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 »

Lieutenant Commander Data
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [68 PP]

Strength 10 (+10); Stamina 7 (+7); Agility 0 (+0); Dexterity 5 (+5)
Fighting 3 (+3); Intellect 9 (+9); Awareness 0 (+0); Presence 0 (+0)
Load limit 25 tons

POWERS [54 PP]
Tripolymer/Molybdenum-Cobalt Composition [2 PP]:
Protection 2
Android Nature [16 PP]:
Immunity 15 (biological effects, environmental conditions: all)
Enhanced Advantage 1 [Diehard], FLAW: Permanent
Positronic Android Brain [22 PP]:
Immunity 10 (mental effects)
Rapid Calculation: Quickness 8, FLAW: Limited to One Type (mental)
Comprehend 3 (Languages: understand, read, speak)
Senses 1 (Time Sense)
Enhanced Advantage 1 [Eidetic Memory]
Speedy Hands [1 PP]:
Quickness 2, FLAW: Limited to One Type (physical)
Sensors [9 PP]:
Senses 6 (Acute smell, Detect 1 EM Fields: tactile, Rapid 1 auditory senses, Rapid 1 sight, Ultra-Hearing)
Variable 1 (Sensory powers), FLAW: Limited to Acute, Analytical, or Rapid Senses, Quirk 3 (only 2 PP of Senses)
Scholastic Specialties [4 PP]:
Enhanced Expertise: Mathematics 3, FLAW: Limited to probability mechanics
Enhanced Expertise: Science 3, FLAW: Limited to exobiology or astrophysics
Enhanced Technology 6, FLAW: Limited to software

ADVANTAGES [19 PP]

Accurate Attack, Benefit 2 (Ambidexterity, Galactic Authority 1: senior officer of Starfleet flagship), Defensive Roll 1, Diehard, Eidetic Memory, Equipment 13, Speed of Thought, Well-Informed
Equipment [65 ep]
  • Communicator [11 ep]: Communication 4 (radio) - (anywhere in planetary system), EXTRA: Subtle 1, FLAWS: Limited to links with other Communicators, Distracting; Feature 2 (tracker, transporter lock)
  • Type 2 Phaser [13 ep + 1 ep for Alternate Effect]: Damage 4, EXTRAS: Increased Range 1, Multiattack, Precise
    • AE - Set for Stun: Affliction 4 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Increased Range 1, Cumulative
  • Tricorder [3 ep]: Feature 2 (computer); Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Quirk 3 (only 2 ranks of Senses), Technology Check Required 2
  • Shared Vehicles: USS Enterprise-E & Captain's Yacht [37 / 259 ep]: (detailed under Captain Picard)
Languages
native: English.

SKILLS [27 PP]:

Close Combat: Unarmed 3 (+6); Expertise [PRE]: Artistic Expression 1 (+1); Expertise: Engineering 1 (+10); Expertise: History 1 (+10); Expertise [PRE]: Leadership 1 (+1); Expertise: Mathematics 6 (+15, or +18 probability mechanics); Expertise: Military 1 (+10); Expertise [PRE]: Music Performance 8 (+8); Expertise: Science 8 (+17, or +20 exobiology/astrophysics); Expertise: Stellar Cartography 1 (+10); Expertise: Tactics 1 (+10); Investigation 1 (+10); Perception 8 (+8); Persuasion 2 (+2); Ranged Combat: Energy Guns 1 (+6); Technology 6 (+15, or +21 software); Treatment 1 (+10); Vehicles 3 (+8)

DEFENSES [12 PP]:

Dodge 5 (+5); Parry 2 (+5)
Fortitude 0 (+7); Toughness (+10/+9*); Will 5 (+5)
*without Defensive Roll

OFFENSE:
Initiative +9
  • Unarmed: +6; Close Damage DC 25 (Strength-based), bludgeoning.
  • Phaser: +6; Ranged (100/200/400 ft) Damage DC 19, energy, Multiattack, Precise.
  • Phaser (Stun): +6; Ranged (100/200/400 ft) Affliction DC 14 (Fortitude; Dazed / Stunned / Incapacitated), energy, Cumulative.

COMPLICATIONS:

Motivation - Doing Good: Data idolizes the best qualities of humanity, and strives to emulate them in spite of his disadvantages. He is dutiful, virtuous, and always trying to improve himself.
Socially Awkward: Even with his "emotion chip" installed, Data doesn't understand emotions very well, and struggles to understand many aspects of humanity that are based on them. He's gotten pretty good at some things, such as music, but still struggles with others, such as poetry and romance.
Relationships: Geordi is Data's best friend. He looks to Captain Picard as a mentor and a "coach" on humanity. He is friendly with the other senior staff of the Enterprise (respecting their specialties, such as Riker's romantic savvy, Crusher's medical and social expertises, and Worf's religious faith), as well as Wesley Crusher, Miles and Keiko O'Brien, and Guinan. He has a pet cat, Spot. He had a rocky relationship with his late builder/father-figure, Dr. Noonien Soong.
Prejudice: Being technically a machine, Data occasionally has to fight and struggle for his the recognition that he is truly sapient, with free will and the right to self-determination. Some others have trouble following his leadership because of their perception that he is somehow lesser.
Nemesis: His brother, Lore, a fellow Soong-type android, but one with full emotions and a sadistic ambition.
Weaknesses: Strongly-ionized environments are harmful to him over time, like radiation for humans, even at levels of ionization that don't harm humans. His immunity to mental effects does not extend to internal effects, such as feeling fear, when his emotion chip is enabled. He has a secret Off Switch that can be used to instantly incapacitate him.
Object: Despite having a Stamina score, Data can be affected by "Affects Only Objects" effects, and cannot be healed by default healing effects. He does not heal damage naturally over time, but must be repaired.
Disability: Strangely, Data's sense of taste is connected with his emotion chip. Disabling one disables the other.

ABILITIES [68] + POWERS [54] + ADVANTAGES [19] + SKILLS [27] + DEFENSES [12]
= 180 PP TOTAL


BIO:

Constructed in 2336 on Omicron Theta by an eccentric genius of cybernetics, Data lost his family and neighbors when the Crystalline Entity destroyed his colony. He was found and rescued by a landing party of the Starfleet vessel USS Tripoli. As he grew, he gained a desire to join and serve in Starfleet. Though he has had unique advantages and challenges along the way, he has ultimately prospered in this career, now serving as Second Officer and Science Officer aboard the USS Enterprise-E under Captain Picard.

NOTES:

My favorite Star Trek character. So I had to do him next.

He doesn't hit any of his PL caps, which I guess makes my effort to build him using a PC-budget kind of silly. He's especially underpowered in combat, which isn't really his focus in spite of his Strength. But he needed to be PL12 just to have enough Power Points to portray accurately.

A wild disparity in PL would make for a unique M&M campaign, to be sure. But with the right roleplayers (like Brent Spiner), I think it could be awfully interesting and fun.

Like Picard, and in spite of the picture I chose, this is supposed to represent Data mostly in the movie-era of TNG.

Serving as a flotation device (as in Insurrection) or having an internal compartment in his body can be 1-point Power Stunts, as he doesn't use them regularly.
Last edited by CaptainKaulu on Sat Jan 09, 2021 12:34 pm, edited 10 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 »

Woodclaw wrote: Mon Jan 20, 2020 5:16 pm I would have done Picard at PL7, but otherwise nice work.
I may trim him down to that if I can find 15 places to skim points. Any suggestions?

EDIT: I went ahead and did it, though the build now feels a bit slim.
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've now trimmed Data down to PL12 as well.
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 »

Captain Sisko
Benjamin Sisko
Power Level 7, PC-budget (105 PP)
Image

ABILITIES [52 PP]

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

POWERS [5 PP]
Martial Arts [1 PP]:
Enhanced Strength 1, FLAW: Limited to dealing damage in melee
Baseball Fanatic [1 PP]:
Enhanced Expertise: Sports 3, FLAW: Limited to baseball
Emissary Learning [1 PP]:
Enhanced Expertise: Theology 3, FLAW: Limited to Bajoran theology
Starship Engineer [1 PP]:
Enhanced Expertise: Engineering 3, FLAW: Limited to starships
Pilot [1 PP]:
Enhanced Vehicles 3, FLAW: Limited to starships

ADVANTAGES [21 PP]

