[MnM 3E] Betterwatchit's Builds: Raindance

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

Post by betterwatchit »

PCs:

Sgt. Rex Colt (PL 8)
Cheddar (PL 8)
Crimson (PL 10)
Dame Blanche (PL 10)
Sean Devlin (PL 6)
Booker DeWitt (PL 9)
Dr. Green (PL 10)
Faceoff (PL 10)
Freedom Eagle II (PL 10)
Sakura Fubuki (PL 10)
Goldwing (PL 10)
The Golem (PL 10)
The Griffin (PL 10)
The Manx Cat (PL 10)
Marcus Holloway (PL 8)
Lightbearer (PL 10)
Link (PL 9)
Ms. Magus (PL 10)
Martin Matin (PL 6)
Midnight II (PL 10)
Aiden Pearce (PL 8)
The Red Mage (PL 10)
Bill Savage (PL 6)
The Scarab Reborn (PL 10)
Spiderman (Earth-1048) (PL 10)
Juliet Starling (PL 8)
Tabaluga (PL 10)
Takamaru (PL 10)
Michael Thorton (PL 7)
V (PL 10)

NPCs:

Annabelle
Auric Broder
Aryan Ape
Baron Stahlfaust
Belladonna
Black Widow
Officer Jill Benbow
Captain America
Chiron
Commander USA
Dr. X
Goldclaw
Hawkeye
Hogzilla
The Invisible Agent
Iron Man
The Magister
The Mysterious Madame Radium
Raindance
Nuriko Rothstein
The Sea Hawk
Thor
Thump
Kaito "Mushi" Watanabe

SHADOW:

The Crimson Mask
Dominic Ashe
Ragnarok
SHADOW Mutates
The Soldiers of SHADOW
Spies of SHADOW

Others:
Combined Archetypes
Create-A-Name Promotion
Griffin, Post-NYC
New Equipment

Options used: Benefit: Burglar from Gadget Guides, Benefit: Readied Rituals and Expanded Luck from Power Profiles
---------------
New/Updated Power Extras:

Restricted (Devices only, Max 2 Ranks): 1 Rank means that only those in a certain category that you set when you build the Device can actually use it. 2 Ranks means that you alone can use it. It's an advantage because it reduces the chance of an enemy who steals the Device from actually using it on you! It can be problematic as your allies can't use the Device either if they don't meet the requirements.

1 PP per Rank.
---------------
New/Updated Power Flaws:

Conditional Ownership (Devices only, Max 3 Ranks): The Device isn't yours, but you have the owner's permission to use it. 1 rank means that it takes an especially egregious violation of the Device owner's rules to lose access to it. 2 ranks means that the Device can only used under the owner's orders or guidelines (like with military equipment), 3 ranks means the Device can only be used under the owner's direct orders and supervision. Buying this Flaw off completely means that you've somehow secured full ownership of the Device and partially buying it off means that you've convinced the owner to trust you enough to let you use it a bit more freely.

1 PP per Rank.
Last edited by betterwatchit on Sun Oct 15, 2023 11:07 am, edited 56 times in total.
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Re: Betterwatchit's Builds

Post by betterwatchit »

Simon Wentworth AKA Griffin - PL 10

Image
Art by Ryuuza

Griffin - PL 10

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

Advantages: All-out Attack, Animal Empathy, Benefit, Status: Angel, Benefit, Wealth (well-off), Diehard, Favored Environment: Air, Fearless, Instant Up, Interpose, Move-by Action, Non-Lethal Tactics*, Power Attack, Second Chance: Will rolls to control own emotions, Taunt, Well-informed

Skills: Close Combat: Swords 7 (+12), Close Combat: Unarmed 1 (+6), Deception 3 (+4), Expertise: Current Affairs 2 (+4), Expertise: Pop Culture 2 (+4), Expertise: Tactics 2 (+4), Expertise: Theology & Philosophy 2 (+4), Insight 1 (+3), Intimidation 3 (+4), Perception 2 (+4), Persuasion 3 (+4), Technology 4 (+6)

Powers
Angelic Abilities
. . Angel Wings: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Feature: Can Hide Wings; Activation: move action, Wings)
. . Blessing of Protection: Protection 10 (+10 Toughness; Impervious [2 extra ranks]; Limited: Not Impervious to Supernatural Attacks)
. . Blessing of Sustenance: Immunity 10 (Life Support)
. . Gift of Understanding: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . True Sight: Senses 7 (Counters All Concealment: Vision, Counters Illusion: Vision)
Justice (Easily Removable)
. . Armour-Piercing Strike: Strength-based Damage 6 (DC 23; Affects Insubstantial 2: full rank, Dangerous, Penetrating 8; Conditional Ownership 1** (The Lady))
. . Flurry of Steel: Strength-based Damage 6 (DC 23; Affects Insubstantial 2: full rank, Dangerous, Multiattack [2 extra ranks]; Quirk: Conditional Ownership 1)

Offense
Initiative +2
Armour-Piercing Strike: Strength-based Damage 6, +12 (DC 23)
Flurry of Steel: Strength-based Damage 6, +12 (DC 23)
Grab, +5 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +6 (DC 17)

Complications
Disability/Prejudice/Secret: Simon is autistic, meaning that his brain is wired quite differently. In his case, it usually manifests in finding it harder to control his emotions and in oversensitivity to sound and light. And there's always some idiot who thinks that autism means "stupid". It also means that his DC to resist sound or light based effects or emotion-controlling effects is increased by +5 (Flashbangs will make him want to kill whoever threw them). Griffin gets +1 HP if he fails to control his emotions with a negative result to him, someone is prejudiced against Simon because of his autism or if he's hit with a sound or light-based power for the first time in a fight. His disability is not common knowledge, and he will do his utmost to keep it that way!

Honour: Griffin is bound to an Agreement (see below) in exchange for his powers. The main reason he performs angelic missions is this complication. It's one thing to owe someone who saves your life, and quite another to owe someone who gave it back to you after you've already died. Griffin gets +1 HP if he gets into trouble as a result of following or breaking the Agreement.

Legacy: Griffin is directly descended of the World War 2 hero known as the Griffin of Q Company (an Allied super-team), who gave his life in the war and whose permission he has to use the Griffin codename. This means that the modern-era Griffin can't allow anything like someone's origin to affect his judgment, he has to be better than that.

Motivation: Justice: Simon has always wanted to make a difference. And his empowerment means that he can finally do something about it!

Temper: Short tempers are known to run in Simon's family. Confirmed triggers include abusers, being prejudiced and deliberately threatening or harming an innocent. Calling him a spastic or a retard or otherwise using his autism in an insult is effectively pushing his Berserk Button!

Languages: English (but possesses Comprehend)

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

Power Points: Abilities 36 + Powers 58 + Advantages 15 + Skills 16 (32 ranks) + Defenses 25 = 150

*from page 114 of the Time Traveller's Codex.
** The Lady is Griffin's name for his divine patroness, who is the true owner of Justice and has given him permission to use it on Earth.
/////
Affiliations: Angelic Host, Golders Green Guardians (Associate).

Hometown: Plumstead, London, United Kingdom of Great Britain and Northern Ireland.

Legal Status: British Citizen, no criminal record, real name unknown to the Ministry of Powers.

Signature Songs:
Act On Instinct by Frank Klepacki
God's Gonna Cut You Down (Traditional)
The Last Stand by Sabaton
Over The Hills and Far Away (Traditional)
Rock You Like A Hurricane by Scorpions.
---
Origin:

Simon Wentworth was looking at the message he sent to his father: "Dad, I have something important to talk about. Meet me at the house, NOW. I cannot discuss this matter over the phone, not even on Whatsapp." He could hear his father opening the door.

That was when he heard the shout of "Who took my son's phone?!"

"In here, dad!"

Simon's dad entered the dining room and said "Simon! I was told you were DEAD!"

"Rumours of my death were somewhat exaggerated. And at the same time..." Simon then revealed his new wings, saying "They weren't that exaggerated."

"Wh- What in God's name happened?!"

"Funny you should mention God…" Simon then told his dad everything. About how he died when he was hit by a bus, about who and what he saw while he was briefly dead and how he was given a second chance at life… And an offer.

"What sort of offer?"

"Basically, there are chosen of the gods upon the earth. The Almighty wanted me to be their Chosen for the modern era."

"Why?"

"In their own words: 'Yours is a world of mortals, so it must fall to mortals to defend it.' And as you can see, I took the offer. And it's not the first time the Almighty has Chosen someone to carry out Their will on Earth. Noah, Moses, Samson, King Solomon. You're a deacon, you've heard some of those stories already! Looks like they have some basis in fact after all…"

"Bloody hell! It's going to look odd now, knowing someone who can fly…"

"Dad, there are people out there who can fly without wings. You remember when we saw Britannia flying over the Dome? I may have said some weird stuff, but ask yourself, have I said something weird without giving you proof that I wasn't spouting crap?"

His dad told him "No, you haven't. I don't know why you were chosen, but… I have something to tell you as well." That's when he told Simon the family secret: The World War II hero codenamed Griffin, a super-scientist known for his wing-pack and prototype railgun, was Simon's great-grandfather. The family secret was to only be told to a married member of their family upon the birth of their first legitimate child or to a member who somehow gained powers, regardless of marital status or legitimacy. Simon was the first of his generation who qualified to know, due to gaining powers. It was the money from the sale of modern railguns to Her Majesty's Armed Forces that paid to help look after Simon and other disabled members of the family.

Simon's response: "I know. I saw him while I was away, and he told me everything freely. Also, I've secured his permission to use the Griffin codename. It looks like the Griffin soars again! And there's something else I need to show you."

"What is it?"

"I was allowed to bring this back to Earth." Griffin unsheathed the short sword he hid behind a chair. "Monomolecular edge, this sword can cut practically anything. See that coke bottle?"

One slash, and the bottle was cut cleanly in half. No fractures, no shattering, it was a clean cut, the cleanest that Simon's father had ever seen! He had to ask "I hope you've got some actual training with that!"

