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

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

Post by CaptainKaulu »

Occasionally I get the urge to copy comic books or other fictional media in M&M. This will be a thread for posting the builds I make along those lines.

In particular, this is spurred by my latest attempt at building Batman on a PC-power-points budget, and being quite pleased by the result, even though it's an infamously difficult task. So expect me to put up Batman soon.

Table of Contents

Aliens Ate My Homework
Captain Grakker (PL8)
Deputy Rod Allbright (PL4)
-> sidekick Seymour (PL4)
-> minion Edgar (PL3)
Madam Pong (PL8)
Phil the Plant (PL8)
-> minion Plink (PL5)
Snout (PL8)
Tar Gibbons (PL8)

Classic Literature
Cyrano de Bergerac (PL6)
-> minion Horse (PL3)
Sherlock Holmes (PL7)

DC
Batman (PL12)
Superman (PL15)

Firefly
Inara (PL6)
Jayne (PL7)
Kaylee (PL4)
Mal (PL7)
Shepherd Book (PL6)
Simon (PL5)
Wash (PL5)
Zoë (PL7)

MCU
Black Widow (PL10)
Captain America (PL12)
Hawkeye (PL10)
Hulk (PL14)
-> alter-ego Bruce Banner (PL8)
Iron Man (PL13)
Loki (PL14)
Nick Fury (PL10)
Phil Coulson (PL7)
Rescue (PL9)
Thor Odinson (PL14)
War Machine (PL12)

Sentinels of the Multiverse
Absolute Zero (PL10)
Argent Adept (PL10)
Bunker (PL10)
Haka (PL10)
Legacy (PL10)
Ra (PL10)
-> alter-ego Dr. Blake Washington, Jr. (PL6)
Tachyon (PL10)

Star Trek
Benjamin Sisko (PL7)
Data (PL12)
James T. Kirk (PL7)
Jean-Luc Picard (PL7)
Spock (PL10)
Will Riker (PL6)

Star Wars
Darth Vader (PL13)
Last edited by CaptainKaulu on Fri Jan 01, 2021 5:57 pm, edited 59 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by CaptainKaulu »

Comparison Charts (or: becoming even nerdier)

Strength
20: Hulk (maximum anger)
18: Superman
15: Thor Odinson
12: Haka
11: Legacy
10: Bunker, Data, War Machine
9: Iron Man
8: Loki, Rescue
7: Captain America, Spock
5: James T. Kirk, Ra
4: Batman, Benjamin Sisko, Captain Grakker, Cyrano's Horse, Darth Vader, Jayne, Sherlock Holmes
3: Hawkeye, Shepherd Book
2: Absolute Zero, Captain Malcolm Reynolds, Nick Fury, Will Riker, Zoë
1: Argent Adept, Black Widow, Bruce Banner, Cyrano de Bergerac, Dr. Blake Washington Jr., Jean-Luc Picard, Phil Coulson, Simon Tam, Tachyon, Tar Gibbons, Wash
0: Deputy Rod Allbright, Inara, Kaylee, Madam Pong, Phil the Plant, Snout
-1: Seymour
-3: Edgar, Plink

Stamina
19: Hulk (maximum anger)
15: Superman
14: Thor Odinson
11: Haka, Ra
10: Legacy, Loki
8: Bunker
7: Bruce Banner, Captain America, Data, Spock
6: Tar Gibbons
5: Batman, Captain Grakker, Captain Malcolm Reynolds, Darth Vader, James T. Kirk
4: Benjamin Sisko, Black Widow, Cyrano's Horse, Dr. Blake Washington Jr., Hawkeye, Jayne, Jean-Luc Picard, Nick Fury, Shepherd Book, War Machine, Will Riker, Zoë
3: Argent Adept, Cyrano de Bergerac, Inara, Iron Man, Madam Pong, Phil Coulson, Phil the Plant, Sherlock Holmes, Snout, Wash
2: Kaylee, Rescue, Seymour, Simon Tam, Tachyon
1: Deputy Rod Allbright, Edgar, Plink
-2: Absolute Zero

Agility
7: Black Widow, Tachyon
6: Batman, Captain America, Hawkeye, Loki
5: Tar Gibbons
4: Zoë
3: Absolute Zero, Cyrano de Bergerac, Dr. Blake Washington Jr., Hulk, Nick Fury
2: Argent Adept, Benjamin Sisko, Captain Grakker, Captain Malcolm Reynolds, Inara, Iron Man, Madam Pong, Rescue, Snout, Thor Odinson, Wash, Will Riker
1: Bruce Banner, Cyrano's Horse, James T. Kirk, Jayne, Jean-Luc Picard, Kaylee, Legacy, Phil Coulson, Plink, Ra, Shepherd Book, Sherlock Holmes, Simon Tam, Spock, Superman
0: Darth Vader, Data, Edgar, Haka, Seymour, War Machine
-1: Bunker, Deputy Rod Allbright
-3: Phil the Plant

Dexterity
6: Hawkeye
5: Black Widow, Data
4: Loki, Phil the Plant, Plink, Simon Tam, Wash
3: Argent Adept, Kaylee, Madam Pong, Sherlock Holmes, War Machine
2: Batman, Bruce Banner, Captain America, Darth Vader, Dr. Blake Washington Jr., Inara, Nick Fury, Ra, Spock, Zoë
1: Captain Malcolm Reynolds, Cyrano de Bergerac, Iron Man, Jayne, Jean-Luc Picard, Phil Coulson, Rescue, Tachyon, Will Riker
0: Absolute Zero, Benjamin Sisko, Captain Grakker, Deputy Rod Allbright, Edgar, Hulk, James T. Kirk, Shepherd Book, Snout, Superman, Tar Gibbons, Thor Odinson
-1: Haka, Legacy
-2: Bunker, Seymour
-4: Cyrano's Horse

Fighting
11: Black Widow
9: Batman
8: Loki, Thor Odinson
7: Captain America, Darth Vader
6: Haka, Hawkeye, Tar Gibbons
5: Cyrano de Bergerac, Hulk, James T. Kirk, Spock, War Machine, Zoë
4: Benjamin Sisko, Bunker, Captain Grakker, Iron Man, Jayne, Legacy, Nick Fury, Shepherd Book, Sherlock Holmes, Superman
3: Absolute Zero, Bruce Banner, Captain Malcolm Reynolds, Data, Inara, Jean-Luc Picard, Phil Coulson, Ra, Rescue, Will Riker
2: Argent Adept, Cyrano's Horse, Deputy Rod Allbright, Madam Pong, Snout, Tachyon
1: Dr. Blake Washington Jr., Phil the Plant, Wash
0: Edgar, Kaylee, Plink, Seymour, Simon Tam

Intellect
9: Data
8: Batman, Iron Man, Spock, Tachyon
7: Bruce Banner, Sherlock Holmes
6: James T. Kirk, Simon Tam
5: Jean-Luc Picard, Loki, Snout
4: Benjamin Sisko, Cyrano de Bergerac, Dr. Blake Washington Jr., Nick Fury, Phil the Plant, Ra, Rescue
3: Argent Adept, Darth Vader, Inara, Madam Pong, Shepherd Book, War Machine
2: Black Widow, Bunker, Captain America, Captain Malcolm Reynolds, Deputy Rod Allbright, Haka, Hulk, Kaylee, Phil Coulson, Seymour, Superman, Wash, Will Riker
1: Absolute Zero, Captain Grakker, Hawkeye, Tar Gibbons, Thor Odinson, Zoë
0: Legacy
-2: Jayne
-3: Plink
-4: Cyrano's Horse, Edgar

Awareness
9: Tar Gibbons
7: Batman, Haka
6: Darth Vader, Hawkeye, Spock
5: Captain America, Legacy, Nick Fury, Zoë
4: Benjamin Sisko, Inara, Jean-Luc Picard, Madam Pong, Shepherd Book, Snout
3: Argent Adept, Black Widow, Bunker, Captain Malcolm Reynolds, Dr. Blake Washington Jr., Edgar, Hulk, Loki, Phil Coulson, Ra, Sherlock Holmes
2: Bruce Banner, Captain Grakker, Cyrano de Bergerac, Iron Man, James T. Kirk, Kaylee, Rescue, Seymour, Superman, Tachyon, Thor Odinson, War Machine, Wash. Will Riker
1: Absolute Zero, Cyrano's Horse, Deputy Rod Allbright, Phil the Plant, Plink
0: Data, Jayne
-1: Simon Tam

Presence
7: Jean-Luc Picard
5: Argent Adept, Captain America, Darth Vader, James T. Kirk
4: Benjamin Sisko, Inara, Legacy, Ra, Superman
3: Batman, Black Widow, Captain Malcolm Reynolds, Iron Man, Loki, Madam Pong, Nick Fury, Spock, Thor Odinson, Will Riker
2: Captain Grakker, Haka, Phil Coulson, Shepherd Book, Sherlock Holmes, War Machine
1: Bruce Banner, Bunker, Cyrano de Bergerac, Dr. Blake Washington Jr., Hawkeye, Kaylee, Rescue, Simon Tam, Snout, Wash, Zoë
0: Absolute Zero, Data, Deputy Rod Allbright, Phil the Plant, Seymour, Tachyon
-1: Hulk, Jayne, Tar Gibbons
-2: Edgar
-3: Cyrano's Horse
-4: Plink

Acrobatics
10: Black Widow, Tar Gibbons
8: Batman
7: Captain America, Hawkeye, Loki, Tachyon
5: Absolute Zero, Dr. Blake Washington Jr., Nick Fury, Zoë
4: Hulk
3: Captain Grakker, Captain Malcolm Reynolds, Cyrano de Bergerac, Inara, Snout
2: James T. Kirk, Jayne, Phil the Plant, Spock
1: Deputy Rod Allbright

