5 (NPC)

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

Advantages: Equipment 3, Ranged Attack 4

Skills: Athletics 4 (+5), Deception 4 (+5), Expertise: Current Events 2 (+3), Expertise: Soldier 4 (+5), Expertise: Streetwise 4 (+5), Expertise: Tactics 4 (+5), Intimidation 2 (+3), Perception 4 (+4), Stealth 6 (+8), Technology 4 (+5), Vehicles 4 (+5)

Equipment: Cell Phone (Smartphone), Knife, Light Pistol, Undercover Shirt

Offense
Initiative +2
Grab, +5 (DC Spec 11)
Knife, +5 (DC 17)
Light Pistol, +5 (DC 18)
Throw, +5 (DC 16)
Unarmed, +5 (DC 16)

Languages: Native Language

Defense: Dodge 6, Parry 5, Fortitude 5, Toughness 4, Will 1

Power Points: Abilities 26 + Advantages 7 + Skills 21 (42 ranks) + Defenses 8=62

This could be a soldier who couldn't find any legitimate work when his tour was done... or a gang member who was lucky enough to not have a criminal record by adulthood. These days, American street gangs often encourage their members with a clean sheet to join the military once they're old enough. The training they receive helps them on the battlefield and on the mean streets.
Police Officer/Criminal - PL 4 (NPC)

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

Advantages: Equipment 3

Skills: Athletics 4 (+6), Expertise: Choose One 4 (+5), Expertise: Current Events 3 (+4), Expertise: Police Officer 4 (+5), Expertise: Streetwise 3 (+4), Insight 4 (+5), Intimidation 2 (+3), Investigation 2 (+3), Perception 4 (+5), Ranged Combat: Pistols 4 (+5), Stealth 6 (+8), Technology 4 (+5), Treatment 2 (+3), Vehicles 4 (+5)

Equipment: Bulletproof Vest, Cell Phone, Club, Handcuffs, Light Pistol

Offense
Initiative +2
Club, +3 (DC 19)
Grab, +3 (DC Spec 12)
Light Pistol, +5 (DC 18)
Throw, +1 (DC 17)
Unarmed, +3 (DC 17)

Languages: Native Language

Defense: Dodge 3, Parry 4, Fortitude 4, Toughness 2, Will 2

Power Points: Abilities 26 + Advantages 3 + Skills 25 (50 ranks) + Defenses 5 = 59

This fellow could be an undercover cop... or a crooked one.
Police Officer/Soldier - PL 6

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

Advantages: Equipment 3

Skills: Athletics 4 (+6), Close Combat: Unarmed 2 (+5), Expertise: Current Events 3 (+3), Expertise: Police Officer 4 (+4), Expertise: Soldier 4 (+4), Expertise: Streetwise 3 (+3), Insight 4 (+5), Intimidation 2 (+3), Investigation 2 (+2), Perception 4 (+5), Ranged Combat: Guns 4 (+5), Treatment 2 (+2), Vehicles 4 (+5)

Equipment: Bulletproof Vest, Cell Phone, Club, Handcuffs, Light Pistol

Offense
Initiative +1
Club, +3 (DC 19)
Grab, +3 (DC Spec 12)
Light Pistol, +5 (DC 18)
Throw, +1 (DC 17)
Unarmed, +5 (DC 17)

Languages: Native Language

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

Power Points: Abilities 22 + Powers 0 + Advantages 3 + Skills 21 (42 ranks) + Defenses 13=59

Like I said at the top, plenty of soldiers end up joining police forces after their tour's done. And the police are often very glad to take them in. After all, they're used to using force to protect others and they already see the need for laws and rules in general. And it's possible that they've already dealt with the darker side of humanity.
Government Agent/Gang Leader - PL 4

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

Advantages: Defensive Roll, Equipment 2

Skills: Athletics 4 (+5), Deception 2 (+4), Expertise: Behavioral Sciences 3 (+5), Expertise: Choose One 4 (+6), Expertise: Civics 2 (+4), Expertise: Current Events 2 (+4), Expertise: Government Agent 3 (+5), Expertise: Streetwise 4 (+6), Intimidation 4 (+6), Investigation 6 (+8), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: Chosen Weapon 4 (+5), Stealth 6 (+8), Technology 4 (+6), Vehicles 4 (+5)

Equipment: Camera, Cell Phone, Computer, Handcuffs, Light Pistol

Offense
Initiative +2
Grab, +3 (DC Spec 11)
Light Pistol, +5 (DC 18)
Throw, +1 (DC 16)
Unarmed, +3 (DC 16)

Languages: Native Language

Defense: Dodge 5, Parry 5, Fortitude 3, Toughness 3/2, Will 3

Power Points: Abilities 30 + Advantages 3 + Skills 30 (60 ranks) + Defenses 7 = 70

This individual is someone you really don't want to cross. A foreign government agent who's taken over a street gang would have plenty of muscle to use as deniable assets when serving their patrons' will.
Combining Method Used:

Abilities: Keep whichever one is higher.
Advantages, Skill Ranks and Defences: These do not stack, keep whichever one is higher.
Equipment: This depends on what the NPC is doing now. For example, it's unlikely that a Soldier will still have an Assault Rifle in his new job (maybe if they're now SWAT...).
Last edited by betterwatchit on Wed Dec 13, 2023 5:32 pm, edited 4 times in total.
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Re: [MnM 3E] Betterwatchit's Builds: Combined Archetypes

Post by betterwatchit »

Lucy Fox AKA Cheddar The Mouse Witch - PL 8

Image

Character and art by CQMorell

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

Advantages: Accurate Attack, Artificer, Evasion, Luck (Instant Counter) 4, Luck (Recover) 3, Power Attack, Precise Attack (Ranged, Cover), Ritualist, Skill Mastery: Expertise: Magic, Ultimate Effort: Expertise: Magic

Skills: Expertise: Magic 5 (+10), Insight 6 (+9), Perception 7 (+10), Persuasion 7 (+10), Ranged Combat: Magic 5 (+8), Treatment 2 (+7)

Powers
Enchanted Broom "Wind's Freedom" (Removable)
. . Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Platform)
Enchanted Costume (Removable)
. . Protection: Protection 7 (+7 Toughness, Advantages: Luck (Recover) 3)
Mouse Senses: Senses 7 (Acute: Smell, Extended: Smell 1: x10, Low-light Vision, Tracking: Smell 2: full speed, Ultra-hearing, Ultravision)
Wand (Easily Removable)
. . Blast: Damage 8 (DC 23, Advantages: Accurate Attack, Luck (Instant Counter) 4, Power Attack, Precise Attack (Ranged, Cover); Dangerous, Increased Range: ranged, Precise)
. . Dispel: Nullify 8 (Counters: Magic, DC 18; Broad, Simultaneous)
. . Healing: Healing 7 (Increased Range: ranged, Persistent, Stabilize)
. . Move Object: Move Object 8 (6 tons; Precise, Subtle: subtle)
. . Teleport: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Change Direction, Easy, Extended: 16 miles in 2 move actions, Portal; Transit Time 2: 6 seconds)

Offense:
Initiative +3
Blast: Damage 8, +8 (DC 23)
Dispel: Nullify 8, +8 (DC Will 18)
Grab, +0 (DC Spec 10)
Move Object: Move Object 8, +8 (DC 18)
Throw, +3 (DC 15)
Unarmed, +0 (DC 15)

Complications:
Appearance: Cheddar is now an anthropomorphic mouse, she simply cannot pass for human anymore.
Fame: Cheddar is known to help teach children with magical talent how to use it responsibly.
Honour: Cheddar follows the Magician's Code: Do not teach magic to or otherwise allow magical artefacts to fall into the hands of someone who would use such things for selfish gain. Use magic to protect and heal others, and for the good of all. Never allow a magic-using criminal to prosper. Ensure that the knowledge of magic is passed to future generations.
Motivation: Doing Good: Cheddar wants to show how magic can be used to help others.

Languages: U.K. English

Defence: Dodge 9, Parry 9, Fortitude 7, Toughness 7, Will 9

Power Points: Abilities 34 + Powers 37 + Advantages 5 + Skills 16 (32 ranks) + Defenses 28 = 120
---
Base: Barbican Estate, London
Legal Status: British Citizen. Real identity known to Ministry of Powers.

The witch named "Cheddar" is one of the few mages who openly teaches her craft to others. If one of her students asks her what could happen, if they don't listen to her, she just says "I transformed myself into a mouse once. The problem was that I was distracted while trying to change back. I still haven't been able to regain human form."
Last edited by betterwatchit on Mon Apr 26, 2021 6:56 pm, edited 3 times in total.
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Re: [MnM 3E] Betterwatchit's Builds: Combined Archetypes

Post by betterwatchit »

Cassandra Valentine AKA Ms. Magus - PL 10

Strength 5/0, Stamina 0, Agility 1, Dexterity 1, Fighting 5/0, Intellect 5, Awareness 5, Presence 5

Advantages: Accurate Attack, All-out Attack, Artificer, Attractive, Benefit, Wealth (well-off), Equipment 4, Fearless, Power Attack, Precise Attack (Ranged, Cover), Ritualist, Ultimate Effort: Will, Well-informed

Skills: Deception 3 (+8), Expertise: Magic 5 (+10), Expertise: Streetwise 5 (+10), Insight 5 (+10), Intimidation 5 (+10), Investigation 5 (+10), Perception 5 (+10), Persuasion 5 (+10), Ranged Combat: Magical Blast 9 (+10), Stealth 7 (+8)

Powers
Magic-Sensing Glasses (Removable)
. . Senses: Senses 5 (Accurate: Magical, Analytical: Magical, Awareness: Magical, Radius: Magical)
Magical Array
. . Enhanced Strength: Enhanced Trait 20 (Traits: Fighting +5 (+5), Strength +5 (+5); Subtle: subtle)
. . Healing Touch: Healing 6 (Persistent, Restorative, Stabilize)
. . Magical Blast: Damage 10 (magical, DC 25; Affects Insubstantial 2: full rank, Increased Range: ranged)
. . Move Object: Move Object 5 (1600 lbs.; Increased Range: perception)
Ring of Protection (Removable)
. . Linked Effects
. . . . Flight: Flight 3 (Linked; Speed: 16 miles/hour, 250 feet/round; Subtle: subtle)
. . . . Protective Enchantment: Protection 9 (Linked; +9 Toughness; Subtle: subtle)

