Brighthand's M&M PC Builds - Batgirl (Cass), Raven, Starfire, Robin (Tim)

Where in all of your character write ups will go.
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Hellstormer1
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Re: Brighthand's M&M PC Builds - The Fantastic Four, Iron Fist, Ghost Rider

Post by Hellstormer1 »

Brighthand wrote: Mon Jul 06, 2020 5:53 pm Knives of the Destroyer: Strength-based Damage 2, Dangerous, Penetrating 6, Split, Easily Removable (-4 points) • 6 points
Hello. Can you tell me what the "Dangerous" part does, and what book to find that in? I don't remember seeing that in the main rulebook(s). Maybe Power Profiles?
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Bill from Accounting
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Re: Brighthand's M&M PC Builds - The Fantastic Four, Iron Fist, Ghost Rider

Post by Bill from Accounting »

Hellstormer1 wrote: Sat Aug 08, 2020 5:55 am
Brighthand wrote: Mon Jul 06, 2020 5:53 pm Knives of the Destroyer: Strength-based Damage 2, Dangerous, Penetrating 6, Split, Easily Removable (-4 points) • 6 points
Hello. Can you tell me what the "Dangerous" part does, and what book to find that in? I don't remember seeing that in the main rulebook(s). Maybe Power Profiles?
It's from the Gadget Guide. It's the same as the Improved Critical advantage for the weapon.
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Hellstormer1
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Re: Brighthand's M&M PC Builds - Martian Manhunter, Batgirl, Gambit, Rogue

Post by Hellstormer1 »

Thank you very much! Huh, wonder why they made it then...
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Brighthand
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Re: Brighthand's M&M PC Builds - Martian Manhunter, Batgirl, Gambit, Rogue

Post by Brighthand »

Hellstormer1 wrote: Sat Aug 08, 2020 6:37 am Thank you very much! Huh, wonder why they made it then...
I think it's just a cleaner way of notating an intrinsic quality of the weapon, rather than having to write it out as Enhanced Advantage (Improved Critical) or similar. There's several others, like Grabbing (Fast Grab), Smashing (Improved Smash), and Tripping (Improved Trip).
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Hellstormer1
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Re: Brighthand's M&M PC Builds - Martian Manhunter, Batgirl, Gambit, Rogue

Post by Hellstormer1 »

Brighthand wrote: Sat Aug 08, 2020 7:42 pm
Hellstormer1 wrote: Sat Aug 08, 2020 6:37 am Thank you very much! Huh, wonder why they made it then...
I think it's just a cleaner way of notating an intrinsic quality of the weapon, rather than having to write it out as Enhanced Advantage (Improved Critical) or similar. There's several others, like Grabbing (Fast Grab), Smashing (Improved Smash), and Tripping (Improved Trip).
Thanks for the info, will try to keep that in mind.
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Brighthand
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Re: Brighthand's M&M PC Builds - Martian Manhunter, Batgirl, Gambit, Rogue

Post by Brighthand »

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the Falcon (Sam Wilson) (PL 10)

Abilities
Strength 3, Stamina 3, Agility 4, Dexterity 2, Fighting 12, Intellect 2, Awareness 3, Presence 2

Powers
Avian Communication: Comprehend 2 (Speak to and Understand Animals), Limited to Birds • 2 points
Avian Telepathy: Array (8 points) • 9 points
Avian Control: Burst Area 2 Affliction 4 (Resisted by Will; Dazed, Compelled, Controlled), Cumulative, Limited to Birds • 8 points
Bird's Eye View: Remote Sensing 8 (Visual) (1 mile), Medium (Birds) • 1 point

Empathic Bond: Senses 1 (Communication Link [Redwing]) • 1 point
Wing Harness: 20 points, Removable (-4 points) • 16 points
Cowl: Senses 3 (Vision [Extended, Radius], Infravision) • 3 points
Vibranium Weave: Protection 2, Impervious 5 • 7 points
Wings: Flight 6 (120 MPH/1800 fpr), Wings • 6 points
Wing Strike: Strength-based Damage 3, Split • 4 points

Advantages
Agile Feint, Defensive Roll 2, Evasion, Favored Environment (Aerial), Improved Initiative, Leadership, Move-by Action, Sidekick 9, Takedown, Teamwork

