Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Where in all of your character write ups will go.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Kaylee
Kaywinnet Lee Frye
Power Level 4, PC-budget (60 PP)
Image

ABILITIES [20 PP]

Strength 0 (+0); Stamina 2 (+2); Agility 1 (+1); Dexterity 2 (+2)
Fighting 0 (+0); Intellect 2 (+2); Awareness 2 (+2); Presence 1 (+1)
Load limit 50 lb.

POWERS [11 PP]
Heart of Serenity [3 PP]:
Luck Control 1 (Spend on Other)
Machinery Savant [5 PP]:
Enhanced Technology 6, FLAW: Limited to mechanical subjects
Enhanced Technology 4, FLAW: Limited 2 to ship engines
Enhanced Advantage 1 [Ultimate Effort (Technology)], FLAW: Limited to mechanical subjects
Miracle Worker: Quickness 1, FLAW: Limited to One Task (repairing Firefly engine)
Unquenchable Cheer [1 PP]:
Enhanced Advantage 2 [Luck (Improve Roll) 2], FLAW: Limited 2 to cheering others up
Tough Little Ship [2 PP]:
Equipment 1 (vehicles), EXTRA: Durable

ADVANTAGES [8 PP]

Disarming 3 - (DC 16), Equipment 1, Durable Equipment 1, Improvised Tools, Interpose, Languages 1, Limited Luck (Improve Roll) 2, Second Chance (diseases & poisons), Limited Ultimate Effort (Technology)
Equipment [8 ep]
  • Commlink [1 ep]
  • Flashlight [1 ep]
  • Multi-Tool [1 ep]
  • Shared Vehicle: Serenity (detailed under Mal) [5 ep]
Languages
native: English; Mandarin.

SKILLS [13 PP]:

Athletics 1 (+1); Close Combat: Unarmed 1 (+1); Expertise [AWE]: Animal Handling 2 (+4); Expertise: Art 1 (+3); Expertise: Engineering 5 (+7); Expertise: Science 1 (+3); Insight 2 (+4); Perception 2 (+4); Persuasion 5 (+6); Ranged Combat: Archery 2 (+4); Sleight of Hand 1 (+3); Technology 2 (+4, or +10 mechanical, or +14 ship engines); Vehicles 1 (+3)

DEFENSES [8 PP]:

Dodge 2 (+3); Parry 2 (+2)
Fortitude 1 (+3); Toughness (+2); Will 3 (+5)

OFFENSE:
Initiative +1
  • Unarmed: +1; Close Damage DC 15 (Strength-based), bludgeoning.

COMPLICATIONS:

Motivation - Love: Kaylee genuinely loves each of her crewmates, as well as Serenity herself. That makes her love her job.
Innocence: Mal particularly worries that Kaylee, with her wholesomeness and unquenchable cheer and seeing the best in people, is in for a rude awakening from the 'Verse when she realizes that a lot of people are bad.
Straight Shooter: Kaylee is an honest soul and takes a circumstance penalty to Deception when telling typical lies.
Girly Girl: In spite of being a savant mechanic, Kaylee loves girly things. She likes to buy things she finds pretty. Mal doesn't really empathize.
Relationships: Kaylee considers Mal like an older brother, loves being girly with Inara and River, and respects Book (and convinced him to join the ship).
Massive Crush: Kaylee is very attracted to Simon.
Combat Paralysis: Kaylee freezes up when bullets or fists start flyin'. This may be already represented by her poor combat traits, or it may impose additional penalties as a Complication.

ABILITIES [20] + POWERS [11] + ADVANTAGES [8] + SKILLS [13] + DEFENSES [8]
= 60 PP TOTAL


BIO:

Kaylee originally came to Serenity to have sex with its mechanic under the vibration of the engine. When Mal interrupted the tryst, Kaylee showed up the previous mechanic, Bester, by diagnosing and fixing the engine's problem on the spot, and instantly replaced him in his employ. She has less formal education than any of the crew (except Jayne), but is a self-taught savant. For that, and for her eternal optimism (which Mal appreciates even when he complains it "grates on the nerves"), she has become an integral part of the crew.