Simon said "From Archangel Michael himself."
---
Relationships:

Simon's father is the only mortal who can link his mundane and mythical identities together, due to being his father and due to Simon actively revealing his new powers to him.

Every church, gurdwara, mosque and synagogue in Britain wants to speak to Griffin... if they can find him.

The Golders Green Guardians are the main magical/mythological team in London. Griffin isn't a member himself, but he has become a friendly acquaintance with most of them. He's becoming a good friend with Sakura Fubuki, their mythology specialist and the current Chosen of Amaterasu.

As for the Lady Herself… Griffin is seriously indebted and oathbound to her, and he knows it. Especially because she gave him something beyond price: a purpose to his life. If she tells him to do something, he's going to do it.
---
Griffin's Agreement:

The Agreement is Griffin's contract with the Lady, which he is bound to in exchange for his angelic abilities. The Agreement has eight Clauses…

Clause 1: Griffin cannot disobey an order from the Lady or from an archangel. While he can discuss his assignments with others (unless forbidden otherwise) and perform them however he can (as long as the method doesn't violate any other part of the Agreement), he cannot refuse to perform them. In the event of a conflict between Agreement Clauses, the Lady's word is final. In the event of a conflict between following the instructions and/or laws of mortal authorities or his divine assignment, Griffin must choose the assignment.

Clause 2: Griffin can work alongside other mortal Chosen or even with other deities as needed, but he cannot obey an instruction from them that would require disobeying the Lady or violating the Agreement to do so. "No man can serve two masters."

Clause 3: Griffin cannot harm a civilian or, through knowing inaction, allow a civilian to come to harm. He must also actively seek to prevent and reduce collateral damage, and must advise the same to others wherever possible. Griffin must accept a surrender if any opponent who does not serve Hell offers it. Anyone who willingly raises a hand against another, carries a weapon, uses an offensive power against another or who pretends to surrender is a combatant. Combatants forfeit all claim to being a civilian and can be harmed by Griffin without him violating the Agreement. The three notable exceptions to the compulsory acceptance of surrender are if the opponent is Hellsworn, undead or if Griffin is under direct orders to kill them (see Clause 5). In those cases, he must kill them as fast as possible, mortal laws be damned.

Clause 4: The Lady understands that Griffin needs money to survive in the modern world, but she doesn't want him hoarding it and succumbing to greed. If Griffin obtains any money as the result of performing an assignment or using his supernatural abilities, he must donate no less than 10% of the earned sum to the charity or non-profit organisation of his choice within seven days of him becoming able to spend it (usually starting from the moment he obtains it). He must donate to a different group each time. He cannot charge or demand payment for the use of his supernatural abilities. They do not come from him, so they are not his to exploit. Griffin can accept payments that are offered in advance, offered freely and without coercion. Looting a fallen combatant is acceptable, but stealing from an innocent is not, as it violates Clause Three. He must also choose performing his Lady's will over making money whenever the choice falls upon him.

Clause 5: Griffin can only use lethal force under one of seven specific circumstances without the Lady treating it as murder: If the target has committed murder, self-defence if the aggressor is capable of killing Griffin, defending others from unlawful use of lethal force, if he has proof that the target has ordered the use of lethal force, if the opponent is not alive to start with (robots and undead qualify), Hellsworn (as in the target knowingly and willingly serving the cause of Hell)… Or if a direct order from the Lady Herself is given to kill someone. The Lady must explicitly tell Griffin when the main objective of an assignment is to kill someone (this usually happens if the target is undead, knowingly serving Hell or if their continued survival risks the occurrence of a Great Depression, a World War or a global pandemic). Using lethal force that meets one of the seven circumstances does not violate the Sixth Commandment or the Agreement.

Clause 6: Griffin must deliver on any affirmation, contract, oath, promise or threat that he has freely sworn. Breaking freely sworn affirmations, contracts, oaths, promises or threats is in violation of the Agreement. If the other party breaks it first, Griffin is released from obeying it. His yes must mean yes, and his no must mean no. Any attempt to subvert the Agreement violates it.

Clause 7: The Lady can summon Griffin before her at any time it won't endanger him, but she must plainly tell him why she summoned him.

Clause 8: In return for his adherence to the Agreement, Griffin is to receive angelic abilities along with the training required to use them effectively, and he is to be recognised by the world's pantheons as the Lady's current Chosen.
---
What They Say: "If you actually see me unsheathe my blade, it means one thing: I am going to kill someone, and I'm willing to pay the legal, moral and psychological price for such acts, as not paying them will lead to a far worse outcome."

What Others Say: "I suggest monitoring Griffin, ma'am. It's one thing for a power to claim that a god sparked them up, it's quite another when they keep proving it in ways that even non-believers accept!" - Officer Benbow, Ministry of Powers.
---
Tactics:

Before Combat: If Griffin is aware that a fight is imminent, his first objective is to ensure that any civilians are out of immediate danger if possible, and he can't hesitate to Intimidate them into running. If he knows for a fact that a hostile meets one of the conditions in Clause Five of his Agreement (see above), he will almost certainly unsheathe his blade.

During Combat: Griffin prefers to begin the fight with an Intimidation roll and his wings out, trying to Coerce the enemy into surrender or to Taunt them into targeting him instead of civilians (being bulletproofed makes this rather easy). He prefers to Intimidate whenever he Incapacitates or kills an opponent, trying to Coerce the remaining enemy forces into surrender.

Morale: Griffin will fight to the death or until Incapacitated. He will only surrender if it's the only way to guarantee the safety of a civilian or if directly ordered to do so by the Lady or an archangel… And if he knows the other party will accept it. He will only accept the surrender of his opponents if they're not Hellsworn or undead and he hasn't been ordered to kill them, making sure that they answer to the local law for what they've done. Any attempt to fake a surrender will guarantee a permanent scar on those responsible!
---
Personality: Griffin knows that "normal" is actually a very flexible term. Being autistic in a world where supers exist tends to do that.

One thing Griffin understands about saying something controversial, is that doing so without showing proof or precedent makes you as a good as a liar. If he's going to say something weird but true, he'll make sure there's evidence, preferably outside his control or sourced from a reputable authority to prevent accusations of lying.

He's rather polite outside of battle (after all, the bloke you helped today could be the cape who saves your arse tomorrow). When he takes an assignment, he suddenly becomes determined, devoted and driven towards seeing it done.

London capes have learned very quickly that when Griffin enters a fight, nothing short of victory or defeat will make him stop. Some have even started calling him "The Holy Terror of Britain."
Last edited by betterwatchit on Sat Oct 21, 2023 6:10 pm, edited 29 times in total.
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Re: Betterwatchit's Builds

Post by betterwatchit »

Dr. Jane Green, AKA Dr. Green - PL 10

Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 9, Awareness 6, Presence 2

Advantages: Assessment, Benefit, Wealth 2 (Independently wealthy), Connected, Contacts, Defensive Roll 2, Eidetic Memory, Equipment 9, Improved Critical: Ether Blade, Improvised Tools, Inventor, Precise Attack (Ranged, Cover), Quick Draw, Speed of Thought, Well-informed

Skills: Close Combat: Ether Blade 5 (+10), Deception 4 (+6), Expertise: Biology 1 (+10), Expertise: Cryptozoology 1 (+10), Insight 4 (+10), Investigation 1 (+10), Perception 4 (+10), Persuasion 8 (+10), Ranged Combat: Anti-Monster Gear 8 (+10), Technology 1 (+10), Treatment 1 (+10)

Powers
Anti-Monster Arsenal (Easily Removable)
. . Ecto-Lance: Blast 10 (DC 25; Affects Insubstantial 2: full rank)
. . . . Ether Blade: Damage 6 (Alternate; DC 21, Advantages: Improved Critical; Affects Insubstantial 2: full rank, Penetrating 6)
Chameleon-Particle Grenade: Cloud Area Nullify 10 (Counters: Invisibility, DC 20; Cloud Area 2: 30 feet radius sphere; Diminished Range 3)
Ectoplasmic Harpoon: Nullify 10 (Counters: Insubstantial, DC 20; Diminished Range 2)
Kirlian Rod: Senses 5 (Acute: Aura, Analytical: Aura, Counters Concealment: Vision, Detect: Aura 1; Affects Others)
Enhanced Nervous System (Advantages: Speed of Thought)
. . Fast Thinker: Quickness 10 (Perform routine tasks in -10 time ranks; Limited to One Type: Mental)
Force-Field Generator (Removable)
. . Force Field: Force Field 4 (+4 Toughness)

Equipment: Anti-Monster Equipment (Chameleon-Particle Grenade [Cloud Area Nullify 10, Counters: Invisibility, DC 20; Cloud Area 2: 30 feet radius sphere; Diminished Range 3], Ectoplasmic Harpoon [Nullify 10, Counters: Insubstantial, DC 20; Diminished Range 2], Kirlian Rod [Senses 5, Acute: Aura, Analytical: Aura, Counters Concealment: Vision, Detect: Aura 1; Affects Others]), Next-Gen Smartphone, The Guardhouse, Utility Belt (Multi-tool, Night Vision Goggles, Parabolic Microphone, Rebreather, Restraints, Toolkit (Basic))
The Guardhouse (HQ)

Toughness 18, Size: Large

Features:
Art Studio, Communications, Computer, Defense System, Fire Prevention System, Garage, Laboratory, Library, Living Space, Personnel, Power System, Security System 5, Workshop

Power Points
Abilities 2 + Features 17 + Defenses 6 = 5 EP. The other Guardians have each put 5 EP into the Guardhouse, for a total cost of 25 EP.
-------------------------------------------------------------------------------------------------------------------------------
Offense
Initiative +9
Chameleon-Particle Grenade: Cloud Area Nullify 10 (DC Will 20)
Ecto-Lance: Blast 10, +10 (DC 25)
Ectoplasmic Harpoon: Nullify 10, +10 (DC Will 20)
Ether Blade: Damage 6, +10 (DC 21)
Grab, +5 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +5 (DC 16)

Complications
Fame: Dr. Green is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
Honor: Dr. Green must tell any opponent who can understand her to either surrender at once or take the consequences. Said consequences usually involve the use of lethal force.
Motivation: Responsibility: Dr. Green considers it her duty to protect Britain from supernatural threats.
The Oxbridge Rivalry: As an Oxford lady, she doesn't mind sticking it to those who graduated from Cambridge.
Scientific Curiosity: Dr. Green has a tendency to dissect and even vivisect the more interesting (read: dangerous) creatures that she finds. As a result, most supernaturals who oppose the Guardians have openly declared that she'll receive no quarter from them.

