[MnM 3E] Betterwatchit's Builds: Raindance

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Re: [MnM 3E] Betterwatchit's Builds: Michael Thorton from Alpha Protocol

Post by betterwatchit »

Davies wrote: Sat Oct 16, 2021 10:25 pm Just one pedantic note -- with his listed languages, he only needs 3 ranks of the Languages advantage. I don't know where you'd spend that point, though, as I've never played this game and his skills look appropriate for a cinematic but not superheroic operative.
Cinematic is a more appropriate tone, as Mike is the main character in an RPG that lets you customise him. You could customise Mike to be like Jason Bourne and out-fight your opponents, or like James Bond and out-gadget them or like Jack Bauer and outgun them.

You could have him in a John Wick film or a Payday game and he'd fit right in!
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Re: [MnM 3E] Betterwatchit's Builds: Michael Thorton from Alpha Protocol

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Booker Dewitt - PL 9

Image

Strength 2, Stamina 3, Agility 5, Dexterity 5, Fighting 8, Intellect 1, Awareness 2, Presence 2

Advantages: Accurate Attack, Benefit, Ambidexterity, Defensive Roll, Equipment 5, Improved Aim, Improved Critical: Revolver, Move-by Action, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 3, Seize Initiative, Taunt, Tracking, Ultimate Effort: Aim, Uncanny Dodge

Skills: Athletics 7 (+9), Deception 5 (+7), Ride* 4 (+9), Insight 7 (+9), Intimidation 6 (+8), Investigation 6 (+7), Perception 7 (+9), Stealth 4 (+9)

*From Time Traveller's Codex.

Powers
Sky Hook: Movement 2 (Safe Fall, Swinging; Limited: Only along Sky-lines)
. . Strike: Strength-based Strike 2 (Alternate; DC 19)
Vigor User: Variable 2 (Limited: To powers related to previously drunk Vigors, Quirk: Can't use while on a Sky-line)

Equipment: Revolver (Heavy Pistol), Shotgun, Sky-hook [Movement: Movement 2, Safe Fall, Swinging; Limited: Only along Sky-lines]

Offense:
Initiative +5
Grab, +8 (DC Spec 12)
Heavy Pistol, +8 (DC 19)
Shotgun, +8 (DC 20 )
Strike: Strength-based Strike 2, +8 (DC 19)
Throw, +8 (DC 17)
Unarmed, +8 (DC 17)

Complications
Addiction: Booker likes to drink and gamble a bit more than he ought to.
Enemy: Zachary Comstock wants Booker dead, to the point where he actually called Booker the "False Shepherd" in his Founder's Cult. This means that anyone affiliated with Comstock will automatically have a Hostile attitude if they realise that they're dealing with Booker.
Power Loss: Booker can wind up losing the use of his Vigors if he uses them too much. If that happens, he'll need some Salts to get them working again.
Reputation: Booker is known to have been part of the 7th Cavalry at Wounded Knee, and he was a Pinkerton afterwards before he was fired for engaging in 'conduct exceeding acceptable bounds', which is REALLY saying something, given what the Pinkertons were doing back then.
Responsibility: For Elizabeth Comstock, by helping her escape from Columbia.

Languages: U.S. English

Defense: Dodge 12, Parry 12, Fortitude 10, Toughness 4/3, Will 8

Power Points: Abilities 56 + Powers 11 + Advantages 21 + Skills 23 (46 ranks) + Defenses 24 = 135
---
Occupation: Private Investigator
Base: New York City, USA.

Booker DeWitt is from Bioshock Infinite, which is set in the flying city of Columbia. Booker's in debt to some very nasty people, and they told him about a girl named Elizabeth, saying "Bring us the girl, and wipe away the debt!" Compared to other Bioshock games, which happened after a major disaster, this is the one where you're right on time to see the chaos unfold in front of you!
Last edited by betterwatchit on Fri Nov 11, 2022 12:07 pm, edited 2 times in total.
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Re: [MnM 3E] Betterwatchit's Builds: Booker DeWitt

