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Phil's 3E Builds - Redux

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  • Phil's 3E Builds - Redux

    So I used to be on the ATT as The One Phil but struggled to get that profile going over here. Not being precious I decided a change of user name and a new profile was a perfectly adequate way forward and so here I am.

    Not the most prolific, not the best, but I'd like to think my builds are solid enough to share with the world. I'll start out with reposts/updates of characters I've built on the old ATT thread and then onward and upward....

    Current plan is to repost the characters I've done on the atomic think tank thread as I've long since fiddled with and updated most of them. Then, onto some new builds.

    Avengers
    Arachne
    Black Widow (Natasha Romanoff)
    Captain America
    Giant-Man
    Hawkeye
    Hulk (Savage)
    Hulk (Alternate Versions)
    Iron Man
    Quicksilver
    Scarlet Witch
    She-Hulk
    Spider-Woman (Jessica Drew)
    Sub-Mariner
    Thor
    The Wasp

    Avengers Villains
    Attuma
    Black Widow (Yelena Belova)
    Loki

    Brotherhood of Evil Mutants
    Blob

    Spider-Man Related
    Spider-Woman (Mattie Franklin)

    X-Men
    Nightcrawler
    Professor X
    Wolverine

    X-Men Villains
    Juggernaut
    Last edited by PhilH; 12-07-2015, 02:00 PM.

  • #2
    Re: Phil's 3E Builds - Redux

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    • #3
      Re: Phil's 3E Builds - Redux

      Sooo... the first character I posted on the ATT was Nightcrawler, and it would be a bit rubbish not to do the same here. With every single super hero game on the market I always ask myself how would I build Kurt, he'll never hit the hardest of the X-Men but his grab bag of powers makes him a key part of any group he's in.


      Nightcrawler
      Power Level: 10

      Abilities: Strength 2, Stamina 2, Agility 10, Dexterity 5, Fighting 8, Intellect 2, Awareness 3, Presence 2

      Skills: Acrobatics 8 (+18), Close Combat (Sword) 2 (+10), Expertise (Medicine) 4 (+6), Expertise (Religion) 6 (+8), Intimidate 6 (+8), Investigate 6 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+9), Stealth 8 (+18), Technology 6 (+8), Vehicles 4 (+9)

      Advantages: Agile Feint, Close Attack 1, Defensive Attack, Defensive Roll 2, Equipment 1, Evasion, Improved Defence, Improved Disarm, Improved Initiative, Language (German), Set-Up, Teamwork, Weapon Bind

      Powers:
      Bamfing:
      Array 22 points • 24 points
      Nauseate: Affliction 11, Resisted by Fortitude, Vulnerable, Defenceless, Incapacitated, Cumulative, Quirk – Smoke and sulphurous smell) • 21 points
      Bamf!: Teleport 8 (Accurate, Increased Mass 4, Turnabout, Quirk – Smoke and sulphurous smell) • 1 point
      Everywhere at Once: Area Burst 2 Strength Damage 0 • 1 point
      Demonic Form: Concealment 2 (Visual, Limited to Darkness and Shadows), Extra Limb 1 (Tail), Features 2 (Ambidextrous, Fully flexible spine), Movement 2 (Wall-Crawling) • 9 points

      Equipment: Sword • 4ep

      Offence: Initiative +14, Unarmed Attack +9, Unarmed Damage 2, Nauseate 11, Sword +11, Sword Damage 6

      Defences: Dodge 15, Parry 16, Toughness 4, Fortitude 8, Will 9

      Complications:
      Motivation – Doing Good: At first blush Nightcrawler seems like he’s motivated by his sense of adventure, but scratch the surface and a deeply moral man with a real desire to improve the world around him emerges.
      Relationships: The “Fuzzy Elf” is often the heart and soul of any group that he joins, most notably the X-Men and Excalibur.
      Prejudice: Nightcrawler is a mutant and is distrusted purely for that.
      Prejudice: In Nightcrawler’s case his bizarre, demon-like appearance makes him even more distrusted by many people.