Athletics
24: Hulk (maximum anger)
19: Legacy (non-flying)
18: Superman, Thor Odinson
13: Captain America, War Machine
12: Bunker, Haka
11: Iron Man, Tar Gibbons
10: Batman, Captain Grakker, Data
9: Rescue, Spock
8: Black Widow, Cyrano's Horse, Hawkeye, James T. Kirk, Jayne, Loki
7: Zoë
6: Benjamin Sisko, Captain Malcolm Reynolds, Deputy Rod Allbright, Nick Fury, Will Riker
5: Absolute Zero, Darth Vader, Dr. Blake Washington Jr., Phil Coulson, Plink, Ra, Tachyon
4: Cyrano de Bergerac, Edgar, Jean-Luc Picard, Sherlock Holmes, Snout
3: Argent Adept, Bruce Banner, Phil the Plant, Shepherd Book
2: Inara, Madam Pong, Seymour, Simon Tam, Wash
1: Kaylee

Deception
10: Black Widow, Loki
9: Madam Pong, Nick Fury
8: Sherlock Holmes (acting/disguises)
7: Captain Malcolm Reynolds, Jean-Luc Picard
6: Inara, James T. Kirk, Shepherd Book
5: Argent Adept, Captain America, Cyrano de Bergerac, Darth Vader, Will Riker
4: Batman, Benjamin Sisko, Bruce Banner, Jayne, Legacy, Phil Coulson, Ra, Superman, Zoë
3: Iron Man, Spock, Thor Odinson, Wash
2: Captain Grakker, Haka, Rescue, Simon Tam, War Machine
1: Bunker, Dr. Blake Washington Jr., Hawkeye, Kaylee (without Complications), Snout
0: Absolute Zero, Data, Deputy Rod Allbright, Phil the Plant, Seymour, Tachyon
-1: Hulk, Tar Gibbons
-2: Edgar
-3: Cyrano's Horse
-4: Plink

Expertise: Espionage
13: Nick Fury
8: Batman, Black Widow, Tachyon
7: Phil Coulson, Shepherd Book
6: Hawkeye
4: Cyrano de Bergerac

Expertise: History
10: Data, Ra (ancient Middle-Eastern)
9: Spock
8: Batman, Jean-Luc Picard, Tachyon
7: Dr. Blake Washington Jr., Legacy (USA), Simon Tam
6: Haka, Loki
5: Benjamin Sisko, Captain America, Madam Pong
4: Cyrano de Bergerac, Inara
3: Captain Malcolm Reynolds, Phil Coulson, Will Riker
2: Captain Grakker

Expertise: Leadership
10: Captain America, James T. Kirk
8: Jean-Luc Picard, Legacy
7: Benjamin Sisko, Phil Coulson
6: Hawkeye
5: Spock, Superman
4: Captain Grakker, Captain Malcolm Reynolds, Nick Fury, Will Riker
3: Batman
1: Cyrano de Bergerac, Data
0: Tachyon

Expertise: Magic
10: Loki
8: Batman, Ra, Tachyon
6: Thor Odinson
5: Argent Adept
4: Cyrano de Bergerac

Expertise: Music Performance
13: Argent Adept
8: Data, Jean-Luc Picard, Sherlock Holmes (violin)
6: Spock (piano or Vulcan lute)
5: Benjamin Sisko, Jayne (guitar)
4: Cyrano de Bergerac, Will Riker
3: Batman
0: Tachyon

Expertise: Science
20: Iron Man, Tachyon
17: Data
14: Spock
13: Sherlock Holmes (limited in scope), Simon Tam (biochemistry)
12: Bruce Banner
10: Phil the Plant
8: Batman
7: Snout
6: Cyrano de Bergerac, Jean-Luc Picard
4: Superman, Wash
3: Deputy Rod Allbright, Kaylee

Expertise: Tactics
13: James T. Kirk, Spock
10: Batman, Data, Nick Fury
8: Bruce Banner, Captain America, Loki, Tachyon
7: Bunker
6: Jean-Luc Picard, Will Riker
5: Benjamin Sisko
4: Cyrano de Bergerac, War Machine

Insight
10: Sherlock Holmes (males)
9: Madam Pong, Tar Gibbons
8: Black Widow, Captain America, Nick Fury
7: Batman, Haka, Jean-Luc Picard, Loki
6: Edgar, Darth Vader, Hawkeye, Inara, James T. Kirk, Spock
5: Benjamin Sisko, Legacy, Rescue, Zoë
4: Kaylee, Phil Coulson, Shepherd Book, Snout, Will Riker
3: Argent Adept, Bunker, Captain Malcolm Reynolds, Dr. Blake Washington Jr., Hulk, Ra
2: Bruce Banner, Captain Grakker, Cyrano de Bergerac, Iron Man, Seymour, Superman, Tachyon, Thor Odinson, War Machine, Wash
1: Absolute Zero, Cyrano's Horse, Deputy Rod Allbright, Phil the Plant, Plink
0: Data, Jayne
-1: Simon Tam

Intimidation
14: Darth Vader
13: Hulk
11: Batman, Bunker
10: Bruce Banner
9: Haka, Ra
8: Benjamin Sisko, Captain Grakker, Legacy, Nick Fury
7: Jean-Luc Picard, Thor Odinson
6: Captain America, Jayne, Madam Pong
5: Argent Adept, Cyrano de Bergerac, James T. Kirk
4: Inara, Loki, Superman, War Machine, Will Riker, Zoë
3: Black Widow, Captain Malcolm Reynolds, Iron Man, Spock
2: Absolute Zero, Hawkeye, Phil Coulson, Shepherd Book, Sherlock Holmes, Simon Tam
1: Dr. Blake Washington Jr., Kaylee, Rescue, Wash
0: Data, Deputy Rod Allbright, Snout, Tachyon
-1: Cyrano's Horse, Phil the Plant
-2: Tar Gibbons
-3: Seymour
-7: Edgar
-9: Plink

Investigation
15: Batman
12: Sherlock Holmes
10: Data, Dr. Blake Washington Jr.
9: Iron Man, Madam Pong (gather information), Spock
8: Bruce Banner, Phil the Plant, Tachyon
5: Nick Fury, Shepherd Book
4: Cyrano de Bergerac, Darth Vader
3: Phil Coulson, Superman

Perception
11: Hawkeye (visual)
10: Superman, Tar Gibbons, Wash (visual)
9: Plink, Sherlock Holmes, Spock (auditory)
8: Bunker, Darth Vader, Data, Dr. Blake Washington Jr.
7: Batman, Edgar, Haka, Jean-Luc Picard (auditory), Legacy, Zoë
6: Simon Tam, Snout, Thor Odinson
5: Captain America, Captain Grakker, Cyrano's Horse, Hulk, Nick Fury, Phil the Plant, Ra, Seymour
4: Benjamin Sisko, Inara, Jayne, Kaylee, Madam Pong, Shepherd Book
3: Argent Adept, Black Widow, Bruce Banner, Captain Malcolm Reynolds, Iron Man, Loki, Phil Coulson
2: Absolute Zero, Cyrano de Bergerac, Deputy Rod Allbright, James T. Kirk, Rescue, Tachyon, War Machine, Will Riker

Persuasion
12: Jean-Luc Picard
10: Madam Pong, Spock
9: Captain America, Legacy, Superman
8: Inara
7: Benjamin Sisko, Phil Coulson
6: Argent Adept, James T. Kirk, Kaylee, Loki, Nick Fury
5: Black Widow, Captain Malcolm Reynolds, Darth Vader, Iron Man, Shepherd Book, Thor Odinson, Will Riker
4: Bruce Banner, Ra, Wash
3: Batman, Dr. Blake Washington Jr., Rescue, Snout, Tar Gibbons
2: Captain Grakker, Data, Haka, Hawkeye, Sherlock Holmes, War Machine
1: Bunker, Cyrano de Bergerac, Deputy Rod Allbright, Simon Tam, Zoë
0: Absolute Zero, Phil the Plant, Seymour, Tachyon
-1: Hulk, Jayne
-2: Edgar
-3: Cyrano's Horse
-4: Plink

Sleight of Hand
8: Black Widow, Loki, Plink
7: Hawkeye
6: Phil the Plant
5: Dr. Blake Washington Jr., Madam Pong, Simon Tam, Wash
4: Kaylee, Sherlock Holmes, Zoë
3: Inara, Nick Fury
2: Batman, Captain Malcolm Reynolds, Jayne
1: Cyrano de Bergerac, Tachyon

Stealth
15: Plink
11: Edgar
10: Batman
9: Tar Gibbons
8: Black Widow, Hawkeye, Nick Fury, Zoë
7: Captain America, Tachyon
6: Loki, Seymour
5: Madam Pong
4: Captain Grakker, Jayne, Snout, Spock
3: Absolute Zero, Cyrano de Bergerac, Dr. Blake Washington Jr., Phil Coulson
2: Argent Adept, Benjamin Sisko, Bruce Banner, Captain Malcolm Reynolds, Inara, Rescue, Thor Odinson, Wash, Will Riker
1: James T. Kirk, Jean-Luc Picard, Kaylee, Legacy, Phil the Plant, Shepherd Book, Sherlock Holmes, Simon Tam, Superman
0: Data, Deputy Rod Allbright, Hulk, Iron Man
-1: Haka
-2: War Machine (with suit)
-3: Cyrano's Horse, Ra
-4: Bunker (with suit), Darth Vader

Technology
20: Iron Man
16: Tachyon
15: Data
12: Bruce Banner
10: Bunker (mechanical), Kaylee (mechanical), Phil the Plant
9: James T. Kirk (hardware), Plink (mechanical), Spock
8: Batman, Nick Fury
7: Darth Vader, Loki, Madam Pong, Simon Tam, Wash (mechanical)
6: Benjamin Sisko, Inara (software), Jayne (guns), Jean-Luc Picard, Shepherd Book (software), Snout
5: Captain Malcolm Reynolds (mechanical), Deputy Rod Allbright, Dr. Blake Washington Jr., Rescue
4: Cyrano de Bergerac, Zoë (mechanical)
3: Black Widow, Hawkeye, Phil Coulson, Superman, Will Riker
2: Captain Grakker, Tar Gibbons

Treatment
12: Simon Tam
10: Data, Bruce Banner
8: Batman, Tachyon
7: Phil the Plant
5: Madam Pong
4: Captain America, Cyrano de Bergerac
3: Bunker, Captain Malcolm Reynolds, Zoë
2: Tar Gibbons