NOTES:

I'd make Kaylee PL5, like Wash, except I had trouble even finding ways to spend 60 PP. So I'll keep her at PL4, poor thing. I did think of more things to edit in and had to do some juggling of points around, so I don't feel like I was as generous with her traits as with Jayne's ... but yeah.

I am glad I thought of spending her last 3 points on Luck Control; the rest of the crew having extra Hero Points for having Kaylee around seems particularly apt.

I think it should be ok putting both diseases and poisons under one rank of Second Chance, since just one of them would be strictly inferior to Immunity 1 to the same descriptor. I'm using this to "cheat" Kaylee's Fortitude past the PL caps, since that's one area where the PL4 limits feel restrictive.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Inara
Inara Serra
Power Level 6, PC-budget (90 PP)
Image

ABILITIES [42 PP]

Strength 0 (+0); Stamina 3 (+3); Agility 2 (+2); Dexterity 2 (+2)
Fighting 3 (+3); Intellect 3 (+3); Awareness 4 (+4); Presence 4 (+4)
Load limit 50 lb.

POWERS [7 PP]
Skilled Flirt [1 PP]:
Enhanced Advantages 2 [Daze (Deception), Ultimate Effort (Persuasion)], FLAW: Limited to targets inclined to be attracted to Inara
Network [1 PP]:
Enhanced Advantage 1 [Connected], FLAW: Limited to Companions
Computer Skill [1 PP]:
Enhanced Technology 3, FLAW: Limited to software
Shuttle Piloting [1 PP]:
Enhanced Vehicles 4, FLAW: Limited 2 to shuttlecraft
Fencing Artist [1 PP]:
Hair-Pin Damage +1
Tough Little Ship [2 PP]:
Equipment 1 (vehicles), EXTRA: Durable

ADVANTAGES [13 PP]

Attractive 2, Benefit 1 (Status 1: registered Companion), Limited Connected, Limited Daze (Deception), Defensive Roll 2, Disarming 2 - (DC 14), Equipment 2, Durable Equipment 1, Grabbing Finesse, Languages 1, Set-Up 1, Skill Mastery (Deception), Limited Ultimate Effort (Technology)
Equipment [8 ep]
  • Commlink [1 ep]
  • Bolt-Thrower [8 ep + 1 ep for Alternate Equipment]: Damage 4, EXTRA: Increased Range 1
    • ALT - Hair-Pin: Damage 1, EXTRA: Concealable
  • Shared Vehicle: Serenity (detailed under Mal) [4 ep]
ALT (of Serenity) - Inara's Shuttle [1 / 36 ep] (Durable):
Vehicle: Size H; Strength 8; Flight 10 - (2000 mph, 4 mi/round); Defense 6 (-4); Toughness +9.
Radar: Senses 6 (Extended 3 Radio, Tracking 2: Radio)
Features: Autopilot 1 - (+4), Communications, Computer, Fire Prevention System, Hidden Compartments 1 - (DC 20), Nav System, Room: Living Space, Security System 1 - (DC 20).
Languages
native: English; Mandarin.

SKILLS [19 PP]:

Acrobatics 1 (+3); Athletics 2 (+2); Close Combat: Fencing 3 (+6); Close Combat: Unarmed 3 (+6); Deception 2 (+6); Expertise [PRE]: Acting 1 (+5); Expertise: Art 2 (+5); Expertise [AGL]: Dance 3 (+5); Expertise: Etiquette 5 (+8); Expertise: History 1 (+4); Expertise: Philosophy 1 (+4); Expertise: Psychology 2 (+5); Insight 2 (+6); Persuasion 4 (+8); Ranged Combat: Archery 4 (+6); Sleight of Hand 1 (+3); Technology 0 (+6, software only); Vehicles 1 (+3, or +7 shuttlecraft)

DEFENSES [9 PP]:

Dodge 2 (+4); Parry 2 (+5)
Fortitude 2 (+5); Toughness (+5/+3*); Will 3 (+7)
*without Defensive Roll

OFFENSE:
Initiative +2
  • Unarmed: +6; Close Damage DC 15 (Strength-based), bludgeoning.
  • Hair-Pin: +6; Close Damage DC 17 (Strength-based), piercing.
  • Bolt Thrower: +4; Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic.