      Costs: Abilities 68 + Skills 30 + Advantages 14 + Powers 33 + Defences 25 = 160 points

      - So my first run at Kurt was a PL 9, but as I've continued to build and, post heroes and villains, it felt wrong to have a major character with almost 40 years tenure sitting at less than the recommended starting PL for an M&M game.
      -NIghtcrawler is not a combat monster. He has options, but primarily his roles are as a scout and as a consummate team player. He's basically the heart and soul of any team he joins and his advantages demonstrate this.

      Comment


      • #4
        Re: Phil's 3E Builds - Redux


        The Blob
        Power Level:
        10

        Abilities: Strength 10, Stamina 11, Agility -1, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 0

        Skills: Expertise (Carnival) 6 (+5), Intimidate 12 (+12), Insight 4 (+5), Perception 4 (+5), Vehicles 4 (+4)

        Advantages: Chokehold, Close Attack 2, Daze (Intimidate), Fascinate (Intimidate), Improved Defence, Improved Grab, Improved Hold, Power Attack, Takedown

        Powers:
        Immovable:
        Feature 1 (Increased Mass), Immunity 5 (Being Moved) • 6 points
        Inhumanly Tough: Immunity 10 (Blunt Damage, Limited to Half Effect), Impervious Toughness 14, Protection 4 • 23 points

        Offence: Initiative -2, Unarmed Attack +8, Unarmed Damage 8

        Defences: Dodge 6, Parry 6, Toughness 14 (14 Impervious), Fortitude 12, Will 6

        Complications:
        Motivation – Mercenary:
        Blob likes money and the easy life.
        Grotesque Size: Thanks to his enormous bulk The Blob stands out in a crowd.
        Prejudice: The Blob is a mutant.

        Costs: Abilities 54 + Skills 15 + Advantages 10 + Powers 29 + Defences 13 = 121 points

        - Okay, so I said I would post characters I had already done on my ATT thread , but I've always had a soft spot for The Blob so I thought I'd make him the first villain in the new thread.
        - The X-Men's early 1960's stories were all much the same. The team battled an enemy they couldn't hurt and then overcame them in the end (usually thanks to Professor X's telepathy. Blob, Unus, Vanisher, Mimic, Juggernaut all followed that trend. Later though, as the X-Men characters got more powerful the Blob got left behind. He can still take a pounding (and indeed got a strength upgrade at one point) but he increasingly became a jobber and a bit of cheap mutant muscle.
        - As far as I know he lost his powers at M-Day and has never been re-powered.

        Comment


        • #5
          Re: Phil's 3E Builds - Redux


          The Black Widow
          Power Level:
          10

          Abilities: Strength 3, Stamina 4, Agility 6, Dexterity 6, Fighting 10, Intellect 3, Awareness 4, Presence 4

          Skills: Acrobatics 8 (+14), Athletics 8 (+11), Close Combat (Unarmed) 6 (+16), Deception 10 (+14), Expertise (Current Events) 2 (+5), Expertise (Espionage) 10 (+13), Expertise (Medicine) 2 (+5), Expertise (Streetwise) 7 (+10), Insight 6 (+10), Investigate 8 (+11), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat (Widow’s Bite) 4 (+10), Sleight of Hand 4 (+10), Stealth 8 (+14), Technology 4 (+7), Vehicles 3 (+9)

          Advantages: Accurate Attack, Agile Feint, Attractive 2, Benefit 2 (Avengers Membership, Security Clearance), Defensive Attack, Defensive Roll 2, Equipment 5, Evasion, Fearless, Grabbing Finesse, Improved Aim, Improved Initiative, Instant Up, Language 4 (Arabic, English, French, German, Japanese, Mandarin, Russian is native), Leadership, Ranged Attack 4, Skill Mastery (Acrobatics), Skill Mastery (Deception), Skill Mastery (Stealth)