Benefit 2 (Galactic Authority 1: Starfleet captain, Status 1: Emissary of the Bajoran Prophets), Defensive Roll 2, Equipment 13, Improved Initiative 1, Interpose, Ranged Attack 2, Startle
Equipment [62 ep]
  • Communicator [11 ep]: Communication 4 (radio) - (anywhere in planetary system), EXTRA: Subtle 1, FLAWS: Limited to links with other Communicators, Distracting; Feature 2 (tracker, transporter lock)
  • Universal Translator [4 ep]: Comprehend 2 (Languages: understand, read)
  • Uniform [1 ep]: Protection 1
  • Type 2 Phaser [13 ep + 1 ep for Alternate Effect]: Damage 4, EXTRAS: Increased Range 1, Multiattack, Precise
    • AE - Set for Stun: Affliction 4 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Increased Range 1, Cumulative
  • Tricorder [4 ep]: Feature 2 (computer); Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Quirk 3 (only 2 ranks of Senses), Technology Check Required 1
Deep Space Nine [5 / 42 ep]:
HQ: PL 12; Size C; Toughness +20.
Shields: Immunity 10 (transporters), EXTRA: Sustained
Defense System - Disruptor Cannons: Damage 7, EXTRAS: Increased Range 1, Multiattack, Extended Range 3
Defense System - Internal Force-Fields: Create 5, EXTRAS: Continuous, Impervious, Selective, Stationary, FLAW: Reduced Range 1
Transporters: Teleport 3 - (8 miles), EXTRAS: Accurate, Extended, Affects Only Others, Increased Range 1, Area (Burst 1), Extended Range 6, Increased Mass 3, Change Direction, Change Velocity, FLAWS: Limited to Extended, Technology Check Required 1, Quirk 1 (not while Shields are up)
Intelligent: Intellect 3; Awareness 0; Presence 0; Enhanced Advantage 1 [Eidetic Memory]
Radar: Senses 7 (Accurate Extended 4 Radio)
Other Sensors: Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Technology Check Required 1
Features: Communications, Computer, Dimensional Portal: Bajoran Wormhole, Fire Prevention System, Gym, Hangar, Holding Cells 2 (Toughness +30, Impervious), Holosuites 2, Infirmary, Laboratory, Living Space, Movable, Ore Processing Unit, Personnel, Power System, Replicators 2, Sealed, Security System 1 - (DC 20), Teleport Lock, Workshop.
USS Defiant [23 / 230 ep]:
Vehicle: Size G; Strength 13; Flight 16 - (125 kmph, 250 mi/round); Defense 13 (+3); Toughness +20.
Warp Drive (AE of Flight): Movement 2 (Space Travel 2) - (travel to other solar systems)
Shields: Enhanced Defense 10 (included in Defense score); Impervious Toughness 5, EXTRA: Sustained; Immunity 10 (transporters), EXTRA: Sustained
Ablative Armor: Protection 9 (included in Toughness score)
Weapons Array:
  • Quantum Torpedos: Damage 15, EXTRAS: Increased Range 1, Area (Burst 1) [partial 12], Extended Range 10, Homing 8
  • Internal Force-Fields: Create 15, EXTRAS: Continuous, Impervious, Selective, Stationary, FLAWS: Reduced Range 1, Activation 1
Transporters: Teleport 12 - (4000 miles), EXTRAS: Accurate, Extended, Affects Only Others, Increased Range 1, Area (Burst 1), Extended Range 13, Increased Mass 3, Change Direction, Change Velocity, FLAWS: Limited to Extended, Technology Check Required 1
Sensors: Senses 5 (Accurate Extended 2 Radio); Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Technology Check Required 1
Cloaking Field: Concealment 10 (all senses), FLAWS: Passive, Limited: cannot use Shields, Activation 2, Quirk 1 (cannot use Transporters)
Features: Autopilot 1 - (+4), Communications, Computer, Fire Prevention System, Nav System, Replicators 2, Sealed, Security System 1 - (DC 20), Teleport Lock.
Languages
native: English.

SKILLS [19 PP]:

Athletics 2 (+6); Close Combat: Unarmed 3 (+7); Expertise: Cooking 3 (+7); Expertise: Engineering 2 (+6, or +9 starships); Expertise: History 1 (+5); Expertise: Law Enforcement 1 (+5); Expertise [PRE]: Leadership 3 (+7); Expertise: Military 4 (+8); Expertise [PRE]: Music Performance 1 (+5); Expertise: Politics 1 (+5); Expertise: Sports 0 (+7, baseball only); Expertise: Streetwise 1 (+5); Expertise: Tactics 1 (+5); Expertise: Theology 0 (+7, Bajoran theology only); Insight 1 (+5); Intimidation 4 (+8); Persuasion 3 (+7); Ranged Combat: Energy Guns 4 (+6); Ranged Combat: Misc. 0 (+1); Technology 2 (+6); Vehicles 1 (+1, or +4 starships)

DEFENSES [8 PP]:

Dodge 2 (+4); Parry 1 (+5)
Fortitude 2 (+6); Toughness (+7/+5*); Will 3 (+7)
*without Defensive Roll

OFFENSE:
Initiative +6
  • Unarmed: +7; Close Damage DC 20 (Strength-based), bludgeoning.
  • Type 2 Phaser: +6; Ranged (100/200/400 ft) Damage DC 19, energy, Multiattack, Precise.
  • Type 2 Phaser (Stun): +6; Ranged (100/200/400 ft) Affliction DC 14 (Fortitude; Dazed / Stunned / Incapacitated), energy, Cumulative.
  • Type 3 Phaser Rifle: +6; Ranged (150/300/600 ft) Damage DC 21, energy.
  • Type 3 Phaser Rifle (Stun): +6; Ranged (150/300/600 ft) Affliction DC 16 (Fortitude; Dazed / Stunned / Incapacitated), energy, Cumulative.

COMPLICATIONS:

Motivation - Duty: Sisko is a loyal Starfleet officer, even when he doesn't want to be.
Responsibility: Sisko is responsible for governing Deep Space Nine, including its hundreds of civilian lives that are sometimes put in jeopardy. It is the point of first contact for and the first line of defense against the Gamma Quadrant, due to its position at the mouth of the stable Bajoran Wormhole.
Good Father: The most important relationship to Sisko is his son, Jake. They are very different, but respect and love each other deeply. Their roles as fathers creates a special bond between Sisko and Miles O'Brien.
Relationships: Sisko is close to all hosts of the Dax symbiont; Curzon was his mentor and taught him art, science, diplomacy, and honor; Jadzia is kind of like a daughter to him in some ways, but still counsels him too. After a rocky start, Sisko and Kira have developed a fierce respect for each other. Sisko is close to his father, Joseph, back on Earth.
Widower: Sisko still misses his deceased wife, Jennifer (and has mostly forgiven Picard for her loss). This has made it difficult for him to court anyone else, although Kasidy Yates has managed to break through that barrier.
Enemies: Sisko has sworn an internal oath to take down Michael Eddington at any cost, following the latter's defection to the Maquis. Gul Dukat considers Sisko a counterpart and rival, even though they have worked together at times.
Emissary of Bajor: Sisko is uncomfortable with his assigned role as a religious figure to the Bajorans. Sometimes the Bajoran Prophets call on him at inconvenient times, or give him commandments that go against his own will.
Shady Dealings: Sisko has participated in illegal activities, such as utilizing the Defiant's cloaking field in violation of the Treaty of Algeron (in the Alpha Quadrant), or tangentially being involved in the assassination of Senator Vreenak. If these dealings should come to light, it would be bad for Sisko's position and reputation.
Veteran: While he doesn't especially have PTSD, Sisko still bears the rough edges that come from having fought in ugly trench wars (such as against the Tzenkethi).
Race: Though the modern Federation is very egalitarian, Sisko remembers the difficulties that people of color have had to struggle with in the past. They weigh heavily on him at times.
Addiction: Sisko relies on a steady stream of raktajino (Klingon coffee) to keep him going.

ABILITIES [52] + POWERS [5] + ADVANTAGES [21] + SKILLS [19] + DEFENSES [8]
= 105 PP TOTAL


BIO:

Benjamin Lafayette Sisko, a native of New Orleans on Earth, is a decorated Starfleet officer, recently promoted to Captain. A veteran of a number of battles and currently on a mission to prepare the planet Bajor to join the United Federation of Planets, he commands the space station Deep Space Nine (formerly "Terok Nor") and is considered the toughest, best Starfleet captain by those who serve under him. Sisko is a widower and has one teenage son, Jake.

NOTES:

The points worked out to make Sisko, equal to Picard, a PL7. The differences between them are numerous, but include Sisko being a bit more militant and combat-focused, although he still doesn't hit PL7 caps.

I'm not sure I've ever made a character before who had all-equal mental Abilities.

Like the TNG characters, Sisko is equipped normally with only a Type 2 phaser. However, when combat is expected, he can upgrade to a Type 3 phaser rifle, so I've gone ahead and listed the latter's attacks under Offense even though I didn't pay for the Equipment Points to have such a weapon constantly. Naturally, Picard and others can use the same tactic.

I decided to divide the Equipment Points for Deep Space Nine and the Defiant among 10 main characters of the series, partly to save points. This includes Nog, who isn't technically a "main cast character" but appears in more episodes than Jake.
Last edited by CaptainKaulu on Sat Feb 22, 2020 12:06 am, edited 3 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 »

Captain Kirk
James T. Kirk
Power Level 7, PC-budget (105 PP)
Image

ABILITIES [58 PP]

Strength 5 (+5); Stamina 5 (+5); Agility 1 (+1); Dexterity 0 (+0)
Fighting 5 (+5); Intellect 6 (+6); Awareness 2 (+2); Presence 5 (+5)
Load limit 1600 lb.

POWERS [2 PP]
Martial Arts [1 PP]:
Enhanced Strength 1, FLAW: Limited to dealing damage in melee
Starship Systems Knack [1 PP]:
Enhanced Technology 3, FLAW: Limited to hardware

ADVANTAGES [19 PP]

Attractive, Benefit 1 (Galactic Authority 1: captain of Federation flagship), Defensive Roll 1, Equipment 11, Inspire 2, Ranged Attack 1, Speed of Thought, Ultimate Effort (Expertise: Tactics)
Equipment [55 ep]
  • Communicator [5 ep]: Communication 4 (radio) - (anywhere in planetary system), EXTRA: Subtle 1, FLAWS: Limited to links with other Communicators, Distracting, Unreliable (roll)
  • Universal Translator [4 ep]: Comprehend 2 (Languages: understand, read)
  • Uniform [3 ep]: Protection 1; Feature 2 (tracker, transporter lock)
  • Phaser [9 ep + 1 ep for Alternate Effect]: Damage 4, EXTRAS: Increased Range 1, Precise
    • AE - Set for Stun: Affliction 3 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Increased Range 1, Cumulative
  • Classic Tricorder [2 ep]: Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Quirk 3 (only 2 ranks of Senses), Technology Check Required 1
  • Classic PADD [1 ep]: Feature 1 (computer) [1 ep]
USS Enterprise [30 / 210 ep]:
Vehicle: Size C; Strength 18; Flight 14 - (32 kmph, 60 mi/round); Defense 10 (+0); Toughness +16.
Warp Drive (AE of Flight): Movement 2 (Space Travel 2) - (travel to other solar systems)
Shields: Enhanced Defense 8 (included in Defense score); Impervious Toughness 3, EXTRA: Sustained; Immunity 10 (transporters), EXTRA: Sustained
Weapons Array:
  • Photon Torpedoes: Damage 12, EXTRAS: Increased Range 1, Area (Burst 1) [partial 10], Extended Range 10, Homing 8
  • Phaser Cannons: Damage 12, EXTRAS: Increased Range 1, Extended Range 11
  • Internal Force-Fields: Create 12, EXTRAS: Continuous, Impervious, Selective, Stationary, FLAW: Reduced Range 1
Transporters: Teleport 12 - (4000 miles), EXTRAS: Accurate, Extended, Affects Only Others, Increased Range 1, Area (Burst 1), Extended Range 13, Increased Mass 3, Change Direction, Change Velocity, FLAWS: Limited to Extended, Technology Check Required 3\
Sensors: Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Technology Check Required 4
Intelligent: Intellect 1; Awareness 0; Presence 0; Enhanced Advantage 1 [Eidetic Memory]
Features: Autopilot 1 - (+4), Communications, Computer, Fire Prevention System, Gym, Hangar, Holding Cells 2 (Toughness +24, Impervious), Infirmary, Laboratory, Living Space, Nav System, Personnel, Power System, Sealed, Security System 1 - (DC 20), Teleport Lock.
Languages
native: English.