Vehicles
16: Darth Vader
12: Phil the Plant
11: Wash (flying)
10: Hawkeye (flying), War Machine (flying), Will Riker (flying)
9: Captain Grakker, Snout
8: Data
7: Deputy Rod Allbright (flying belts), Inara (shuttlecraft), Phil Coulson (cars)
6: Black Widow, Captain America, Madam Pong
5: Batman, Dr. Blake Washington Jr., Iron Man, Loki, Nick Fury
4: Benjamin Sisko (starships), James T. Kirk, Jean-Luc Picard, Kaylee, Spock
3: Bruce Banner, Bunker (without suit), Tar Gibbons, Zoë
2: Captain Malcolm Reynolds, Jayne, Rescue
1: Absolute Zero, Cyrano de Bergerac, Hulk, Shepherd Book, Tachyon, Thor Odinson

Fortitude
19: Hulk (maximum anger)
15: Superman
14: Thor Odinson
11: Bunker, Captain America, Haka, Iron Man, Ra
10: Darth Vader, Legacy, Loki
9: Argent Adept, Batman, Spock
8: Absolute Zero, Captain Grakker (general-purpose module), Hawkeye, Phil the Plant
7: Black Widow, Bruce Banner, Captain Malcolm Reynolds, Data, Jayne, Nick Fury, Phil Coulson, Rescue, Sherlock Holmes, Tachyon, Tar Gibbons, War Machine
6: Benjamin Sisko, James T. Kirk, Madam Pong, Plink, Snout, Zoë
5: Cyrano de Bergerac, Cyrano's Horse, Dr. Blake Washington Jr., Inara, Jean-Luc Picard, Shepherd Book, Will Riker
4: Deputy Rod Allbright, Seymour, Simon Tam, Wash
3: Edgar, Kaylee

Will
13: Captain America, Loki
12: Batman, Black Widow, Darth Vader, Superman
11: Argent Adept, Hawkeye, Nick Fury
10: Iron Man, Legacy, Madam Pong, Snout, Tachyon, Thor Odinson
9: Bruce Banner, Haka, Hulk, Jean-Luc Picard, Ra, Spock, Tar Gibbons
8: Bunker, Captain Grakker (general-purpose module), War Machine
7: Absolute Zero, Benjamin Sisko, Captain Malcolm Reynolds, Cyrano de Bergerac, Dr. Blake Washington Jr., Inara, Phil Coulson, Rescue, Shepherd Book, Sherlock Holmes, Zoë
6: James T. Kirk, Phil the Plant, Simon Tam
5: Data, Kaylee, Wash, Will Riker
4: Deputy Rod Allbright, Plink, Seymour
3: Edgar, Jayne
1: Cyrano's Horse
Last edited by CaptainKaulu on Fri Jan 01, 2021 5:56 pm, edited 70 times in total.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by CaptainKaulu »

A non-comic book cast of characters that I've considered statting is the crew of Firefly. I'm not sure I'll ever finish working on them, especially if I decide they should use PC-power-point budgets. (The combatant ones will be harshly starved for points, while the noncombatants will struggle to use all their points.)

But I thought I'd at least see if I'm on the right track by posting what I came up with for their Abilities here. Hoping for comments!

Cpt. Malcolm Reynolds
Strength 2; Stamina 5; Agility 2; Dexterity 1; Fighting 3; Intellect 2; Awareness 3; Presence 3

Zoë Alleyne Washburne
Strength 2; Stamina 4; Agility 4; Dexterity 3; Fighting 4; Intellect 0; Awareness 4; Presence 2

Hoban "Wash" Washburne
Strength 1; Stamina 3; Agility 2; Dexterity 3; Fighting 1; Intellect 2; Awareness 2; Presence 1

Inara Serra
Strength 0; Stamina 3; Agility 2; Dexterity 2; Fighting 2; Intellect 3; Awareness 4; Presence 4

Jayne Cobb
Strength 4; Stamina 4; Agility 1; Dexterity 0; Fighting 4; Intellect -2; Awareness 0; Presence -1

Kaylee Frye
Strength 0; Stamina 2; Agility 1; Dexterity 3; Fighting 0; Intellect 2; Awareness 2; Presence -1

Shepherd Derrial Book
Strength 3; Stamina 3; Agility 1; Dexterity 0; Fighting 3; Intellect 2; Awareness 3; Presence 2

Simon Tam
Strength 1; Stamina 2; Agility 1; Dexterity 4; Fighting 0; Intellect 6; Awareness -1; Presence 0

River Tam (not in berserk psychic mode, if it makes a difference)
Strength 1; Stamina 2; Agility 4; Dexterity 1; Fighting 1; Intellect 8; Awareness 4; Presence 1

Where do you guys disagree with my characterization?
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Gilliam
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Location: New Zealand

Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by Gilliam »

I like the stats you have for the Firefly crew, about the only change I would make is increasing Kaylee's presence to at least +1. Simon having -1 awareness is perfect.
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by CaptainKaulu »

Hmm. You think Kaylee should have a positive modifier to Deception and Intimidation?
CaptainKaulu
Posts: 547
Joined: Wed Aug 01, 2018 3:03 pm

Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by CaptainKaulu »

Superman
Kal-El
Power Level 15, PC-budget (225 PP)
Image

ABILITIES [86 PP]

Strength 15 (+18); Stamina 15 (+15); Agility 1 (+1); Dexterity 0 (+0)
Fighting 4 (+4); Intellect 2 (+2); Awareness 2 (+2); Presence 4 (+4)

POWERS [84 PP]
Man of Steel [16 PP]:
Molecular Density: Protection 7
Personal Forcefield: Impervious Toughness 16, EXTRA: Feature 1 (extends to his equipment), FLAW: Limited to non-magical damage
Super-Strength [11 PP]:
Concentrated Strength: Enhanced Strength 3
Power-Lifting 5 - (Load limit 200 ktons)
Super-Speed Array [22 PP + 3 PP for Alternate Effects + 4 PP for Dynamic Effects]:
  • (Dynamic) Flight 13, FLAW: Distracting [partial 4]
  • (Dynamic) Super-Speed:
    • Quickness 14
    • Feature 1 (Quick Change)
    • Movement 1 (Space Travel 1)
  • (Dynamic) Non-Flight Movement:
    • Faster than a Speeding Bullet: Speed 13, FLAW: Distracting [partial 4]
    • Able to Leap Tall Buildings in a Single Bound: Leaping 7
  • (Dynamic) Braced Abilities (i.e. things he can't use at FULL power while also moving super fast):
    • Heat Vision: Damage 10, EXTRAS: Increased Range 1, Multiattack, FLAW: Distracting
    • Enhanced Advantage 1 [Ultimate Effort (Toughness)]
Super-Senses [12 PP]:
Super-Vision: Senses 3 (Extended 2 sight, Infravision)
Super-Hearing: Senses 5 (Extended 2 hearing, Tracking: hearing, Extended 1 Ultra-Hearing)
X-Ray Vision: Senses 4 (Penetrates Concealment sight), EXTRA: Sustained, FLAW: Activation 2
Atomic Vision: Senses 4 (Microscopic Vision 4), EXTRA: Sustained, FLAWS: Concentration, Activation 1
Enhanced Advantage 1 [Ultimate Effort (Perception)]
Alien Resilience [6 PP]:
Immunity 6 (disease, environmental conditions: all)
Strength Damage Array [1 PP for Alternate Effect] (Array):
  • Damage 18
  • Freezing Breath: Affliction 6 (Fortitude; Hindered & Vulnerable / Defenseless & Immobilized / Paralyzed), EXTRAS: Area (Cone 1), Cumulative, Extra Condition, FLAW: Tiring
Hold Breath Indefinitely [1 PP]:
Immunity 2 (suffocation: all), EXTRA: Sustained, FLAW: Quirk 1 (can't talk or use breath-descriptor attacks)
Linguistic Genius [2 PP]:
Variable 1 (Languages advantage), FLAWS: Slow, Quirk 4 (only 1 PP of Languages)
Beacon of Inspiration [5 PP]:
Luck Control 1 (Spend On Other), FLAWS: Limited to Recover, Communication-Dependent
Enhanced Advantage 4 [Inspire 4]
Conviction [1 PP]:
Feature 1 (use Persuasion to Demoralize)

ADVANTAGES [13 PP]

Accurate Attack, Equipment 5, Extraordinary Effort, Improved Initiative 2, Inspire 4, Interpose, Luck (Recover) 1, Move-By Action, Seize Initiative, Ultimate Effort (Perception)
Equipment (25 ep)
  • Smartphone [2 ep]
  • Video Camera [2 ep]
Fortress of Solitude [21 ep]:
HQ: PL15; Size L; Toughness +20.
Features: Communications, Computer, Concealed 3 (DC +20), Holding Cells (Toughness +30), Isolated, Laboratory, Living Space, Power System, Security System 1 (DC 20), Trophy Room.
Languages
native: English; Kryptonian or another as per Linguistic Genius Power

SKILLS [21 PP]:

Close Combat: Unarmed 8 (+12); Expertise: Farming 2 (+4); Expertise: Journalism 5 (+7); Expertise: Krypton 4 (+6); Expertise [PRE]: Leadership 1 (+5); Expertise: Science 2 (+4); Investigation 1 (+3); Perception 8 (+10); Persuasion 5 (+9); Ranged Combat: Heat Vision 5 (+5); Technology 1 (+3)

DEFENSES [21 PP]:

Dodge 7 (+8); Parry 4 (+8)
Fortitude 0 (+15); Toughness (+22); Will 10 (+12)

OFFENSE:
Initiative +9
  • Unarmed: +12; Close Damage DC 33 (Strength-based), bludgeoning.
  • Slam: +10; Charging Close Damage DC 34 (Strength-based), bludgeoning, self-Damage DC 24.
  • Heat Vision: +5; Ranged (250/500/1000 ft) Damage DC 25, heat, Multiattack.
  • Freezing Breath: Dodge DC 16; Close Area (60-ft Cone) Affliction DC 16 (Fortitude; Hindered & Vulnerable / Defenseless & Immobilized / Paralyzed), cold/breath, Cumulative, Tiring.
  • Super-Breath (Power Stunt): Dodge DC 25; Close Area (60-ft Cone) Move Object DC 25, breath/air pressure, Limited Direction (towards or away from Superman), effectively Tiring because it's a Power Stunt.