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Link (Original Game) - PL 9

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

Advantages: All-out Attack, Assessment, Defensive Attack, Defensive Roll, Equipment 2, Evasion, Fearless, Improved Aim, Improved Critical 4: Blade of Evil's Bane, Luck 4, Power Attack, Quick Draw, Ranged Attack 9, Takedown

Skills: Athletics 8 (+10), Expertise (AWE): Survival 5 (+10), Insight 5 (+10), Perception 6 (+11)

Powers
Boomerang (Easily Removable)
. . Damage: Strength-based Damage 3 (DC 20; Increased Range: ranged, Indirect: fixed point, directed away)
. . . . Extended Reach: Move Object 3 (Alternate; 400 lbs.; Limited Direction: Only towards Link)
Hylian Shield (Removable (indestructible))
. . Projectile Deflection: Deflect 10 (Diminished Range 2)
. . . . Enhanced Defence: Enhanced Trait 3 (Alternate; Traits: Dodge +2 (+11), Parry +1 (+11))
Master Sword (Easily Removable (indestructible))
. . Blade of Evil's Bane: Strength-based Damage 6 (DC 23, Advantages: Improved Critical 4; Restricted 1 (Bearer of the Triforce of Courage))
. . . . Sword Beam: Blast 6 (Alternate; DC 21; Quirk: Wielder must be uninjured)
Power Bracelet (Removable)
. . Power-lifting: Power-lifting 2 (+2 STR for lifting)
Red Ring (Removable)
. . Protective Magics: Protection 4 (+4 Toughness)

Equipment: Bow

Offense
Initiative +4
Blade of Evil's Bane: Strength-based Damage 6, +10 (DC 23) Crit. 16-20
Bow, +12 (DC 20)
Damage: Strength-based Damage 3, +12 (DC 20)
Extended Reach: Move Object 3, +12 (DC 13)
Grab, +10 (DC Spec 12)
Sword Beam: Blast 6, +12 (DC 21)
Throw, +12 (DC 17)
Unarmed, +10 (DC 17)

Complications
Enemy: Ganon has the Triforce of Power, and he wants all three pieces of the Triforce to become powerful enough to conquer Hyrule. He knows that he needs to kill Link and Princess Zelda in order to safely obtain the other two Triforces.
Motivation: Responsibility: Link knows that fate has chosen him to be the Hero of Hyrule and bearer of the Triforce of Courage. Trouble is, fate has a tendency to call at strange hours…
Relationship: With Princess Zelda, bearer of the Triforce of Wisdom.

Languages: Hylian

Defence: Dodge 11/9, Parry 11/10, Fortitude 9, Toughness 7/6, Will 9

Power Points: Abilities 56 + Powers 26 + Advantages 25 + Skills 12 (24 ranks) + Defences 16 = 135
---
Theme Song: LoZ Overworld Theme

A gaming legend, Link has been kicking arse in Hyrule and neighbouring kingdoms for over 35 years! This build is based on his original appearance on the FDS/NES. This version is also useful if you want to do a campaign based on the Satellaview Version.
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Re: [MnM 3E] Betterwatchit's Builds: Link from Legend of Zelda

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Lin Mao Hii AKA Goldclaw - PL 11 (NPC)

Image

Strength 4/0, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 4, Awareness 5, Presence 2

Advantages: Improved Disarm, Improved Initiative, Languages 1, Ritualist

Skills: Acrobatics 4 (+8), Athletics 4 (+8), Close Combat: Golden Claws 1 (+11), Deception 6 (+8), Expertise: Magic 8 (+12), Ranged Combat: Magical Array 7 (+11), Sleight of Hand 8 (+12), Stealth 4 (+8)

Powers

Golden Claws: Strength-based Damage 7 (magical, slashing, DC 26)

Magical Array
Dazzle: Cumulative Affliction 5 (magical, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 15; Cumulative, Increased Range: ranged; Sense-dependent: Visual)
Mystic Flame: Damage 5 (fire, magical, DC 20; Increased Range: ranged)
Teleport: Teleport 5 (magical, 900 feet in a move action, carrying 50 lbs.)
Magically-enhanced Strength: Enhanced Trait 8 (magical, Strength +4 (+4))
Protection: Protection 10 (magical, +10 Toughness; Impervious)