SKILLS [17 PP]:

Acrobatics 1 (+2); Athletics 3 (+8); Close Combat: Unarmed 2 (+7); Deception 1 (+6); Expertise [PRE]: Leadership 5 (+10); Expertise: Military 1 (+7); Expertise: Tactics 7 (+13); Insight 4 (+6); Persuasion 1 (+6); Ranged Combat: Energy Guns 5 (+6); Technology 0 (+9, hardware only); Vehicles 4 (+4)

DEFENSES [9 PP]:

Dodge 4 (+5); Parry 0 (+5)
Fortitude 1 (+6); Toughness (+7/+6*); Will 4 (+6)
*without Defensive Roll

OFFENSE:
Initiative +7
  • Unarmed: +7; Close Damage DC 21 (Strength-based), bludgeoning.
  • Phaser: +6; Ranged (100/200/400 ft) Damage DC 19, energy, Precise.
  • Phaser (Stun): +6; Ranged (75/150/300 ft) Affliction DC 13 (Fortitude; Dazed / Stunned / Incapacitated), energy, Cumulative.

COMPLICATIONS:

Motivation - Thrills: Kirk is a good officer with a strong adherence to his conscience, but why he became an officer in the first place? To experience the adventures of exploring space, the Final Frontier.
Responsibility: Kirk is responsible for leading the Enterprise, which houses hundreds of lives that are sometimes put in jeopardy.
Relationships: Kirk is closest to his First Officer, Spock, and his doctor, Leonard "Bones" McCoy.
Reputation: Although he's usually law-abiding, Kirk's willingness to put his conscience above his orders has earned him a reputation as a maverick captain.
Usually Single: Kirk has occasional dalliances, but struggles to find and keep the right romantic partner.
Enemies: Kirk is particularly despised by the genetically-enhanced leader Khan Noonien Singh, and by a number of Klingon military leaders, such as Koloth.
Disability: Kirk is allergic to Retinax V, the normal treatment for eyesight in his age. He therefore uses old-fashioned corrective lenses to treat his increasing farsightedness.

ABILITIES [58] + POWERS [2] + ADVANTAGES [19] + SKILLS [17] + DEFENSES [9]
= 105 PP TOTAL


BIO:

A native of Iowa, son of the decorated (but deceased) Starfleet officer George Kirk, James Tiberius "Jim" Kirk is now a decorated officer himself—more famous and looked-up-to than any officer ever may be again. He leads the USS Enterprise on its historic five-year mission to delve deeper into space beyond Federation borders than any humans have gone before.

NOTES:

I had to make Kirk match Picard and Sisko in Power Level (7), although trimming him down to that was a challenge. I even had to eventually compromise his Intellect score, from 7 down to 6. This was more painful than similar downgrades of Stamina, Agility, Awareness, and Dexterity by one point each, even though I made up for it in his Expertise: Tactics ranks (which is the main way he demonstrates his Intellect anyway).

I made 23rd-century Equipment inferior to and therefore cheaper than 24th-century Equipment, down to the Enterprise herself being cheaper than later Enterprises (naturally).

Kirk doesn't hit PL7 limits, but is still a more combatant build than Picard or even Sisko, as he was more prone to get into altercations with his cowboy attitude.

Kirk has only 1 rank of Galactic Authority, where Picard has 2, just because the Federation's galactic influence is lesser in the 23rd century.
Last edited by CaptainKaulu on Sun Feb 09, 2020 4:35 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

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

Post by Jabroniville »

Hey, cool stuff with all the Captains! Seeing the little differences between a bunch of guys with the same job is interesting. Kirk's wild charisma and fighting capabilities versus Sisko's more "human" nature, and Picard's supernatural diplomacy, etc.
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 »

Thanks!

I burned out while trying to build Janeway next. Not sure if I just spent too much time in a few days building M&M characters and needed a change of "scene," or if my dislike for the character makes me not enjoy building her, or if she's just a boring character mechanically compared to the previous three captains.
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 »

Spock
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [78 PP]

Strength 7 (+7); Stamina 7 (+7); Agility 1 (+1); Dexterity 2 (+2)
Fighting 5 (+5); Intellect 8 (+8); Awareness 6 (+6); Presence 3 (+3)
Load limit 3 tons

POWERS [25 PP]
Partial Vulcan Physiology [4 PP]:
Immunity 4 (aging, environmental condition: heat, sleep, thirst), FLAW: Limited to Half Effect
Feature 1 (miscellaneous immunities, e.g.: inner eyelid; resistance to sapiotoxins including caffeine; lack of dependence on sodium chloride)
Heightened Hearing: Enhanced Perception 3, FLAW: Limited to auditory senses
Vulcan Mindmeld [13 PP]:
(Given): Variable 1 (mental capabilities), EXTRAS: Affects Only Others, Precise, Increased Duration (continuous), Feature 1 (includes shared memories), FLAWS: Limited to Spock's own capabilities excluding Mindmeld, Unreliable (5 Uses), LINKED: (Received): Variable 1 (mental capabilities), EXTRAS: Precise, Feature 1 (includes shared memories), FLAWS: Limited to meld partner's own capabilities, Unreliable (5 Uses), Activation 2
Mental Discipline [6 PP]:
Pure Logic: Impervious Will 5
Healing Trance: Enhanced Advantage 1 [Trance]
Strength Damage Array [1 PP for Alternate Effect]:
  • Vulcan Nerve Pinch: Affliction 14 (Dazed / Stunned / Incapacitated), FLAW: Limited to Vulnerable or Defenseless targets
Instruments of Choice [1 PP]:
Enhanced Expertise: Music Performance 3, FLAW: Limited to Vulcan lute and piano

ADVANTAGES [18 PP]

Beginner's Luck, Benefit 1 (Status 1: son of venerated Ambassador), Defensive Roll 1, Equipment 11, Improved Initiative 1, Interpose, Languages 1, Trance, Ultimate Effort (Will)
Equipment [55 ep]
  • Communicator [5 ep]: Communication 4 (radio) - (anywhere in planetary system), EXTRA: Subtle 1, FLAWS: Limited to links with other Communicators, Distracting, Unreliable (roll)
  • Universal Translator [4 ep]: Comprehend 2 (Languages: understand, read)
  • Uniform [3 ep]: Protection 1; Feature 2 (tracker, transporter lock)
  • Phaser [9 ep + 1 ep for Alternate Effect]: Damage 4, EXTRAS: Increased Range 1, Precise
    • AE - Set for Stun: Affliction 3 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Increased Range 1, Cumulative
  • Classic Tricorder [2 ep]: Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Quirk 3 (only 2 ranks of Senses), Technology Check Required 1
  • Classic PADD [1 ep]: Feature 1 (computer) [1 ep]
  • Shared Vehicle: USS Enterprise [30 / 210 ep] (detailed under Captain Kirk)
Languages
native: Vulcan; English.

SKILLS [20 PP]:

Acrobatics 1 (+2); Athletics 2 (+9); Close Combat: Unarmed 3 (+8); Expertise: Art 1 (+9); Expertise: History 1 (+9); Expertise [PRE]: Leadership 2 (+5); Expertise: Military 1 (+9); Expertise [PRE]: Music Performance 0 (+6, Vulcan lute or piano only); Expertise: Science 6 (+14); Expertise: Tactics 5 (+13); Investigation 1 (+9); Perception 0 (+6, or +9 auditory); Persuasion 7 (+10); Ranged Combat: Energy Guns 4 (+6); Stealth 3 (+4); Technology 1 (+9); Vehicles 2 (+4)

DEFENSES [9 PP]:

Dodge 4 (+5); Parry 0 (+5)
Fortitude 2 (+9); Toughness (+9/+8*); Will 3 (+9)
*without Defensive Roll

OFFENSE:
Initiative +5
  • Unarmed: +8; Close Damage DC 22 (Strength-based), bludgeoning.
  • Vulcan Nerve Pinch: +5; Close Affliction DC 24 (Dazed / Stunned / Incapacitated), neurological, Vulnerable or Defenseless targets only.
  • Phaser: +6; Ranged (100/200/400 ft) Damage DC 19, energy, Precise.
  • Phaser (Stun): +6; Ranged (75/150/300 ft) Affliction DC 13 (Fortitude; Dazed / Stunned / Incapacitated), energy, Cumulative.

COMPLICATIONS:

Motivation - Acceptance: Deep down, Spock wants to be accepted by the Vulcans as an accomplished person, despite his human heritage. He thinks his chances for this are better in Starfleet than they would have been at the Vulcan Science Academy.
Mixed Heritage: Spock has many crises of relationships and self-esteem due to his half-human parentage.
Logic: Spock follows the Vulcan philosophy that emotions should be strictly controlled and repressed, and actions governed by pure logic.
Relationships: Spock has a rocky relationship with his Vulcan father Sarek. He is closest to Captain Jim Kirk, and has a close if tumultuous friendship with Dr. Leonard McCoy. In his youth, he was betrothed to T'Pring. He occasionally has other romantic interests, including his protege Saavik. He has a secret brother/sister-like relationship with Michael Burnham.
Prejudice: Spock lives in an age where Vulcans are still regarded with suspicion by many other races, including some humans.
Vulcan Physiology: Weaknesses, such as sensitivity to cold, vulnerability to nitrous oxide gas, self-lobotimization due to mental trauma, vulnerability to trellium-D as a neurotoxin.
Pon Farr: The Vulcan mating period, every seven years, where the urge to mate becomes so strong that it can kill if unsatisfied, and manifests as violent tendencies in the meantime.
Long Dream: Spock dreams of reunification of the Vulcan people with their long-estranged cousins, the Romulans.
L'tak Terai: A learning disability similar to dyslexia, mostly overcome (through training) in his youth.