COMPLICATIONS:

Motivation - Complex: Inara likes her job as a Companion, but there's also a sense that she wouldn't know what else to do with her life if she didn't. Why she stays tied to Serenity is a complex combination of her relationships with the crew (below) and it simply being a good economic way to travel the 'Verse.
Relationships: Inara won't admit it publicly, but she's strongly attracted to Mal, and jealous when he has other romantic interests. She and Zoë enjoy bantering about Mal's plans. Inara is like a nurturing older sister to Kaylee and River, and enjoys debating philosophy and religion with Book.
Secret Exile: Inara is exiled from her previous position as a rising member of House Madrassa, possibly in contention for House Priestess, for breaking confidentiality of one of her clients. To make matters worse (in light of her current companionship), she did so in order to aid the Alliance in the Unification War, hoping to prevent bloodshed. She is hesitant to let Mal and Zoë know that she supported Unification at all, let alone the details of her transgression that harmed the Independents.
Secret Illness: Inara has reason to worry that she is slowly dying of a terminal illness. She is not accepting of the idea of dying.
Responsibility: Inara has the duties of an active Companion, which sometimes interfere with her going along with what the rest of the crew is doing. The Guild can tell her what to do, and she has additional friendships within her network (such as Nandi, a former Companion who manages a whore-house on an outer planet).
Religion: Inara is a Buddhist.
Lease: Inara owes Mal money on a regular basis to rent his shuttle. As long as she can find clients in the parts of the 'Verse where Serenity goes, this isn't much of a problem.

ABILITIES [42] + POWERS [7] + ADVANTAGES [13] + SKILLS [19] + DEFENSES [9]
= 90 PP TOTAL


BIO:

Inara rents one of Serenity's shuttles as transportation, living space, and workspace (to be intimate with her clients). This means that she stays relatively close to Serenity as she travels about the 'Verse. Sometimes Inara gets more deeply involved with the crew's jobs and schemes.

NOTES:

Inara has some combat training, so I felt she should be PL6 even if she doesn't hit PL6 limits (other than Fortitude/Will). 90 Power Points happened to be a reasonable amount for her anyway.

Again, I'm not sure if the shuttles on their own should have Movement (Space Travel).

Deception +6 might seem a little low for Inara, but she'll never roll low (with Skill Mastery) and often has a +11 due to Attractive.

The terminal illness subplot was only barely hinted at in the show/film, but has been confirmed by Morena Baccarin.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Shepherd Book
Derrial Book
Power Level 6, PC-budget (90 PP)
Image

ABILITIES [42 PP]

Strength 3 (+3); Stamina 4 (+4); Agility 1 (+1); Dexterity 0 (+0)
Fighting 4 (+4); Intellect 3 (+3); Awareness 4 (+4); Presence 2 (+2)
Load limit 400 lb.

POWERS [9 PP]
Cybernetic Left Eye [1 PP]:
Feature 1 (recording camera/transmitter)
Grappling Skill [3 PP + 1 PP for Alternate Effect]:
Enhanced Strength 3, FLAW: Limited to grabbing

ALT - Martial Arts:
Enhanced Strength 2, FLAW: Limited to dealing damage in melee
Bible Training [1 PP]:
Enhanced Expertise: Theology 3, FLAW: Limited to Christianity
Computer Skill [1 PP]:
Enhanced Technology 3, FLAW: Limited to software
Tough Little Ship [2 PP]:
Equipment 1 (vehicles), EXTRA: Durable

ADVANTAGES [14 PP]

Benefit 4 (Alternate Identity 1: Henry Evans, Cipher 1, Status 1: former high-ranked Alliance military, Status 1: shepherd (preacher)), Close Attack 1, Defensive Roll 2, Equipment 1, Durable Equipment 1, Improved Hold, Interpose, Languages 1, Power Attack, Skill Mastery (Expertise: Espionage), Teamwork
Equipment [8 ep]
  • Holy Bible [1 ep]
  • Unlabeled Alliance IdentCard [1 ep]
  • Long-Stem Pipe [1 ep]
  • Shared Vehicle: Serenity (detailed under Mal) [5 ep]
Languages
native: English; Mandarin.