          Powers:
          Costume:
          Visual Concealment 1 (Blending), Movement 1 (Wall-Crawling), Protection 1 (Removable -1 point) • 3 points
          Red Room Conditioning: Strength Based Damage 1, Immunity 2 (Aging, Disease, Limited to Half Effect) • 1 point
          Widow’s Bite: Array 12 points (Removable -3 points) • 11 points
          Tear Gas: Cloud Area Affliction 4 (Resisted by Fortitude, Extra Effect; Dazed & Visually Impaired, Stunned & Visually Disabled, and Incapacitated) • 12 points
          Electical Blast: Ranged Damage 6 • 1 point
          Swingline: Movement 1 (Swinging) • 1 point
          Equipment:
          Deadly Arsenal:
          Equipment Array 15 points • 18ep
          Assault Rifle: Ranged Damage 5 (Multiattack) • 15ep
          Twin Light Machine Pistols: Ranged Damage 4 (Multiattack, Split) • 1ep
          Light Pistol: Ranged Damage 3 (Subtle) • 1ep
          Knife: Piercing Strength-Based Damage 1, Dangerous • 1ep
          Tools of the Trade: Equipment Array 3 points • 6ep
          Rebreather: Immunity 3 (Gases, Suffocation) • 3ep
          Antitoxins: Feature 1 (+5 bonus on resistance checks against toxins) • 1ep
          Climbing Cramps: Feature 1 (+2 bonus to Climbing checks) • 1ep
          Communicator: Feature 1 (Communication Link) • 1ep
          Offence: Initiative +10, Unarmed Attack +16, Damage 4, Widow’s Bite +14, Damage 6.

          Defences: Dodge 13, Parry 13, Toughness 7 (4 flat-footed), Fortitude 9, Will 9

          Complications:
          Motivation – Atonement:
          The Black Widow has a less than ideal past and constantly seeks to make up for her sins.
          Relationships: Natasha is prone to entering into complex relationships with both her allies and her enemies.

          Costs: Abilities 80 + Skills 50 + Advantages 32 + Powers 15 + Defences 20 = 197 points

          - Natasha is a capable combatant, manipulator and is tricked out with a ton of toys. She's the sort of character who is defined by her Advantages. Black Widow is sneaky and sexy and more than able to hang with super powered team mates.

          Comment


          • #6
            Re: Phil's 3E Builds - Redux


            The Black Widow
            Power Level:
            10

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

            Skills: Acrobatics 8 (+13), Athletics 8 (+11), Close Combat (Unarmed) 5 (+15), Deception 8 (+11), Expertise (Espionage) 9 (+11), Expertise (Streetwise) 8 (+10), Insight 6 (+9), Investigate 6 (+8), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat (Widow’s Bite) 2 (+7), Sleight of Hand 4 (+9), Stealth 8 (+13), Technology 4 (+6), Vehicles 2 (+7)

            Advantages: Accurate Attack, Agile Feint, Attractive, Combat Concealment, Defensive Attack, Defensive Roll 2, Equipment 5, Evasion, Fearless, Grabbing Finesse, Improved Aim, Improved Initiative, Improved Trip, Language 4 (Arabic, English, French, German, Japanese, Mandarin, Russian is native), Leadership, Ranged Attack 5, Skill Mastery (Deception), Skill Mastery (Stealth)

            Powers:
            Widow’s Bite:
            Array 12 points (Removable -3 points) • 11 points
            Tear Gas: Cloud Area Affliction 4 (Resisted by Fortitude, Extra Effect; Dazed & Visually Impaired, Stunned & Visually Disabled, and Incapacitated) • 12 points
            Electical Blast: Ranged Damage 6 • 1 point
            Swingline: Movement 1 [Swinging] • 1 point

            Equipment:
            Costume:
            Protection 1 • 1ep
            [
            B]Armed to Kill:[/B] Equipment Array 15 points • 18ep
            Assault Rifle: Ranged Damage 5 (Multiattack) • 15ep
            Twin Light Machine Pistols: Ranged Damage 4 (Multiattack, Split) • 1ep
            Light Pistol: Ranged Damage 3 (Subtle) • 1ep
            Knife: Piercing Strength-Based Damage 1, Dangerous • 1ep
            Tools of the Trade: Equipment Array 3 points • 6ep
            Rebreather: Immunity 3 (Gases, Suffocation) • 3ep
            Antitoxins: Feature 1 (+5 bonus on resistance checks against toxins) • 1ep
            Climbing Cramps: Feature 1 (+2 bonus to Climbing checks) • 1ep
            Communicator: Feature 1 (Communication Link) • 1ep
            Offence: Initiative +10, Unarmed Attack +14, Damage 2, Widow’s Bite +14, Damage 6.