Skills
Acrobatics 6 (+10), Athletics 5 (+8), Close Combat: Unarmed 1 (+13), Deception (+2), Expertise: Streetwise 4 (+6), Insight 5 (+8), Intimidation (+2), Investigation 4 (+6), Perception 5 (+8), Persuasion 4 (+6), Stealth 4 (+8), Technology 2 (+4), Vehicles 4 (+6)

Offense
Initiative +8
Unarmed +13 [Close, Damage 3]
Wing Strike +12 [Close, Damage 6, Split]

Defenses
Dodge 13, Parry 13
Fortitude 7, Toughness 7/5, Will 8

Complications
Motivation: A social worker by training, Sam cares deeply about helping the disadvantaged and overlooked.
Prejudice: Sam is African-American.
Relationships: His best friend Captain America and his Avengers teammates.

Abilities 62 + Powers 28 + Advantages 19 + Skills 22 + Defenses 19 = Total 150

Redwing – PL 4 Sidekick, 45 points
Abilities Str -3, Sta 0, Agl 4, Dex 0, Fgt 3, Int -4, Awa 0, Pre -2 Powers Strength-based Damage 3, Flight 5 (60 MPH/900 fpr), Wings, Senses 3 (Communication Link [Falcon], Vision [Extended], Low-Light Vision), Shrinking 8 (Size -2, Str -2, +4 Dodge/Parry, +8 Stealth, -4 Intimidation), Innate, Permanent Skills Acrobatics 2 (+6), Athletics 5 (+2), Close Combat: Natural Weapons 5 (+8), Perception 8 (+8), Stealth (+12) Offense Initiative +4, Natural Weapons +8 (Close, Damage 0) Defenses Dodge 8, Parry 8, Fort 3, Tou 0, Will 3 Totals Abilities 0 + Powers 28 + Advantages 0 + Skills 10 + Defenses 7 = 45 points

Sam is another good fit for PL 10 and starting points, making up in versatility what he lacks in raw power. He also has the distinction of being the only build I've ended up using the Sidekick advantage on, because you can't leave out Redwing.
Last edited by Brighthand on Fri Nov 06, 2020 4:36 pm, edited 4 times in total.
Brighthand
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Re: Brighthand's M&M PC Builds - Batgirl, Gambit, Rogue, the Falcon

Post by Brighthand »

Image

She-Hulk (Jennifer Walters) (PL 10)

Abilities
Strength 12, Stamina 11, Agility 3, Dexterity 1, Fighting 5, Intellect 3, Awareness 3, Presence 3

Powers
She-Hulk Form: Enhanced Advantage 1 (Attractive), Growth 2 (+2 Str/Sta, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth), Innate, Permanent • 6 points
Healing Factor: Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 7 (All Environmental Conditions, Disease, Poison), Regeneration 4 • 13 points
Incredible Leg Strength: Leaping 8 (1800 feet), Speed 1 (4 MPH/60 fpr) • 9 points
She-Hulk Durability: Protection 2, Impervious 7 • 9 points
She-Hulk Strength: Enhanced Strength 4, Limited to Lifting (Lifting Str 16; 1600 tons) • 4 points
Strength Stunts: Strength Damage Array (12 points) • 2 points
Groundstrike: Burst Area 2 Affliction 10 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Prone), Extra Condition, Limited Degree, Limited to Ground, Instant Recovery • 1 point
Thunderclap: Cone Area Affliction 10 (Resisted by Dodge, Overcome by Fortitude; Dazed, Stunned), Limited Degree • 1 point


Advantages
Attractive, Diehard, Great Endurance, Improved Critical (Unarmed), Interpose, Power Attack

Skills
Acrobatics 1 (+4), Athletics (+12), Close Combat: Unarmed 3 (+8), Deception 3 (+6, +8 Attractive), Expertise: Law 7 (+10), Insight 3 (+6), Intimidation 2 (+6), Investigation 3 (+6), Perception 3 (+6), Persuasion 3 (+6, +8 Attractive), Ranged Combat: Throwing 5 (+6), Stealth (+1), Vehicles 3 (+4)

Offense
Initiative +3
Unarmed +8 [Close, Damage 12, Critical 19-20]
Throwing +6 [Ranged, Damage 12]
Groundstrike [Close, Burst Area 2 Affliction 10, Resisted by Dodge]
Thunderclap [Close, Cone Area Affliction 10, Resisted by Dodge, Overcome by Fortitude]