COMPLICATIONS:

Secret Identity: Clark Kent, mild-mannered reporter for the Daily Planet.
Motivation - Responsibility: Superman feels a strong sense of responsibility to use his powers for the benefit of all.
Weakness: Superman's greatest weakness is the radioactive remains of his home planet Krypton, known as "kryptonite." Green kryptonite is the most common. It saps his Strength and powers, leaving them Impaired, followed by Disabled and then debilitated with long enough exposure time. After a matter of minutes (or less for a Large kryptonite source), the Dying condition and possible death result. Green kryptonite has only normal radiation effects on humans, and only after prolonged exposure. The GM can come up with other colors of kryptonite and associated side effects on Superman.
Lovesick: Superman's next biggest weakness is his affection for his co-worker, Lois Lane. He is torn about whether to reveal his secret identity to her, that she might requite his love in his Clark Kent guise.
Power Loss: X-Ray Vision cannot penetrate lead. He draws most of his powers from the energies of our yellow sun, and deprivation of this energy or exposure to a red sun can reduce his Strength and Stamina to 3 and otherwise drain his Powers.
Relationships: His parents, Jonathan and Martha Kent (until Jonathan passes away), humble Kansas farmers in the town of Smallville. Also his Daily Planet buddy Jimmy Olsen, boss Perry White, and co-worker Catherine "Cat" Grant.
Enemy: Superman has many enemies, especially in the interstellar community, but his most famous rival is Smallville fellow native and super-genius, Lex Luthor.
Weakness: Superman is Vulnerable to magical attacks.
Honor: Superman has a strong code of preserving life.
Prejudice: Some Earthlings don't like aliens.

ABILITIES [86] + POWERS [84] + ADVANTAGES [13] + SKILLS [21] + DEFENSES [21]
= 225 PP TOTAL


BIO:

Kal-El was jettisoned from his doomed planet as a baby, landing in a one-man spaceship in Kansas. He was raised (well) by the Kents, and gradually discovered his superpowers with a strong desire to use them for good. He lives in the metropolis known as Metropolis, but patrols the entire planet (and sometimes beyond) as a protector.

NOTES:

OK, I've worked on Batman a number of times, but this is my first real attempt to make Superman with a PC-budget. And it probably shows; a number of places where I had to scrimp on points stand out to me painfully (like putting Heat Vision in an array with his movement/speed abilities). But compromises will always need to be made to fit such a character into a budget.

Along those same lines, this doesn't even try to be all that Superman has ever been. He's not a super-genius, for example. And tons of abilities that Superman has occasionally, but not consistently, demonstrated must be represented as Power Stunts (which is facilitated once per adventure by the Luck (Recover) advantage, at least).

The build is very Toughness-shifted because, let's be honest, Superman doesn't even try to Dodge and Parry much of the time, relying on his Toughness. His Fortitude is excellent, while his Will lags a bit (for PL15) due to his history of struggling against psychic enemies. I have mixed feelings about that, though, since he should be super-strong-willed against some types of Will effects, like fear. If I could sum up all the things he should be Will-strong at in a couple descriptors, I could reduce his Will defense further in order to get Second Chance to those descriptors. But for now I'm leaving him with +12 Will ... which is below PL but still as good as Batman's Will. Pretty high.

I did use the DC Adventures version of Supes as a guide in a couple places, like how high his Stamina should really be, and his lifting load limit. Other places I had to shave down the stats that they gave him, especially in his Speed/Flight and Quickness ranks.

I don't love the 0 Dexterity, but at least I fit in Accurate Attack to represent his careful control over his massive Strength. (I don't know why people put Power Attack on Supes; he doesn't need it! And generally uses the opposite tactic, pulling his punches so he doesn't kill people. Hence the Accurate Attack.)

The big Super-Speed Array will probably be the most controversial part of the build, both because of its loose theming and because big Dynamic arrays are a little cheesy. But it was the only way to put all these things on the build within-budget. And at least I fit Dynamic on all of it, so that Superman can still do things like fly 1 mile/round and still blast with Heat Vision 5 in the same turn. I used the Distracting flaw to shave down costs in a number of places too; I do that on most builds with high ranks of Flight or Speed, as they're generally not great at using their speed and their super Active Defenses at the same time, and this could be especially true of Supes, who (again) doesn't try to Dodge and Parry much. And therefore isn't all that penalized by the Vulnerable condition. And I think Distracting also makes sense on Heat Vision, as it limits Superman's choices of where he can be looking while he uses it.

Again I emphasize, if you play this, use Power Stunts often. Particularly more Super-Senses or the provided Super-Breath, but Superman has also demonstrated ... Afflictions (such as memory-wiping kisses), Alternate Form, Burrowing, auditory Illusion, Insubstantial, Mind Reading, Morph, Movement (Permeate, Space Travel, Time Travel), Nullify effects, Regeneration, Summon (generally duplicates of himself of various sizes), and many more.
Last edited by CaptainKaulu on Mon Jul 13, 2020 6:06 pm, edited 7 times in total.
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Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by Woodclaw »

CaptainKaulu wrote: Tue Nov 19, 2019 10:40 pm A non-comic book cast of characters that I've considered statting is the crew of Firefly. I'm not sure I'll ever finish working on them, especially if I decide they should use PC-power-point budgets. (The combatant ones will be harshly starved for points, while the noncombatants will struggle to use all their points.)

But I thought I'd at least see if I'm on the right track by posting what I came up with for their Abilities here. Hoping for comments!

Cpt. Malcolm Reynolds
Strength 2; Stamina 5; Agility 2; Dexterity 1; Fighting 3; Intellect 2; Awareness 3; Presence 3

Zoë Alleyne Washburne
Strength 2; Stamina 4; Agility 4; Dexterity 3; Fighting 4; Intellect 0; Awareness 4; Presence 2

Hoban "Wash" Washburne
Strength 1; Stamina 3; Agility 2; Dexterity 3; Fighting 1; Intellect 2; Awareness 2; Presence 1

Inara Serra
Strength 0; Stamina 3; Agility 2; Dexterity 2; Fighting 2; Intellect 3; Awareness 4; Presence 4

Jayne Cobb
Strength 4; Stamina 4; Agility 1; Dexterity 0; Fighting 4; Intellect -2; Awareness 0; Presence -1

Kaylee Frye
Strength 0; Stamina 2; Agility 1; Dexterity 3; Fighting 0; Intellect 2; Awareness 2; Presence -1

Shepherd Derrial Book
Strength 3; Stamina 3; Agility 1; Dexterity 0; Fighting 3; Intellect 2; Awareness 3; Presence 2

Simon Tam
Strength 1; Stamina 2; Agility 1; Dexterity 4; Fighting 0; Intellect 6; Awareness -1; Presence 0

River Tam (not in berserk psychic mode, if it makes a difference)
Strength 1; Stamina 2; Agility 4; Dexterity 1; Fighting 1; Intellect 8; Awareness 4; Presence 1

Where do you guys disagree with my characterization?
I have to dig out my old Firefly builds...
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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CaptainKaulu
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Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by CaptainKaulu »

Woodclaw wrote: Wed Nov 20, 2019 6:38 pmI have to dig out my old Firefly builds...
Please do! Did you just try to represent them as they are in the show, or did you try to adapt them to be useful in an actual M&M game? If the latter, how did you make Wash and especially Kaylee useful outside their very narrow specialties?
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Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by Woodclaw »

CaptainKaulu wrote: Thu Nov 21, 2019 2:30 pm
Woodclaw wrote: Wed Nov 20, 2019 6:38 pmI have to dig out my old Firefly builds...
Please do! Did you just try to represent them as they are in the show, or did you try to adapt them to be useful in an actual M&M game? If the latter, how did you make Wash and especially Kaylee useful outside their very narrow specialties?
I went for something very close to the show.
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Re: Geeking Out: Un-Original Characters adapted to M&M3e

Post by CaptainKaulu »

Iron Man
Tony Stark
Power Level 13, PC-budget (195 PP)
Image

ABILITIES [42 PP]

Strength 1 (+3); Stamina 1 (+3); Agility 2 (+2); Dexterity 1 (+1)
Fighting 3 (+4); Intellect 8 (+8); Awareness 2 (+2); Presence 3 (+3)
Load limit 400 lb.

Without Battlesuit:
Strength (+1); Fighting (+3)
Load limit 100 lb.