ABILITIES [78] + POWERS [25] + ADVANTAGES [18] + SKILLS [20] + DEFENSES [9]
= 150 PP TOTAL


BIO:

Born in Shi'Kahr in 2230 to Amanda Grayson and Sarek. Has served aboard the USS Enterprise since 2254, as science officer under Christopher Pike and as first officer and science officer under James T. Kirk.

NOTES:

Mostly supposed to be representative of Spock in his prime, during the historic five-year mission, rather than later in life.

I wavered between PL9 and PL10 for Spock but ended up going with the less-restrictive Power Level, even though he doesn't hit Power Level limits.

Under Vulcan Physiology, most of the Immunities would be Half Effect even on a full Vulcan, but Environmental Condition: heat would be full immunity.

Spock demonstrates other telepathic powers than Mindmeld occasionally (most notably inserting his katra into McCoy in The Wrath of Khan), but these are Power Stunts.

Given their competitive abilities in 3-D chess, Spock has the same (superb) bonus in Expertise: Tactics as Kirk, but without Ultimate Effort to spice it up.
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 »

Commander Will Riker
William T. Riker
Power Level 6, PC-budget (90 PP)
Image

ABILITIES [38 PP]

Strength 2 (+2); Stamina 4 (+4); Agility 2 (+2); Dexterity 1 (+1)
Fighting 3 (+3); Intellect 2 (+2); Awareness 2 (+2); Presence 3 (+3)
Load limit 200 lb.

POWERS [3 PP]
Brawler [2 PP]:
Damage 2 (Strength-based)
Pilot [1 PP]:
Enhanced Vehicles 3, FLAW: Limited to flying craft

ADVANTAGES [20 PP]

Attractive 1, Beginner's Luck, Benefit 1 (Galactic Authority 1: senior officer of Federation flagship), Defensive Roll 1, Equipment 14, Improved Defense, Improved Initiative 1
Equipment [70 ep]
  • Communicator [11 ep]: Communication 4 (radio) - (anywhere in planetary system), EXTRA: Subtle 1, FLAWS: Limited to links with other Communicators, Distracting; Feature 2 (tracker, transporter lock)
  • Universal Translator [4 ep]: Comprehend 2 (Languages: understand, read)
  • Uniform [1 ep]: Protection 1
  • Type 2 Phaser [13 ep + 1 ep for Alternate Effect]: Damage 4, EXTRAS: Increased Range 1, Multiattack, Precise
    • AE - Set for Stun: Affliction 4 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Increased Range 1, Cumulative
  • Tricorder [3 ep]: Feature 2 (computer); Variable 1 (Sensory powers), FLAWS: Limited to technological Senses, Quirk 3 (only 2 ranks of Senses), Technology Check Required 2
  • Shared Vehicles: USS Enterprise-E & Captain's Yacht [37 / 259 ep]: (detailed under Captain Picard)
Languages
native: English.

SKILLS [22 PP]:

Athletics 4 (+6); Close Combat: Unarmed 3 (+6); Deception 2 (+5); Expertise: Cooking 1 (+3); Expertise [PRE]: Gambling 6 (+9); Expertise: History 1 (+3); Expertise [PRE]: Leadership 1 (+4); Expertise: Military 3 (+5); Expertise [PRE]: Music Performance 1 (+4); Expertise [STA]: Sports 1 (+5); Expertise: Tactics 4 (+6); Expertise [AWE]: Wilderness Survival 1 (+3); Insight 2 (+4); Intimidation 1 (+4); Persuasion 2 (+5); Ranged Combat: Energy Guns 4 (+5); Technology 1 (+3); Vehicles 6 (+7, or +10 flying craft)

DEFENSES [7 PP]:

Dodge 2 (+4); Parry 1 (+4)
Fortitude 1 (+5); Toughness (+6/+5*); Will 3 (+5)
*without Defensive Roll

OFFENSE:
Initiative +6
  • Brawler: +6; Close Damage DC 19 (Strength-based), bludgeoning.
  • Phaser: +5; Ranged (100/200/400 ft) Damage DC 19, energy, Multiattack, Precise.
  • Phaser (Stun): +5; Ranged (100/200/400 ft) Affliction DC 14 (Fortitude; Dazed / Stunned / Incapacitated), energy, Cumulative.

COMPLICATIONS:

Motivation - Ambition: Riker wants to make his mark and prove that he can overcome the difficult circumstances of his childhood. Before serving under Picard, he wanted to be promoted to captain by age 35.
Relationships: Riker deeply respects Picard; has numerous lovers but none (except a holographic catfish, Minuet) that can really compete with his love for imzadi Deanna Troi; and is good poker buddies with senior staff La Forge, Worf, and Data.
Daddy Issues: Will is not close to his father, Kyle, who withdrew emotionally and in terms of caring for him after the death of his mother Betty at an early age.
Rivalry: His own transporter-accident-double, Thomas Riker.
Pegasus Guilt: Riker feels guilty about his unwavering loyalty and defense of Captain Erik Pressman, aboard the USS Pegasus, in spite of the fact that Pressman was doing an illegal mission at the time, researching phased cloaking.
Aversion: Riker hates cats.

ABILITIES [38] + POWERS [3] + ADVANTAGES [20] + SKILLS [22] + DEFENSES [7]
= 90 PP TOTAL


BIO:

Alaskan native, successful Starfleet officer through several assignments, and now "Number One" for the illustrious Captain Picard.

NOTES:

Though he has a smattering of points in many skills, his best skills are Gambling (he generally wins poker games against an android with perfect probability calculations and an empath who can sense others' emotions, and he easily cleaned up at Quark's) and Vehicles (Geordi fervently defended him to Captain Jellico as the best pilot aboard the Enterprise-D).
Last edited by CaptainKaulu on Sat Jan 09, 2021 12:32 pm, edited 2 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 »

War Machine
James Rhodes
Power Level 12, PC-budget (180 PP)
Image

ABILITIES [46 PP]

Strength 3 (+5); Stamina 4 (+4); Agility 2 (+0); Dexterity 3 (+3)
Fighting 4 (+5); Intellect 3 (+3); Awareness 2 (+2); Presence 2 (+2)
Load limit 1600 lb.

Without Battlesuit:
Strength (+3); Agility (+2); Fighting (+4)
Load limit 400 lb.

POWERS [98 PP]
Pilot [2 PP]:
Enhanced Vehicles 6, FLAW: Limited to flying craft
War Machine, Mark III [96 / 120 PP] (Removable):
FLAW: Activation 2
Enhanced Agility -2, FLAW: Permanent
Enhanced Stealth -4, FLAW: Permanent
Carbon-Composite Plating: Protection 13, EXTRA: Impervious, FLAW: Noticeable
Repulsor Jet Thrusters: Flight 9, EXTRAS: Continuous [partial 1], Aquatic, FLAW: Distracting [partial 5]
Arsenal (Array):
  • Melee Mode:
    • Enhanced Strength 5
    • Enhanced Close Combat: Unarmed 2
    • Enhanced Advantages 4 [Close Attack 2, Improved Grab, Improved Hold]
    • Power-Lifting 3 - (Load limit 200 tons)
  • Palm Repulsors: Damage 12, EXTRAS: Increased Range 1, Accurate 1, Affects Insubstantial 1, Split 1
  • Underslung Sub-Machine Guns: Damage 8, EXTRAS: Increased Range 1, Multiattack, Split 1
  • Miniature Stark Sonic Cannon: Affliction 12 (Fortitude; Dazed & audially Impaired / Stunned & audially Disabled / Incapacitated & audially Unaware), EXTRAS: Area (Cone 1), Extra Condition, FLAW: Unreliable (5 Uses)
  • Bunker-Buster: Damage 12, EXTRAS: Increased Range 1, Area (Burst 1) [partial 8], Penetrating 7, FLAW: Unreliable (5 Uses)
  • War Hammer Baton: Affliction 16 (Fortitude; Dazed / Stunned / Incapacitated), EXTRA: Cumulative, FLAW: Easily Removable, LINKED: Damage 2 (Strength-based)
Shoulder Mini-Gun: Damage 4, EXTRAS: Increased Range 1, Multiattack, Reaction 3 (1/round), Accurate 2
HUD:
  • Feature 2 (smartphone features)
  • Input Analysis: Senses 2 (Analytical visual senses), FLAW: Activation 1
Life Support: Immunity 7 (environmental effects: all, suffocation: all)
Hermetic Seal: Immunity 2 (disease, poison), FLAW: Limited to externally blockable effects
Tactical Computer:
  • Enhanced Fighting 1
  • Enhanced Dodge 3
  • Enhanced Advantages 4 [Ranged Attack 3, Uncanny Dodge]
Servo Motors: Enhanced Strength 2
Sensor Suite: Senses 6 (Extended 1 sight, Infravision, Accurate Extended 1 Radio)
Fearsome: Enhanced Intimidation 2

ADVANTAGES [11 PP]

Benefit 2 (Security Clearance 2: U.S. Air Force), Close Attack 1, Defensive Roll 1, Equipment 1, Improved Initiative 1, Ranged Attack 4, Ranged Attack 3, Skill Mastery (Vehicles), Uncanny Dodge
Equipment [4 ep]
  • Commlink [1 ep]
  • Smartphone [2 ep]
  • Uniform [1 ep]: Feature 1 (desert camouflage)
Languages
native: English.