Mystic Amulet (Removable)
Lightning Amulet: Damage 5 (electricity, magical, DC 20; Aura: Lightning, Reaction 3: reaction)


Offense
Initiative +8
Dazzle: Cumulative Affliction 5, +11 (DC Will 15)
Golden Claws: Strength-based Damage 7, +11 (DC 26)
Grab, +10 (DC Spec 14)
Lightning Amulet: Damage 5, +10 (DC 20)
Mystic Flame: Damage 5, +11 (DC 20)
Throw, +4 (DC 19)
Unarmed, +10 (DC 19)

Languages: English, Mandarin (Native)

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

Power Points: Abilities 62 + Powers 67 + Advantages 4 + Skills 21 (42 ranks) + Defenses 17 = 171

Goldclaw is from the Waxworks Caper in Annual #2. To replicate his animated waxworks, use the Skeleton from Gamemaster's Guide without Resistance to Blades and with a complication of being vulnerable to fire (+5 DC to resist attacks with a fire descriptor).
Last edited by betterwatchit on Sat Jul 29, 2023 3:26 pm, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds: Goldclaw

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Baron Stahlfaust (Steelfist) - PL 11 (NPC)

Image

Strength 3, Stamina 4, Agility 3, Dexterity 3, Fighting 9, Intellect 1, Awareness 3, Presence 3

Advantages: All-out Attack, Assessment, Connected, Contacts, Cult Hero 2: Neo-Nazis, Defensive Roll, Equipment 10, Fearless, Improved Aim, Improved Critical 4: Steel Knuckles, Inspire 3, Languages 1, Leadership, Move-by Action, Precise Attack (Ranged, Cover), Prone Fighting, Ranged Attack 7, Well-informed

Skills: Acrobatics 2 (+5), Athletics 4 (+7), Close Combat: Unarmed 1 (+10), Deception 7 (+10), Expertise (PRE): Oratory 7 (+10), Expertise: Art 9 (+10), Expertise: Behavioural Sciences 9 (+10), Expertise: Current Events 9 (+10), Expertise: History 9 (+10), Expertise: Tactics 9 (+10), Insight 10 (+13), Intimidation 10 (+13), Perception 7 (+10), Persuasion 7 (+10), Sleight of Hand 5 (+8), Stealth 9 (+12), Technology 4 (+5), Vehicles 2 (+5)

Powers
Agony Gauntlet (Removable)
. . Agony Beam: Affliction 8 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . . . Energy Blast: Blast 8 (Alternate; DC 23)
. . . . Steel Knuckles: Strength-based Damage 8 (Alternate; DC 26, Advantages: Improved Critical 4; Feature: Counts as Unarmed)
. . . . Touch of Agony: Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)

Equipment: Bulletproof Vest, 47 EP of additional Equipment

Offense
Initiative +3
Agony Beam: Affliction 8, +10 (DC Fort 18)
Energy Blast: Blast 8, +10 (DC 23)
Grab, +9 (DC Spec 13)
Steel Knuckles: Strength-based Damage 8, +10 (DC 26)
Throw, +10 (DC 18)
Touch of Agony: Affliction 10, +9 (DC Fort 20)
Unarmed, +10 (DC 18)

Complications
Enemy: Every anti-fascist out there would love to see Stahlfaust gone for good.
Motivation: Responsibility: He wants the Third Reich to return, and is willing to do whatever it takes to see it happen.
Prejudice: As a Nazi, Stahlfaust hates other races, especially Jews. He'll focus his attacks on any Jewish opponent he sees, even when it would put him at a disadvantage.
Reputation: It's a matter of public record that Stahlfaust isn't a Neo-Nazi, he's the genuine article!

Languages: English, German (Native)

Defence: Dodge 11, Parry 11, Fortitude 12, Toughness 9/4, Will 8

Power Points: Abilities 58 + Powers 15 + Advantages 35 + Skills 60 (120 ranks) + Defenses 23 = 191
---
Affiliation: Third Reich
Base: Berlin, Germany
Legal Status: Wanted for Crimes Against Humanity committed during the Second World War.