Defenses
Dodge 7, Parry 7
Fortitude 11, Toughness 13, Will 7

Complications
Motivation: Using her skills as both a superhero and a lawyer to protect her clients and the general public.
Power Loss: If Jen chooses to revert to her human form, or has her powers nullified, her abilities change to Str 1, Sta 1, Agl 2, Pre 2.
Relationships: Her cousin the Hulk and her Avengers teammates.
Reputation: Due to her connection with the Hulk and her own occasional bouts with gamma-fueled rage, Jen is sometimes feared or misunderstood by the general public.

Abilities 74 + Powers 43 + Advantages 3 + Skills 18 + Defenses 12 = Total 150

Jen is probably my favorite Marvel character to have never made the jump to live-action, and I can't wait to see what they do with her Disney+ series. I've just always liked the blend of the Hulk powers with such a different personality. She's actually a little tricky to get to starting points, by virtue of having to balance her physical powers with mental and social abilities and a decent set of skills.
Last edited by Brighthand on Fri Sep 11, 2020 4:55 pm, edited 2 times in total.
Brighthand
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Re: Brighthand's M&M PC Builds - Gambit, Rogue, the Falcon, She-Hulk

Post by Brighthand »

Image

Spider-Woman (Jessica Drew) (PL 10)

Abilities
Strength 8/2, Stamina 6, Agility 8, Dexterity 1, Fighting 9, Intellect 2, Awareness 3, Presence 2

Powers
Irradiated Physiology: Immunity 2 (Poison, Radiation) • 2 points
Enhanced Senses: Senses 2 (Hearing [Extended], Ultra-Hearing) • 2 points
Spider-Abilities: Array (16 points) • 18 points
Venom Blast: Ranged Damage 8 • 16 points
Venom Stun: Ranged Affliction 8 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point
Spider-Strength: Enhanced Strength 6 (6 tons) • 1 point

Spider-Movement: Array (7 points) • 8 points
Movement: Leaping 2 (30 feet), Movement 2 (Wall-Crawling 2), Speed 1 (4 MPH/60 fpr) • 7 points
Gliding: Flight 4 (30 MPH/500 fpr), Gliding • 1 point


Advantages
Agile Feint, Attractive, Defensive Roll 2, Evasion, Move-by Action

Skills
Acrobatics 5 (+13), Athletics 2 (+10/+4), Close Combat: Unarmed 3 (+12), Deception 8 (+10, +12 Attractive), Expertise: Spy 8 (+10), Insight 3 (+6), Intimidation 4 (+6), Investigation 6 (+8), Perception 5 (+8), Persuasion 4 (+6, +8 Attractive), Ranged Combat: Venom Blasts 11 (+12), Stealth 2 (+10), Technology 2 (+4), Vehicles 5 (+6)

Offense
Initiative +8
Unarmed +12 [Close, Damage 8/2]
Venom Blast +12 [Ranged, Damage 8]
Venom Stun +12 [Ranged, Affliction 8, Resisted by Fortitude]

Defenses
Dodge 12, Parry 12
Fortitude 8, Toughness 8/6, Will 8

Complications
Accident: Jessica's unique biochemistry produces pheromones that can cause emotional reactions in those around her, varying between fear and attraction depending on the individual.
Motivation: Making up for her past actions and using her abilities to help others.
Power Loss: Jessica's powers are notoriously unstable, and have been disrupted or nullified by a variety of factors in the past; in these instances, her abilities decrease to Sta 2, Agl 3.
Relationships: Her infant son Gerry, her best friend Captain Marvel, and her Avengers teammates.
Reputation: As a former HYDRA operative and victim of a Skrull impostor, Jessica does not have the full trust of the superhero and espionage communities.