Languages: U.K. English

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

Power Points: Abilities 58 + Powers 22 + Advantages 22 + Skills 19 (38 ranks) + Defenses 29=150
---
Occupation: Scientist
Affiliation: Golders Green Guardians (Leader)
Base: London, U.K.

Dr. Green is one of the Golders Green Guardians, who specialise in fighting supernatural threats to Britain. She has the metahuman power of an enhanced neural structure, allowing her to think much faster than normal. She is also the only Guardian whose powers are not supernatural in origin. Her degrees in biology allow her to understand what makes the various nasties she encounters tick.
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Re: Betterwatchit's Builds

Post by betterwatchit »

Michael Cohen AKA The Golem - PL 10

Strength 4/11, Stamina 4/11, Agility 0, Dexterity 0, Fighting 7, Intellect 0, Awareness 1, Presence 2

Advantages: All-out Attack, Chokehold, Connected, Daze (Intimidation), Diehard, Equipment 1, Fascinate (Intimidation), Fast Grab, Improved Critical 4: Unarmed, Improved Grab, Improved Initiative, Languages 1, Power Attack, Ultimate Effort: Toughness, Weapon Break

Skills: Close Combat: Unarmed 2 (+9), Expertise: Streetwise 8 (+8), Insight 5 (+6), Intimidation 6 (+11), Perception 5 (+6), Persuasion 6 (+8)

Powers
Golem Amulet (Removable)
. . Strong as the Golem! (Activation: Standard Action)
. . . . Fearsome Presence: Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Perception Area, Selective, Subtle: subtle; Check Required: DC 11 - Intimidation)
. . . . Let Loose! (Advantages: Improved Critical 4; Penetrating 11)
. . . . . . Shockwave: Burst Area Damage 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere; Limited: Golem and targets must be touching the ground)
. . . . . . Thunderclap: Cone Area Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone; Limited Degree, Sense-dependent: Hearing)
. . . . Life Support: Immunity 10 (Life Support)
. . . . Quick to Recover: Regeneration 5 (Every 2 rounds, Advantages: Diehard)
. . . . Size of the Golem: Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -3 active defenses, +1 size category)
. . . . Skin of Stone: Impervious Toughness 11 (Advantages: Ultimate Effort: Toughness)

Equipment: 5 EP towards the Guardhouse

Offense
Initiative +4
Fearsome Presence: Perception Area Affliction 10 (DC Will 20)
Grab, +9 (DC Spec 21)
Shockwave: Burst Area Damage 10 (DC 25)
Throw, +0 (DC 26)
Thunderclap: Cone Area Affliction 10 (DC Fort 20)
Unarmed, +9 (DC 26)

Complications
Fame: The Golem is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
Motivation: Responsibility: Michael considers it an honour to maintain his family's legacy of the Golem.
Prejudice: Michael is Jewish, which can cause discrimination from neo-Nazis, anti-Semitic conspiracy theorists and super-powered bigots like White Knight.

Languages: U.K. English (Native), Yiddish

Defense: Dodge 6, Parry 6, Fortitude 11, Toughness 11, Will 6

Power Points: Abilities 36 + Powers 70 + Advantages 12 + Skills 16 (32 ranks) + Defenses 16 = 150

Michael Cohen used to fall in with the wrong crowd, if only to spite his father. And he was good at things like intimidation and beating people up. Half the locals didn't want to go down a dark alley for fear of bumping into him. When his father died and the will was read, Michael was given a jewellery box and a letter.

The letter said that his father was the Golem, a legendary Jewish hero based on the monster of legend. All he had to do was wear the amulet, which was enchanted by kabbalists, and he could be as strong as the Golem! He was shocked! If only he had known...

There was only one thing for it. He would become the new Golem, and undo the mistakes of his past by preying on those who would threaten innocents. But he knew he couldn't do it alone, so when Dr. Green gave him an invite to this new team she was forming to fight supernatural threats, he said yes. He's been a Guardian ever since.
---
Occupation: ex-criminal, now Guardian
Affiliation: Golders Green Guardians
Base: London, U.K.

Tactical Notes:
Michael prefers to straight-up smash or intimidate anything that comes his way, if he doesn't know a more effective method for a particular target.
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Re: Betterwatchit's Builds

Post by betterwatchit »

Sakura Yamamura AKA Sakura Fubuki - PL 10

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

Advantages: Artificer, Attractive, Benefit: Chosen of Amaterasu, Equipment 2, Inspire 2, Languages 1, Ritualist, Teamwork, Trance, Uncanny Dodge, Well-informed

Skills: Expertise: Magic 8 (+10), Expertise: Manga Artist 8 (+10), Expertise: Mythology 8 (+10), Insight 8 (+10), Perception 8 (+10), Persuasion 8 (+10), Ranged Combat: Magical Abilities 8 (+10)

Powers
Blessed Amulet of Protection and Sight (Removable)
. . Protection: Protection 6 (+6 Toughness; Impervious [2 extra ranks])
. . Senses: Senses 4 (Accurate: Magical, Acute: Magical, Radius: Magical)
Magic: Magic 10 (DC 25; Affects Insubstantial 2: full rank, Penetrating 5)
. . Banish the Darkness: Nullify 10 (Alternate; Counters: Binding, Darkness, and Evil Summon effects, DC 20; Simultaneous)
. . Bending the Sun's Light: Invisibility 2 (Alternate; Total concealment from normal vision; Affects Others)
. . Dispel Magic: Nullify 9 (Alternate; Counters: Magic, DC 19; Broad, Simultaneous)
. . Healing Touch: Healing 8 (Alternate; Persistent, Restorative, Stabilize)
. . Light of the Sun: Environment 10 (Alternate; Light (Bright), Radius: 2 miles; Feature: Equal to daylight)
. . Teleport: Teleport 6 (Alternate; 1800 feet in a move action, carrying 50 lbs.; Portal)

Equipment: 5 EP towards the Guardhouse, Next-Gen Smartphone

Offense
Initiative +2
Banish the Darkness: Nullify 10, +10 (DC Will 20)
Dispel Magic: Nullify 9, +10 (DC Will 19)
Grab, +0 (DC Spec 10)
Magic: Magic 10, +10 (DC 25)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Complications
Fame: Sakura is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
Motivation: Responsibility: Sakura knows how fortunate she was that Amaterasu had chosen her.

Languages: Japanese, U.K. English

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

Power Points: Abilities 24 + Powers 47 + Advantages 13 + Skills 28 (56 ranks) + Defenses 38 = 150
---
Occupation: Manga Artist / Priestess
Affiliation: Golders Green Guardians (Mythology Specialist)
Base: London, U.K.
Song: The Sun Rises

Sakura is a second generation Anglo-Japanese woman who makes ends meet by being a webcomic artist. On her 20th birthday, she had a very vivid dream.

A beautiful Japanese woman smiled at her, saying "My greetings to you, Sakura. I am the kami Amaterasu-sama. For generations, your bloodline has chosen to serve me by banishing those who belong to the darkness. If you choose to serve me, I cannot say that the path will be easy, nor can I say it will be simple. But walking it will help protect your world from those who wish to pervert it."

Sakura had been looking for a purpose for the past year or so, and it seems that it found her. She accepted the offer without hesitation.

Amaterasu said "I can give you some gifts to make it easier for you to help hold back the darkness. Power over the stuff of light itself, the power to heal grievous wounds with but a touch, and this amulet, which will protect you and allow you to realise the flow of magic around you."

Sakura said "Thank you, Amaterasu-sama. I won't let you down."

Amaterasu said "When you wake, you will know that this is real and not just a dream. Go, with my blessing."

When Sakura woke up, she had her proof that her visitation was real when she saw that she was wearing the amulet... and a miko's hakama, knowing for a fact that she wore something else the night before.
Image

This is the sort of clothing that Sakura woke up in.
As Sakura was walking around town wondering what to do, she heard that Dr. Green was forming a new team, focusing on supernatural threats. She discussed the matter with with the doctor, who invited her into the Guardians. Sakura has since become the team's mythology specialist.
Last edited by betterwatchit on Wed Jul 07, 2021 10:36 am, edited 2 times in total.
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Re: Betterwatchit's Builds

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Charlotte White AKA Spindle - PL 10

Strength 5/3, Stamina 5/3, Agility 5/1, Dexterity 2, Fighting 10/5, Intellect 1, Awareness 4, Presence 2

Advantages: Equipment 2, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Skill Mastery: Stealth, Ultimate Effort: Stealth, Uncanny Dodge

Skills: Acrobatics 3 (+8), Athletics 3 (+8), Insight 4 (+8), Perception 4 (+8), Ranged Combat: Webslinging 8 (+10), Stealth 8 (+13)

Powers
True Drider Form (Activation: Standard Action)
. . Extra Limbs: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Movement: Movement 3 (Swinging, Wall-crawling 2: full speed)
. . Web Cocoon: Cumulative Affliction 7 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 17; Alternate Resistance (Dodge), Cumulative, Extra Condition, Feature: Can choose amount of dis/comfort target feels, Increased Range: ranged; Limited Degree)
. . . . Web Anchor: Move Object 7 (Alternate; 3 tons)
. . . . Web in the Eyes: Dazzle 10 (Alternate; Affects Sense: Vision, DC 20; Alternate Resistance (Dodge))
. . . . Web Slugs: Blast 10 (Alternate; DC 25)
Nimble: Enhanced Trait 18 (Traits: Agility +4 (+5), Fighting +5 (+10))
Senses: Senses 4 (Danger Sense: Mental, Darkvision, Ranged: Touch)
Strong as a Spider: Enhanced Trait 8 (Traits: Strength +2 (+5), Stamina +2 (+5))

Equipment: 5 EP Towards Guardhouse, Cell Phone (Smartphone), Lock Release Gun, Undercover Shirt

Offense
Initiative +5
Grab, +10 (DC Spec 12)
Throw, +2 (DC 20)
Unarmed, +10 (DC 20)
Web Anchor: Move Object 7, +10 (DC 17)
Web Cocoon: Cumulative Affliction 7, +10 (DC Dodge/Fort 17)
Web in the Eyes: Dazzle 10, +10 (DC Dodge/Fort 20)
Web Slugs: Blast 10, +10 (DC 25)

Complications
Enemy: Spindle wants a word with whoever turned her into a drider.
Fame: Spindle is one of the Golders Green Guardians, known throughout Britain for finding things that go bump in the night and then bumping them right back.
Motivation: Acceptance: Spindle wants to show that driders are as capable of doing good as anyone else.
Prejudice: Driders are usually seen as up to no good, by those few who know what they are. This usually applies to those who first heard of driders from D&D. And there are arachnophobics, who see driders as the greatest embodiment of their fear.
Transformation Control: Spindle must assume her drider form for 24 consecutive hours every week if she is to have any control over her transformation. Failure to do so will leave her in her drider form for a week.