Stahlfaust was chosen by the Nazi government to be a recipient of an experimental super-soldier serum during World War II. The effects weren't as strong as the Americans' effort, so they commissioned a special gauntlet, designed to either destroy the enemies of the Reich or to simply make them suffer. When Berlin fell, Stahlfaust entered an experimental suspended-animation chamber hidden in a bunker so secret, only himself and Hitler knew where it was.

He set the dial to wake him up early in the next century, so he could bring the ideals of the Third Reich to an all-new generation. The modern mainstream German culture being highly anti-fascist wasn't so much of a surprise to him at all. What did surprise him was the fact that there were several young Germans who thought that Hitler was actually on to something. And the musician known as Blitz isn't exactly going to be the new Wagner, but he can see a way for them to work together.

Stahlfaust is currently wanted as one of the few war criminals from World War II who's still fit to stand trial.

Author's Note: The stats were based on those of the Iron Duke from Agents of Freedom.
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Re: [MnM 3E] Betterwatchit's Builds: Goldclaw

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Sean Devlin - PL 6

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

Advantages: Connected, Defensive Roll 3, Equipment 6, Evasion, Favored Environment: Rooftops, Favored Foe: Nazis, Hide in Plain Sight, Improved Initiative, Languages 2, Luck 3, Quick Draw, Skill Mastery: Stealth, Skill Mastery: Vehicles, Ultimate Effort: Vehicles

Skills: Athletics 6 (+8), Deception 4 (+4), Expertise: Paris 5 (+6), Insight 6 (+6), Intimidation 2 (+2), Perception 6 (+6), Persuasion 2 (+2), Ranged Combat: Guns 5 (+6), Stealth 6 (+8), Vehicles 6 (+7)

Equipment: Dynamite, Leather Jacket (Leather Armour), Weaponry (Knife, Light Submachine Gun, Scoped Light Service Rifle, Suppressed Light Pistol)

Offence
Initiative +6
Dynamite (DC Dog 15)
Grab, +6 (DC Spec 12)
Knife, +6 (DC 18)
Light Submachine Gun, +6 (DC 18)
Scoped Light Service Rifle, +6 (DC 20)
Suppressed Light Pistol, +6 (DC 18)
Throw, +1 (DC 17)
Unarmed, +6 (DC 17)

Complications
Enemy: The Nazis occupying Paris would be very glad to see Sean dead. And there's a reason that Sean can't go back to Ireland.
Motivation: Justice/Vengeance: Sean is out to kill Kurt Dierker, the high-ranking SS officer who killed his best friend.
Relationship/Responsibility: To the French Resistance.

Languages: French, German, Irish English (Native)

Defence: Dodge 6, Parry 6, Fortitude 6, Toughness 6/2, Will 6

Power Points: Abilities 28 + Advantages 24 + Skills 24 (48 ranks) + Defenses 14 = 90
---
Occupations: Mechanic, Racing Driver, Saboteur
Affiliations: Morini Autos, French Resistance
Base: The Belle du Nuit nightclub, Paris

Sean Devlin is from The Saboteur, a computer game set in Paris during World War II. When this Irishman's best friend is shot dead by Kurt Dierker of the SS, Sean swears to do whatever it takes to see Kurt dead. And the path with the best chance of success happens to be one that requires killing a lot of Nazis and liberating Paris.
Last edited by betterwatchit on Thu Mar 28, 2024 10:01 pm, edited 1 time in total.
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Re: [MnM 3E] Betterwatchit's Builds: Sean Devlin

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Peter Parker AKA Spiderman (Earth-1048) - PL 10

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Strength 7/3, Stamina 8/5, Agility 8/6, Dexterity 2, Fighting 6, Intellect 1, Awareness 2, Presence 1

Advantages: Evasion, Inventor, Move-by Action, Skill Mastery: Acrobatics, Uncanny Dodge

Skills: Acrobatics 4 (+12), Athletics 3 (+10), Close Combat: Unarmed 6 (+12), Expertise: Chemistry 9 (+10), Perception 8 (+10), Ranged Combat: Web Shooters 8 (+10), Technology 8 (+9)