Abilities 66 + Powers 30 + Advantages 6 + Skills 34 + Defenses 14 = Total 150

Jess is another tough one for 150 pp, having to accommodate the full spread of spider-powers plus a reasonable skill set for a super-spy. As with Miles, I had to put her super-strength in an array with her venom blasts in order to make it work. Probably the character I'm most surprised hasn't made the jump to the MCU yet; I expect to see her sooner than later.
Last edited by Brighthand on Sun Dec 06, 2020 7:49 am, edited 11 times in total.
Brighthand
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Re: Brighthand's M&M PC Builds - Rogue, the Falcon, She-Hulk, Spider-Woman

Post by Brighthand »

Image

the Vision (PL 10)

Abilities
Strength 10/4, Stamina 6, Agility 1, Dexterity 0, Fighting 6, Intellect 4, Awareness 2, Presence 1

Powers
Synthezoid Physiology: Immunity 11 (Aging, Life Support) • 11 points
Cyberbrain: Comprehend 2 (Machines) • 4 points
Density Control: Array (31 points) • 32 points
High Density: Enhanced Strength 6, Enhanced Strength 1, Limited to Lifting (Lifting Str 11; 50 tons), Feature 4 – Increased Mass 4, Protection 7, Impervious 7 • 31 points
Low Density: Insubstantial 4, Precise, Flight 5 (60 MPH/900 fpr) • 1 point

Combat Systems: Array (25 points) • 26 points
Disruption Attack: Damage 8, Accurate 3, Affects Corporeal 8, Penetrating 6 • 25 points
Solar Gem: Ranged Damage 10, Accurate 5 • 1 point


Advantages
Eidetic Memory, Interpose, Power Attack

Skills
Athletics (+10/+4), Close Combat: Unarmed 4 (+10), Deception (+1), Expertise: Science 6 (+10), Insight 2 (+4), Intimidation (+1), Perception 4 (+6), Persuasion (+1), Stealth (+1), Technology 6 (+10)

Offense
Initiative +1
Unarmed +10 [Close, Damage 10/4]
Disruption Attack +12 [Close, Damage 8, Affects Corporeal, Penetrating 6]
Solar Gem +10 [Ranged, Damage 10]

Defenses
Dodge 7, Parry 7
Fortitude 9, Toughness 13/6, Will 7

Complications
Enemy: Ultron.
Motivation: Protecting humankind while attempting to find a place among them.
Power Loss: The Vision is solar-powered and can lose access to his powers or even go into shutdown if deprived of sunlight for an extended period.
Relationships: His sometime romantic partner the Scarlet Witch and his Avengers teammates.
Reputation: Due to his origin as a creation of Ultron and past incidents where he has spiraled into psychosis, the Vision is sometimes distrusted by authorities and the general public.

Abilities 48 + Powers 73 + Advantages 3 + Skills 11 + Defenses 15 = Total 150

This build has been revised a number of times, and I'm still not quite satisfied with it, but I think I've wrung out about as much as I can for a 150 pp version of everyone's favorite synthezoid Avenger.
Last edited by Brighthand on Tue Jan 26, 2021 5:31 am, edited 9 times in total.
Brighthand
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Re: Brighthand's M&M PC Builds - the Falcon, She-Hulk, Spider-Woman, the Vision

Post by Brighthand »

Image

Magik (Illyana Rasputina) (PL 10)

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

Powers
Stepping Discs: Array (23 points) • 24 points
Step Across Earth: Teleport 9 (500 miles), Extended Only, lncreased Mass 5 (1600 pounds) • 23 points
Step Into Limbo: Movement 1 (Dimension Travel [Limbo]), Increased Mass 5 (1600 pounds) • 1 point

Psionic Shields: Immunity 2 (Mind Reading), Enhanced Defense 2 (Will 2), Limited to Mental Effects • 3 points
Mystical Training: Senses 1 (Magical Awareness) • 1 point
Eldritch Armor: Protection 4, Sustained • 4 points
Soulsword: 30 points, Easily Removable (-12 points) • 18 points
Soul Fragment: Feature 3 – Restricted to Illyana, Summonable • 3 points
Blade Strike: Strength-based Damage 7, Affects Insubstantial 2, Dangerous • 10 points
Dispelling Strike: Enhanced Strength-based Damage 2, Dangerous 2, Penetrating 10, Limited to Mystical Targets, Linked to Nullify Magic 10, Broad, Close • 17 points

Advantages
All-out Attack, Benefit (Status – Queen of Limbo), Diehard, Improved Initiative, Languages (English, Base: Russian), Power Attack, Ritualist, Startle, Takedown