POWERS [92 PP]
Repulsor Node ARC Reactor Heart [6 PP]:
Enhanced Stamina 2
Sense Energy: Senses 2 (Detect Energy 2: tactile)
I Am Iron Man, Mark VII [86 / 108 PP] (Removable):
FLAW: Activation 2
Titanium/Gold Alloy: Protection 12, EXTRA: Impervious [3 extra ranks], FLAW: Noticeable
Clanky: Stealth -2, FLAW: Permanent
Repulsor Jet Thrusters: Flight 9, EXTRAS: Continuous [partial 1], Aquatic, FLAW: Distracting [partial 5]
Arsenal (Array):
  • Melee Mode:
    • Enhanced Strength 6
    • Enhanced Close Combat: Unarmed 2
    • Enhanced Advantages 11 [Close Attack 10, Improved Hold]
    • Power-Lifting 3 - (Load limit 100 tons)
  • Palm Repulsors: Damage 12, EXTRAS: Increased Range 1, Accurate 1, Affects Insubstantial 1, Split 1
  • Uni-Beam: Damage 13, EXTRAS: Area (Line 2), Affects Insubstantial 1, FLAW: Tiring
  • Uni-Beam Blast: Damage 16, EXTRAS: Increased Range 1, Penetrating 11, Affects Insubstantial 1, FLAWS: Tiring, Inaccurate 1
  • Tank-Breach Mini-Missiles: Damage 10, EXTRAS: Increased Range 1, Area (Burst 1) [partial 7], Penetrating 10, FLAW: Unreliable (5 Uses)
JARVIS O.S.:
  • Feature 3 (commlink, computer, smartphone features)
  • Font of Information:
    • Enhanced Expertise: Current Events 1
    • Enhanced Investigation 1
  • Input Analysis: Senses 2 (Analytical visual senses)
Life Support: Immunity 7 (environmental effects: all, suffocation: all)
Hermetic Seal: Immunity 2 (disease, poison), FLAW: Limited to externally blockable effects
Personal: Feature 1 (requires ARC Reactor Heart to power)
Summonable: Feature 1, EXTRA: Feature 1 (autopilot +4)
Tactical Computer:
  • Enhanced Fighting 1
  • Enhanced Dodge 4
  • Enhanced Parry 3
  • Enhanced Ranged Combat: Repulsors 2
  • Enhanced Advantages 6 [Ranged Attack 5, Uncanny Dodge]
Servo Motors: Enhanced Strength 2
Sensor Suite: Senses 2 (Extended 1 sight, Infravision)

ADVANTAGES [18 PP]

Attractive, Benefit 5 (Wealth 5: billionaire), Defensive Roll 1, Equipment 4, Inventor, Languages 2, Ranged Attack 3, Ranged Attack 5, Ultimate Effort (Technology), Uncanny Dodge
Equipment (20 ep)
Stark Tower [20 ep]:
HQ: PL13; Size G; Toughness +10.
Features: Communications, Computer, Fire Prevention System, Garage, Gym, Hangar, Laboratory, Living Space, Personnel, Power System, Security System 3 (DC 30), Workshop.
Languages
native: English; Japanese, Mandarin.

SKILLS [20 PP]:

Athletics 2 (+5); Expertise: Business 4 (+12); Expertise: Current Events 0 (+9); Expertise: Engineering 2 (+10); Expertise: Science 12 (+20); Investigation 0 (+9); Perception 1 (+3); Persuasion 2 (+5); Ranged Combat: Repulsors 1 (+12); Ranged Combat: Misc. 0 (+9); Stealth 0 (+0); Technology 12 (+20); Vehicles 4 (+5)

Without Battlesuit:
Athletics (+3); Expertise: Current Events (n/a); Investigation (n/a); Ranged Combat: Repulsors (+5); Ranged Combat: Misc. (+4); Stealth (+2)

Melee Mode:
Athletics (+11); Close Combat: Unarmed (+16); Close Combat: Misc. (+14)

DEFENSES [23 PP]:

Dodge 4 (+10); Parry 3 (+10)
Fortitude 8 (+11); Toughness (+16/+15*); Will 8 (+10)
*without Defensive Roll

Without Battlesuit:
Dodge (+6); Parry (+6); Toughness (+4/+3*)

OFFENSE:
Initiative +2
  • Unarmed: +3; Close Damage DC 16 (Strength-based), bludgeoning.
  • Unarmed (Melee Mode of Battlesuit): +16; Close Damage DC 24 (Strength-based), bludgeoning.
  • Grab (Melee Mode of Battlesuit): +14; Close; DC 19 (with a -5 penalty to escape).
  • Palm Repulsors: +14; Ranged (300/600/1200 ft) Damage DC 27, energy, Affects Insubstantial DC 21, Split 1 (two targets).
  • Uni-Beam: Dodge DC 23; Close Area (60-ft Line) Damage DC 28, energy, Affects Insubstantial DC 21, Tiring.
  • Uni-Beam Blast: +10; Ranged (400/800/1600 ft) Damage DC 31, energy, Affects Insubstantial DC 23, Penetrating DC 26, Tiring.
  • Tank-Breach Mini-Missile: +9 or Dodge DC 17; Ranged (250/500/1000 ft) Area (30-ft Burst) Damage DC 22 or Ranged (250/500/1000 ft) Damage DC 25 on a direct hit, Penetrating DC 25, 5 Uses.

COMPLICATIONS:

Arrogance: Quite full of himself, selfish, and hedonistic.
Addiction: Alcoholic.
Motivation - Doing Good: In spite of his selfishness, he has good desires underneath, which are his main reason for risking his life in superhero work.
Fame: Everyone knows of Tony Stark, CEO of Stark Industries, billionaire playboy and Iron Man.
Reputation: Drunk, womanizer, narcissist, war profiteer.
Relationships: He is close with his assistant Pepper Potts, James "Rhodey" Rhodes, and Jarvis. He has a lot of professional respect for Steve Rogers even though their personalities often clash. Lots of unresolved longing for a warmer relationship with his father, Howard Stark.
Enemies: Rival war profiteers in and out of Stark Industries; The Mandarin.
Obsession: Advancing technology, especially tinkering with and improving his Iron Man suit(s).
Panic Attacks: Paralyzing flashbacks to his near-death experience at the Battle of New York.
Power Loss: If the ARC Reactor Heart is damaged, his Agility and Dexterity are Disabled as his body slowly shuts down.

ABILITIES [42] + POWERS [92] + ADVANTAGES [18] + SKILLS [20] + DEFENSES [23]
= 195 PP TOTAL


BIO:

Anthony Edward Stark, son of Howard (renowned genius inventor and S.H.I.E.L.D. co-founder) and Maria Stark. Native of New York.

Once kidnapped by terrorists, Tony pooled his genius with that of his fellow captive, physicist Ho Yinsen, to install the ARC Reactor in his chest that forestalled his death by magnetic shrapnel creeping toward his heart, and to build the Mark I Iron Man suit. Yinsen sacrificed his life to give Tony time to finish the Mark I, and Tony used it to escape the terrorists' clutches. Later, he avenged Yinsen by destroying the terrorist cell when it threatened Yinsen's home village.

He was forced to reveal his identity as Iron Man to Rhodey to avoid conflict with U.S. fighter jets as a bogey flying threat. Soon afterwards, he made the decision to take the plunge and reveal his identity to the world in a press conference, preferring the risks of increased fame to the burden of keeping his identity a constant secret.

NOTES:

I'm throwing my hat into the ring of portraying MCU characters in M&M stat blocks. Unlike most who have done so before, I'm choosing their PL based on their narrative importance, according to the scale in the sidebar of pg 25 of the Hero's Handbook; but I'm building them within a PC's budget of Power Points, like my builds earlier in this thread.

I'm not well-versed in the original comics, so my builds will be mostly based on the movies, and whatever I can learn by quickly reading up on characters. But not strictly based on the movies. Like any build of a classic comic superhero, these builds will have to be amalgamations of portrayals from various sources and time periods.

I did choose the Battle of New York as the approximate era for portraying Iron Man (hence the Mark VII, and JARVIS instead of F.R.I.D.A.Y.); in my estimation he was early in PL 13 at the time, while he eventually progresses to PL 14 and in Endgame 15. Again, this isn't a strict sourcing; I didn't re-watch The Avengers to make sure everything about this build matched Iron Man in that film. But it should be a decent approximation.

He's as intelligent as Batman, though he almost seems brighter due to his heavy investment in INT-based skills (Expertise: Science and Technology, which are both quite a bit better than Batman's INT-based skills, even Investigation and Expertise: Criminology). Batman has more breadth, though (Jack-of-All-Trades). Batman and Iron Man are also equal in Presence.

His style includes using Power Stunts to represent one-off weapons of his suit other than those provided on the build.

Benefit: Wealth 5 will have to cover for a lot of Equipment that I couldn't afford to actually purchase, most notably his convertible sports car(s).
Last edited by CaptainKaulu on Thu Feb 20, 2020 3:01 pm, edited 4 times in total.
CaptainKaulu
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Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Black Widow
Наталья Романова (Natasha Romanoff)
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [72 PP]

Strength 1 (+1); Stamina 4 (+4); Agility 7 (+7); Dexterity 5 (+5)
Fighting 11 (+11); Intellect 2 (+2); Awareness 3 (+3); Presence 3 (+3)
Load limit 100 lb.

POWERS [9 PP]
Martial Arts [4 PP]:
Enhanced Strength 4, FLAW: Limited to dealing damage in melee
Red Room Treatments [1 PP]:
Immunity 1 (disease)
Expert Flirt [1 PP]:
Enhanced Advantages 2 [Daze (Deception), Ultimate Effort (Persuasion)], FLAW: Limited to targets inclined to be attracted to her
Accelerated Stealth [1 PP]:
Skill Knack: Feature 1 (move at full speed while using Stealth)
Skill Genius [1 PP]:
Enhanced Advantage 2 [Luck (Improve Roll) 2], FLAW: Limited to Skill checks other than attack rolls
Escape Artist [1 PP]:
Shrinking 4, EXTRA: Innate, FLAWS: Limited to fitting into small spaces, Concentration, Sleight of Hand Check Required 2

ADVANTAGES [28 PP]

Attractive 2, Beginner's Luck, Benefit 3 (Cipher 1, Security Clearance 2: S.H.I.E.L.D.), Close Attack 1, Limited Daze (Deception), Defensive Roll 2, Equipment 5, Grabbing Finesse, Improved Trip, Languages 4, Luck (Heroic Feat) 2, Limited Luck (Improve Roll) 2, Move-By Action, Ranged Attack 3, Takedown 1, Ultimate Effort (Deception), Limited Ultimate Effort (Persuasion)
Equipment [25 ep]
  • Commlink [1 ep]
  • Smartphone [2 ep]
  • Lockpicks (electronic & mechanical) [1 ep]
  • Rebreather [1 ep]
  • Costume [3 ep]:
    • Protection 2
    • Urban Camouflage: Feature 1
  • Weapons [14 ep + 3 ep for Alternate Equipment] (Array):
    • Twin Light Pistols: Damage 6, EXTRAS: Increased Range 1, Concealable, Split 1
    • Widow's Bite: Affliction 12 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Concealable, Secondary Effect [partial 3], FLAW: Inaccurate 2
    • Garrote: Feature 1 (Grabbing), EXTRAS: Concealable, Choking, Entangling; Enhanced Parry 1; Enhanced Advantages 2 [Improved Disarm, Weapon Bind]
    • Tear Gas Pellets: Affliction 5 (Fortitude; Dazed & Impaired / Stunned & Disabled), EXTRAS: Increased Range 1, Area (Cloud 1), Cumulative, Extra Condition, Concealable, FLAWS: Limited Degree, Unreliable (5 Uses), Diminished Range 3
Languages
native: Russian; Arabic, English, French, German, Italian, Japanese, Latin, Spanish.