            Defences: Dodge 12, Parry 12, Toughness 6 (4 flat-footed), Fortitude 8, Will 9

            Complications:
            Motivation – Mercenary:
            Yelena is an amoral person who looks for the most attractive paycheck.
            Rivalry: Natasha Romanov, the first Black Widow.

            Costs: Abilities 68 + Skills 45 + Advantages 30 + Powers 11 + Defences 20 = 174 points

            -Another build not featured on my first ATT thread, but it feels appropriate to post with the first Black Widow. Belova was introduced as a rival, and would be replacement for the Black Widow.
            - Yelena Belova was trained by the same KGB masterminds who trained Natasha Romanoff and is almost a match for her more famous and heroic namesake.
            - She's almost a match for Natasha, particularly on offence but falls a bit short on defence. She shares many of the same traits as a manipulator, seducer, and martial arts expert as well as a deadly assassin.
            - This build doesn't take in any of the Super-Adaptoid stuff they did with her a bit later after her introduction.

            Comment


            • #7
              Re: Phil's 3E Builds - Redux


              Hulk (Savage)
              Power Level:
              14

              Abilities: Strength 17, Stamina 15, Agility 2, Dexterity 2, Fighting 5, Intellect -2, Awareness 1, Presence 2

              Skills: Close Combat (Unarmed) 3 (+10), Intimidate 12 (+14), Perception 4 (+5), Ranged Combat (Thrown) 5 (+7)

              Advantages: Daze (Intimidate), Extraordinary Effort, Fearless, Great Endurance, Improved Smash, Power Attack, Takedown 2, Ultimate Effort (Strength)

              Powers:
              Gamma Irradiated Form:
              Immunity 2 (Disease, Poison), Impervious Toughness 15, Leaping 12, Regeneration 5, Senses 3 (Astral Awareness, Direction Sense, Distance Sense, Both restricted to sensing the place where the Hulk was created), Speed 6 (120mph) • 42 points
              Hulk Smash!: Array 20 points • 22 points
              Thunderclap: Burst Area Affliction 10 (Resisted by Fortitude, Impaired, Stunned, Incapacitated) • 20 points
              Groundstrike: Burst Area Affliction 14 (Resisted by Dodge, Impaired, Prone, Limited to Two Degrees, Instant Recovery, Limited to targets on the ground) • 1 point
              Super Breath: Cone Area Move Object 10, Limited to pushing objects away • 1 point
              Rage Bolstered Will: Immunity 20 (Mental Effects, Limited to half effect) • 10 points
              Strongest One There Is: Enhanced Stamina 5, Enhanced Strength 3, Enhanced Strength 4 (Limited to Lifting), All Limited to gaining 1 rank per round while Hulk is angry • 10 points
              Unlimited Strength: Feature 1 (In any contest or comparison of Strength, you win against anyone else with the same Strength rank, rather than tie.) • 1 point

              Offence: Initiative +2, Unarmed Attack +8, Unarmed Damage +17/+20

              Defences: Dodge 8, Parry 8, Toughness 15/20, Fortitude 16, Will 7

              Complications:
              Motivation – Acceptance:
              Hulk is an outcast who tries and fails to gain acceptance from those around him.
              Enemy: Hulk has several powerful enemies including the Abomination and the Leader.
              Power Loss: When he calms down, Hulk becomes a normal scientist by the name of Bruce Banner.
              Prejudice: Hulk is perceived as a dangerous monster and hunted by many agencies.
              Temper: HULK SMAAAAAAASH!!!!!!