SKILLS [12 PP]:

Athletics 3 (+8); Close Combat: Unarmed 4 (+10); Close Combat: Misc. 0 (+6); Expertise: Military 5 (+8); Expertise: Tactics 1 (+4); Intimidation 0 (+4); Persuasion 2 (+4); Ranged Combat: Guns 6 (+16); Ranged Combat: Misc. 0 (+10); Stealth 2 (-2); Vehicles 1 (+4, or +10 flying craft)

Without Battlesuit:
Athletics (+6); Close Combat: Unarmed (+9); Close Combat: Misc. (+5); Intimidation (+2); Ranged Combat: Guns (+13); Ranged Combat: Misc. (+7)

Melee Mode:
Athletics (+13); Close Combat: Unarmed (+14); Close Combat: Misc. (+8)

DEFENSES [13 PP]:

Dodge 3 (+6); Parry 1 (+6)
Fortitude 3 (+7); Toughness (+18/+17*); Will 6 (+8)
*without Defensive Roll

Without Battlesuit:
Dodge (+5); Parry (+5); Toughness (+5/+4*)

OFFENSE:
Initiative +4 (or +6 without Battlesuit)
  • Unarmed: +9; Close Damage DC 18 (Strength-based), bludgeoning.
  • Unarmed (Melee Mode of Battlesuit): +14; Close Damage DC 25 (Strength-based), bludgeoning.
  • Grab (Melee Mode of Battlesuit): +8; Close; DC 20 (with a -5 penalty to escape); not Vulnerable while grabbing.
  • Palm Repulsors: +12; Ranged (300/600/1200 ft) Damage DC 27, energy, Affects Insubstantial DC 21, Split 1 (two targets).
  • Underslung Sub-Machine Guns: +16; Ranged (200/400/800 ft) Damage DC 23, piercing/ballistic, Multiattack, Split 1 (two targets).
  • Miniature Stark Sonic Cannon: Dodge DC 22; Close Area (60-ft Cone) Affliction DC 22 (Fortitude; Dazed & audially Impaired / Stunned & audially Disabled / Incapacitated & audially Unaware), sonic, 5 Uses.
  • Bunker-Buster: +10 or Dodge DC 18; Ranged (300/600/1200 ft) Area (30-ft Burst) Damage DC 23 or Ranged (300/600/1200 ft) Damage DC 27 on a direct hit, Penetrating DC 22, 5 Uses.
  • War Hammer Baton: +6; Close Damage DC 22 (Strength-based), bludgeoning, Linked to Close Affliction DC 26 (Fortitude; Dazed / Stunned / Incapacitated), electric, Cumulative.
  • Shoulder Mini-Gun: +20; Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic, Multiattack, Reaction (1/round).

COMPLICATIONS:

Motivation - Responsibility: Rhodey is a dutiful member of the military who wants to make ordinary peoples' lives safer. As a rare battlesuit-wielder, he holds a unique position as the AF's liaison to Stark Industries, and worries about escalation of battlesuit technology around the world.
Relationship: Much of Rhodey's life is driven by his friendship with Tony Stark. He tries to be supportive of his sometimes-troubled friend, and enjoy revelry with him, but is sometimes annoyed by his flippant and reckless behaviors.
Hammer Tech: Parts of War Machine's battlesuit may occasionally fail due to having been "enhanced" by the incompetent Justin Hammer.

ABILITIES [46] + POWERS [98] + ADVANTAGES [11] + SKILLS [12] + DEFENSES [13]
= 180 PP TOTAL


BIO:

Colonel James Rupert "Rhodey" Rhodes has been close to Tony Stark since the days that they both attended MIT (Rhodey pursuing a Master's Degree, having already graduated from the Air Force Academy). As liaison of the Department of Acquisitions to Stark Industries, he performed a difficult balancing act between the government and Tony until he accepted a position on the Avengers team.

NOTES:

I made War Machine PL12 because he's supposed to be more or less Iron Man's equal—even tougher and harder-hitting in some ways, as he's built with a more militaristic philosophy, but less well-rounded. (Particularly, of course, missing the super-high Intellect and inventing Skills.) But at the same time, he's undeniably a side character, not one of the main protagonists of the Avengers. So I put him at 1 PL lower than Iron Man. I think it worked out pretty well. It's believable that the two of them would be very close in comparison when they fight, and Rhodey can also go toe-to-toe with Captain America with neither having a great advantage.

Outside of his suit, Rhodey is a little more athletic and combat-capable than Tony. His Intellect, while it's always in the shadow of Tony's, is high enough that Tony can be friends with him, and high enough that he did get a master's from MIT. Rhodey's personality isn't quite as strong as Tony's, either.

The two Battlesuits are of course very similar on many fronts, but War Machine is just a bit bulkier and less agile than Iron Man. It doesn't have the extensive JARVIS AI, and has a different array of weapons.

Operating a Battlesuit doesn't technically use Vehicles in M&M, but Rhodey has a very good Vehicles skill anyway, due to the many dozens of field missions he flew for the Air Force before becoming War Machine.

His Will and especially Fortitude are quite low for a PL12 hero. He doesn't really demonstrate either Defense strongly in the movies, and in fact demonstrates an epic fail on Fortitude vs alcohol in Iron Man 1, so I think that's ok.

This build is more or less supposed to be Ultron-era, so Rhodey does not yet have any paralysis Complication.
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 »

Special Agent Phil Coulson
Power Level 7, PC-budget (105 PP)
Image

ABILITIES [32 PP]

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

POWERS [19 PP]
Driver [2 PP]:
Enhanced Vehicles 6, FLAW: Limited to cars
Martial Arts [2 PP]:
Enhanced Strength 2, FLAW: Limited to dealing damage in melee
I.C.E.R. Pistol [13 / 23 PP + 2 PP for Alternate Devices] (Easily Removable):
Affliction 7 (Fortitude; Dazed / Stunned / Incapacitated), EXTRAS: Increased Range 1, Cumulative, Subtle 1, Affects Insubstantial 1
  • ALT - Smith & Wesson M&P: Damage 4, EXTRAS: Increased Range 1, Subtle 1, FLAW: Easily Removable
  • ALT - Smith & Wesson M&P Compact: Damage 3, EXTRAS: Increased Range 1, Subtle 1, Concealable, FLAW: Easily Removable

ADVANTAGES [23 PP]

Benefit 2 (Security Clearance 2: S.H.I.E.L.D.), Connected, Defensive Roll 3, Equipment 4, Improved Critical (Pistols) 1, Interpose, Languages 1, Leadership, Ranged Attack 6, Second Chance (fear), Takedown 1, Teamwork
Equipment [20 ep]
  • Commlink [1 ep]
  • Smartphone [2 ep]
  • Bulletproof Vest [3 ep]: Protection 4, EXTRA: Subtle 1, FLAW: Limited to ballistic attacks
  • Leather Jacket [1 ep]: Protection 1
The Bus [12 / 72 ep + 1 ep for Alternate Equipment]:
Vehicle: Size C; Strength 13; Flight 8 - (500 mph, 1 mi/round); Defense 2 (-8); Toughness +18.
Retractable Cannon Turrets: Damage 12, EXTRAS: Increased Range 1, Area (Burst 1) [partial 7], Extended Range 3, FLAW: Inaccurate 2
  • ALT - Front Long-Barreled Cannon: Damage 8, EXTRA: Increased Range 1
Interchangeable Room: Variable 1 (HQ rooms), FLAWS: Slow, Quirk 4 (only 1 ep of Features)
Features: Alarm 1 (DC 20), Communications, Computer, Fire Prevention System, Garage, Gym, Hidden Compartments 1 (DC 20), Laboratory, Library, Living Space, Nav System, Quinjet Hangar, The Cage (Holding Cells 2 - Toughness +27, Impervious), Trophy Room.

ALT - Lola:
Vehicle: Size L; Strength 6; Flight 6 - (120 mph, 1800 ft/round); Defense 8 (-2); Toughness +13.
Machine Guns: Damage 5, EXTRAS: Increased Range 1, Multiattack
  • ALT - Flamethrower (Cone): Damage 6, EXTRA: Area (Cone 1)
  • ALT - Flamethrower (Line): Damage 6, EXTRA: Area (Line 1)
Features: Nav System.
Languages
native: English; Spanish.

SKILLS [19 PP]:

Athletics 4 (+5); Close Combat: Unarmed 4 (+7); Deception 2 (+4); Expertise: Espionage 5 (+7); Expertise: History 1 (+3); Expertise [PRE]: Leadership 5 (+7); Expertise: Pop Culture 3 (+5); Expertise [DEX]: Video Games 1 (+2); Insight 1 (+4); Investigation 1 (+3); Persuasion 5 (+7); Ranged Combat: Guns 3 (+10); Ranged Combat: Misc. 0 (+7); Stealth 2 (+3); Technology 1 (+3); Vehicles 0 (+7, cars only)

DEFENSES [12 PP]:

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

with Bulletproof Vest vs. Ballistic attacks:
Toughness (+10/+7*)

OFFENSE:
Initiative +1
  • Unarmed: +7; Close Damage DC 18 (Strength-based), bludgeoning.
  • Smith & Wesson M&P: +10; Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic, crit 19-20, Subtle (Perception DC 20 to hear).
  • Smith & Wesson M&P Compact: +10; Ranged (75/150/300 ft) Damage DC 18, piercing/ballistic, crit 19-20, Subtle (Perception DC 20 to hear).
  • I.C.E.R. Pistol: +7; Ranged (175/350/700 ft) Affliction DC 17 (Fortitude; Dazed / Stunned / Incapacitated), neurotoxin-chemical, Cumulative, Subtle (Perception DC 20 to hear), Affects Insubstantial DC 13.