SKILLS [24 PP]:

Acrobatics 3 (+10); Athletics 7 (+8); Close Combat: Unarmed 3 (+15); Close Combat: Misc. 0 (+12); Deception 7 (+10); Expertise [DEX]: Burglary 3 (+8); Expertise: Espionage 6 (+8); Insight 5 (+8); Persuasion 2 (+5); Ranged Combat: Guns 6 (+14); Ranged Combat: Misc. 0 (+8); Sleight of Hand 3 (+8); Stealth 1 (+8); Technology 1 (+3); Vehicles 1 (+6)

DEFENSES [17 PP]:

Dodge 5 (+12); Parry 0 (+11, or +12 with Garrote)
Fortitude 3 (+7); Toughness (+8/+6*); Will 9 (+12)
*without Defensive Roll

OFFENSE:
Initiative +7
  • Unarmed: +15; Close Damage DC 20 (Strength-based), bludgeoning.
  • Twin Light Pistols: +14; Ranged (150/300/600 ft) Damage DC 21, ballistic/piercing, Split (2 targets).
  • Grab (Garrote): +12; Close; DC 17 (with a -2 penalty to escape), induces suffocation, not Vulnerable while grabbing.
  • Widow's Bite: +8; Close Affliction DC 22 (Fortitude; Dazed / Stunned / Incapacitated), electricity, Secondary Effect DC 13.
  • Thrown Widow's Bite (Power Stunt): +12; Ranged (24/60/120 ft) Affliction DC 18 (Fortitude; Dazed / Stunned / Incapacitated), electricity, Quirk: attack -4 if target isn't standing on solid surface, Complication: must be retrieved after being thrown.
  • Tear Gas Pellets: Dodge DC 15; Ranged (10/25/50 ft) Area (15-ft Cloud) Affliction DC 15 (Fortitude; Dazed & Impaired / Disabled & Stunned), chemical, 5 Uses.

COMPLICATIONS:

Motivation - Guilt: Wants to remove as much "red ink from her ledger" as possible for her villainous past.
Responsibility: S.H.I.E.L.D. gives her a lot of tough assignments.
Reputation: She's a Russian spy with a history of betraying ostensible allies. For some reason that makes her hard to trust.
Relationships: Her "work husband" and redeemer, Clint Barton. Also close with Steve Rogers, and starting to develop a crush on Bruce Banner.
Enemies: Former allies in Russia, especially those connected with the Red Room experiments.
Self-Esteem: As an assassin created by brainwashing, surgery, and other manipulations of the Red Room, she considers herself something of a monster.

ABILITIES [72] + POWERS [9] + ADVANTAGES [28] + SKILLS [24] + DEFENSES [17]
= 150 PP TOTAL


BIO:

Born in Russia and a past Russian assassin and intelligence agent, Natasha was targeted by S.H.I.E.L.D. Clint "Hawkeye" Barton was sent to assassinate her; he disobeyed this order, and turned her to the service of S.H.I.E.L.D. instead. As one of his most elite and most trusted agents, Nick Fury gave her missions to help progress his Avengers Initiative, investigating Tony Stark as a potential Avenger and later recruiting Bruce Banner. In the process, she became a de facto Avenger herself, albeit one of the lesser ones (as she is still basically a skilled human).

NOTES:

All these builds on a PC budget have to make compromises in their portrayal of some aspects, but Black Widow's portrayal was especially painful in some of the areas where I shaved off more than I wanted to. This is unsurprising, as she's a multi-talented skill monkey kind of similar to the "Crime Fighter" archetype that M&M infamously has trouble portraying. Black Widow deserves a slightly better Intellect, Awareness, and Presence; lots of boosted Skills; lots of Advantages ...

Basically, to match her portrayal in the movies, she'll need the GM to be very generous with Hero Points, and will need NPCs to have similarly budget-limited Skills to counter her own.

Like Iron Man, I'm loosely basing this build on Black Widow as she was in The Avengers.
Last edited by CaptainKaulu on Thu Feb 20, 2020 3:11 pm, edited 3 times in total.
CaptainKaulu
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Re: Geeking Out: Un-Original Characters adapted to M&M3, PC-budgets

Post by CaptainKaulu »

Captain Grakker
Power Level 8, PC-budget (120 PP)
Image

ABILITIES [40 PP]

Strength 4 (+4); Stamina 5 (+5); Agility 2 (+2); Dexterity 0 (+0)
Fighting 4 (+4); Intellect 1 (+1); Awareness 2 (+2); Presence 2 (+2)
Load limit 800 lb.

POWERS [17 PP]
Galactic Standard Size [5 PP]:
Shrinking 2, EXTRAS: Innate, Improved Duration (continuous), FLAW: Permanent
Martial Arts [1 PP]:
Enhanced Strength 1, FLAW: Limited to dealing damage in melee
Cybernetic Mind Modules [11 / 14 PP] (Removable):
Variable 2 (pre-programmed modules), EXTRA: Increased Duration (continuous), FLAW: Slow
  • General-Purpose Module:
    • Enhanced Intellect 1, Awareness 1, Presence 1, Fortitude 1
    • Enhanced Athletics 1, Investigation 1, Stealth 1, Vehicles 1
    • Enhanced Advantage 1 [Improved Critical (Rayguns) 1]
  • Battle Module:
    • Enhanced Fortitude 2, Close Combat: Unarmed 2
    • Enhanced Advantages 7 [All-Out Attack, Close Attack 2, Improved Critical (Rayguns) 1, Improved Critical (Unarmed) 3]
  • Berserk Module:
    • Enhanced Strength 2, Stamina 2
    • Penalties: Fighting -2, Intellect -3, Presence -4, Dodge -2, Insight -4, FLAW: Permanent
    • Enhanced Close Combat: Unarmed 2, Intimidation 12
    • Enhanced Advantages 10 [All-Out Attack, Daze (Intimidation), Fearless, Improved Critical (Unarmed) 1, Improvised Weapon 3, Second Chance (mind control), Skill Mastery (Intimidation), Ultimate Effort (Toughness)]
    • Impervious Will 7
  • Commando Module:
    • Enhanced Fortitude 2, Stealth 6, Technology 2
    • Enhanced Advantages 4 [All-Out Attack, Improved Aim, Improved Critical (Rayguns) 1, Ultimate Effort (Aim)]
  • Diplomatic Module:
    • Enhanced Presence 1, Will 2, Insight 6, Persuasion 6
  • Docility Module:
    • Enhanced Fortitude 2
    • Enhanced Advantage 1 [Trance]
  • Judicial Module:
    • Presence -1, FLAW: Permanent
    • Enhanced Will 2, Expertise: Law 7, Insight 5
    • Enhanced Advantage 1 [Skill Mastery (Expertise: Law)]
    • Impervious Will 3
  • Leadership Module:
    • Enhanced Intellect 1, Presence 1, Fortitude 1, Will 1
    • Enhanced Advantage 4 [Inspire 4]
  • Mechanical Module:
    • Enhanced Intellect 1, Fortitude 1, Technology 6, Vehicles 4
    • Enhanced Advantages 2 [Skill Mastery (Vehicles), Ultimate Effort (Vehicles)]
  • Open-Minded Module:
    • Enhanced Fortitude 1, Will 1, Perception 4, Persuasion 4
  • Patience Module:
    • Enhanced Dexterity 1, FLAW: Limited (not attack rolls)
    • Enhanced Intellect 1, Awareness 1, Will 1
    • Enhanced Advantages 2 [Improved Aim, Ultimate Effort (Aim)]

ADVANTAGES [27 PP]

Benefit 1 (Galactic Authority), Defensive Roll 2, Equipment 14, Improved Critical (Rayguns) 1, Improved Initiative 1, Interpose, Leadership, Power Attack, Ranged Attack 4, Startle
Equipment (70 ep)
  • Commlink [1 ep]
  • Smartwatch [2 ep]
  • Rebreather [1 ep]
  • Uniform: Protection 3 [3 ep]
  • Raygun: Damage 5, EXTRAS: Increased Range 1, Multiattack, Accurate 1 [16 ep]
  • Flying Belt: Flight 4, FLAW: Vehicles Check Required 1 [7 ep]
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) [6 ep]
  • Nullifier Handcuffs: Affliction 1 (Fortitude; Impaired / Disabled / Transformed), EXTRAS: Progressive, Increased Duration (concentration), Feature 1 (handcuffs), FLAWS: Grab-Based, Instant Recovery [3 ep]
The Good Ship Ferkel of the Galactic Patrol [31 / 155 ep]:
Vehicle: Size G; Strength 13 - (Load limit 200 tons); Flight 9, EXTRA: Aquatic - (1000 mph, 2 mi/round); Defense 12 (+2); Toughness +14.
Dimension Hopping: Movement 4 (Dimensional 2: alien dimensions, Space Travel 2)
Plating: Impervious Toughness 5
Shields: Defense +8 (included in above Defense stat)
Radar: Senses 9 (Accurate Extended 6 Radio)
Cargo Arm: Extra Limbs 1
Synthesizer: Create 2, EXTRAS: Continuous, Variable Descriptor 2 (any composition in database), Precise, FLAW: Reduced Range 1; Immunity 1 (starvation & thirst), EXTRA: Affects Only Others
Healing Beds: Healing 1, EXTRAS: Restorative, Persistent, Stabilize, FLAW: Limited to patients in Infirmary
Arsenal (Array):
  • Shrink Ray: Shrinking 16, EXTRAS: Affects Others, Increased Duration (continuous), Increased Range 1, FLAWS: Permanent, Diminished Range 2 - (80/160/400 ft)
  • Growth Ray: Growth 16, EXTRAS: Affects Others, Increased Duration (continuous), Increased Range 1, FLAWS: Permanent, Diminished Range 2, Quirk 3 (subjects grown to greater-than-normal size must make Fortitude checks as if vs intense heat) - (80/160/400 ft)
  • Shrink Ray Attack: Shrinking 14, EXTRAS: Attack (Fortitude), Affects Objects, Increased Duration (continuous), Increased Range 1, FLAWS: Permanent, Diminished Range 1
  • Tractor Beam: Move Object 14, EXTRA: Extended Range 7, FLAW: Limited Direction (towards self)
  • Raygun: Damage 8, EXTRAS: Increased Range 1, Multiattack, Extended Range 25
Features: Alarm 2 (DC 25), Autopilot 2 (Vehicles check +8), Communications, Computer, Fire Prevention System, Nav System, Remote Control, Room: Chapel, Room: Habitat, Room: Holding Cells 2 (Toughness +21, sleeper), Room: Infirmary, Room: Living Space, Room: Workshop, Security System 3 (DC 30), Variable Environment.
Sleeper Pods: Affliction 8 (Will; Dazed / Stunned / Asleep), EXTRA: Cumulative.
Languages
native: Vekkivi.