              Costs: Abilities 84 + Skills 12 + Advantages 9 + Powers 71 + Defences 16 = 202 points


              Bruce Banner
              [B]Power Level:[/B] 8

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

              Skills: Expertise (Physics) 10 (+18), Insight 4 (+7), Perception 2 (+5), Stealth 4 (+6), Technology 8 (+16)

              Advantages: Defensive Roll 2, Jack-of-All-Trades, Skill Mastery (Physics)

              Offence: Initiative +2, Unarmed Attack +1, Unarmed Damage 1

              Defences: Dodge 4, Parry 4, Toughness 1, Fortitude 5, Will 7

              Complications:
              Motivation – A Cure:
              Banner seeks to rid himself of the Hulk but events always conspire to prevent this from happening.w
              Enemy: The enemies of the Hulk will often target him as Banner.
              Prejudice: Hulk is perceived as a dangerous monster and hunted by many agencies.
              Temper: When Banner gets angry the Hulk comes out to play.

              Costs: Abilities 40 + Skills 14 + Advantages 4 + Defences 12 = 70 points


              -The traditional version of the Hulk, an angry green giant with a persecution complex and a heart of gold-ish. He's the strongest one there is, particularly when he's angry, and is pretty damn tough to put down by any means.
              Last edited by PhilH; 05-19-2014, 02:50 PM.

              Comment


              • #8
                Re: Phil's 3E Builds - Redux


                The Grey Hulk
                Power Level:
                13

                Abilities: Strength 15, Stamina 13, Agility 2, Dexterity 2, Fighting 7, Intellect 2, Awareness 2, Presence 2

                Skills: Close Combat (Unarmed) 3 (+10), Expertise (Physics) 4 (+6), Insight 6 (+7), Intimidate 10 (+12), Perception 6 (+7), Ranged Combat (Thrown) 5 (+7)

                Advantages: Daze (Intimidate), Extraordinary Effort, Great Endurance, Improved Smash, Power Attack, Takedown 2, Ultimate Effort (Strength)

                Powers:
                Gamma Irradiated Form:
                Immunity 2 (Disease, Poison), Impervious Toughness 13, Leaping 10, Regeneration 5 • 30 points
                Don’t Get Me Angry: Enhanced Stamina 2, Enhanced Strength 1, Enhanced Strength 2 (Limited to Lifting), All Limited to while Hulk is angry • 4 points

                Offence: Initiative +2, Unarmed Attack +10, Unarmed Damage +15 [16]

                Defences: Dodge 10, Parry 10, Toughness 13 [15], Fortitude 15, Will 8

                Complications:
                Motivation – Thrills:
                Joe Fixit is a caustic hedonist who enjoys women and good drink.
                Enemy: Hulk has several powerful enemies including the Abomination and the Leader.
                Power Loss: Fixit only comes out at night, during the day he is plain old Bruce Banner.
                Prejudice: Hulk is perceived as a dangerous monster and hunted by many agencies.
                Temper: Although not a patch on the Savage Hulk in terms of his fury, Joe Fixit can be a fierce and cunning foe when angered

                Costs: Abilities 88 + Skills 17 + Advantages 8 + Powers 34 + Defences 20 = 167 points

                - The original grey-skinned form of the Hulk came as a transformation triggered by the setting sun and lacked Banner’s intelligence but also lacked the child-like nature of the later Savage Hulk. Some time later the Grey Hulk re-emerged with a cunning intelligence and a hedonistic nature. Using the name Joe Fixit he dressed in tailored suits and acted as a bouncer and doorman in Las Vegas, feigning a lack of care even as his conscience drove him to help those in need. Joe Fixit was nowhere near as strong and tough as some of the other Hulk variants, being more on a par with She-Hulk or Doc Samson and also lacked some of the Savage Hulk’s other unique abilities. Later, after returning from the Counter-Earth he had been transported to following the battle with the Onslaught entity the Hulk took a new form known as the ‘Gravage’ Hulk. That green-skinned Hulk is a merge of the Savage and Fixit Hulks and uses the Savage Hulk’s statistics with Fixit’s mental attributes, skills, and personality.