Skills
Acrobatics 3 (+6), Athletics 5 (+6), Close Combat: Swords 3 (+10), Deception 4 (+6), Expertise: Magic 10 (+12), Insight 3 (+6), Intimidation 8 (+10), Perception 5 (+8), Persuasion (+2), Stealth 3 (+6)

Offense
Initiative +7
Unarmed +7 [Close, Damage 1]
Blade Strike +10 [Close, Damage 8, Affects Insubstantial 2, Critical 19-20]
Dispelling Strike +10 [Close, Damage 10, Affects Insubstantial 2, Penetrating 10, Critical 17-20, Limited to Mystical Targets, Linked to Nullify Magic 10]

Defenses
Dodge 13, Parry 13
Fortitude 7, Toughness 7/3, Will 10/8

Complications
Accident: Illyana's stepping discs can transport users through time as well as space, but she has no conscious control over this aspect of their use and it occurs unpredictably.
Enemy: Belasco.
Motivation: Protecting Xavier's Dream of peaceful mutant-human coexistence and safeguarding the mutant homeland of Krakoa.
Prejudice: Illyana is a mutant.
Relationships: Her brother Colossus, best friend Shadowcat, and her X-Men teammates.
Reputation: Due to her experiences in Limbo, Illyana can sometimes be too aggressive and violent for her allies' comfort.
Responsibility: Illyana is the ruler of Limbo, an extradimensional realm inhabited by demonic beings.

Abilities 44 + Powers 50 + Advantages 9 + Skills 22 + Defenses 25 = Total 150

In order to hit 150, I had to leave out any kind of Sorcery array, but I think the essentials for a PC-level Illyana are the stepping discs and Soulsword anyway. Traditionally, the Soulsword was only able to harm magical beings, but that restriction often gets dropped by contemporary writers and artists. I split the difference by making it a PL 9 attack against most targets, then kicking up to PL 10 with Penetrating and a broader crit range against supernatural beings.
Last edited by Brighthand on Sun Sep 20, 2020 2:30 am, edited 1 time in total.
Brighthand
Posts: 115
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Re: Brighthand's M&M PC Builds - She-Hulk, Spider-Woman, the Vision, Magik

Post by Brighthand »

Image

Moon Knight (Marc Spector) (PL 10)

Abilities
Strength 3, Stamina 4, Agility 5, Dexterity 4, Fighting 12, Intellect 2, Awareness 3, Presence 2

Powers
Fractured Mind: Enhanced Defense 2 (Will 2), Limited to Mental Effects • 1 point

Equipment
Costume: Protection 2 • 2 points
Truncheon: Array (4 points) • 5 points
Truncheon Strike: Strength-based Damage 3, Split • 4 points
Grappling Hook: Movement 1 (Swinging) • 1 point

Crescent Darts: Ranged Damage 2, Multiattack, Diminished Range • 5 points
Vehicle: Crescent Drone • 18 points
Large; Str 6, Spd 5, Def 0, Tou 9; Features Flight 5 (60 MPH/900 fpr), Remote Control

Advantages
All-out Attack, Benefit 4 (Multiple IDs, Wealth 3), Close Attack 2, Defensive Roll 2, Diehard, Equipment 6, Improved Critical (Unarmed), Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ranged Attack 6, Startle, Takedown

Skills
Acrobatics 5 (+10), Athletics 7 (+10), Close Combat: Unarmed 1 (+15), Deception 6 (+8), Expertise: Mercenary 6 (+8), Expertise: Theology 4 (+6), Insight 5 (+8), Intimidation 8 (+10), Investigation 8 (+10), Perception 5 (+8), Persuasion (+2), Ranged Combat: Throwing 4 (+14), Stealth 5 (+10), Technology 2 (+4), Vehicles 4 (+8)

Offense
Initiative +9
Unarmed +15 [Close, Damage 3, Critical 19-20]
Truncheon +14 [Close, Damage 6, Split]
Crescent Dart +14 [Ranged, Damage 2, Multiattack, Diminished Range]

Defenses
Dodge 12, Parry 12
Fortitude 7, Toughness 8/6, Will 10/8

Complications
Disability: Marc suffers from a variety of recurring mental disorders, most notably Dissociative Identity Disorder.
Enemy: Raoul Bushman, Midnight.
Motivation: Protecting those who travel by night and enforcing Khonshu's version of justice.
Prejudice: Marc is Jewish.
Relationships: His on-off romantic partner Marlene Alraune and his friend Jean-Paul "Frenchie" Duchamp.
Reputation: Even most other vigilantes see Marc as somewhat extreme in his methods.
Responsibility: Marc either is or believes himself to be the Fist of Khonshu, chosen champion of the Egyptian god of the moon.
Secret: Marc is believed by the general public to be dead, and also conceals any connection between his Moon Knight persona and his cover identities of businessman Steven Grant and cab driver Jake Lockley.