SKILLS [25 PP]:

Acrobatics 1 (+3); Athletics 6 (+10); Close Combat: Unarmed 3 (+7); Expertise: Current Events 1 (+2); Expertise: Galactic Geography 3 (+4); Expertise: History 1 (+2); Expertise: Law Enforcement 4 (+5); Expertise [PRE]: Leadership 2 (+4); Expertise: Military 4 (+5); Intimidation 7 (+8); Perception 3 (+5); Ranged Combat: Rayguns 5 (+9); Ranged Combat: Misc. 0 (+4); Stealth 0 (+4); Technology 1 (+2); Vehicles 9 (+9)

DEFENSES [11 PP]:

Dodge 3 (+6); Parry 1 (+6)
Fortitude 2 (+7); Toughness (+10/+8*); Will 5 (+7)
*without Defensive Roll

OFFENSE:
Initiative +6
  • Unarmed: +7; Close Damage DC 20 (Strength-based), bludgeoning.
  • Unarmed (Battle Module): +11; Close Damage DC 20 (Strength-based), bludgeoning, crit 17-20.
  • Unarmed (Berserk Module): +7; Close Damage DC 22 (Strength-based), bludgeoning, crit 19-20.
  • Improvised Weapon (Berserk Module): +7; Close Damage DC 24 (Strength-based), descriptor varies.
  • Raygun: +11; Ranged (125/250/500 ft) Damage DC 20, energy, crit 19-20, Multiattack.

COMPLICATIONS:

Motivation - Responsibility: Grakker is an officer of the Galactic Patrol, and takes his leadership responsibilities very seriously, including being a moral compass for his crew.
Demeanor: Grakker is pretty often grumpy. He tends to short-circuit and burn through his Patience modules.
Relationship: Grakker is intimately close to Snout personally.
Enemy: Grakker and his crew are tasked with dealing with BKR, the most wanted galactic criminal. Grakker also has a personal history (former friendship) with BKR.
Slimy Tastes: Grakker grew up as a swamp farmer, and his climatic and culinary tastes gross some other creatures out.
What Might Have Been?: Grakker didn't originally want to join the Galactic Patrol; he was drafted.
Prejudice: Some Earthlings don't like aliens, especially aliens who don't look human.
Secret: Earth is not ready to know about life beyond its surface, and the Galactic Patrol is charged partially with keeping it in the dark. This means that Grakker must not become widespread human knowledge.
Module Limitations: Grakker's personality is influenced by his current module. For example, in Berserk Module he is wild and feral (and it probably won't occur to him to use his raygun, preferring more brutish combat methods). In Docility Module, he is pretty unmotivated to do anything.

ABILITIES [40] + POWERS [17] + ADVANTAGES [27] + SKILLS [25] + DEFENSES [11]
= 120 PP TOTAL


BIO:

A worm farmer by upbringing, Grakker is one of the elite officers of the Galactic Patrol of the civilized galaxy of Dimension Q. He looks like a green gorilla with horns.

NOTES:

In an effort to keep this thread from being solely about comic book superheroes, I'm going to start porting over my builds for the crew of the Ferkel from the great children's book series, Aliens Ate My Homework and sequels. Here is this alien crew's leader.

I might go through eventually and add Abilities, Skills, Defenses, etc., for Grakker in specific Modules. But that seems like it would get ugly and lengthy and make the entry harder to read overall, just because the modules are so numerous. EDIT: I went ahead and did it anyway, obviously.
Last edited by CaptainKaulu on Thu Feb 27, 2020 5:12 pm, edited 12 times in total.
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 »

Madam Pong
Power Level 8, PC-budget (120 PP)

Image

ABILITIES [40 PP]

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

POWERS [8 PP]
Galactic Standard Size [5 PP]:
Shrinking 2, EXTRAS: Innate, Improved Duration (continuous), FLAW: Permanent
Casual Conversation [2 PP]:
Enhanced Investigation 6, FLAW: Limited to gathering information
Flying Belt Training [1 PP]:
Enhanced Vehicles 3, FLAW: Limited to flying belt

ADVANTAGES [35 PP]

Benefit 3 (Cipher 1, Diplomatic Immunity, Galactic Authority), Defensive Roll 3, Disarming 5 (DC 20), Equipment 13, Fascinate (Persuasion), Languages 4, Redirect, Skill Mastery 2 (Deception, Insight), Teamwork, Ultimate Effort (Persuasion), Well-Informed
Equipment (65 ep)
  • Commlink [1 ep]
  • Smartwatch [2 ep]
  • Handcuffs [1 ep]
  • Robe: Protection 1 [1 ep]
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) [6 ep]
  • Raygun: Damage 5, EXTRAS: Increased Range 1, Multiattack, Accurate 1 [16 ep]
  • Flying Belt: Flight 4, FLAW: Vehicles Check Required 1 [7 ep]
  • The Good Ship Ferkel (detailed under Captain Grakker) [31 ep]
Languages
native: Lenywlin; Aaltinathlik, Cafflan, Ekha'grow, Kharkhesh, Nunn, Silii, Ulthii-Tithli, Vekarri.

SKILLS [24 PP]:

Athletics 2 (+2); Close Combat: Unarmed 1 (+3); Deception 6 (+9); Expertise: Anthropology 3 (+6); Expertise: Current Events 1 (+4); Expertise: Galactic Geography 2 (+5); Expertise: History 2 (+5); Expertise: Law Enforcement 1 (+4); Insight 5 (+9); Intimidation 4 (+6); Investigation 0 (+9, gathering information only); Persuasion 7 (+10); Ranged Combat: Rayguns 2 (+5); Sleight of Hand 2 (+5); Stealth 1 (+5); Technology 4 (+7); Treatment 2 (+5); Vehicles 3 (+6, or +9 flying belt)

DEFENSES [13 PP]:

Dodge 3 (+6); Parry 1 (+4)
Fortitude 3 (+6); Toughness (+7/+4*); Will 6 (+10)
*without Defensive Roll

OFFENSE:
Initiative +2
  • Unarmed: +3; Close Damage DC 15 (Strength-based), bludgeoning.
  • Raygun: +7; Ranged (125/250/500 ft) Damage DC 20, energy, Multiattack.

COMPLICATIONS:

Motivation - Order: Madam Pong wants to promote the ideals of the civilized galaxy and help everyone get along together.
Enemy: Like all of the crew of the Ferkel, Madam Pong has drawn the ire of BKR.
Prejudice: Some Earthlings don't like aliens, especially aliens who don't look human.
Secret: Earth is not ready to know about life beyond its surface, and the Galactic Patrol is charged partially with keeping it in the dark. This means that Madam Pong must not become widespread human knowledge.

ABILITIES [40] + POWERS [8] + ADVANTAGES [35] + SKILLS [24] + DEFENSES [13]
= 120 PP TOTAL


BIO:

Little is known of the personal life of Madam Pong. She is very professional and dedicated to her station as Diplomatic Officer aboard the Ferkel. Besides social situations (including expositing to ignorant humans information about the setting), her duties include being something of a quartermaster for the crew's equipment, such as managing Grakker's modules. She is something of a jack of all trades.

NOTES:

The Ferkel's first officer and diplomat. Not a great M&M build, since she's not really a combatant. But that left her a lot of points to have breadth in other areas.
Last edited by CaptainKaulu on Thu Feb 20, 2020 6:05 pm, edited 5 times in total.
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 »

Tar Gibbons
Power Level 8, PC-budget (120 PP)

Image

ABILITIES [54 PP]

Strength 1 (+1); Stamina 6 (+6); Agility 5 (+5); Dexterity 0 (+0)
Fighting 6 (+6); Intellect 1 (+1); Awareness 9 (+9); Presence -1 (-1)
Load limit 100 lb.

POWERS [14 PP]
Galactic Standard Size [5 PP]:
Shrinking 2, EXTRAS: Innate, Improved Duration (continuous), FLAW: Permanent
Martial Arts [4 PP]:
Enhanced Strength 4, FLAW: Limited to dealing damage
Big Glowing Eyes [3 PP]:
Environment 1 (light) - (30-ft radius)
Senses 2 (Danger Sense: visual, Low-Light Vision)
Flying Belt Training [2 PP]:
Enhanced Vehicles 6, FLAW: Limited to flying belt

ADVANTAGES [31 PP]

Agile Feint, Assessment, Benefit 1 (Galactic Authority), Defensive Roll 2, Equipment 13, Improved Critical (Unarmed) 4, Improved Trip, Interpose, Ranged Attack 2, Seize Initiative, Skill Mastery (Athletics), Takedown 2, Trance
Equipment (65 ep)
  • Commlink [1 ep]
  • Smartwatch [2 ep]
  • Handcuffs [1 ep]
  • Uniform: Protection 1 [1 ep]
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) [6 ep]
  • Raygun: Damage 5, EXTRAS: Increased Range 1, Multiattack, Accurate 1 [16 ep]
  • Flying Belt: Flight 4, FLAW: Vehicles Check Required 1 [7 ep]
  • The Good Ship Ferkel (detailed under Captain Grakker) [31 ep]
Languages
native: Gurbblenan.