SKILLS [17 PP]:

Close Combat: Garrote 1 (+6); Close Combat: Knives 1 (+6); Close Combat: Unarmed 2 (+7); Close Combat: Misc. 0 (+5); Deception 4 (+6); Expertise: Cooking 2 (+5); Expertise: Criminal 1 (+4); Expertise: Espionage 4 (+7); Expertise: Military 2 (+5); Expertise: Philosophy 2 (+5); Expertise: Streetwise 1 (+4); Expertise: Theology 2 (+5, or +8 Christianity); Investigation 2 (+5); Persuasion 3 (+5); Ranged Combat: Guns 6 (+6); Technology 0 (+6, software only); Vehicles 1 (+1)

DEFENSES [8 PP]:

Dodge 3 (+4); Parry 1 (+5)
Fortitude 1 (+5); Toughness (+6/+4*); Will 3 (+7)
*without Defensive Roll

OFFENSE:
Initiative +1
  • Unarmed with Martial Arts: +7; Close Damage DC 20 (Strength-based), bludgeoning.
  • Grab with Grappling Skill: +5; Close; DC 16 (with a -5 penalty to escape).
  • Garrote with Grappling Skill: +6; Close; DC 16 (with a -7 penalty to escape); causes suffocation.
  • Light Pistol: +6; Ranged (75/150/300 ft) Damage DC 18, piercing/ballistic.
  • Shotgun Shot: +8; Ranged (125/250/500 ft) Damage DC 19, piercing/ballistic; Limited to DC 18 vs. targets with Protection.
  • Shotgun Slug: +6; Ranged (125/250/500 ft) Damage DC 20, piercing/ballistic.

COMPLICATIONS:

Motivation - Redemption: Book felt guilty about the terrible things he did as an Independence mole, both in convincing the Alliance that he was enthusiastic to their cause, and in finally betraying them. He found religion as a path to redemption, and believes that through faith in Christ he can indeed be cleansed of his past.
Secret: Book keeps his life before the Abbey (other than his single marital status) a deep secret from the crew and everyone else, only giving them a hint when his life is at stake or when he takes up arms to defend them.
Expelled: After six Alliance offensives were ambushed simultaneously, Book was expelled from his position in law enforcement without trial. (If there had been proof that he was the agent behind the ambushes, of course he probably would have been executed instead.) He still has some dubious status within the Alliance due to his once-high rank, but it's certainly not a clean security pass.
Religion: Book practices what he preaches, and strives to live the Ten Commandments. Though "[the Bible] is a mite fuzzier on the subject of shooting kneecaps [than it is on killing]."
Relationships: Book is on good terms with all of Serenity's crew, except sometimes Mal due to his antipathy towards religion. But he sees a bit of his own hot-headed, combat-focused youth in Mal. Kaylee initially convinced him to come aboard; the whole crew (especially Wash) enjoys his cooking; he never loses his cool with River, even when she defaces his Bible to make it conform to science; he and Jayne enjoy weightlifting together; and he and Inara enjoy debating philosophy together.
Self-Doubt: He wonders whether he is on the right path, especially since he has fallen in with a crew of criminals.

ABILITIES [42] + POWERS [9] + ADVANTAGES [14] + SKILLS [17] + DEFENSES [8]
= 90 PP TOTAL


BIO:

Henry Evans was born to a highly abusive father. He grew up as a thief, then was recruited to the Independence Movement due to his potential as a warrior, then volunteered for a highly dangerous assignment as a long-term mole within Alliance ranks. He lured an unsuspecting young man named Derrial Book into an alley, murdered him with a garrote, and took on this name permanently.

He demonstrated a "meteoric" rise through Alliance ranks as an officer in the law enforcement of Jiangyin, impressing his superiors through harsh torture of Independent prisoners. Finally he culminated his military career by orchestrating "the greatest disaster in Alliance history," where six Alliance ambushes were simultaneously themselves ambushed, and was discharged in disgrace.

Six years later, he found religion while staring into a bowl of chicken soup. He then spent ten years finding redemption in Southdown Abbey. Now, he is days out of the Abbey to see more of the 'Verse and be a missionary to souls in need ... and has already fallen in with the unique crew of Serenity.