                The Professor Hulk
                Power Level:
                14

                Abilities: Strength 18, Stamina 15, Agility 2, Dexterity 2, Fighting 5, Intellect 8, Awareness 1, Presence 2

                Skills: Close Combat (Unarmed) 3 (+10), Expertise (Physics) 8 (+16), Insight 4 (+6), Intimidate 12 (+14), Perception 4 (+5), Ranged Combat (Thrown) 5 (+7), Technology 8 (+16)

                Advantages: Daze (Intimidate), Extraordinary Effort, Fearless, Great Endurance, Improved Smash, Jack-of-All-Trades, Power Attack, Skill Mastery (Physics), Takedown 2, Ultimate Effort (Strength)

                Powers:
                Gamma Irradiated Form:
                Immunity 2 (Disease, Poison), Impervious Toughness 14, Leaping 12, Regeneration 5, Senses 3 (Astral Awareness, Direction Sense, Distance Sense, Both restricted to sensing the place where the Hulk was created), Speed 6 (120mph) • 41 points
                Hulk Smash!: Array 20 points • 22 points
                Thunderclap: Burst Area Affliction 10 (Resisted by Fortitude, Impaired, Stunned, Incapacitated) • 20 points
                Groundstrike: Burst Area Affliction 15 (Resisted by Dodge, Impaired, Prone, Limited to Two Degrees, Instant Recovery) • 1 point
                Super Breath: Cone Area Move Object 10, Limited to pushing objects away • 1 point
                Rage Bolstered Will: Immunity 20 (Mental Effects, Limited to half effect) • 10 points
                Strongest One There Is: Enhanced Stamina 5, Enhanced Strength 2, Enhanced Strength 4 (Limited to Lifting), All Limited to gaining 1 rank per round while Hulk is angry • 9 points
                Unlimited Strength: Feature 1 (In any contest or comparison of Strength, you win against anyone else with the same Strength rank, rather than tie.) • 1 point

                Offence: Initiative +2, Unarmed Attack +8, Unarmed Damage +18/+20

                Defences: Dodge 8, Parry 8, Toughness 15/20, Fortitude 16, Will 7

                Complications:
                Motivation – Acceptance:
                Hulk is an outcast who tries and fails to gain acceptance from those around him.
                Enemy: Hulk has several powerful enemies including the Abomination and the Leader.
                Power Loss: If the merged Hulk becomes too angry he has been known to revert back to the form of Bruce Banner, but with the Savage Hulk’s personality and intelligence.
                Temper: HULK SMAAAAAAASH!!!!!!

                Costs: Abilities 104 + Skills 22 + Advantages 11 + Powers 80 + Defences 16 = 233 points

                - Known as The Merged Hulk, this variation of the Jade Goliath was initially believed to be a merger of Banner, Fixit, and the Savage Hulk with the former’s intelligence as well as the second’s caustic personality and the third’s physical gifts. In fact the base strength level of the Merged Hulk was higher even than that of the Savage Hulk, and considerably higher than that of the Grey Hulk. Later it was discovered that the Merged Hulk was a whole new personality, representing Banner’s ideal self, and became known as The Professor. This version of the Hulk allied with the superhuman team known as The Pantheon and even led them for a time.


                The Green Scar Hulk
                Power Level:
                15

                Abilities: Strength 18, Stamina 15, Agility 2, Dexterity 2, Fighting 7, Intellect 2, Awareness 2, Presence 3

                Skills: Expertise (Physics) 6 (+8), Expertise (Tactics) 6 (+8), Insight 4 (+6), Intimidate 14 (+17), Perception 4 (+5), Ranged Combat (Thrown) 6 (+8), Technology 4 (+6)

                Advantages: Close Combat 3, Daze (Intimidate), Extraordinary Effort, Fearless, Great Endurance, Improved Smash, Inspiration, Power Attack, Takedown 2, Ultimate Effort (Strength)