COMPLICATIONS:

Motivation - Doing Good: Coulson has risen high in the ranks of S.H.I.E.L.D. by being pure-hearted and loyal to S.H.I.E.L.D.'s ideals of protecting the world from threats to its citizens.
Responsibility: Investigate anomalies such as alien influences on Earth. Protect his team and other humans who are in danger from these anomalies.
Relationships: Coulson is closest to his S.H.I.E.L.D. allies from various eras: Nick Fury, Maria Hill, Natasha Romanoff, Melinda May. The latter keeps recurring as a love interest in between his other relationships. He cares deeply about his hand-picked team of subordinates, going so far as to say Skye/Daisy is like a daughter to him.
Don't Touch Lola: Coulson is very sentimental about his bright red Corvette, which he grew up tinkering on with his father, and protective of her, even from his allies.
Hero Worship: Coulson idolizes Captain America.
Tahiti: Coulson was killed by Loki just prior to the Battle of New York. Resurrected by some horrific alien technology, he has had his memory of the traumatic process wiped—but not perfectly. And the aliens had their own agendas.
Martyr: Among those who know that Coulson was killed are the Avengers ... and they don't know he was brought back. The effect this would have on them is unknown, since his death spurred them to band together. So Coulson is under standing orders to keep his existence on the down-low.

ABILITIES [32] + POWERS [19] + ADVANTAGES [23] + SKILLS [19] + DEFENSES [12]
= 105 PP TOTAL


BIO:

Phillip J. Coulson, only son of Robert and Julie Coulson and native of Wisconsin, grew up idolizing Captain America and his WW2-era allies. He was recruited to S.H.I.E.L.D. right after high school and was soon recognized by Nick Fury as having a lot of potential (after his performance in the field missions involving Captain Marvel in 1995).

NOTES:

With Abilities in the 1-3 range, no Skill modifiers greater than +7, and relatively mundane Powers, Coulson definitely walks the line between "everyman" and superhero. While he's PL7, combat isn't really his specialty; he's competent in a fight, but not outstanding. Thus he is only at PL5 caps in his Unarmed Offense and PL5.5 caps in his Dodge/Parry/Toughness defenses against non-ballistic attacks. He hits PL7 caps in his Fortitude/Will Defenses and his gun-based Offenses.

The intended era for this build is late Season 1 of Agents of S.H.I.E.L.D., just before the collapse of S.H.I.E.L.D. in the HYDRA Uprising.

His (non-I.C.E.R.) pistols could definitely be Equipment instead of Devices, but since they would cost 2 PP either way I settled on making them Devices for the extra plot-protection.
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 »

Rescue
Pepper Potts
Power Level 9, PC-budget (135 PP)
Image

ABILITIES [26 PP]

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

Without Battlesuit:
Strength (+0); Fighting (+1)
Load limit 50 lb.

POWERS [78 PP]
Iron Man Suit, Mark XLIX [78 / 98 PP] (Removable):
FLAW: Activation 1
Titanium-Gold Alloy: Protection 12, EXTRA: Impervious [1 extra rank], FLAW: Noticeable
Repulsor Jet Thrusters: Flight 9, EXTRAS: Continuous [partial 1], Aquatic, FLAW: Distracting [partial 5]
Arsenal (Array):
  • Melee Mode:
    • Enhanced Strength 5
    • Enhanced Close Combat: Unarmed 2
    • Enhanced Advantages 4 [Close Attack 3, Improved Hold]
    • Power-Lifting 3 - (Load limit 50 tons)
  • Palm Repulsors: Damage 12, EXTRAS: Increased Range 1, Accurate 1, Affects Insubstantial 1, Split 1
Sensor Suite: Senses 2 (Extended 1 sight, Infravision)
HUD:
  • Feature 3 (commlink, computer, smartphone features)
  • 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
Tactical Computer:
  • Enhanced Fighting 2
  • Enhanced Dodge 2
  • Enhanced Ranged Combat: Repulsors 2
  • Enhanced Advantage 1 [Uncanny Dodge]
Servo Motors: Enhanced Strength 3
Summonable: Feature 1, EXTRA: Feature 2 (autopilot +8)

ADVANTAGES [10 PP]

Benefit 4 (Wealth 4: multi-millionaire), Equipment 2, Improved Initiative 1, Ranged Attack 1, Skill Mastery (Expertise: Business), Teamwork, Uncanny Dodge
Equipment [10 ep]
  • Smartphone [2 ep]
  • Hold-Out Pistol [5 ep]: Damage 2, EXTRAS: Increased Range 1, Concealable
Office [3 ep]:
HQ: PL9; Size T; Toughness +8.
Features: Computer, Fire Prevention System, Security System 1 (DC 20).
Languages
native: English.

SKILLS [10 PP]:

Athletics 1 (+4); Close Combat: Unarmed 2 (+5); Deception 1 (+2); Expertise: Business 9 (+13); Insight 3 (+5); Persuasion 2 (+3); Ranged Combat: Repulsors 0 (+4); Ranged Combat: Misc. 0 (+2); Technology 1 (+5); Vehicles 1 (+2)

Without Battlesuit:
Athletics (+1); Close Combat: Unarmed (+3); Ranged Combat: Repulsors 0 (+2)

Melee Mode:
Athletics (+9); Close Combat: Unarmed (+10); Close Combat: Misc. 0 (+6)

DEFENSES [11 PP]:

Dodge 0 (+4); Parry 1 (+4)
Fortitude 5 (+7); Toughness (+14); Will 5 (+7)

Without Battlesuit:
Dodge (+2); Parry (+2); Toughness (+2)

OFFENSE:
Initiative +6
  • Unarmed: +3; Close Damage DC 15 (Strength-based), bludgeoning.
  • Unarmed (Melee Mode of Battlesuit): +10; Close Damage DC 23 (Strength-based), bludgeoning.
  • Grab (Melee Mode of Battlesuit): +6; Close; DC 18 (with a -5 penalty to escape).
  • Palm Repulsors: +6; Ranged (300/600/1200 ft) Damage DC 27, energy, Affects Insubstantial DC 21, Split 1 (two targets).

COMPLICATIONS:

Motivation - Loyalty: Although she sometimes wonders why, given his antics, Pepper loves Tony Stark deeply (both in romantic and platonic senses), and sees his potential, and does far more to make him successful than the money she is paid would warrant.
Responsibility: Much more than Tony, Pepper is responsible for making sure the financial empire and technological services of Stark Industries stay intact. She's even technically the CEO now.
Enemy: Aldrich Killian, whose romantic advances she never reciprocated, and who grew into being a dangerous scientist trying to enhance humankind and get revenge against Tony.
Relationship: Pepper and Tony have a young daughter, Morgan.

ABILITIES [26] + POWERS [78] + ADVANTAGES [10] + SKILLS [10] + DEFENSES [11]
= 135 PP TOTAL


BIO:

Virginia "Pepper" Potts is the former personal assistant of Tony Stark, now the CEO of his company and his wife.

NOTES:

I started out making "Rescue" PL10, but found that I had excess points and that Pepper was too combat-capable without her suit in that incarnation. So I dialed her back to PL9.

We don't see a lot of evidence of her Intellect without a breadth of Intellect-based Expertise Skills in her belt, but I figure she must be pretty much a genius to have the relationship with Tony that she has. (Not on his level of Intellect, but "highly gifted" nonetheless.) I also had to make her even better at Expertise: Business than him (albeit by one point; more importantly, she's more consistent about it, represented by Skill Mastery).

Despite the mention of Killian in Complications, this is supposed to represent Pepper more or less as we see her in Endgame, which is the only time she's really a superhero (being jumped up on Killian's enhancements wasn't really heroic). This is in contrast to my other MCU builds so far, which portray an earlier era.

The numbers on her Battlesuit are mostly the same as Tony's on his Battlesuit, but it also has his more recent invention: the Summonable Feature.

4 ranks of Wealth doesn't necessarily represent her personal Wealth, but the amounts she can access from Stark Industries without anyone batting an eye about it.
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 »

Director Nick Fury
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [54 PP]

Strength 2 (+2); Stamina 4 (+4); Agility 3 (+3); Dexterity 2 (+2)
Fighting 4 (+4); Intellect 4 (+4); Awareness 5 (+5); Presence 3 (+3)
Load limit 200 lb.

POWERS [4 PP]
Martial Arts [3 PP]:
Enhanced Strength 3, FLAW: Limited to dealing damage in melee
Remarkably Hard to Finish Off [1 PP]:
Immortality 1, FLAW: Limited to circumstances of plausible survival

ADVANTAGES [35 PP]

Assessment, Benefit 4 (Security Clearance 3: S.H.I.E.L.D., Status 1: Director of S.H.I.E.L.D.), Close Attack 1, Defensive Roll 2, Equipment 12, Improved Initiative 2, Languages 1, Luck (Improve Roll) 1, Power Attack, Ranged Attack 6, Skill Mastery 2 (Deception, Insight), Takedown 1, Well-Informed
Equipment [60 ep]
  • Commlink [1 ep]
  • Smartphone [2 ep]
  • S.H.I.E.L.D. Outfit [7 ep]:
    • Protection 1
    • Immunity 5 (fire damage), FLAW: Limited to Half Effect
    • Bulletproof Vest: Protection 4, EXTRA: Subtle 1, FLAW: Limited to ballistic attacks
  • Smith & Wesson M&P [9 ep]: Damage 4, EXTRAS: Increased Range 1, Subtle 1
  • The "Toolbox" [2 ep]: Feature 2 (advanced computer full of S.H.I.E.L.D. secrets)
  • Captain Marvel Pager [6 ep]: Communications 5 (radio), EXTRA: Subtle 1, FLAWS: Limited to sending distress signal, Limited to Captain Marvel's pager as target
The Helicarrier [33 / 66 ep]:
Vehicle: Size A; Strength 20; Flight 9, EXTRA: Aquatic - (1000 mph, 2 mi/round); Defense 0 (-10); Toughness +22.
Sensor Suite: Senses 16 (Extended 3 Radius Detect 2 radiation: electromagnetic, Extended 1 sight, Extended 2 Radio, Tracking 2: radio, Accurate Extended 1 Ultra-Hearing)
Cloaking: Concealment 6 (hearing, radio, all visual senses), FLAWS: Partial, Activation 2
Features: Communications, Computer, Fire Prevention System, Hangar, Holding Cell 3 (Toughness +33, Impervious, Nullify Teleport 10), Infirmary, Laboratory, Library, Living Space, Nav System, Personnel, Security System 2 (DC 25).
Languages
native: English; Russian.