NOTES:

Book's espionage and combat traits have atrophied due to old age and ten years' disuse. In his prime, he would have been PL7 with combat traits hitting caps.

Apologies for the spoilers for anyone who is going to read Serenity: The Shepherd's Tale. (I haven't read it, I got the synopsis from the wiki.)
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Simon
Simon Tam
Power Level 5, PC-budget (75 PP)
Image

ABILITIES [28 PP]

Strength 1 (+1); Stamina 2 (+2); Agility 1 (+1); Dexterity 4 (+4)
Fighting 0 (+0); Intellect 6 (+6); Awareness -1 (-1); Presence 1 (+1)
Load limit 100 lb.

POWERS [8 PP]
Elite Trauma Surgeon [1 PP]:
Enhanced Treatment 3, FLAW: Limited to surgery
Academic Specialty [2 PP]:
Enhanced Expertise: Science 6, FLAW: Limited to biochemistry
Tough Little Ship [2 PP]:
Equipment 1 (vehicles), EXTRA: Durable
Suspended Animation Suitcase [3 / 5 PP] (Easily Removable):
Immunity 8 (aging, environmental condition: cold, environmental condition: vacuum, life-form scanners, starvation & thirst, suffocation: all), EXTRA: Affects Only Others, FLAW: Limited to while in Trance, LINKED: Enhanced Advantage 1 [Trance], EXTRA: Affects Only Others

ADVANTAGES [5 PP]

Equipment 2, Durable Equipment 1, Languages 1, Second Chance (fear), Skill Mastery (Treatment)
Equipment [13 ep]
  • Masterwork First Aid Kit [2 ep]
  • Scalpel [4 ep]: Damage 1 (Strength-based), EXTRAS: Concealable, Dangerous 2
  • Flashlight [1 ep]
  • Computing Padd with Encyclopedia [1 ep]
  • Shared Vehicle: Serenity (detailed under Mal) [5 ep]
Languages
native: English; Mandarin.

SKILLS [17 PP]:

Athletics 1 (+2); Close Combat: Scalpel 4 (+4); Close Combat: Unarmed 2 (+2); Deception 1 (+2); Expertise [PRE]: Acting 2 (+3); Expertise: History 1 (+7); Expertise: Medicine 4 (+10); Expertise: Music 1 (+7); Expertise: Science 1 (+7, or +13 biochemistry); Intimidation 1 (+2); Perception 7 (+6); Ranged Combat: Guns 1 (+5); Sleight of Hand 1 (+5); Technology 1 (+7); Treatment 6 (+12, or +15 surgery)

DEFENSES [17 PP]:

Dodge 4 (+5); Parry 4 (+4)
Fortitude 2 (+4); Toughness (+2); Will 7 (+6)

OFFENSE:
Initiative +1
  • Unarmed: +2; Close Damage DC 16 (Strength-based), bludgeoning.
  • Scalpel: +4; Close Damage DC 17 (Strength-based), slashing, crit 18-20.
  • Light Pistol: +5; Ranged (75/150/300 ft) Damage DC 18, piercing/ballistic.

COMPLICATIONS:

Motivation - Love: His sister River is the most important person in the 'Verse to Simon, and circumstances have forced him to prove that fact by prioritizing her well-being above all else: his other relationships, his wealth, career, status, and so forth have all been given up for her.
Fugitive: Simon broke and smuggled River out of "The Academy," doing a number of illegal things in the process. Therefore, his monetary assets were frozen and a warrant (and reward) were put out for his arrest. He is on the run with River, keeping moving in the Outer Planets to stay a step ahead of the Alliance.
Inmate: Simon has been arrested and incarcerated previously, due to poking around to learn River's situation at "The Academy" in the first place.
Relationships: Simon has a tense relationship with Mal, since Mal worries that Simon's loyalty to River will endanger the rest of the crew, and Simon worries that Mal will put the well-being of his crew ahead of River's needs. Simon and Jayne don't get along. Simon is strongly attracted to Kaylee, though he's poor at communicating it.
Aristocrat: Though he's now destitute of money and status, Simon grew up in wealthy society, and therefore has trouble relating to people of a very different socioeconomic background (especially Kaylee). While he doesn't regret the sacrifices he has made for River, he does miss his old life.
Phobia: While Simon is certainly no coward, he grew up planet-side and has a fear of the void of The Black.