                Powers:
                Gamma Irradiated Form:
                Immunity 2 (Disease, Poison), Immunity 10 (Mental Effects, Limited to Half Effects), Impervious Toughness 15, Leaping 12, Regeneration 10, Senses 3 (Astral Awareness, Direction Sense, Distance Sense, Both restricted to sensing the place where the Hulk was created), Speed 6 (120mph) • 53 points
                Hulk Smash!: Array 20 points • 22 points
                Thunderclap: Burst Area Affliction 10 (Resisted by Fortitude, Impaired, Stunned, Incapacitated) • 20 points
                Groundstrike: Burst Area Affliction 15 (Resisted by Dodge, Impaired, Prone, Limited to Two Degrees, Instant Recovery, Limited to targets in contact with the ground) • 1 point
                Super Breath: Cone Area Move Object 10, Limited to pushing objects away • 1 point
                Rage Bolstered Will: Immunity 20 (Mental Effects, Limited to half effect) • 10 points
                Strongest One There Is: Enhanced Stamina 5, Enhanced Strength 2, Enhanced Strength 4 (Limited to Lifting), All Limited to gaining 1 rank per round while Hulk is angry • 9 points
                Unlimited Strength: Feature 1 (In any contest or comparison of Strength, you win against anyone else with the same Strength rank, rather than tie.) • 1 point
                Weapons: Penetrating Strength 15, Variable Descriptor (Melee Weapons) (Easily Removable -6 points) • 10 points
                Shield: Enhanced Defences 4 (Dodge 2, Parry 2) (Removable - 1 point) • 3 points

                Offence: Initiative +2, Unarmed Attack +10, Unarmed Damage +18/+20

                Defences: Dodge 8 [10], Parry 8 [10], Toughness 15/20, Fortitude 17, Will 8

                Complications:
                Motivation – Vengeance:
                The Green Scar Hulk seeks to punish those he sees as responsible for the death of his wife Caiera Oldstrong.
                Enemy: Hulk has several powerful enemies including Black Bolt, Iron Man, Professor X, and Doctor Strange.
                Temper: HULK SMAAAAAAASH!!!!!!

                Costs: Abilities 102 + Skills 22 + Advantages 13 + Powers 108 + Defences 15 = 260 points

                - The insanely enraged version of the “Gravage” Hulk, the version of the Hulk known as Green Scar Hulk learned to harness his awful rage thanks to meditation training under his ally Hiroim. The Green Scar Hulk personality also experienced much less conflict with Bruce Banner as both personalities were in love with the same woman. Originally a captive gladiator on the world of Sakaar, the Green Scar Hulk led a successful coup and set himself up as king and the mightiest warrior on that world. When his wife Caiera was killed the Hulk blamed the forces that had exiled him to Sakaar and led an attack on Earth and the so-called Illuminati which saw him battle many of Earth’s most powerful heroes. The Green Scar Hulk threatened the entire world when his vast rage saw him emit gamma radiation that could have built up to a vast nuclear explosion. The personality was suppressed after this incident and the Savage Hulk re-emerged but the so-called “Worldbreaker” has come to the fore briefly since. The Green Scar Hulk is one of the mightiest of the Hulk’s incarnations and easily subdued the Red Hulk, with far increased mastery of unarmed and armed combat and specially built weapons.

                Comment


                • #9
                  Re: Phil's 3E Builds - Redux


                  She-Hulk
                  Power Level: 12

                  Abilities: Strength 15, Stamina 13, Agility 4, Dexterity 1, Fighting 7, Intellect 3, Awareness 2, Presence 1

                  Skills: Close Combat (Unarmed) 2 (+9), Deception 4 (+5), Law Expertise 8 (+11), Intimidate 8 (+9), Investigate 4 (+7), Vehicles 4 (+5)

                  Advantages: All-Out Attack, Attractive, Power Attack

                  Powers:
                  Gamma Enhanced Body:
                  Enhanced Strength 3 (Limited to Lifting), Immunity 2 (Disease, Poison), Impervious Toughness 13, Leaping 10, Regeneration 5 • 33 points
                  Groundstrike: Burst Affliction 10 (Resisted by Dodge, Impaired, Prone, Limited to Two Degrees, Limited to Targets in contact with the ground) • 5 points

                  Offence: Initiative 4, Unarmed Attack +9, Damage +15

                  Defences: Dodge 10, Parry 11, Toughness 13, Fortitude 15, Will 8

                  Complications:
                  Motivation – Thrills:
                  She-Hulk thrives on her power and loves being a super hero.
                  Relationships: Due to her stints with several super hero teams She-Hulk is extraordinarily connected within the super human community.
                  Second Identity: In her normal form of Jennifer Walters She-Hulk has Str -1, Sta 0, Ag 0, and Fig 2 with a corresponding reduction in skills.