Languages: U.K. English

Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 7, Will 12

Power Points: Abilities 42 + Powers 65 + Advantages 8 + Skills 15 (30 ranks) + Defenses 20 = 150
---
Affiliation: Golders Green Guardians
Base: London, U.K.

Charlotte White was walking home one day when she was seized by something... unknown. She was blindfolded, bound, gagged and covered with something she didn't know the feel of. When she woke up in a near-empty warehouse, the first thing she saw was a mirror. When she stopped screaming, she saw that someone left a portable DVD player with a note saying "Play this to find out what happened to you."

When she played it, she saw someone who looked like what she was now.

A woman with the lower body of a giant spider.

The woman then explained that Charlotte was now a drider, just like her. The woman said that it wasn't anything personal, but driders could only reproduce by transforming others into more of their kind.

The second to last thing the woman said was how to assume human form again, and how to re-assume her new true form. The last thing the woman said was how to turn someone into a drider if there was a need to.

Charlotte was wondering what to do with herself when she bumped into Dr. Green. The kind doctor heard her story and soon recruited her, giving her a new handle - Spindle. Spindle has since become the team's stealth expert.
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Re: Betterwatchit's Builds

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Alex Walsh AKA The Red Mage - PL 10

Strength 7/0, Stamina 0, Agility 1, Dexterity 3, Fighting 4, Intellect 3, Awareness 6, Presence 4

Advantages: Accurate Attack, All-out Attack, Assessment, Benefit, Ambidexterity, Close Attack 6, Defensive Attack, Equipment 1, Fearless, Improved Critical 3: Strike: Strength-based Strike 3, Improved Initiative, Move-by Action, Power Attack, Quick Draw, Ritualist, Skill Mastery: Expertise: Magic, Well-informed

Skills: Deception 1 (+5), Expertise: Magic 7 (+10), Expertise: Pop Culture 7 (+10), Insight 4 (+10), Intimidation 1 (+5), Perception 4 (+10), Persuasion 1 (+5), Ranged Combat: Magic Array 7 (+10)

Powers:

Spellblade (Easily Removable)
. . Strike: Strength-based Strike 3 (piercing, slashing, DC 25, Advantages: Improved Critical 3; Triggered 2: 2 uses, Variable, Variable Descriptor: close group - Elemental); Quirk: Variable Descriptor only works when wielded by a magician.
. . . . Leg Blow: Cumulative Affliction 6 (Alternate; 1st degree: Hindered, 2nd degree: Prone, Resisted by: Fortitude, DC 16; Cumulative, Triggered 2: 2 uses, Variable; Limited Degree)
. . . . Vicious Wound: Weaken 6 (Alternate; Affects: Stamina, Resisted by: Fortitude, DC 16; Triggered 2: 2 uses, Variable)

Levitation and Mystic Shield
. . Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . Force Field: Force Field 12 (+12 Toughness)

Magic Array
. . Cura: Healing 6 (Persistent, Restorative, Stabilize)
. . Dualcast: Blast 10 (DC 25; Feature: Can choose a different element for each Split, Split: 2 targets, Variable Descriptor: close group - Elemental; Quirk: Both hands must be free for Split to work)
. . Maddening Blast: Blast 7 (DC 22; Alternate Resistance: Will)
. . Mind over Matter (Close): Enhanced Trait 20 (Traits: Strength +7 (+7), Advantages: Close Attack 6)
. . Mind over Matter (Ranged): Move Object 6 (3200 lbs.; Increased Range: perception, Precise, Subtle 2: undetectable)
. . Silence: Nullify 7 (Counters: Magic, DC 17; Broad, Simultaneous)

Equipment: 5 EP towards Guardhouse

Offense
Initiative +5
Dualcast: Blast 10, +10 (DC 25)
Grab, +10 (DC Spec 17)
Leg Blow: Cumulative Affliction 6, +4/+10 (DC Fort 16)
Maddening Blast: Blast 7, +10 (DC Will 22)
Mind over Matter (Ranged): Move Object 6 (DC 16)
Silence: Nullify 7, +10 (DC Will 17)
Strike: Strength-based Strike 3, +4/+10 (DC 25)
Throw, +3 (DC 22)
Unarmed, +10 (DC 22)
Vicious Wound: Weaken 6, +4/+10 (DC Fort 16)

Complications
Honour: Alex follows the Magician's Code. (Do not teach magic to or otherwise allow magical artefacts to fall into the hands of someone who would use such things for selfish gain. Use magic to protect and heal others, and for the good of all. Never allow a magic-using criminal to prosper. Ensure that the knowledge of magic is passed to future generations. (This code is followed by most magicians with even the slightest concern for ethics or standards. A magician who doesn't follow this code is called a warlock in the Betterverse, and most known warlocks are crazy enough that killing them on sight is considered a legitimate reaction, even by the Ministry of Powers.))
Identity: Alex doesn't want anyone to know that he's the Red Mage. The other Guardians know who he is, but no-one else does.
Motivation: Discovery: Alex wants to discover more about the magical world.

Defense: Dodge 8, Parry 8, Fortitude 7, Toughness 12, Will 13

Power Points: Abilities 42 + Powers 53 + Advantages 14 + Skills 16 (32 ranks) + Defenses 25 = 150
---
Affiliation: Golders Green Guardians
Base: London, U.K.

Alex Walsh found a grimoire in his mum's loft. That grimoire contained a letter for Alex, saying that this was the only item in his inheritance that she couldn't put in her will, and that it was now his to keep.

As he studied the tome, he worked out the three things that his mother could not. Alex discovered how to cast two combat spells at once. He worked out the problem behind using different elements at the same time. And he managed to complete and place an enchantment on his mother's sword that would allow him to enhance it with elemental magic, which would be ideal where casting from range would be impractical, like fighting indoors.

After Alex perfected a protective enchantment that also allowed him to fly, he tried to work out what to call himself. While he was working that out, he was playing Final Fantasy V on his tablet. He saw that the Red Mage job had abilities similar to his, being able to cast combat and defensive magic with equal skill. He had just found his new handle. He named his sword Spellblade after the Sorcerer job's unique skill of enhancing their swords with elemental magic.

Alex realised that he had learned as much as he could from the grimoire by himself. He heard about a team being formed that specialised in hunting things that went bump in the night. After talking to Dr. Green, she agreed to let him join. Alex knows more than anyone how the way you perceive magic affects how you use it.
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Re: Betterwatchit's Builds

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The Soldiers of SHADOW

If there is one thing SHADOW has in abundance, it's personnel. All over the world, clone tanks are bursting with agents trained as mindless drones, with a few select agents trained for more complex tasks.


Troopers are the rank-and-file of SHADOW's armies. At least 95% of the clones that survive to adulthood are Troopers.
SHADOW Trooper - PL 5 (NPC)

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

Advantages: Equipment 3, Ranged Attack 4

Skills: Expertise: Tactics 6 (+6), Insight 5 (+5), Perception 5 (+5)

Equipment: Blaster Pistol, Bulletproof Vest, Commlink

Offense
Initiative +1
Blaster Pistol, +5 (DC 20)
Grab, +5 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +5 (DC 16)

Defense: Dodge 5, Parry 5, Fortitude 3, Toughness 5, Will 1

Power Points: Abilities 18 + Advantages 7 + Skills 8 (18 ranks) + Defenses 7 = 40

SHADOW Infiltrators have the capacity for special training; their job is intrusion and espionage. Equipped with a cloaking device to blend into the shadows, they spy on SHADOW’s targets, determining weak spots, uncovering secrets that can later be used in blackmail, and planting explosive devices for intrusion and diversion.
SHADOW Infiltrator - PL 4 (NPC)

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

Advantages: Equipment 4, Instant Up

Skills: Acrobatics 2 (+3), Athletics 2 (+3), Expertise: Tactics 5 (+5), Insight 5 (+5), Intimidation 4 (+4), Perception 5 (+5), Stealth 5 (+6), Technology 2 (+2), Vehicles 2 (+3)

Equipment: 18 EP worth of mission-specific equipment, Undercover Shirt

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

Defense: Dodge 5, Parry 5, Fortitude 3, Toughness 3, Will 1

Power Points: Abilities 18 + Advantages 5 + Skills 16 (32 ranks) + Defenses 7 = 46
Advanced Troopers are used as squad leaders and as lone operatives. These are the blank templates that receive short-term mutations, sacrificing a long lifespan for short-term power and the good of their cause.
SHADOW Advanced Trooper - PL 6 (NPC)

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

Advantages
Equipment 4, Instant Up, Precise Attack (Ranged, Cover), Ranged Attack 3, Teamwork

Skills
Acrobatics 3 (+5), Athletics 3 (+5), Expertise: Tactics 6 (+8), Insight 6 (+8), Intimidation 6 (+6), Perception 6 (+8), Stealth 6 (+8), Treatment 2 (+4), Vehicles 4 (+6)