ABILITIES [28] + POWERS [8] + ADVANTAGES [5] + SKILLS [17] + DEFENSES [17]
= 75 PP TOTAL


BIO:

Simon grew up nestled safely in the heart of the Alliance (the planet Osiris), playing elaborate games of pretend with River that cemented their intimate bond. Simon went to the best medical school on Osiris at age 17 and graduated in the top 3% of his class, completed an internship in only 8 months, and went on to become a resident trauma surgeon at a major hospital in Capital City, Osiris.

Due to River being an unparalleled prodigy mentally (to the point where she made her genius brother look like an idiot), she was recruited by the Alliance to "The Academy." Once there, being tortured and experimented on, she wrote coded letters to Simon pleading for extraction. Simon quickly realized there was something suspicious about these letters, and eventually broke the code. His parents dismissed River's pleas as Simon's paranoia.

Simon started researching what "The Academy" really was, to the point that he was arrested. His parents bailed him out of jail, but made it clear in the process that they cared more about the shame of having a child arrested than about River's true well-being, and declared that they would not help Simon any more. He therefore started using shadier means to investigate River's situation. After two years of searching, he was contacted by a mysterious underground group that knew something of "The Academy" and offered to help break River out, for enough money.

The extraction was successful, involving Simon posing as a uniformed official of the Alliance government and freezing River cryogenically. Simon escaped with River to Persephone, where he boarded Serenity to get further from the Core. After Kaylee was shot, he bargained with Mal, using his ability to save Kaylee as a lever to protect himself from being turned in. After this inauspicious beginning, Mal reluctantly hired him as the ship's doctor, and has gradually been accepting him as part of Serenity's crew.

NOTES:

Like Wash and Kaylee, Simon is a sub-par combatant and is really a specialized skill-monkey, focused on few skills. This made it a little bit hard to find where to spend 75 points, but I managed.

His combat traits are poor enough that the party would have to be pretty desperate to have him fight. To be a really strong M&M build, Simon really should have Improved Treatment from the Superteams Handbook, but to match the more realistic setting of Firefly he shouldn't. In the show/film, he wasn't capable of miraculous healing of allies in the heat of battle. It's really Complications that make Simon an interesting character to roleplay, where the rest of his Traits are somewhat boring.

Book and Mal both compliment Simon on being particularly brave, hence the Second Chance Advantage.

The Suspended Animation Suitcase is pretty much forgotten after the first episode, and therefore isn't generally thought of as part of what Simon brings to the party, but it's a very interesting Device and I think it would have been used in some more clever ways if the show had gone more than one season. So (needing to spend more points) I included it. It's implied that it's not a standard, widespread piece of Equipment in the setting, so I went with Device.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Darth Vader
formerly Anakin Skywalker
Power Level 13, PC-budget (195 PP)
Image

Abilities [38 PP]
· Strength 2 (+4) · Stamina 4 (+5) · Agility 0 (+0) · Dexterity 2 (+2) ·
· Fighting 5 (+7) · Intellect 3 (+3) · Awareness 2 (+6) · Presence 1 (+5) ·
Load Limit 800 lb.