Equipment: Cell Phone (Smartphone), The Lodge (HQ)
The Lodge - PL 10

Toughness 10, Size Huge

Features: Concealed 1, Dual Size: Medium, Laboratory, Library, Living Space, Personnel, Sealed, Security System 1, Self-repairing 1, Workshop

Equipment Points: Abilities 3 + Features 10 + Defenses 2 = 15 EP
Offense
Initiative +1
Grab, +5 (DC Spec 15)
Magical Blast: Damage 10, +10 (DC 25)
Move Object: Move Object 5 (DC 15)
Throw, +1 (DC 20)
Unarmed, +5 (DC 20)

Complications
Honor: Cassandra will keep her word, once given and she won't harm an innocent.
Motivation: Responsibility: Cassandra thinks that if you can help, you must.
Power Loss: Cassandra must be able to move her hands to use her magic. She also loses her powers for a week if she knowingly breaks her word.
Temper: Cassandra reacts badly to innocents being harmed, especially in a sexual manner.

Languages U.S. English (Native)

Defense: Dodge 11, Parry 11/6, Fortitude 10, Toughness 9, Will 10

Power Points: Abilities 34 + Powers 43 + Advantages 15 + Skills 27 (54 ranks) + Defenses 31 = 150
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Occupation: Occult Investigator

Base: Bay Ridge, Brooklyn, New York City, U.S.A.

Cassandra is descended from the homo magi, magic runs in her blood. She discovered her talent after she instinctively blasted a man who tried to assault her back in high school. The resulting injury meant he wasn't going to do that again for a while, if ever again. Her grandmother found out, and trained her, emphasising that she had to use it responsibly.

She usually makes ends meet by investigating possibly irresponsible uses of magic, usually by some jumped-up dabbler who thinks it's their shortcut to money and power. But she makes a point of looking out for the people of Brooklyn.

She can fulfil a variety of roles in combat, mainly as support. Healing, blasting an opponent from a distance, secondary powerhouse, she's able to do all sorts!
Last edited by betterwatchit on Thu Apr 08, 2021 10:09 am, edited 2 times in total.
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betterwatchit
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Re: [MnM 3E] Betterwatchit's Builds: Combined Archetypes

Post by betterwatchit »

Andrew Lee AKA Akimbo Assassin - PL 10 (NPC)

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

Advantages: Accurate Attack, Agile Feint, All-out Attack, Benefit, Ambidexterity, Benefit, Wealth (well-off), Connected, Contacts, Defensive Attack, Defensive Roll, Equipment 1, Favored Foe: Metahumans, Favored Foe: Police Officers, Fearless, Instant Up, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Prone Fighting, Quick Draw, Uncanny Dodge, Well-informed

Skills: Acrobatics 4 (+8), Athletics 8 (+8), Close Combat: Pistol Bayonets 6 (+8), Close Combat: Unarmed 4 (+6), Deception 7 (+8), Expertise: High-profile Law Enforcers 6 (+8), Expertise: Metahumans 6 (+8), Insight 5 (+8), Intimidation 7 (+8), Investigation 5 (+7), Perception 4 (+7), Persuasion 6 (+7), Ranged Combat: Guns 6 (+10), Stealth 4 (+8)

Powers

Twin Bayonetted Pistols (Easily Removable (indestructible))
. . Guns Akimbo: Blast 8 (DC 23; Accurate: +2, Penetrating 8, Split: 2 targets, Subtle: subtle)
. . . . Pistol Bayonets: Strength-based Strike 6 (Alternate; DC 21; Split: 2 targets)

Equipment: Bulletproof Vest, Smartphone

Offense

Initiative +4
Grab, +2 (DC Spec 10)
Guns Akimbo: Blast 8, +12 (DC 23)
Pistol Bayonets: Strength-based Strike 6, +8 (DC 21)
Throw, +4 (DC 15)
Unarmed, +6 (DC 15)

Complications

Dim View: AA sees police as idiots who think that the state can protect them, and metahumans as idiots who think with their powers and not their heads.

Disability: AA is basically a sociopath.

Honor: If AA is paid in advance, he won't stop until the target is confirmed dead or he is.

Reputation: Cape & Cop-killer. (Well-deserved)

Trademark: When possible, AA leaves a signature wound in the form of stabbing his target and then shooting them while they're still impaled. This is usually the killer blow.

Wanted: AA is (justly) wanted in connection with several cop- & super-killings.

Languages: U.K. English

Defense: Dodge 13, Parry 13, Fortitude 10, Toughness 7/2, Will 10

Power Points: Abilities 36 + Powers 17 + Advantages 22 + Skills 39 (78 ranks) + Defenses 35 = 149
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