Powers
Arachnid Physique
. . Enhanced Trait: Enhanced Trait 18 (Traits: Agility +2 (+8), Stamina +3 (+8), Strength +4 (+7))
. . Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Spider-Sense: Senses 1 (Danger Sense: Mental)
. . Wall-Crawler: Movement 1 (Wall-crawling 1: -1 speed rank)
Spider-Suit (Removable)
. . Conceals Identity: Feature 1
. . HUD: Senses 2 (Direction Sense, Distance Sense)
Web-Shooters (Removable)
. . Web Slinging
. . . . Movement: Movement 2 (Safe Fall, Swinging)
. . . . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Limited: Only while Swinging)
. . Web Up: Cumulative Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Diminished Range 2, Limited Degree)

Offense
Initiative +8
Grab, +12 (DC Spec 17)
Throw, +2 (DC 22)
Unarmed, +12 (DC 22)
Web Up: Cumulative Affliction 10, +10 (DC Dodge/Damage 20)

Complications
Enemy: Electro, Hammerhead, Kingpin, Spidey's put a lot of people away in the past.
Identity: Peter Parker is Spider-Man.
Motivation: Responsibility: With Great Power Comes Great Responsibility.
Relationship: With his girlfriend MJ, Aunt May and Captain Yuriko Watanabe of the NYPD.

Languages: English

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

Power Points: Abilities 52 + Powers 50 + Advantages 5 + Skills 23 (46 ranks) + Defenses 20 = 150
---
Affiliations: F.E.A.S.T., Octavius Industries, formerly of the Daily Bugle.
Age: 23
Birthplace: Forest Hills, New York
Legal Status: US Citizen, no criminal record.

This is the version of Spider-Man from Marvel's Spider-Man (Remastered) for PS4 and PC.

By the time the game starts, Peter has been Spider-Man for eight years. The story starts with him helping the NYPD finally take down Wilson Fisk (AKA The Kingpin) for good. (Incidentally, I got a good giggle when I found out where in Marvel's New York they put Fisk Tower. Just look up who owns the spot IRL!)

Afterwards, new gangs see the power vacuum, start filling it and it all gets crazy from there.

The stats shown here are for a PC-legal version of Peter at the point the game's story starts.
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Re: [MnM 3E] Betterwatchit's Builds: Spiderman (Earth-1048)

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Catherine McAllister AKA The Manx Cat - PL 10

Strength 7/1, Stamina 6/1, Agility 7/1, Dexterity 2, Fighting 10, Intellect 1, Awareness 3, Presence 1

Advantages: Evasion, Hide in Plain Sight, Improved Critical 2: Claws, Improved Initiative, Languages 1, Luck 5, Set-up, Teamwork

Skills: Acrobatics 3 (+10), Athletics 3 (+10), Expertise: Streetwise 5 (+6), Insight 7 (+10), Perception 7 (+10), Stealth 3 (+10)

Powers
Cat Suit (Removable)
. . Cat's Luck: Burst Area Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other, Advantages: Luck 5; Burst Area: 30 feet radius sphere, Selective)
. . Claws: Strength-based Damage 1 (slashing, DC 23, Advantages: Improved Critical 2; Accurate: +2)
. . Feline Fitness: Enhanced Trait 34 (Traits: Strength +6 (+7), Stamina +5 (+6), Agility +6 (+7))
. . Feline Movement
. . . . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: To One Move Action)
. . . . Movement: Movement 1 (Water Walking 1: you sink if stopped; Limited: To Solid Surfaces)
. . . . Movement: Movement 4 (Safe Fall, Sure-footed 2, Trackless: Visual 1)
. . . . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Feline Senses: Senses 5 (Acute (Type): Smell, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)

Offence
Initiative +11
Claws: Strength-based Damage 1, +12 (DC 23)
Grab, +10 (DC Spec 17)
Throw, +2 (DC 22)
Unarmed, +10 (DC 22)

Complications
Feline Compulsion: While Catherine wears the suit, she becomes scared of water and loses her ability to swim, she becomes nervous around dogs (-5 to resist Intimidation rolls if a canine is on the intimidator's side), and she gains a craving for fish and to wash her hands with her tongue (occasional Will rolls needed to avoid doing the latter in public). The compulsion only occurs when she's actually wearing the suit.
Identity: Catherine doesn't want anyone to know that she's the Manx Cat.
Motivation: Greed: The Manx Cat is known as a "Counter-thief". She usually gets hired to find where something valuable and stolen has gone, and get it back. whether it's cash, diamonds, documents or guns, she'll get it back to you.