In Djem So Stance:
· Fighting (+9) ·


Powers [110 PP]
Mastery of the Force · force power · [41 PP + 1 PP for Alternate Effect]
  • ALT · Force Senses: Senses 9 (Acute Extended 1 Force Awareness: mental, Danger Sense: mental, Extended 1 Detect 2 [mental]: Life, Radius mental senses)
  • ALT · Detect Thoughts: Mind Reading 9
    Flaw: Limited to Surface Thoughts
  • Force Prophecy: Senses 4 (Precognition)
    Extra: Sustained
    Flaws: Concentration; Will Check Required 1 · (Will DC 14)
  • Enhanced Fighting 2
  • Enhanced Awareness 4
  • Enhanced Presence 4
  • Enhanced Dodge 2
  • Enhanced Vehicles 6
  • Enhanced Advantages 6 [Beginner's Luck, Defensive Roll 1, Improved Initiative 2, Luck (Inspiration) 1, Quick Draw]
More Machine, Now, Than Man · cybernetic tech power · [23 PP]
  • Enhanced Strength 2
  • Enhanced Stamina 1
  • Enhanced Fortitude 2
  • Enhanced Advantages 2 [Chokehold, Diehard]
    Flaw: Permanent
  • Black Plasteel Armor: Protection 7
    Extra: Feature 1 (+5 equipment bonus to Stealth in darkness)
    Flaw: Noticeable
  • Helmet-Goggles: Senses 3 (Distance Sense, Infravision, Low-Light Vision)
    Flaw: Removable
  • Respirator:
    • Immunity 6 (inhaled effects, suffocation: strangulation)
    • Enhanced Stealth -4
      Flaw: Permanent
Force Tricks Array · force power · [26 PP + 6 PP for Alternate Effects]
  • ALT · Djem So Stance:
    • Enhanced Fighting 2
    • Enhanced Dodge 2
    • Enhanced Close Combat: Lightsabers 6
    • Enhanced Advantages 8 [Improved Critical (Lightsabers) 2, Improved Defense, Power Attack, Precise Attack (Close Concealment), Startle, Takedown 2]
    • Force Jump: Leaping 1 · (15 ft at 4 mph)
    • Jedi Laser Deflection: Deflect 13
      Extras: Reflect; Redirection; Feature 1 (redirect Multiattack with Multiattack features)
      Flaws: Limited to laser attacks; Reduced Range (close); effectively Easily Removable (requires wielding a lightsaber)
  • ALT · Use the Force: Move Object 6 · (Load limit 3200 lb.)
    Extras: Increased Range 1 (perception); Subtle 1; Throwing Mastery 7; Accurate 1 · (requires an exotic sense to notice)
  • ALT · Force Choke: Affliction 8 (Fortitude; Dazed / Stunned / Incapacitated)
    Extras: Cumulative; Increased Range 1 (ranged); Accurate 1; Concentration; Subtle 1; Split 2; Reversible · (requires an exotic sense to notice)
    Flaws: Distracting; Diminished Range 3
  • ALT · Remote Viewscreen Force Choke: Affliction 8 (Fortitude; Dazed / Stunned / Incapacitated)
    Extras: Cumulative; Increased Range 2 (perception); Increased Duration (continuous) [partial 6]; Subtle 1; Split 2; Reversible · (requires an exotic sense to notice)
    Flaws: Distracting; Tiring
  • ALT · Force Crush: Damage 8
    Extras: Area (Burst 2); Selective
    Flaw: Distracting
  • ALT · Jedi Mind Trick:
    • Affliction 6 (Will; Dazed / Compelled)
      Extras: Cumulative; Area (Perception: hearing); Selective; Secondary Effect; Insidious
      Flaw: Limited Degree
    • Enhanced Advantage 1 [Fascinate (Intimidation)]
  • ALT · Absorb Energy: Immunity 20 (energy effects)
    Extras: Sustained; Reflect; Redirect
    Flaws: Concentration; Distracting
Vader's Lightsaber (Easily Removable) · technological power · [13 / 23 PP]
  • Enhanced Dodge 5
  • Enhanced Parry 4
  • Plasma Blade: Damage 7 (Strength-based)
    Extras: Penetrating 8; Affects Insubstantial 1
    Flaw: Inaccurate 2
Advantages [17 PP]
· Beginner's Luck · Benefit 5 (Galactic Reputation 3, Status 2: Sith lord's apprentice) · Chokehold · Daze (Intimidation) · Defensive Roll 1 · Diehard · Extraordinary Effort · Fearless · Improved Initiative 2 · Languages 2 · Luck (Inspiration) 1 · Quick Draw · Ranged Attack 6 · Second Chance (getting Disarmed) ·
Languages
· native: Basic · Ancient Sith · Huttese ·
Skills [18 PP]
· Athletics 1 (+5) · Close Combat: Lightsabers 4 (+11) · Expertise: Military 4 (+7) · Intimidation 9 (+14) · Investigation 1 (+4) · Perception 2 (+8) · Ranged Combat: Force Attacks 3 (+11) · Ranged Combat: Misc. 0 (+8) · Stealth 0 (-4) · Technology 4 (+7) · Vehicles 8 (+16) ·