Equipment
20 EP of mission-specific equipment

Offense
Initiative +2
Grab, +5 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +5 (DC 17)

Defense
Dodge 5, Parry 5, Fortitude 7, Toughness 2, Will 5

Power Points
Abilities 34 + Advantages 10 + Skills 21 (42 ranks) + Defenses 11 = 76
The Umbra Guard are the best of the best, clones given intense training and genetic enhancements. This is important to Overshadow, because he uses the Umbra Guard template whenever he needs a new body. Umbra Guard seen outside Nifelheim are proof that Overshadow has a major interest in seeing the mission accomplished, as he's the only one who can authorise their use in the field.
SHADOW Umbra Guard - PL 8 (NPC)

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 1, Awareness 1, Presence 1

Advantages
Equipment 5, Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack 3, Teamwork

Skills
Acrobatics 3 (+5), Athletics 3 (+5), Expertise: Current Events 3 (+4), Expertise: Tactics 6 (+7), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Technology 3 (+4), Treatment 2 (+3), Vehicles 4 (+6)

Equipment
22 EP in mission-specific equipment, Bulletproof Vest

Offense
Initiative +2
Grab, +6 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)

Defense
Dodge 6, Parry 6, Fortitude 9, Toughness 6, Will 7

Power Points
Abilities 34 + Advantages 13 + Skills 21 (42 ranks) + Defenses 17 = 85
Umbral Protocol: All SHADOW Soldiers listed here and in the post above have an implant that is rigged to put a lethal toxin in their brains if they ever rebel against Overshadow or if they're about to divulge information that would compromise SHADOW. Failure to resist the Mind Reading power also triggers the Protocol.

Author's Note: The stats you see here were adapted from the Agents of Freedom book.
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Re: Betterwatchit's Builds

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Spies of the SHADOWs

One of the oldest weapons in SHADOW’s arsenal are the Imposter-Bots, or I-Bots. They've been used to impersonate SHADOW’s enemies and then deal crippling blows from the inside. I-Bots have been in use since the early 1960s; the first models were moulded to a specific appearance and had a remote operator providing the intelligence. Since the early 1980s, I-Bots can change shape between human forms and operate independently of human control (though they can still be operated remotely as well). Imposter-Bots are expensive, so they are quite rare.
Imposter-Bot (I-Bot) - PL 10 (NPC)

Strength 8, Stamina -, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 2, Presence 3

Advantages: Eidetic Memory, Instant Up, Precise Attack (Ranged, Cover), Ranged Attack

Skills: Acrobatics 4 (+6), Deception 6 (+9), Expertise: (Choose One) 5 (+7), Expertise: Current Events 2 (+4), Expertise: Popular Culture 4 (+6), Expertise: Streetwise 2 (+4), Expertise: Tactics 2 (+4), Insight 6 (+8), Intimidation 2 (+5), Investigation 6 (+8), Perception 6 (+8), Persuasion 2 (+5), Sleight of Hand 2 (+4), Stealth 6 (+8), Technology 6 (+8), Vehicles 3 (+5)

Powers
Communication: Radio Communication 4 (Sense Type: Data)
Immunity: Immunity 30 (Fortitude Effects)
Morph (Humanoid): Morph 3 (+20 Deception checks to disguise; Broad group)
Protection: Protection 8 (+8 Toughness)

Offense
Initiative +2
Grab, +8 (DC Spec 18)
Throw, +3 (DC 23)
Unarmed, +8 (DC 23)

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

Power Points: Abilities 44 + Powers 69 + Advantages 4 + Skills 32 (64 ranks) + Defenses 16 = 165

Another method that SHADOW uses, is to turn one of their many clones into a Sleeper Agent with various brainwashing techniques, including telepathic implantation of false memories.

Many SHADOW Sleeper Agents don't realise they're actually working for SHADOW. They work until they have achieved a position where they can access sensitive information (state, military, or corporate secrets). The information is then stored in their brains until accessed by an Eye-in-SHADOW (See further below) who gives the appropriate telepathic trigger via mental communication. Most opponents can't even tell they've been raided, never mind by who.
SHADOW Sleeper Agent - PL 7 (NPC)

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

Advantages: Defensive Roll 3, Eidetic Memory, Fascinate (Deception), Instant Up, Precise Attack (Ranged, Cover), Ranged Attack 2, Teamwork

Skills: Acrobatics 3 (+4), Deception 6 (+9), Expertise: Current Events 2 (+4), Expertise: Popular Culture 4 (+6), Expertise: Streetwise 2 (+4), Expertise: Tactics 2 (+4), Expertise: Undercover Agent 4 (+6), Insight 6 (+8), Intimidation 2 (+5), Investigation 2 (+4), Perception 6 (+8), Persuasion 4 (+7), Ranged Combat: Guns 4 (+5), Sleight of Hand 2 (+3), Stealth 6 (+7), Technology 2 (+4), Vehicles 3 (+4)

Offense
Initiative +1
Grab, +5 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +5 (DC 15)

Defense: Dodge 6, Parry 6, Fortitude 7, Toughness 4/1, Will 7

Power Points: Abilities 30 + Advantages 10 + Skills 30 (60 ranks) + Defenses 17 = 87
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Re: [MnM 3E] Betterwatchit's Builds

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SHADOW Mutates

The soldiers that SHADOW usually makes are more than a match for the average soldier, but there comes a time when they need that extra edge against the law or any capes that catch on to them. That edge comes from a collaboration with Taurus and his Labyrinth, allowing for superpowered SHADOW clones, called mutates.

The world of psionics is largely a mystery, but where there’s power, SHADOW dabbles. The primary duty of the Eye-In-SHADOW is to relay telepathic messages between their home base and Nifelheim. They offer the ability to deliver messages with a security and speed unmatched by modern technology.
Eye-In-SHADOW - PL 10

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 2, Awareness 2, Presence 1

Advantages
Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills: Acrobatics 2 (+4), Athletics 3 (+5), Deception 2 (+3), Expertise: Behavioural Sciences 6 (+8), Expertise: Current Events 2 (+4), Expertise: Tactics 6 (+8), Insight 10 (+12), Intimidation 2 (+3), Perception 6 (+8), Ranged Combat: Psionic Powers 5 (+7), Sleight of Hand 6 (+8), Technology 3 (+5), Treatment 2 (+4), Vehicles 3 (+5)

Powers
Brain Scramble: Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception)
. . Illusion: Illusion 8 (Alternate; Affects: One Sense Type - Visual, Area: 250 cft., DC 18)
. . Mental Blast: Blast 8 (Alternate; DC 23; Alternate Resistance: Will)
. . Mental Fatigue: Affliction 8 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Increased Range 2: perception)
. . Telepathy: Mental Communication 3
Comprehend: Comprehend 2 (Languages - Speak All, Languages - Understand All)

Offense
Initiative +2
Brain Scramble: Affliction 8 (DC Will 18)
Grab, +6 (DC Spec 12)
Mental Blast: Blast 8, +8 (DC Will 23)
Mental Fatigue: Affliction 8 (DC Will 18)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)

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

Power Points: Abilities 38 + Powers 32 + Advantages 6 + Skills 29 (58 ranks) + Defenses 24 = 129
Also known as the Hellman Tank after the Nazi athlete who is (falsely) believed to be the father of all SHADOW clones, this mutate is a human brick-house who leads SHADOW’s charge in open confrontations with its enemies. They are often unleashed on an enemy to cause random destruction and distract the opposition.
Fist-In-SHADOW - PL 8

Strength 8/4, Stamina 7, Agility 2, Dexterity 2, Fighting 8, Intellect 1, Awareness 1, Presence 1

Advantages: Equipment 4, Fast Grab, Improved Disarm, Improved Grab, Skill Mastery: Acrobatics, Skill Mastery: Athletics, Skill Mastery: Intimidation, Skill Mastery: Sleight of Hand

Skills: Acrobatics 6 (+8), Athletics 4 (+12), Expertise: Streetwise 4 (+5), Expertise: Tactics 4 (+5), Insight 5 (+6), Intimidation 10 (+11), Investigation 2 (+3), Perception 5 (+6), Sleight of Hand 4 (+6), Stealth 6 (+8), Technology 2 (+3), Vehicles 2 (+4)

Powers
Enhanced Trait: Enhanced Trait 8 (Traits: Strength +4 (+8))
Power-lifting: Power-lifting 8 (+8 STR for lifting)
. . Shockwave: Burst Area Affliction 8 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Prone, DC 18; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, Extra Condition; Limited: To targets on the ground, Limited Degree)
. . Thunderclap: Burst Area Affliction 4 (Alternate; 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, Resisted by: Fortitude, DC 14; Burst Area: 30 feet radius sphere, Extra Condition; Limited Degree)
Protection: Protection 1 (+1 Toughness)

Equipment: 20 EP of mission-specific equipment

Offense
Initiative +2
Grab, +8 (DC Spec 18)
Shockwave: Burst Area Affliction 8 (DC Dog/Fort/ 18)
Throw, +2 (DC 23)
Thunderclap: Burst Area Affliction 4 (DC Fort 14)
Unarmed, +8 (DC 23)

Defense: Dodge 8, Parry 8, Fortitude 7, Toughness 8, Will 5

Power Points: Abilities 52 + Powers 19 + Advantages 11 + Skills 27 (54 ranks) + Defenses 10 = 119
The Flame-in-SHADOW is a support trooper who uses his fire control powers to cover troops as they move and provide distractions, particularly if he can find something flammable to ignite.
Flame-In-SHADOW - PL 8

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

Advantages: Equipment 4, Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills: Acrobatics 3 (+5), Athletics 3 (+5), Deception 2 (+3), Expertise: Behavioural Sciences 6 (+8), Expertise: Current Events 2 (+4), Expertise: Tactics 6 (+8), Insight 10 (+12), Intimidation 2 (+3), Perception 6 (+8), Ranged Combat: Flame Powers 6 (+8), Technology 3 (+5), Treatment 2 (+4), Vehicles 3 (+5)