Languages: English (Native), Manx

Defence: Dodge 14, Parry 14, Fortitude 10, Toughness 6, Will 10

Power Points: Abilities 40 + Powers 68 + Advantages 6 + Skills 14 (28 ranks) + Defenses 22 = 150
---
Occupation: "Counter-thief"
Base: Douglas, Isle of Man

Catherine McAllister found a cat costume in the cellar of her grandfather's house in Douglas, on the Isle of Man. The story she heard about it went that her great-grandfather had saved an African witchdoctor from danger by shooting a black pantheress. In gratitude, the witchdoctor made a traditional costume out of the pelt, claiming that it would give the wearer great power. Her great-grandfather didn't believe in "heathen mumbo-jumbo" as he called it (but was wise enough not to in front of the witchdoctor), but was grateful enough to humbly accept the suit.

Catherine decided to wear it, and saw that it was a perfect fit. She felt somewhat lighter with a bit of spring in her step. She brushed the bannister with her claws and saw she had cut nearly all the way through. She realised that she could use this suit to get things done.

With no superhuman community on the Isle of Man, Catherine decided to get involved with the British superhumans and underworld. She soon discovered her knack for getting things back to their rightful owners, charging a fair price for her services.
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Re: [MnM 3E] Betterwatchit's Builds: The Manx Cat

Post by betterwatchit »

Takamaru - PL 10

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Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 7, Intellect 0, Awareness 2, Presence 1

Advantages: Agile Feint, Benefit, Ambidexterity, Benefit, Status 2: Samurai, Defensive Roll 2, Evasion, Improved Critical: Razor-Sharp Blade, Improved Initiative, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Quick Draw, Takedown, Uncanny Dodge

Skills: Acrobatics 4 (+10), Athletics 10 (+13), Close Combat: Katana 7 (+14), Close Combat: Unarmed 3 (+10), Expertise: Tactics 8 (+8), Insight 8 (+10), Intimidation 9 (+10), Perception 8 (+10), Persuasion 9 (+10), Ranged Combat: Bo Shuriken 8 (+14)

Powers
Circling Hawk Katana (Easily Removable)
. . Razor-Sharp Blade: Strength-based Damage 3 (slashing, DC 21, Advantages: Improved Critical; Multiattack [3 extra ranks], Penetrating 6)
. . . . Deflect: Deflect 6 (Alternate; Reduced Range: close)
. . Bo Shuriken (Alternate; Easily Removable)
. . . . Thrown Blade: Strength-based Damage 2 (piercing, DC 20, Advantages: Improved Critical; Increased Range: ranged)

Offence
Initiative +10
Grab, +7 (DC Spec 13)
Razor-Sharp Blade: Strength-based Damage 3, +14 (DC 21)
Throw, +6 (DC 18)
Thrown Blade: Strength-based Damage 2, +14 (DC 20)
Unarmed, +10 (DC 18)

Complications
Honor: Like most other samurai of the Tokugawa period, Takamaru follows the path of Bushido.
Motivation: Loyalty: Takamaru serves the Shogunate.

Languages: Japanese

Defence: Dodge 15, Parry 15, Fortitude 8, Toughness 5/3, Will 12

Power Points: Abilities 56 + Powers 12 + Advantages 13 + Skills 37 (74 ranks) + Defenses 32 = 150
---
Theme: Murasame Castle Theme

Occupation: Samurai
Affiliation: Tokugawa Shogunate
Base: Japan

Takamaru is the main character of Nazo no Murasame Jõ (The Mysterious Murasame Castle) for the Famicom Disk System. Set in the time of Tokugawa Ietsuna, Takamaru's mission is to raid five castles that have been attacked by aliens and stop the invasion.
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Re: [MnM 3E] Betterwatchit's Builds: Takamaru

Post by betterwatchit »