In Djem So Stance:
· Close Combat: Lightsabers (+19) ·


Defenses [12 PP]
· Dodge 3 (+10) · Parry 0 (+11) ·
· Fortitude 3 (+10) · Toughness (+13/+12*) · Will 6 (+12) ·
*without Defensive Roll

Without Lightsaber:
· Dodge (+5) · Parry (+7) ·


In Djem So Stance with Lightsaber:
· Dodge (+12) · Parry (+13) ·


Offense · Initiative +8
  • Unarmed: +7 · Close Damage DC 19, bludgeoning.
  • Grab: +7 · Close · DC 14.
  • Vader's Lightsaber: +7 · Close Damage DC 26 (Strength-based), energy.
    Penetrating DC 23. Affects Insubstantial DC 20.
  • Vader's Lightsaber with Djem So Stance: +15 · Close Damage DC 26 (Strength-based), energy, crit 18-20.
    Penetrating DC 23. Affects Insubstantial DC 20.
  • Detect Thoughts: Perception-Ranged Mind Reading DC 19, resisted by Will.
  • Use the Force: Perception-Ranged Move Object DC 16, force.
  • Throw Object with Use the Force: +15 · Ranged (150/300/600 ft) Damage DC 26, descriptor varies.
    Effectively Indirect 4. Requires ambient object to throw.
  • Force Choke: +13 · Ranged (16/40/80 ft) Affliction DC 18 (resisted and overcome by Fortitude; Dazed / Stunned / Incapacitated), suffocation.
    Cumulative. Split (3 targets). Distracting. Reversible.
  • Remote Viewscreen Force Choke: Perception-Ranged Affliction DC 16 (resisted and overcome by Fortitude; Dazed / Stunned / Incapacitated), suffocation.
    DC 18 first round of use. Cumulative. Split (3 targets). Distracting. Tiring (for first round of use, then can be Concentrated on). Reversible.
  • Force Crush: Dodge DC 18 · Close Area (60-ft Burst) Damage DC 23, force.
    Selective. Distracting.
  • Jedi Mind Trick: Dodge DC 16 · Close Area (Perception: hearing) Affliction DC 16 (resisted and overcome by Will; Dazed / Compelled), mind control.
    Insidious. Selective. Cumulative. Secondary Effect.
Complications
  • Motivation - The Dark Side. By now, anger and hatred pretty much control Vader's desires. Once these led him to loyally follow Darth Sidious's lead, but now he dreams of overthrowing his master and becoming the ruler of the Empire.
  • Relationship/Obsession. Vader has an all-consuming passion for the memory of Padme. This leads him to care a great deal about his child Luke; he'd rather turn Luke to his side than kill him.
  • Weakness. Being largely a metallic cyborg, Vader is Vulnerable to electrical and magnetic attacks.
  • Life Support. Anakin Skywalker was dying when he was found by Sidious at the edge of Mustafar's magma pools. He lives on, now, but only through a combination of Palpatine's dark Force powers and cybernetic life support. He will die within an hour or so without either.
  • "Elegant" Weaponry. Lightsabers are notoriously fickle and dangerous to wield without the help of the Force. If Vader loses his connection to the Force somehow, he will not only become less good at fighting with his lightsaber, but may even hurt himself with it if he rolls 1 on an attack check.
ABILITIES [38] + SKILLS [18] + ADVANTAGES [17] + POWERS [110] + DEFENSES [12]
= 195 PP TOTAL
Last edited by CaptainKaulu on Sat Jan 02, 2021 3:23 am, edited 1 time in total.
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by Thorpocalypse »

Nice PC Vader, Cap. I always struggle with Force array but I like that one.
Me fail English? That's unpossible. - Ralph Wiggum
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Thorpocalypse wrote: Fri Jan 01, 2021 7:19 pm Nice PC Vader, Cap. I always struggle with Force array but I like that one.
Thanks! That means a lot. :)
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

I haven't done much with M&M lately, and when I do it'll be to try to help make a Foundry VTT System for it rather than just posting builds here. In the long run, hopefully that'll increase my build output considerably. :)

But I did make some small adjustments to my Batman build that I think give the build more integrity to be like the classic character.
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