SKILLS [19 PP]:

Acrobatics 5 (+10); Athletics 10 (+11); Close Combat: Unarmed 5 (+11); Expertise: Law Enforcement 1 (+2); Intimidation 0 (-2); Perception 1 (+10); Persuasion 4 (+3); Ranged Combat: Rayguns 5 (+7); Ranged Combat: Misc. 0 (+2); Stealth 2 (+9); Technology 1 (+2); Treatment 1 (+2); Vehicles 3 (+3, or +9 flying belt)

DEFENSES [2 PP]:

Dodge 1 (+7); Parry 0 (+7)
Fortitude 1 (+7); Toughness (+9/+7*); Will 0 (+9)
*without Defensive Roll

OFFENSE:
Initiative +5
  • Unarmed: +11; Close Damage DC 20 (Strength-based), bludgeoning, crit 16-20.
  • Raygun: +9; Ranged (125/250/500 ft) Damage DC 20, energy, Multiattack.

COMPLICATIONS:

Motivation - Duty: Tar Gibbons is loyal to its position in the Galactic Patrol.
Responsibility: As a deadly warrior, Tar Gibbons has the responsibility to be a moral leader and never to use its martial arts for ill.
Enemy: Like all of the crew of the Ferkel, Tar Gibbons has drawn the ire of BKR.
Relationship: Tar Gibbons has taken on Deputy Rod Allbright as its krevlik, and so bears the responsibility of training him.
Prejudice: Some Earthlings don't like aliens, especially aliens who don't look human.
Secret: Earth is not ready to know about life beyond its surface, and the Galactic Patrol is charged partially with keeping it in the dark. This means that Tar Gibbons must not become widespread human knowledge.

ABILITIES [54] + POWERS [14] + ADVANTAGES [31] + SKILLS [19] + DEFENSES [2]
= 120 PP TOTAL


BIO:

Tar is a title that roughly translates as "wise and beloved warrior who could kill me with its little finger if it should so desire." Tar Gibbons is the Master of the Martial Arts aboard the ship Ferkel of the Galactic Patrol. It is farfel, a gender that is very different from male or female. It prefers to live on a small island and snack on flying vermin.

NOTES:

Gibbons has six limbs, but since four of them are feet (not much good for fine manipulation), and because it was tight on points, I didn't give it the Extra Limbs 2 power.
Last edited by CaptainKaulu on Thu Feb 20, 2020 6:05 pm, edited 4 times in total.
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 »

Snout
Flinge Iblik
Power Level 8, PC-budget (120 PP)

Image

ABILITIES [34 PP]

Strength 0 (+0); Stamina 3 (+3); Agility 2 (+2); Dexterity 0 (+0)
Fighting 2 (+2); Intellect 5 (+5); Awareness 4 (+4); Presence 1 (+1)
Load limit 50 lb.

POWERS [42 PP]
Galactic Standard Size [5 PP]:
Shrinking 2, EXTRAS: Innate, Improved Duration (continuous), FLAW: Permanent
Lizard Sensitivity [1 PP]:
Senses 1 (Acute smell)
Cognitive Studies [1 PP]:
Enhanced Expertise: Science 3, FLAW: Limited to cognitive sciences
Flying Belt Training [2 PP]:
Enhanced Vehicles 6, FLAW: Limited to flying belt
Disciplined Calm [5 PP]:
Impervious Will 5, EXTRA: Sustained
Leftover Telepathic Bond [1 PP]:
Senses 1 (Communication Link [Rod Allbright]: mental), FLAW: Unreliable (except while Rod is in suspended animation)
Psionic Awareness [2 PP]:
Senses 2 (Radius Mental Awareness)
Psionic Powers [19 PP + 6 PP for Alternate Effects] (Array):
  • Forced Hallucinations: Illusion 6 (visual & auditory) - (60 cft), EXTRAS: Selective, Subtle 1, FLAW: Resistible (Will)
  • Dream Walking: Remote Sensing 36 (visual & mental), EXTRAS: No Conduit, Subtle 1, FLAWS: Medium (sapient minds), Concentration, Limited to while sleeping, Unreliable - (256 million miles)
  • Instant Training: Variable 3 (Snout's own traits, including skill ranks gained through Beginner's Luck), EXTRAS: Affects Only Others, Increased Duration (continuous), FLAWS: Distracting, Slow
  • Mind Reading:
    • Spatial/Telepathic Sense: Senses 5 (Accurate Radius Detect Sapient Minds 2: mental), EXTRA: Sustained, FLAW: Activation 1
    • Mind Reading 7, EXTRAS: Cumulative, Sensory Link, Subtle 1, FLAWS: Feedback, Concentration
  • Subtle Facilitator:
    • Deep Bond: Communication 1 (mental) - (100 ft), EXTRAS: Affects Others, Rapid 3, Subtle 1
    • Mental Cloaking: Concealment 10 (all senses), EXTRA: Affects Others, FLAWS: Passive, Resistible (Will)
  • Telepathy:
    • Telepathic Sense: Senses 3 (Radius Detect Sapient Minds 2: mental)
    • Telepathic Communication: Communication 2 (mental) - (1 mi), EXTRAS: Affects Others, Area, Selective, Subtle 1
  • Temporal Molasses:
    • Enhanced Dodge 4, LINKED: Enhanced Parry 4, LINKED: Enhanced Advantages 12 [Agile Feint, Hide in Plain Sight, Improved Initiative 3, Interpose, Move-By Action, Precise Attack (Close Cover), Quick Draw, Takedown 1, Ultimate Effort 2 (Dodge, Parry)], LINKED: Movement 1 (Water-Walking 1), FLAW: Limited to while moving, LINKED: Multiattack 5, EXTRA: Variable Descriptor 2 (any kinetic attack), LINKED: Quickness 4, EXTRA to whole Linked power: Affects Others, FLAWS to whole Linked power: Distracting, Tiring
    • Bestow Defensive Mastery: Luck Control 1 (Spend on Other), FLAW: Limited 2 to using Ultimate Dodge/Parry

ADVANTAGES [19 PP]

Beginner's Luck, Benefit 1 (Galactic Authority), Defensive Roll 4, Equipment 13
Equipment (65 ep)
  • Commlink [1 ep]
  • Smartwatch [2 ep]
  • Robe & Cloak: Protection 2 [2 ep]
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) [6 ep]
  • Raygun: Damage 5, EXTRAS: Increased Range 1, Multiattack, Accurate 1 [16 ep]
  • Flying Belt: Flight 4, FLAW: Vehicles Check Required 1 [7 ep]
  • The Good Ship Ferkel (detailed under Captain Grakker) [31 ep]
Languages
native: Gwashlo.

SKILLS [12 PP]:

Acrobatics 1 (+3); Athletics 4 (+4); Close Combat: Unarmed 1 (+3); Expertise: Science 2 (+7, or +10 cognitive sciences); Intimidation 0 (+0); Perception 2 (+6); Persuasion 2 (+3); Ranged Combat: Rayguns 8 (+8); Stealth 0 (+4); Technology 1 (+6); Vehicles 3 (+3, or +9 flying belt)

DEFENSES [13 PP]:

Dodge 2 (+5); Parry 2 (+5)
Fortitude 3 (+6); Toughness (+9/+5*); Will 6 (+10)
*without Defensive Roll

OFFENSE:
Initiative +2
  • Unarmed: +3; Close Damage DC 15 (Strength-based), bludgeoning.
  • Raygun: +10; Ranged (125/250/500 ft) Damage DC 20, energy, Multiattack.
  • Mind Reading: Perception-Ranged +7, Cumulative, Sensory Link, Subtle 1, Feedback, Concentration

COMPLICATIONS:

Motivation - Doing Good: Flinge Iblik is less concerned with "duty" to the Galactic Patrol than his shipmates, but is proactive about using his mental talents to do good.
Enemy: Like all of the crew of the Ferkel, Flinge Iblik has drawn the ire of BKR. In fact, Flinge Iblik was the first person to suspect BKR of his psychopathic tendencies, and tried to get him caught before his criminal nature was well-known.
Relationship: Flinge Iblik is intimately close to Grakker personally.
Lighthearted: Flinge Iblik believes in staying calm in all situations, even when perhaps a more fervent demeanor would prove useful.
Prejudice: Some Earthlings don't like aliens, especially aliens who don't look human.
Secret: Earth is not ready to know about life beyond its surface, and the Galactic Patrol is charged partially with keeping it in the dark. This means that Flinge Iblik must not become widespread human knowledge.
Telepathic Severing: Flinge Iblik and Rod Allbright are permanently mentally connected, due to a violent severing of a telepathic bond between them that resulted in atoms of each other's brains being left inside of them. This has been known to have unexpected effects.
Foreboding: Flinge Iblik, through Dream Walking, can sense a mysterious evil force so potent that mere exposure to it can prove lethal. The rest of his crew are blissfully ignorant of this evil presence.

ABILITIES [34] + POWERS [42] + ADVANTAGES [19] + SKILLS [12] + DEFENSES [13]
= 120 PP TOTAL


BIO:

Part of a large litter of egg-siblings, Snout is the Master of the Mental Arts for the good ship Ferkel. He left the Mentat to join the Galactic Patrol, much to the chagrin of most other masters of the mental arts. While at the Galactic Patrol academy, he suspected BKR of malevolence and started spying on him, eventually befriending and recruiting Grakker to join him in this endeavor.

NOTES:

This build was quite challenging to fit within Power Level 8, although I suppose that's to be expected when joining a new member to this crew with a lot of Powers (where the rest of the crew has little in that area). He ended up sadly minimal in other areas, although I suppose there's enough there for him to prove a useful member of the party nonetheless.

After much deliberation, I've decided to make a minor house rule that Communication can add the Affects Others extra in spite of not being a Personal-range power, because telepaths really should be able to receive mental communication from other non-telepaths without having to Mind Reading them.
Last edited by CaptainKaulu on Thu Feb 20, 2020 6:06 pm, edited 6 times in total.
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