Juliet Starling - PL 8

Image

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

Advantages: Agile Feint, Attractive, Defensive Roll 2, Favored Foe: Undead, Languages 1, Move-by Action, Ritualist, Second Chance: Acrobatics check to recover from being prone, Takedown, Uncanny Dodge

Skills: Acrobatics 3 (+8), Athletics 7 (+8), Expertise (PRE): Cheerleading 6 (+8), Expertise: Magic 7 (+9), Expertise: Zombie Hunter 6 (+8), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: Grenade Launcher 3 (+8)

Powers:
Chainsaw (Easily Removable)
Grenade Launcher: Burst Area Blast 5 (explosive, magical, DC 20; Burst Area: 30 feet radius sphere)
Chainsaw Blade: Damage 7 (Alternate; magical, slashing, DC 22; Penetrating 7)
Rocket Engine: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round)

Regeneration: Regeneration 5 (Every 2 rounds; Limited: Only while sucking on a lollipop)

Offense:
Initiative +5
Chainsaw Blade: Damage 7, +9 (DC 22)
Grab, +9 (DC Spec 11)
Grenade Launcher: Burst Area Blast 5 (DC 20)
Throw, +5 (DC 16)
Unarmed, +9 (DC 16)

Complications:
Motivation: Responsibility: Juliet is following the Starling family tradition of zombie hunting.
Relationship: Her boyfriend, Nick.

Languages: Japanese, U.S. English (Native)

Defense: Dodge 11, Parry 11, Fortitude 7, Toughness 3/1, Will 7

Power Points: Abilities 54 + Powers 14 + Advantages 11 + Skills 22 (44 ranks) + Defenses 19 = 120
---
Occupation: Cheerleader (Public) / Zombie Hunter (Secret)
Affiliation: Starling Family
Base: San Romero, U.S.A.

Theme Song: Mickey by Toni Basil

Juliet is from Lollipop Chainsaw, in which her high school gets infested with zombies. With her family offering the only effective resistance, she has to find and destroy the source of the infestation to save her town.
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Re: [MnM 3E] Betterwatchit's Builds

Post by Harnos »

betterwatchit wrote: Sat Nov 05, 2016 12:07 am 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.
Nice NPCs for SHADOW. But I wonder two things. Why do Fists have a lifting strength of 16 (1600 tons) and flame guys have total 12 bonus to Insight?
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Re: [MnM 3E] Betterwatchit's Builds

Post by betterwatchit »

Harnos wrote: Sun Feb 26, 2023 1:48 pmNice NPCs for SHADOW. But I wonder two things. Why do Fists have a lifting strength of 16 (1600 tons) and flame guys have total 12 bonus to Insight?
Basically, they're SHADOW Advanced Trooper clones who were subjected to a flawed DNAscent process after their training.
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Re: [MnM 3E] Betterwatchit's Builds: Griffin, Post-NYC

Post by betterwatchit »

Griffin, Post-NYC - 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, Favoured Environment: Air, Favoured Foe: Vampires, Fearless, Improved Initiative, 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), Investigation 6 (+8), Perception 6 (+8), Persuasion 3 (+4), Stealth 2 (+4), Technology 4 (+6)

Powers
Angelic Abilities
. . Angel Wings: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Feature: Can Hide Wings; Wings)
. . . . Healing Touch: Healing 6 (Alternate; Persistent, Stabilize; Limited: Cannot Heal Self)
. . 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 Privacy: Feature 2
. . Gift of Understanding: Comprehend 6 (Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Sense of the Predator: Senses 6 (Acute: Vision, Extended: Vision 1: x10, Low-light Vision, Tracking: Vision 1: -1 speed rank, Ultra-hearing, Ultravision)
. . 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]; Conditional Ownership 1 (The Lady))

Offence
Initiative +6
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
Blood Money: There is a combined bounty of $200,000 on Griffin's head. Half by NYC's vampiric community and half by the 3rd Street Saints (or as Griffin calls them, the 3rd Street Sinners). And his death is the only way to get them to pay out.

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 from 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. And it also means that any World War 2-era villains who are still alive will see Griffin as a high-priority target!

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

No Fly List: For the length of his world tour, Griffin cannot take any domestic commercial flights. Domestic is defined here as "Within the same national borders."