Abilities 70 + Powers 1 + Advantages 29 + Skills 35 + Defenses 15 = Total 150

Top 5 Marvel character for me. Love the look, love the ambiguity and inconsistency of Khonshu's influence versus Marc's very real struggles with mental illness, love the mix of street-level crime with occult weirdness that characterizes most of his stories. There's an Omnibus of the original mid and late 70s Werewolf by Night and Hulk Magazine material and the front half of his early 80s solo series hitting in January that will be a late Christmas present to myself.
Last edited by Brighthand on Thu Nov 26, 2020 2:20 am, edited 1 time in total.
Brighthand
Posts: 115
Joined: Mon Feb 19, 2018 4:45 am

Re: Brighthand's M&M PC Builds - Spider-Woman, the Vision, Magik, Moon Knight

Post by Brighthand »

Image

the Silver Surfer (Norrin Radd) (PL 10)

Abilities
Strength 13/2, Stamina 12, Agility 2, Dexterity 0, Fighting 4, Intellect 3, Awareness 5, Presence 1

Powers
Cosmic Awareness: Senses 1 (Cosmic Awareness) • 1 point
Cosmic Durability: Protection 1, Impervious 7, Immunity 11 (Aging, Life Support) • 19 points
The Power Cosmic: Array (26 points) • 30 points
Cosmic Blast: Ranged Damage 13 • 26 points
Cosmic Boost: Enhanced Strength 11, Enhanced Strength 4, Limited to Lifting (Lifting Str 17; 3200 tons) • 1 point
Cosmic Burst: Burst Area Damage 10, Penetrating 6 • 1 point
Cosmic Healing: Healing 13 • 1 point
Cosmic Senses: Senses 26 (Detect Life [Acute, Analytical, Extended 20, Radius, Ranged, Tracking]) • 1 point

Cosmic Surfboard: Enhanced Defenses 4 (Dodge 2, Parry 2), Sustained, Flight 10 (2000 MPH/4 mpr), Platform, Movement 3 (Space Travel 3), Removable, Indestructible (-3 points) • 17 points

Advantages
Agile Feint, Diehard, Extraordinary Effort, Favored Environment (Aerial), Move-by Action, Power Attack

Skills
Athletics (+13/+2), Close Combat: Unarmed 3 (+7), Deception (+1), Expertise: Cosmic Lore 5 (+8), Insight 1 (+6), Intimidation (+1), Perception 3 (+8), Persuasion 5 (+6), Ranged Combat: Power Cosmic 7 (+7), Stealth (+2)

Offense
Initiative +2
Unarmed +7 [Close, Damage 13/2]
Cosmic Blast +7 [Ranged, Damage 13]
Cosmic Burst [Close, Burst Area Damage 10, Penetrating 6]

Defenses
Dodge 7/5, Parry 7/5
Fortitude 12, Toughness 13, Will 8

Complications
Enemy: Mephisto, Thanos.
Honor: Norrin abides by a strict code of honor.
Motivation: Atoning for the destruction he enabled as the herald of Galactus.
Relationships: His former master Galactus and his Earth-based allies the Fantastic Four and the Avengers.
Reputation: Even a former herald of Galactus can engender terror in the populations of most civilized worlds.