Powers
Fire Control: Element Control 8 (Element: Fire, 6 tons)
. . Firebolt: Blast 7 (Alternate; fire, DC 22)
. . Flame Form: Insubstantial 3 (Alternate; Energy)
. . Flamethrower: Line Area Blast 5 (Alternate; fire, DC 20; Line Area: 5 feet wide by 30 feet long)
. . Into The Fire: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.; Medium: Flames)
Fireproof: Immunity 5 (Damage Effect: Fire)
Gliding Over Thermals: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Gliding)

Equipment: 17 EP of mission-specific equipment, Bulletproof Vest

Offense
Initiative +2
Firebolt: Blast 7, +9 (DC 22)
Flamethrower: Line Area Blast 5 (DC 20)
Grab, +5 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +5 (DC 17)

Defense: Dodge 7, Parry 7, Fortitude 8, Toughness 6, Will 7

Power Points: Abilities 36 + Powers 29 + Advantages 10 + Skills 27 (54 ranks) + Defenses 18 = 120
SHADOW’s technological gate network is one of the keys to its recent success. Naturally, they’d like to imitate it with natural powers. The Gate-In-SHADOW is the perfect conveyance for SHADOW agents to get to and from an operation without being traced.
Gate-In-SHADOW - PL 6

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

Advantages: Equipment 4, Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills: Acrobatics 3 (+5), Athletics 3 (+5), Deception 2 (+3), Expertise: Current Events 2 (+4), Expertise: Tactics 6 (+8), Insight 10 (+12), Intimidation 2 (+3), Stealth 6 (+8), Technology 3 (+5), Treatment 2 (+4), Vehicles 3 (+5)

Powers
Anchored: Immunity 5 (Extra Ranks 3, Uncommon Descriptor: Teleport Effects)
Teleport: Teleport 10 (4 miles in a move action, carrying 50 lbs.; Accurate, Portal)

Equipment: 17 EP of mission-specific equipment, Bulletproof Vest

Offense
Initiative +2
Grab, +5 (DC Spec 12)
Throw, +3 (DC 17)
Unarmed, +5 (DC 17)

Defense: Dodge 2, Parry 5, Fortitude 4, Toughness 6, Will 6

Power Points: Abilities 36 + Powers 55 + Advantages 10 + Skills 21 (42 ranks) + Defenses 4 = 126
For those occasions when SHADOW needs total stealth, the Shadow-in-SHADOW is an almost Platonic ideal of an operative. These agents are sometimes attached to Nacht-Krieger’s assassination squads.
Shadow-In-SHADOW - PL 8

Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 7, Intellect 1, Awareness 1, Presence 0

Advantages: Equipment 4, Improved Disarm, Instant Up, Skill Mastery: Perception, Skill Mastery: Sleight of Hand, Skill Mastery: Stealth

Skills: Acrobatics 6 (+10), Athletics 6 (+8), Expertise: Streetwise 5 (+6), Expertise: Tactics 5 (+6), Insight 5 (+6), Intimidation 10 (+10), Investigation 2 (+3), Perception 6 (+7), Ranged Combat: Shadow Powers 4 (+8), Sleight of Hand 6 (+10), Stealth 11 (+15), Technology 2 (+3), Vehicles 2 (+6)

Powers
Dark Bolt: Blast 8 (DC 23)
. . "Shadow Take You!": Weaken 8 (Alternate; Affects: Stamina, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . Fade To Black: Affliction 8 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . From The Shadows: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.; Medium: Shadows)
. . Shadow Blind: Burst Area Concealment Attack 2 (Alternate; Sense - Sight, DC 12; Burst Area: 30 feet radius sphere, Attack: Dodge)
. . Shadow Strike: Strength-based Strike 6 (Alternate; DC 23)
Shadow Health: Regeneration 10 (Every 1 round; Source: Shadows)

Equipment: 17 EP of Mission-Specific Equipment, Bulletproof Vest

Offense
Initiative +4
"Shadow Take You!": Weaken 8, +8 (DC Fort 18)
Dark Bolt: Blast 8, +8 (DC 23)
Fade To Black: Affliction 8, +8 (DC Fort 18)
Grab, +7 (DC Spec 12)
Shadow Blind: Burst Area Concealment Attack 2 (DC Dog 12)
Shadow Strike: Strength-based Strike 6, +7 (DC 23)
Throw, +4 (DC 17)
Unarmed, +7 (DC 17)

Defense: Dodge 10, Parry 8, Fortitude 9, Toughness 6, Will 7

Power Points: Abilities 42 + Powers 26 + Advantages 9 + Skills 35 (70 ranks) + Defenses 20 = 132
When the Wheel-In-SHADOW turns, destruction follows. Another good team player, the Wheel is the bane of conventional military forces, as his powers can easily shield advancing agents from most conventional ballistic weapons.
Wheel-In-SHADOW - PL 7

Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 6, Intellect 2, Awareness 2, Presence 1

Advantages: Equipment 4, Inspire, Instant Up, Leadership, Precise Attack (Ranged, Cover), Ranged Attack, Teamwork

Skills: Acrobatics 3 (+5), Athletics 3 (+5), Deception 2 (+3), Expertise: Behavioural Sciences 6 (+8), Expertise: Current Events 2 (+4), Expertise: Tactics 6 (+8), Insight 10 (+12), Intimidation 2 (+3), Perception 6 (+8), Ranged Combat: Kinetic Abilities 3 (+5), Stealth 7 (+9), Treatment 2 (+4), Vehicles 2 (+4)

Powers
Telekinesis: Move Object 5 (1600 lbs., DC 20; Damaging, Precise)
. . Deflect: Deflect 8
. . Disintegration: Weaken 8 (Alternate; Resisted by: Fortitude, DC 18; Affects Objects Only)
. . Kinetic Energy: Blast 8 (Alternate; DC 23)
. . Snare: Snare 5 (Alternate; DC 15)

Equipment: 17 EP of mission-specific equipment, Bulletproof Vest

Offense
Initiative +2
Disintegration: Weaken 8, +6 (DC Fort 18)
Grab, +6 (DC Spec 12)
Kinetic Energy: Blast 8, +6 (DC 23)
Snare: Snare 5, +6 (DC Dog 15)
Telekinesis: Move Object 5, +6 (DC 20)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)

Defense: Dodge 8, Parry 8, Fortitude 5, Toughness 6, Will 8

Power Points: Abilities 38 + Powers 20 + Advantages 10 + Skills 27 (54 ranks) + Defenses 17 = 112
The mutates are not, however, without their drawbacks. Taurus doesn't want any competition, so he made sure that the SHADOW mutates were built with two serious flaws. First, only one clone in five survives the mutation process. Having a superhuman at your disposal is handy, but SHADOW would rather have hordes of agents than a handful of minor league supers, so their numbers are limited.

Second, if they ever roll a Natural 1 on an attack roll or check for their powers, they die. For powers without an attack roll (such as a perception range power), the target getting a Natural 20 to resist will also have the same effect.

Third and last, they all have the Umbral Protocol installed as standard.

Author's Note: The stats you see here were adapted from the Agents of Freedom book.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Alexandru Movilâ AKA The Crimson Mask - PL 13 (NPC)

Image

Strength 0, Stamina 2, Agility 1, Dexterity 1, Fighting 7, Intellect 9, Awareness 6, Presence 1

Advantages: Artificer, Connected, Inspire 2, Ranged Attack 5, Ritualist

Skills: Deception 4 (+5), Expertise: Current Events 2 (+11), Expertise: Magic 11 (+20), Expertise: Tactics 1 (+10), Expertise: Theology & Philosophy 2 (+11), Insight 12 (+18), Intimidation 12 (+13), Investigation 4 (+13), Perception 10 (+16), Persuasion 8 (+9), Ranged Combat: Magic 4 (+5), Stealth 10 (+11)

Powers
Beyond Death: Immunity 3 (Aging, Uncommon Descriptor: Necromantic Effects)
Fearsome Presence: Perception Area Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 20; Perception Area (Visual), Selective, Subtle: subtle; Check Required: DC 11 - Intimidation)
Magic: Magic 10 (DC 25)
. . Force Field: Force Field 10 (Alternate; +10 Toughness)
. . Mind Control: Mind Control 5 (Alternate; DC 15)
. . Mind Reading: Mind Reading 10 (Alternate; DC 20)
. . Mystic Blast: Blast 6 (Alternate; DC 21; Alternate Resistance: Will)
. . Teleport: Teleport 10 (Alternate; 4 miles in a move action, carrying 50 lbs.)
Mind Shield: Impervious Will 14
Regeneration: Regeneration 1 (Every 10 rounds)
Vampiric Touch
. . Healing: Healing 9
. . Weaken: Weaken 9 (Linked; Affects: Stamina, Resisted by: Will, DC 19)

Offense
Initiative +1
Fearsome Presence: Perception Area Affliction 10 (DC Will 20)
Grab, +7 (DC Spec 10)
Magic: Magic 10, +10 (DC 25)
Mind Control: Mind Control 5 (DC Will 15)
Mind Reading: Mind Reading 10 (DC Will 20)
Mystic Blast: Blast 6, +10 (DC Will 21)
Throw, +6 (DC 15)
Unarmed, +7 (DC 15)
Weaken: Weaken 9, +7 (DC Will 19)

Complications
Motivation: Power: Alexandru seeks to become Earth's Master Mage. And since Adrian Eldritch appears to have resigned his post, Alexandru actually has a slight chance of pulling it off...
Responsibility: As the leader of the Thule Society, which currently serves as the supernatural branch of SHADOW.

Languages: English, Hungarian, Romanian (Native), Turkish

Defense: Dodge 9, Parry 9, Fortitude 12, Toughness 2, Will 14

Power Points
Abilities 54 + Powers 100 + Advantages 13 + Skills 40 (80 ranks) + Defenses 28 = 232
---
Occupation: Sorcerer
Affiliations: SHADOW, Thule Society
Original Book: Agents Of Freedom

A prince in Fifteenth Century Bucharest, Alexandru Movilâ was involved in the desperate struggle to keep Eastern Europe under the control of Christianity. He wasn't otherwise a good man, as he asked a high price for his service in money and favours from the crowned princes of Christendom and from the Holy See itself. Movilâ dabbled in the occult, developing curses for his enemies as well as ways to sustain his life and increase his influence.