Temper: Short tempers are known to run in Griffin'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 69 + Advantages 17 + Skills 22 (44 ranks) + Defenses 25 = 169

* From Time Traveller's Codex.
---
Concept: Modern-Day Paladin.

Base: London, United Kingdom.
Identity: Protected Secret.
Legal Status: British Citizen, no criminal record.

This is Griffin after he has been through several adventures in Britain and in New York City, making friends and foes while sharpening his skills and being granted some new gifts, including what he calls the Blessing of Privacy.

The Blessing of Privacy means that no mortal can link Griffin's identities as belonging to the same person without his explicit permission. He also no longer leaves forensic evidence unless he makes a conscious decision to do so. His father is the only mortal to whom he has willingly divulged his secret.


Before heading off to New York, he aided Cheddar and Goldwing in stopping what has become known as the National Haunting, where Pictish ghosts were planning to regain solid form and slay anyone in Britain who wasn't of Pictish blood (and In modern Britain, that's practically everyone).

His sense of honour and responsibility is such that he made sure to keep any heat from his actions from coming to his hostess' house. And when he got into a duel to first blood, he had to let the swordswoman he was fighting borrow Justice to keep it a fair fight!

He has recently completed a mission where he had to take down NYC's vampiric community, which included killing two high-ranking vampires and exposing their existence to Dedsec, the Avengers and ARCADE. His next destination is Freedom City, where superhumans first appeared.

Whatever else may happen, one thing's for certain: Griffin is going to continue his tour and improve himself.


Griffin's Agreement is duplicated below for reference:
Griffin's Agreement:

The Agreement is Griffin's contract with the being he calls 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 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 Mammon. 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. 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. Any attempt to subvert the Agreement violates it.
His yes must mean yes, and his no must mean no.

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 did so.

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.
Last edited by betterwatchit on Wed Jan 03, 2024 11:53 am, edited 2 times in total.
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Re: [MnM 3E] Betterwatchit's Builds: Griffin, Post-NYC

Post by betterwatchit »

New Equipment:

I made several items of equipment while publishing my UK Adventure Series on DriveThruRPG.


The PDW (Personal Defence Weapon) is meant for second-line personnel like drivers and artillery gunners who aren't expected to be at the front line, but whose duties mean that they can still encounter trouble. Law enforcement and spec-op forces use PDWs as well.

PDWs are chambered in all-new cartridges designed to pierce modern body armour. Real-world models include the FN P90 and the H&K MP7.
PDW: Ranged Damage 4 with Multiattack and Penetrating 3. Cost: 15 EP.

PDW-Calibre Pistols and Carbines (without Multiattack) cost 11 EP.

Any accessory for conventional firearms is available for PDWs and PDW-Calibre Pistols and Carbines.

Motorhome (Vehicle): The motorhome is a vehicle designed or converted to be used as mobile living accommodation. Larger motorhomes like the RVs of North America can come with a small garage for a motorbike or even a roadster. The largest have been mistaken for coaches.
Strength 12, Defense -6, Toughness 11, Size Gargantuan

Features: Alarm 1, Communications 1, Computer, Living Space, Navigation System 1, Security System 2

Powers
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Equipment Points: Abilities 3 + Powers 5 + Features 7 = 15 EP

Caravan (HQ): A caravan is a trailer towed behind a road vehicle to provide a place to sleep which is more comfortable and protected than a tent. Caravans are mainly used as holiday homes in Britain and Europe with hundreds of caravan sites available. The version below is small enough to be towed by a car. It can accommodate two people if they can share the bed.
Toughness 8, Size Diminutive

Features: Living Space, Movable, Security System 1

Equipment Points: Abilities -2 + Features 3 + Defences 1 = 2 EP

Other Weapons:

Assault Shotgun (20 EP): As Shotgun but with Multiattack.

Blaster Assault Rifle (24 EP): As Blaster Rifle but with Multiattack.

Blaster Machine Pistol (15 EP): As Blaster Pistol but with Multiattack.

Next-Gen Smartphone (5 EP): Treat as Smartphone, GPS and Video Camera in one package.
Last edited by betterwatchit on Wed Jan 03, 2024 11:56 am, edited 1 time in total.
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