Abilities 58 + Powers 67 + Advantages 6 + Skills 12 + Defenses 7 = Total 150

A PL 10 Surfer? Blasphemy, I know. If you're prepared to put together a PL 10 Doctor Strange or Thor, though, you may as well as do the Sentinel of the Spaceways. As with those comparable characters, it has to be more about hitting the highlights then putting together something comprehensive, and I'm pretty happy with it on that level.
Brighthand
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Joined: Mon Feb 19, 2018 4:45 am

Re: Brighthand's M&M PC Builds - the Vision, Magik, Moon Knight, the Silver Surfer

Post by Brighthand »

Image

Psylocke (Elizabeth “Betsy” Braddock) (PL 10)

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

Powers
Mind Shield: Enhanced Defense 4 (Will 4), Limited to Mental Effects • 2 points
Psionic Combat: Enhanced Advantages 3 (Improved Initiative, Power Attack, Uncanny Dodge) • 3 points
Psychic Senses: Senses 4 (Detect Minds [Acute, Radius, Ranged]) • 4 points
Psionics: Array (24 points) • 27 points
Mind Control: Perception Affliction 8 (Resisted by Will; Dazed, Compelled, Controlled) • 24 points
Astral Projection: Remote Sensing 7 (½ mile) (Auditory, Mental, Visual), Dimensional, Subtle, Limited – Physical Body Defenseless • 1 point
Psychic Blade: Damage 8, Accurate, Alternate Save (Will), Dangerous 2 • 1 point
Telepathy: Mental Communication 2 (1 mile), Mind Reading 8 • 1 point


Advantages
Agile Feint, Attractive, Defensive Roll 3, Improved Initiative, Move-by Action, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 7 (+12), Athletics 6 (+8), Close Combat: Unarmed 4 (+14), Deception 4 (+6, +8 Attractive), Insight 6 (+10), Intimidation 4 (+6), Investigation 2 (+4), Perception 4 (+8), Persuasion 4 (+6, +8 Attractive), Stealth 7 (+12), Vehicles 4 (+6)

Offense
Initiative +9
Unarmed +14 [Close, Damage 2]
Psychic Blade +12 [Close, Damage 8, Alternate Save (Will), Critical 18-20]
Mind Control [Perception, Affliction 8, Resisted by Will]

Defenses
Dodge 14, Parry 14
Fortitude 7, Toughness 6/3, Will 12/8

Complications
Enemy: Jamie Braddock, the Hand.
Motivation: Protecting Xavier's Dream of peaceful mutant-human coexistence and safeguarding the mutant homeland of Krakoa.
Prejudice: Betsy is a mutant.
Relationships: Her on-off romantic partner Archangel, twin brother Captain Britain, and her X-Men and X-Force teammates.
Rivalry: Psychic assassin Kwannon, with whom Betsy was trapped in a body swap for years.

Abilities 60 + Powers 36 + Advantages 7 + Skills 26 + Defenses 21 = Total 150

Marvel has largely avoided the weird character resets and continuity issues that continue to plague DC - not that they don't come up, they just get seem to get streamlined out more easily. Betsy is the exception; between the inconsistent portrayal of her powers and the problematic decades-long body swap, it's amazing she's as popular as she is. Then again, we may have Jim Lee's costume design to thank for that. In any event, this is my preferred version of Betsy - restored to her own body but still retaining most of her martial-arts training to go along with her combat-oriented telepathy.
Brighthand
Posts: 115
Joined: Mon Feb 19, 2018 4:45 am

Re: Brighthand's M&M PC Builds - Magik, Moon Knight, the Silver Surfer, Psylocke

Post by Brighthand »

Image

Aquaman (Arthur Curry) (PL 10)

Abilities
Strength 10, Stamina 10, Agility 3, Dexterity 1, Fighting 8, Intellect 2, Awareness 3, Presence 3

Powers
Atlantean Physiology: Enhanced Strength 1, Limited to Lifting (Lifting Str 11; 50 tons), Immunity 3 (Environmental Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation – Aquatic), Senses 1 (Low-Light Vision), Swimming 8 (120 MPH/1800 fpr) • 15 points
Marine Telepathy: Comprehend 2 (Animals), Limited to Marine Life, Mental Communication 2 (1 mile), Limited to Marine Life • 8 points
Trident of Atlantis: Strength-based Damage 2, Dangerous, Penetrating 6, Reach, Easily Removable, Indestructible (-3 points) • 7 points

Advantages
All-out Attack, Benefit 4 (King of Atlantis), Diehard, Favored Environment (Aquatic), Great Endurance, Power Attack, Takedown

Skills
Acrobatics 3 (+6), Athletics 2 (+12), Close Combat: Unarmed 2 (+10), Deception (+3), Expertise: Atlantean Lore 6 (+8), Insight 3 (+6), Intimidation 5 (+8), Perception 5 (+8), Persuasion 3 (+6), Stealth 3 (+6)