In the most desperate battle, the defense of Transylvania against the Turks, Alexandru took a bribe from the Turks and betrayed its lord, Stefan Báthory to his death. Unfortunately, Báthory was a sorcerer of great power who placed a terrible curse on Movilâ. He would not die, but live so Báthory’s spirit could torment him forever. Movilâ found himself chased nightly by a terrible apparition he had no power to resist, who kept whispering "Traitor! Traitor!" into his ear.

Alexandru ran — straight into the arms of Báthory’s closest ally, Vlad Dracula (who would become known as Vlad the Impaler and Count Dracula in the modern world). The monster punished Movilâ with the Death of Ten Thousand Cuts: a hundred tiny, precise cuts were cut on Alexandru’s face, and then washed with vinegar, every day for a hundred days. Alexandru was supposed to go mad from pain and die from infection. His face became a pus-ridden blight; always bleeding from his sores, they mockingly called him the Crimson Mask.

However, death never came. Alexandru lived.

Vlad impaled Alexandru, but forgot to post a guard. Alexandru crawled off the spike, and fled into the night, with Stefan still whispering "Traitor! Traitor!" into his ear. Alexandru entombed himself and put himself to sleep, "until the time of one whose power can break this curse." Whether such a day would ever come was a matter for debate, for Báthory was the most powerful sorcerer for his generation.

Movilâ awoke in 1918, when the founding members of the Thule Society needed three masters of the arcane to empower their Armistice Day curse on France. His disfigurement wasn't cured by the centuries, so when they asked Alexandru his name, he simply replied, "The Crimson Mask." He assumed a position of power within the Society, using the other sorcerers to quiet Báthory’s ghost.

For twenty-five years, the Society built up its magical talents, only for Adrian Eldrich to destroy them at the end of the Second World War. Báthory’s ghost haunted the Crimson Mask once more, so he fled Germany and took shelter within an artifact known as the Cabinet of Grim Silence, where Báthory’s voice could not assail him. He stayed in the cabinet for over a decade, until Wilhelm Kantor (who would become known as Overshadow) released him and put an end to the curse. Kantor had been a Báthory in one of his previous lifetimes of evil, and in that family, blood is stronger than magic.

After five hundred years, Stefan Báthory was silenced at last.

The Crimson Mask has sworn never to be so tormented or humiliated ever again. Since his release, all of his energies are devoted to becoming Earth’s new Master Mage - which he sees as an unassailable position - and Heaven help anyone who gets in his way.


The "average" Thule Society members who the Crimson Mask can call as back-up or do his dirty work are statted below:
Thule Society Sorcerer - PL 8

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

Advantages: Connected, Ranged Attack 4, Ritualist

Skills: Deception 4 (+5), Expertise: Current Events 4 (+7), Expertise: Magic 8 (+11), Expertise: Theology & Philosophy 2 (+5), Insight 8 (+11), Investigation 6 (+9), Perception 6 (+9), Persuasion 4 (+5), Ranged Combat: Magic 4 (+4), Sleight of Hand 4 (+4)

Powers
Magic: Magic 8 (DC 23)
. . Eye of Compulsion: Mind Control 4 (Alternate; DC 14)
. . Fog of Forgetfulness: Perception Area Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 18; Perception Area (Visual))
. . Mystic Blast: Blast 5 (Alternate; DC 20; Alternate Resistance: Will)
. . Mystic Blinding: Dazzle 8 (Alternate; Affects Sense: Vision, Resisted by: Will, DC 18)
. . Mystic Bonds: Affliction 8 (Alternate; 1st degree: Hindered, 2nd degree: Immobile, Resisted by: Will, DC 18; Increased Range: ranged; Limited Degree)
. . Mystic Passage: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.)
. . Mystic Shield: Force Field 8 (Alternate; +8 Toughness)
. . Truth of Night: Mind Reading 8 (Alternate; DC 18)
Mind Shield: Impervious Will 6
Regeneration: Regeneration 1 (Every 10 rounds)
Vampiric Touch
. . Healing: Healing 8 (Linked; Limited: To Self)
. . Weaken: Weaken 8 (Linked; Affects: Stamina, Resisted by: Will, DC 18)

Offense
Initiative +0
Eye of Compulsion: Mind Control 4 (DC Will 14)
Fog of Forgetfulness: Perception Area Affliction 8 (DC Will 18)
Grab, +4 (DC Spec 10)
Magic: Magic 8, +8 (DC 23)
Mystic Blast: Blast 5, +8 (DC Will 20)
Mystic Blinding: Dazzle 8, +8 (DC Will 18)
Mystic Bonds: Affliction 8, +8 (DC Will 18)
Throw, +4 (DC 15)
Truth of Night: Mind Reading 8 (DC Will 18)
Unarmed, +4 (DC 15)
Weaken: Weaken 8, +4 (DC Will 18)

Defense: Dodge 7, Parry 7, Fortitude 6, Toughness 1, Will 8

Power Points: Abilities 24 + Powers 47 + Advantages 6 + Skills 25 (50 ranks) + Defenses 20 = 122
Last edited by betterwatchit on Wed Jul 07, 2021 2:34 pm, edited 4 times in total.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Dominic Ashe - PL 8 (NPC)

Image

Strength 6/0, Stamina 1, Agility 0, Dexterity 2, Fighting 6, Intellect 4, Awareness 3, Presence 4

Advantages: Beginner's Luck, Defensive Roll 2, Eidetic Memory, Equipment 20, Improved Initiative, Languages 3, Leadership, Luck 2, Minion 12, Seize Initiative, Well-informed

Skills: Deception 4 (+8), Expertise: Business 6 (+10), Expertise: Civics 6 (+10), Expertise: Current Events 6 (+10), Expertise: Streetwise 6 (+10), Expertise: Tactics 6 (+10), Insight 6 (+9), Intimidation 6 (+10), Investigation 6 (+10), Perception 6 (+9), Sleight of Hand 4 (+6), Stealth 6 (+6), Technology 6 (+10), Vehicles 4 (+6)

Powers
Right Cyberarm
. . Enhanced Trait: Enhanced Trait 12 (Traits: Strength +6 (+6); Limited: Right Arm Only)
. . Power-lifting: Power-lifting 1 (+1 STR for lifting)
Sub-Dermal Armour: Protection 3 (+3 Toughness)

Equipment: 100 EP to cover equipment and HQ

Offense
Initiative +4
Grab, +6 (DC Spec 16)
Throw, +2 (DC 21)
Unarmed, +6 (DC 21)

Complications
Motivation: Anarchy: Dominic wants to rebuild civilisation, but he first needs to destroy what's already there... And that's proving harder than it looks.
Power Loss: An EMP could wreck Dominic's right arm.
Rivalry: Dominic is trying to regain Overthrow's independence from SHADOW. And that's something Overshadow would not approve of.

Languages: English, French, German (Native), Italian, Russian

Defense: Dodge 6, Parry 6, Fortitude 6, Toughness 6/4, Will 9

Power Points: Abilities 40 + Powers 10 + Advantages 45 + Skills 39 (78 ranks) + Defenses 17 = 151
---
Occupation: Terrorist Mastermind
Affiliations: Overthrow, SHADOW
Original Book: Agents Of Freedom

Dominic Ashe is the leader of Overthrow, a global terrorist organisation that is strong in Europe, but operates worldwide. Ashe started Overthrow in 1989, but he intensified his attacks when the Cold War ended in favour of the West, recruiting as many extreme leftists as he could. A couple of years later, Overshadow decided to become Ashe's patron.

Now, Ashe is irritated that his dream - his legacy - is being perverted by the decadent. He's waiting for the right time to break away from Overshadow and reclaim independence.

He has a right cyberarm as a result of the only time that UNISON ever got close to capturing him. He also had some sub-dermal armour added when he had his arm replaced.
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Re: [MnM 3E] Betterwatchit's Builds

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Albrecht Wilhelmsson AKA Ragnarok - PL 18 (NPC)

Image

Strength 16/8, Stamina 16/8, Agility 3, Dexterity 3, Fighting 15, Intellect 2, Awareness 1, Presence 4

Advantages: Chokehold, Fast Grab, Fearless, Grabbing Finesse, Improved Grab, Improved Hold, Languages 2, Power Attack, Takedown

Skills: Athletics 1 (+17), Expertise: Current Events 3 (+5), Expertise: Magic 3 (+5), Insight 10 (+11), Intimidation 14 (+18), Perception 12 (+13), Persuasion 2 (+6), Stealth 1 (+4)

Powers
Half-Aesir Physiology
. . Enhanced Trait: Enhanced Trait 32 (Traits: Strength +8 (+16), Stamina +8 (+16))
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Immunity: Immunity 28 (Aging, Alteration Effects, Critical Hits, Very Common Descriptor: Magic)
. . Impervious Defense: Impervious Toughness 20
. . Impervious Defense: Impervious Will 9
. . Power-lifting: Power-lifting 5 (+5 STR for lifting)
. . Protection: Protection 4 (+4 Toughness)
. . Regeneration: Regeneration 1 (Every 10 rounds)

Offense
Initiative +3
Grab, +15 (DC Spec 13)
Throw, +3 (DC 31)
Unarmed, +15 (DC 31)

Complications
Relationship: Overshadow is his father. Enough said.
Responsibility: To SHADOW, the organisation run by his father.
Temper: Ragnarok's temper is known all over the Nine Worlds.

Languages: English, German, Old Norse (Native)

Defense: Dodge 15, Parry 15, Fortitude 16, Toughness 20, Will 9

Power Points: Abilities 88 + Powers 101 + Advantages 10 + Skills 23 (46 ranks) + Defenses 20 = 242
---
Affiliation: Formerly with the Aesir, now with SHADOW
Base: Nifelheim, Antarctica.
Original Book: Agents Of Freedom

Almost since the moment of his conception, Albrecht Wilhelmsson was bound for a great and terrible fate. His mother, Greta Göessler, was given the powers of a Valkyrie while he was still in the womb, and Albrecht shared in her powers, and then some. Given to the Aesir as an infant and raised as one of their own, the power of the Nine Worlds thundered in his veins, rivalling the gods themselves. Even so, as a boy living among the Aesir, life was far from easy. He was made a servant to young gods, and abused as "mortal-spawn." To defend himself, he became a fighter, a moody berserk brawler, and taught himself how to beat his oppressors.