SKILLS [36 PP]:

Acrobatics 2 (+5); Athletics 4 (+6); Close Combat: Unarmed 8 (+13); Close Combat: Misc. 0 (+5); Deception 6 (+9); Expertise: Current Events 1 (+5); Expertise: Espionage 9 (+13); Expertise: Law Enforcement 1 (+5); Expertise [PRE]: Leadership 1 (+4); Expertise: Military 2 (+6); Expertise: Streetwise 1 (+5); Expertise: Tactics 6 (+10); Insight 3 (+8); Intimidation 5 (+8); Investigation 1 (+5); Persuasion 3 (+6); Ranged Combat: Guns 6 (+14); Ranged Combat: Misc. 0 (+8); Sleight of Hand 1 (+3); Stealth 5 (+8); Technology 4 (+8); Vehicles 3 (+5)

DEFENSES [21 PP]:

Dodge 7 (+10); Parry 5 (+9)
Fortitude 3 (+7); Toughness (+7/+5*); Will 6 (+11)
*without Defensive Roll

with Bulletproof Vest vs. Ballistic attacks:
Toughness (+10/+8*)

OFFENSE:
Initiative +11
  • Unarmed: +13; Close Damage DC 20 (Strength-based), bludgeoning.
  • Smith & Wesson M&P: +14; Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic, Subtle (Perception DC 20 to hear).

COMPLICATIONS:

Motivation - Responsibility: Fury feels responsible for protecting the peoples of the world using his superior talents and resources. S.H.I.E.L.D. is just the latest and best vehicle he has found to let him do so. He is answerable to the World Security Council.
Enemies: Many, but mainly HYDRA.
Paranoia: Fury is very slow to trust others, especially complete trust. The latter is reserved for fewer than five people, such as Maria Hill and Phil Coulson.
Reputation: ... And others have trouble trusting him, as well; this comes with the territory as one of the world's "top spies."
Disability: Fury is missing his left eye. He is Impaired when it comes to visual-based tasks on that side.
Fury: Fury prefers to use his last name, ever since childhood; he even made his mother call him that way. He is averse to being called "Nick" or similar.
Patriotism: Though Fury's current duties span the globe, he still feels a strong connection to his native USA.

ABILITIES [54] + POWERS [4] + ADVANTAGES [35] + SKILLS [36] + DEFENSES [21]
= 150 PP TOTAL


BIO:

Nicholas Joseph Fury, native of Alabama, was recruited right out of high school into the U.S. Army, where he rose through the ranks until he made Colonel. He then went into the CIA, fighting the Cold War, then S.H.I.E.L.D., where he worked his way from a desk job to a field agent to prominent leadership. Along the way, he made some of Earth's first contacts with alien races due to the Carol Danvers "Blockbuster" incident in 1995.

Fury's paranoia leads him to always be searching for unexpected threats, and he's good at it. He doesn't underestimate how powerful these unknown threats may be, either, which means he's constantly searching for means of power to have ready as contingencies. Often this means overseeing the development of weapons and other technologies, but the project closest to his heart is the Avengers Initiative; inspired by Danvers, it involves recruiting the superhumans of the world and banding them into a team that can handle extraordinary threats.

NOTES:

I wasn't sure whether to make Fury PL9 or PL10, but the points budget ended up deciding for me.

I normally come up with a number of (mostly minor) powers even for "mundane" human superheroes, but in Fury's case I didn't come up with much; most of his extraordinary ability comes in the breadth of his Skills that he's reasonably-to-extremely good at. Which of course eats up Power Points infamously quickly.

The Helicarrier also ate points at a rapid pace. I considered making Hill a Sidekick to Fury, but I ended up deciding that she'll not only be an independent character, but also share the load of commanding the Helicarrier (in terms of Equipment ranks).

This is intended to be in the era of The Avengers.

This concludes superheroic individuals who make an appearance in Iron Man 1.
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 »

Loki Laufeyson
Power Level 14, PC-budget (210 PP)
Image

ABILITIES [78 PP]

Strength 0 (+8); Stamina 10 (+10); Agility 6 (+6); Dexterity 4 (+4)
Fighting 8 (+8); Intellect 5 (+5); Awareness 3 (+3); Presence 3 (+3)
Load limit 6 tons

POWERS [75 PP]
Frost Giant (Runt) [37 PP]:
Enhanced Strength 8
Protection 1, EXTRAS: Impervious [10 extra ranks]
Immunity 2 (aging, disease), FLAW: Limited to Half Effect
Immunity 10 (cold effects), FLAW: Quirk 2 (Limited to Half Effect vs. non-magical, non-environmental cold)
Allspeak [8 PP]:
Comprehend 4 (Languages: understand, read, you're understood)
God of Mischief [1 PP]:
Sense Prayers: Feature 1 (get a vague sense when he is prayed to by a true believer)
Devilishly Quick [1 PP]:
Speed 1
Sorcery [20 PP + 4 PP for Alternate Effects] (Array):
  • Telekinesis and Daggers:
    • Thrown Dagger: Damage 1 (Strength-based), EXTRAS: Increased Range 1 [5 extra ranks], Dangerous 1
    • ALT - Knife Fighting: Damage 1 (Strength-based), EXTRA: Dangerous 1
    • Telekinesis: Move Object 4, EXTRAS: Area (Burst 1), Selective, Throwing Mastery 3, FLAW: Reduced Range 1
  • Project Self:
    • Clairvoyance: Remote Sensing 12 (auditory, visual), EXTRA: Dimensional 2 (the Ten Realms), FLAWS: Unreliable (5 Uses), Limited to location of Decoy Loki, Activation 2
    • Decoy Loki: Illusion 10 (auditory, visual), FLAWS: Concentration, Limited to projecting own appearance and voice, Limited to increasing Insight DC [partial 4]
  • Morph 4, FLAW: Activation 1
  • Illusion Mastery: Variable 3 (illusory powers), FLAW: Expertise: Magic Check Required 1
  • Conceal Presence: Concealment 15 (all senses), FLAWS: Resistible (Will), Limited to increasing Resistible DC [partial 5]
Minor Mind Tricks [2 PP]:
Enhanced Advantages 2 [Daze (Deception), Fascinate (Expertise: Magic)]
Asgardian Armor [2 / 3 PP] (Removable):
Protection 3

ADVANTAGES [17 PP]

Artificer, Benefit 2 (Status 2: prince of Asgard), Close Attack 4, Defensive Roll 1, Move-By Action, Quick Draw, Ranged Attack 2, Redirect, Ritualist, Takedown 1, Taunt, Uncanny Dodge
Languages
native: Asgardian

SKILLS [22 PP]:

Acrobatics 1 (+7); Close Combat: Knives 4 (+16); Close Combat: Spears 2 (+14); Close Combat: Misc. 0 (+12); Deception 7 (+10); Expertise: History 1 (+6); Expertise: Magic 5 (+10); Expertise: Tactics 3 (+8); Expertise: The Ten Realms 1 (+6); Insight 4 (+7); Intimidation 1 (+4); Persuasion 3 (+6); Ranged Combat: Throwing 5 (+11); Ranged Combat: Misc. 0 (+6); Sleight of Hand 4 (+8); Technology 2 (+7); Vehicles 1 (+5)

DEFENSES [18 PP]:

Dodge 5 (+11); Parry 3 (+11)
Fortitude 0 (+10); Toughness (+15/+14*); Will 10 (+13)
*without Defensive Roll

OFFENSE:
Initiative +6
  • Unarmed: +12; Close Damage DC 23 (Strength-based), bludgeoning.
  • Scepter: +14; Close Damage DC 26 (Strength-based), piercing.
  • Knife Fighting: +16; Close Damage DC 24 (Strength-based), piercing.
  • Thrown Daggers: +11; Ranged (200/400/800 ft) Damage DC 21 (or DC 24 with Telekinesis), piercing.
  • Lightning Blast: +8; Ranged (500/1000/2000 ft) Damage DC 35, electric, Multiattack, Affects Insubstantial DC 25, must follow after Call Lightning.

COMPLICATIONS:

Motivation - Ambition: Loki craves power and personal benefit, regardless of how it affects others.
Motivation - Mischief: Loki also loves befuddling others, twisting minds, playing tricks.
Relationship: In spite of himself, Loki does love his adoptive family and occasionally even lets that love override his other motivations.

ABILITIES [78] + POWERS [75] + ADVANTAGES [17] + SKILLS [22] + DEFENSES [18]
= 210 PP TOTAL


BIO:

Abandoned by his frost giant parents as an infant, Loki was found and adopted by Odin and Frigga. He grew up with Thor, jealous of Thor's heirdom. Though a talented warrior, he's always been more interested in magic and trickery.

NOTES:

Loki's sort of a protagonist in some of the movies (mostly Ragnarok), right? So I wanted to build him alongside my other MCU builds.

I think I'm getting worse at building builds within a budget! I tried to make Loki PL13, but I bumped him up to PL14 just because I needed the additional points. He's still PL13 in terms of the limits he hits, though (Dodge/Parry/Toughness; 12.5 in terms of dagger fighting, and 11.5 in terms of Fortitude/Will). So it's a little ... not aligned with my goals to make budget-PL different from capped-stats-PL, but Loki's also something of a villain, so ... that makes it a little better?

Anyway, in The Avengers, he can definitely take on Captain America or Black Widow or Hawkeye in single combat and win, but is not by himself a threat to Thor or Hulk. So PL13 caps seem perfect.
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 »

Bunker
Lieutenant Tyler Vance
Power Level 10, PC-budget (150 PP)
Image

ABILITIES [42 PP]

Strength 3 (+6); Stamina 5 (+8); Agility 2 (-1); Dexterity 2 (-2)
Fighting 3 (+4); Intellect 2 (+2); Awareness 3 (+3); Presence 1 (+1)
Load limit 3200 lb.

Without Battlesuit:
Strength (+3); Stamina (+5); Agility (+2); Dexterity (+2)
Fighting (+3)
Load limit 400 lb.