Offense
Initiative +3
Unarmed +10 [Close, Damage 10]
Trident of Atlantis +8 [Close, Damage 12, Penetrating 6, Reach, Critical 19-20]

Defenses
Dodge 10, Parry 10
Fortitude 10, Toughness 10, Will 8

Complications
Enemy: Ocean Master, Black Manta.
Motivation: Safeguarding the seven seas and the surface world.
Relationships: His wife Mera and his Justice League teammates.
Responsibility: Arthur is the king of the underwater nation of Atlantis and has a sworn obligation to protect the world's oceans.
Weakness: Arthur becomes dehydrated when out of the water for an extended period, causing him to be impaired, disabled, and eventually incapacitated. If not returned to the water, this can threaten his life.

Abilities 80 + Powers 30 + Advantages 10 + Skills 16 + Defenses 14 = Total 150

Thought I'd get back to some DC posts in honor of today's Fandome event. I'll admit I am not a big Aquaman fan, but he's certainly the iconic underwater hero to the general public and a mainstay of the League, so any set of core DC builds has to include him. He's a pretty easy 150 pp warrior/weapon master build.
Last edited by Brighthand on Fri Aug 06, 2021 3:44 pm, edited 8 times in total.
Brighthand
Posts: 115
Joined: Mon Feb 19, 2018 4:45 am

Re: Brighthand's M&M PC Builds - Moon Knight, the Silver Surfer, Psylocke, Aquaman

Post by Brighthand »

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The Flash (Barry Allen) (PL 10)

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

Powers
Speedster Physiology: Immunity 1 (Friction Heat), Immunity 2 (Disease, Poison), Limited to Half-Effect • 2 points
Super-Speed: Enhanced Defenses 14 (Dodge 7, Parry 7), Enhanced Advantages 13 (Agile Feint, Defensive Roll 3, Evasion 2, Improved Initiative 5, Move-by Action, Seize Initiative), Enhanced Skill 2 (Close Combat: Unarmed 4), Quickness 10 (x1000), Speed 12 (8000 MPH/16 mpr) • 51 points
Super-Speed Movement: Movement 3 (Wall-Crawling 2, Water Walking), Limited to While Moving • 3 points
Super-Speed Stunts: Array (16 points) • 20 points
Air Control: Cone Area Move Object 8 (6 tons), Close Range • 16 points
Hit Everyone: Burst Area Strength-based Damage 4, Selective • 1 point
Intercept: Deflect 14, Limited to Projectiles • 1 point
Rapid Strike: Strength-based Damage 4, Multiattack • 1 point
Vibration: Insubstantial 4, Move Action • 1 point


Advantages
Agile Feint, Defensive Roll 3, Evasion 2, Improved Initiative 5, Move-by Action, Seize Initiative, Teamwork

Skills
Acrobatics 3 (+6), Athletics 4 (+6), Close Combat: Unarmed 2 (+12/+8), Deception (+2), Expertise: Science 5 (+8), Insight 3 (+6), Intimidation (+2), Investigation 5 (+8), Perception 3 (+6), Persuasion 4 (+6), Stealth (+3), Technology 3 (+6)

Offense
Initiative +23
Unarmed +12/+8 [Close, Damage 2]
Rapid Strike +12 [Close, Damage 6, Multiattack]
Hit Everyone [Close, Burst Area Damage 6, Selective]

Defenses
Dodge 14/7, Parry 14/7
Fortitude 7, Toughness 6/3, Will 7

Complications
Accident: Using Extra Effort with his super-speed abilities can cause Barry to be pulled into the Speed Force, trapping him there or potentially displacing him in time.
Enemy: The Reverse-Flash, Gorilla Grodd, the Rogues.
Motivation: Using his speed to protect Central City and the world.
Relationships: His wife Iris West-Allen, nephew and protege Wally West, allies Green Arrow and Hal Jordan, and his Justice League teammates.
Secret: Barry's identity as the Flash is not public knowledge.

Abilities 44 + Powers 76 + Advantages 1 + Skills 16 + Defenses 13 = Total 150

Building Barry at PL 10 is pretty straightforward. He doesn't need to be an offensive monster as long as the speed is there.
Last edited by Brighthand on Mon Sep 07, 2020 6:56 pm, edited 5 times in total.
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