His mother taught him about the great cities of Midgard, and the great German nation. She also taught him about his father, the handsomest, smartest man on Earth, a father who would give him all the love and respect he ever wanted, should they be reunited. His interest piqued, Albrecht made a perilous journey to the Norn to find a way to reach Midgard without the Aesir’s knowledge. The Norn warned him to stay away, or it would cost him his soul. He didn’t take the advice.

Years later, with Albrecht now grown as tall and broad as a true Prince of the Aesir, he was summoned by his father to Midgard. When he felt the summons to Earth, he was overjoyed - then his father tried to steal his body. For a man whose life had been a struggle against abuse and the betrayal of trust, this was the final straw. He vowed revenge on Overshadow and the mother who had lied to him about his father.

He named himself "Ragnarok" after the twilight of the gods. He was a force of rage and destruction, mostly aimed at SHADOW, but not particularly respectful of anything (or anyone) who got in his way.

In recent years, Ragnarok has fallen in love with Anya Datsyuk, the granddaughter of the original Valkyrie, while investigating connections between Overshadow and Overthrow in Eastern Europe. Anya, seizing an opportunity for power within SHADOW, convinced Ragnarok that one "misunderstanding" didn’t justify a decades-old vendetta, and helped him negotiate a deal with SHADOW. Ragnarok would join the Penumbra, providing the organization with one of the most physically powerful superhumans on Earth. He would give his father everything but his body. Overshadow agreed.

Now, a hundred infant “Sons of the Slain” grow in a hidden crèche in Nifelheim. With SHADOW’s time acceleration technology, these clones, perhaps the deadliest secret weapons yet conceived by Overshadow, will be ready in a few years time.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Aiden Pearce - PL 8

Image

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

Advantages: Accurate Attack, Assessment, Benefit: Face scrambled on ctOS, Connected, Contacts, Defensive Roll 2, Equipment 5, Favored Environment: Areas with a hacked ctOS, Favored Foe: Anyone who's been successfully Profiled, Improved Initiative, Luck, Move-by Action, Quick Draw, Skill Mastery: Athletics, Takedown, Ultimate Effort: Technology, Well-informed

Skills: Acrobatics 4 (+6), Athletics 4 (+6), Close Combat: ASP 6 (+8), Deception 6 (+6), Expertise: Streetwise 4 (+6), Insight 2 (+9/+4), Intimidation 6 (+6), Investigation 3 (+10/+5), Perception 7 (+9), Persuasion 6 (+6), Ranged Combat: Guns 9 (+11), Stealth 7 (+9), Technology 6 (+8), Vehicles 6 (+8)

Powers
Focus: Quickness 1 (Perform routine tasks in -1 time ranks, Advantages: Improved Initiative, Takedown)
The Profiler (Easily Removable)
. . Blackout: Perception Area Environment 4 (Visibility (-5), Radius: 250 feet; Perception Area: Radio; Unreliable (5 uses))
. . . . Control: Comprehend 2 (Alternate; Machines / Electronics)
. . . . Jam Comms: Perception Area Nullify 4 (Alternate; Counters: Mobile Communications, DC 14; Perception Area: Radio, Simultaneous; Unreliable (5 uses))
. . . . Profiling Software: Enhanced Trait 5 (Alternate; Traits: Investigation +5 (+10), Insight +5 (+9))

Equipment
Arsenal (ASP [Collapsible Baton: Strength-based Damage 2, DC 19; Subtle: DC 20 Visual Perception check to detect], Spec-Ops Goblin (Assault Rifle with Suppressor), Spec-Ops M1911 (Heavy Pistol with Silencer), Spec-Ops MAC-10 (Submachine Gun with Suppressor)), Bulletproof Vest, Cell Phone (Smartphone)

Offense
Initiative +6
Collapsible Baton: Strength-based Damage 2, +8 (DC 19)
Grab, +2 (DC Spec 12)
Jam Comms: Perception Area Nullify 4 (DC Will 14)
Spec-Ops Goblin, +11 (DC 20)
Spec-Ops M1911, +11 (DC 19)
Spec-Ops MAC-10, +11 (DC 19)
Throw, +2 (DC 17)
Unarmed, +2 (DC 17)

Complications
Enemy: Blume Corporation, who are responsible for ctOS, have a bounty on Aiden's head. The street gang calling themselves the Black Viceroys don't think much of Aiden either. And don't get the Chicago South Club started...
Fame: Aiden is known as the "Fox of Chicago" for being practically invisible to ctOS, and for actually lowering the crime rate more effectively than the corrupt Chicago PD.
Motivation: Justice: Aiden needs to know who ordered the shooting that resulted in the death of his niece, Lena.
Relationship: With his surviving family.
Power Loss: If the smartphone runs out of power, Aiden can't hack ctOS.

Languages: English

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

Power Points: Abilities 28 + Powers 10 + Advantages 20 + Skills 38 (76 ranks) + Defenses 24 = 120
---
Occupation: Grey-hat Hacker/Vigilante
Base: Chicago

Aiden is the main character of Watch_Dogs, which is set in a version of Chicago where everything and everyone is connected to a central operating system called ctOS. Aiden was caught out on a job, and had a contract called on him. Nothing lethal, just enough to scare him.

One of the shooters had a fit of conscience and shot out one of Aiden's tyres instead of the windscreen. The resulting crash caused the death of Aiden's niece. Aiden's been spending the last year trying to find out who ordered the attack in the first place.
Last edited by betterwatchit on Sun Nov 29, 2020 11:17 pm, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Marcus Holloway - PL 8

Image

Strength 2, Stamina 2, Agility 3, Dexterity 2, Fighting 9, Intellect 2, Awareness 2, Presence 2

Advantages
Contacts, Defensive Roll 5, Equipment 11, Favored Environment: Ambush, Inspire, Inventor, Skill Mastery: Acrobatics, Skill Mastery: Technology, Taunt, Ultimate Effort: Technology

Skills
Acrobatics 4 (+7), Athletics 5 (+7), Close Combat: Thunderball 1 (+10), Deception 3 (+5), Expertise: Pop Culture 3 (+5), Expertise: Streetwise 3 (+5), Insight 3 (+5), Intimidation 3 (+5), Perception 3 (+5), Persuasion 3 (+5), Ranged Combat: Guns 7 (+9), Stealth 6 (+9), Technology 7 (+9), Vehicles 3 (+5)

Powers
Thunderball (Easily Removable)
. . Damage: Strength-based Damage 2 (bludgeoning, DC 19; Choking, Dangerous, Disarming)

Equipment
Arsenal (2EZ Stun Gun (Taser with Laser Sight and Suppressor), Core Dump Pistol (Heavy Pistol with Laser Sight, Targeting Scope and Suppressor), Cell Phone (Smartphone), Computer, Quadcopter, RC Jumper
Quadcopter - PL 8

Strength -

Advantages: Benefit: Uses Marcus' Technology skill on relevant checks

Features: Communications 1, Remote Piloting

Powers
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Immunity to Fortitude Effects
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Innate; Permanent)

Defense: Parry None, Toughness 0, Will None

Equipment Points: Abilities -58 + Powers 55 + Advantages 1 + Features 2 + Defenses 5 = 5 EP
RC Jumper - PL 8

Strength -2, Dexterity 1

Advantages: Benefit: Uses Marcus' Technology skill on relevant checks, Taunt

Features: Communications 1, Remote Piloting

Powers
Communication: Radio Communication Perception (Visual) Perception (One Sense) 2 (Sense Type: Wi-Fi; Perception (One Sense): Audio, Perception (Visual): Visual)
Immunity to Fortitude Effects
Internal Speaker: Enhanced Trait 5 (Traits: Deception +8 (+5), Advantages: Taunt; Limited: Only to Taunt)
Jump: Leaping 3 (Leap 60 feet at 16 miles/hour)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Innate; Permanent)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +0
Grab, +0 (DC Spec 8)
Throw, +1 (DC 13)
Unarmed, +0 (DC 13)

Defense: Parry None, Toughness 0, Will None

Power Points: Abilities -38 + Powers 70 + Advantages 1 + Features 2 + Defenses 2 = 37
Offense
Initiative +3
2EZ Stun Gun, +11 (DC Fort 15)
Core Dump Pistol, +11 (DC 19)
Damage: Strength-based Damage 2, +10 (DC 19)
Grab, +9 (DC Spec 12)
Throw, +2 (DC 17)
Unarmed, +9 (DC 17)

Complications
Enemy: Blume (Makers of ctOS who farm and sell the data ctOS gives them), the Church of the New Dawn (due to Marcus freeing one of their celebrity shills from the ‘church’s’ blackmail) and Prime_Eight (rival SF crew who hack for their own gain).
Motivation: Justice: Marcus was accused by ctOS of a crime he didn't commit. Throwing in with Dedsec to take down Blume is his best possible chance of clearing his name. And if others who exploit their fellow man get exposed and punished, that is a very sweet bonus.
Relationship: With the rest of Dedsec's SF cell.

Languages: U.S. English

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 7/2, Will 8

Power Points
Abilities 48 + Powers 3 + Advantages 24 + Skills 27 (54 ranks) + Defenses 18 = 120 PP
---
Hometown: Oakland, CA
Affiliation: Dedsec (SF Cells, Field Agent)

Marcus Holloway is the protagonist of Watch Dogs 2, set in San Francisco where Blume just introduced ctOS 2.0. The 'new-and-improved' algorithms led ctOS to suspect Marcus Holloway of a crime.

A crime he didn't commit. Realising that the system covertly brings harm to the innocent citizens of San Francisco, he decides to work with the hacktivist group DedSec to take down ctOS 2.0, and Blume, the company behind ctOS.
Last edited by betterwatchit on Sat Mar 06, 2021 6:39 pm, edited 4 times in total.
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