POWERS [58 PP]
Mechanical Aptitude [2 PP]:
Enhanced Technology 6, FLAW: Limited to mechanical work
Personal Armament Exo-Chassis YS-1300t Suit [56 / 70 PP] (Removable):
Imposing Bulk:
  • Growth 3, EXTRAS: Innate, Permanent
  • Penalties: Fortitude -3, Agility -3, Dexterity -4, Defensive Roll -1, FLAW: Permanent
  • Fearsome: Enhanced Intimidation 4
Plating: Protection 7, EXTRA: Impervious [2 extra ranks], FLAW: Noticeable
Speed 4
Arsenal (Array):
  • Trample:
    • Servo Motors: Enhanced Strength 4
    • Enhanced Close Combat: Unarmed 2
    • Critical Stomp: Improved Critical (Unarmed) 4, FLAW: Limited to targets smaller than Bunker
    • Enhanced Advantages 6 [Close Attack 2, Fast Grab, Improved Grab, Takedown 2]
    • Power-Lifting 3 - (Load limit 200 tons)
  • Flak Cannon: Damage 7, EXTRAS: Increased Range 1, Multiattack, Accurate 1, FLAW: Diminished Range 1
  • Gatling Gun: Damage 9, EXTRAS: Increased Range 1, Multiattack, Penetrating 4, FLAW: Fades
  • Grenade Launcher: Damage 7, EXTRAS: Increased Range 1, Area (Burst 1), Affects Insubstantial 1
  • External Combustion: Damage 10, EXTRAS: Area (Burst 1), Selective, Affects Insubstantial 1, FLAW: Tiring
  • Adhesive Foam Grenades: Affliction 8 (Dodge / Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobile), EXTRAS: Increased Range 1, Area (Burst 1), Alternate Resistance, Progressive, Extra Condition, FLAWS: Distracting, Unreliable (5 Uses), Limited Degree, Diminished Range 1, Activation 1
  • Omnicannon:
    • Damage 17, EXTRAS: Increased Range 1, Area (Burst 1) [partial 8], Affects Insubstantial 1, Extended Range 2, FLAWS: Distracting, Inaccurate 7
    • Enhanced Advantage 1 [Ultimate Effort (Aim)]
  • Recharge Mode:
    • Healing 10, EXTRAS: Action 1 (move action), Affects Only Objects, FLAW: Limited to self
    • Enhanced Advantage 1 [Improved Defense]
Sensor Suite: Senses 8 (Direction Sense, Extended 1 sight, Infravision, Low-Light Vision, Extended 1 Radio, Tracking 2: radio)
Life Support: Immunity 7 (environmental effects: all, suffocation: all)
Hermetic Seal: Immunity 2 (disease, poison), FLAW: Limited to externally blockable effects
Tactical Computer:
  • Enhanced Fighting 1
  • Enhanced Dodge 4
  • Enhanced Parry 2
  • Enhanced Advantage 6 [Ranged Attack 6]
Turret Mode: Alternate Form, FLAWS: Activation 1, Quirk 2 (incompatible with Recharge Mode, requires rigid surface to adhere to)
  • Immunity 10 (being moved), FLAW: Limited to while immobile
  • Enhanced Advantage 1 [All-Out Attack], FLAW: Limited to while immobile

ADVANTAGES [15 PP]

Benefit 2 (Security Clearance 2: U.S. Army), Defensive Roll 1, Equipment 4, Improved Initiative 1, Ranged Attack 7, Ranged Attack 6
Equipment [20 ep]
  • Smartphone [2 ep]
  • Commlink [1 ep]
  • Hunting Knife [2 ep]: Damage 1 (Strength-based), EXTRA: Dangerous 1
  • Shared Vehicle: Freedom Copter [9 / 45 ep] (detailed under The Wraith)
  • Shared HQ: Freedom Tower [6 / 30 ep] (detailed under Legacy)
Languages
native: English.

SKILLS [21 PP]:

Athletics 2 (+8); Close Combat: Unarmed 4 (+8); Expertise: Military 4 (+6); Expertise: Tactics 5 (+7); Expertise [AWE]: Wilderness Survival 3 (+6); Intimidation 5 (+11); Perception 5 (+8); Ranged Combat: Omnicannon 6 (+17); Ranged Combat: Misc. 0 (+11); Stealth 4 (-4); Technology 2 (+4, or +10 mechanical); Treatment 1 (+3); Vehicles 1 (-1)

Without Battlesuit:
Athletics (+5); Close Combat: Unarmed (+7); Intimidation (+6); Ranged Combat: Misc. (+9); Stealth (+6); Vehicles (+3)

Melee Mode:
Athletics (+12); Close Combat: Unarmed (+10); Close Combat: Misc. 0 (+6)

DEFENSES [14 PP]:

Dodge 2 (+3); Parry 1 (+5)
Fortitude 6 (+11); Toughness (+15); Will 5 (+8)

Without Battlesuit:
Dodge (+4); Parry (+4); Toughness (+6/+5*)
*without Defensive Roll

OFFENSE:
Initiative +3 (or +6 without Battlesuit)
  • Unarmed: +7; Close Damage DC 18 (Strength-based), bludgeoning.
  • Unarmed (Trample): +10; Close Damage DC 25 (Strength-based), bludgeoning, crit 16-20 vs. targets smaller than Bunker; can use Takedown 2, allows Grab attempt as a free action.
  • Grab (Trample): +6; Close; DC 20; not Vulnerable while grabbing.
  • Flak Cannon: +13; Ranged (70/175/350 ft) Damage DC 22, piercing/ballistic, Multiattack.
  • Gatling Gun: +11; Ranged (225/450/900 ft) Damage DC 24, piercing/ballistic, Multiattack, Penetrating DC 19, Fades.
  • Grenade Launcher: Dodge DC 17; Ranged (175/350/700 ft) Area (30-ft Burst) Damage DC 22, explosive, Affects Insubstantial DC 18.
  • External Combustion: Dodge DC 20; Close Area (30-ft Burst) Damage DC 25, explosive/heat, Selective, Affects Insubstantial DC 20, Tiring.
  • Adhesive Foam Grenades: Dodge DC 18; Ranged (80/200/400 ft) Area (30-ft Burst) Affliction DC 18 (resisted by Dodge, overcome by Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobile), glue, Progressive, Distracting, 5 Uses, Move Action Activation.
  • Omnicannon: +3 or Dodge DC 18; Ranged (1700/3400/6800 ft) Area (30-ft Burst) Damage DC 23 or Ranged (1700/3400/6800 ft) Damage DC 32 on a direct hit, Distracting, Affects Insubstantial DC 19 (or 23 on a direct hit); can use Ultimate Effort (Aim).

COMPLICATIONS:

Motivation - Duty: Tyler Vance is a career soldier, determined to do his duty and defend his country. To him, the Bunker armor is just souped-up body armor and assault rifle; it doesn't make him special, it just makes him a more effective soldier. Even though he's been seconded to the Freedom Five, he still does what all soldiers are sworn to do: defend his nation and its people from all threats, foreign and domestic.
Honor: Although he's not on active duty, Vance still considers himself a member of the United States Military and acts as a liaison between the military and the Freedom Five, and will act with conduct becoming an officer. This includes generally considering himself accountable to the military command structure.
Wanderlust: Vance dislikes being stuck for too long in one place, especially in a desert climate or with dreary scenery.
Upgrade Mode: Some of the Battle Suit's fancier features require constant tinkering and maintenance, sometimes necessitating a break even during combat conditions. This Complication cannot be used while Turret Mode or Recharge Mode is active.
Power Loss: The YS-1300St is an incredibly complex piece of machinery, and like all government hardware, it's built by the lowest bidder. The battlesuit requires eight hours of weekly maintenance (all at once or spread out) or will go off-line until it can be properly attended to.
No Pockets: Vance generally can't access some of his normal equipment while wearing his suit, notably his smartphone. Incidentally, he's also not allowed to eat while wearing the suit.
Relationships: His sister Katie, whom he uses as an outlet to describe all of his adventures in letters. He has also started dating The Wraith.
Weakness: Bunker is the most advanced piece of equipment in the world not built by a super-genius. The suit is highly susceptible to EMP effects, which automatically gain an Affliction (resisted by Toughness, overcome by Technology; Dazed/Stunned/Paralyzed) effect when used against Bunker. This Weakness only counts as a Complication if the initial Toughness resistance check fails.
Enemy: Fright Train.


ABILITIES [42] + POWERS [58] + ADVANTAGES [15] + SKILLS [21] + DEFENSES [14]
= 150 PP TOTAL


BIO:

A native of Boulder City, NV, Tyler Vance had a very ordinary childhood but always aspired to an extraordinary life. Defying expectations, he joined the military and excelled in it. After a particularly lauded desert campaign in which he saved his platoon from a 48-hour siege under sandstorm conditions, he was offered the opportunity to co-found the Freedom Five and take on the experimental Bunker Battle Suit.

NOTES:

It's time to pull out my old Sentinels of the Multiverse builds and re-vamp them with the additional stuff I've learned about M&M, and add them to this thread.

Since they're supposed to be balanced against each other for game balance purposes, I can safely try to make these Heroes all the same PL. And PL10 seems right for the way they interact with their universe.

It's very possible that I should have assumed Bunker uses Power Stunts instead of making his Arsenal array so wide. I'll be more inclined towards that style with some of the other heroes of Sentinels, like Absolute Zero. But for Bunker, I went with pretty literally the attacks that the cards in the game give him.

I made numerous small edits to this character this time around, as I expect to do with most of them. But I kept the Arsenal array pretty much exactly the same as before, since I'd worked out its math so nicely in the past. It is a bit daring/stingy to build this Arsenal array with only 22 PP per option, but I figure since the Array is so wide, the flexibility in choosing attacks can make up for each individual attack having significant Flaws.

Improved by adopting elements from this person's build, particularly under Complications.
Last edited by CaptainKaulu on Fri Feb 14, 2020 8:04 pm, edited 5 times in total.
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