                  Costs: Abilities 90 + Skills 15 + Advantages 3 + Powers 32 + Defences 18 = 176 points

                  Comment


                  • #10
                    Re: Phil's 3E Builds - Redux


                    Spider-Woman (Jessica Drew)
                    Power Level: 10

                    Abilities: Strength 8, Stamina 6, Agility 8, Dexterity 4, Fighting 10, Intellect 3, Awareness 3, Presence 2

                    Skills: Acrobatics 8 (+16), Close Combat (Unarmed) 2 (+12), Deception 6 (+8), Intimidate 8 (+10), Investigate 8 (+11), Perception 4 (+7), Persuasion 6 (+8), Ranged Combat (Venom Blast) 4 (+10), Stealth 6 (+14), Vehicles 4 (+8)

                    Advantages: Attractive, Contacts, Evasion, Improved Defence, Language 3 (English*, Russian, Portuguese, Japanese, French, Spanish, Korean), Ranged Attack 2
                    Powers:

                    Venom Blast: Array 20 points • 21 points
                    Bio-Energy Blast: Ranged Damage 10 • 20 points
                    Stunning Blast: Ranged Affliction 10 (Dazed, Stunned, Cumulative, Limited to Two Degrees) • 1 point
                    Enhanced Senses: Enhanced Advanatage 1 (Uncanny Dodge), Senses 11(Accurate Hearing Group, Extended Hearing 1, Ultra-Hearing) •7 points
                    Spider Hybrid Abilities: Enhanced Skills 12 (Deception 4, Persuasion 4, Both limited to men, Intimidate 4, Limited to women, all Scent Dependent), Flight 5 (60mph), Immunity 8 (Disease, Poison, Radiation, Radiation Damage), Movement 2 (Wall Crawling) • 24 points

                    Offence: Initiative +8, Unarmed Attack +12, Unarmed Damage +8, Venom Blast Attack +10, Venom Blast Damage +10

                    Defences: Dodge 14, Parry 13, Toughness 6, Fortitude 11, Will 8

                    Complications:
                    Motivation – Acceptance:
                    Jessica Drew is a woman out of time, and has been manipulated by many forces throughout her life.
                    Enemy: Madame Hydra, Morgan LeFay.
                    Reputation: In the past Jessica has been replaced by the Skrull Queen and also has acted as an agent for HYDRA, leading to many heroes being unsure if they can trust her.

                    Costs: Abilities 88 + Skills 28 + Advantages 10 + Powers 52 + Saves 19 = 197 points

                    - The original Spider-Woman, Jessica Drew was a character who stayed in limbo for many years (after being a distaff character designed for copyright protection purposes) before becoming a favourite of writer Brian Michael Bendis. She became a member of the New Avengers line up and has stuck around on one branch or other of the team since then.
                    - She's routinely used as the person-most-likely-to-be-a-traitor and has been a double agent for HYDRA/triple agent for S.H.I.E.L.D. and was even replaced by The Skrull Queen Veranke at one point. The upshot of this is that no matter how heroic she is at any given time there will always be those who don't trust her.

                    Comment


                    • #11
                      Re: Phil's 3E Builds - Redux


                      Arachne
                      Power Level: 10

                      Abilities: Strength 8, Stamina 6, Agility 8, Dexterity 6, Fighting 6, Intellect 2, Awareness 2, Presence 2

                      Skills: Acrobatics 6 (+14), Close Combat (Unarmed) 4 (+10), Deception 6 (+8), Investigate 6 (+8), Perception 6 (+8), Ranged Combat (Psychic Webbing) 2 (+8), Stealth 6 (+14)

                      Advantages: Agile Feint, Evasion, Ranged Attack 1

                      Powers:
                      Spider Powers:
                      Movement 2 (Wall-Crawling), Leaping 2, Senses 1 (Acute Touch), Speed 3 • 11 points
                      Psionic Webbing: Array 30 points • 32 points
                      Ensnarement: Ranged Cumulative Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Immobile and Defenceless, Extra Condition, Limited Degree) • 30 points
                      Web-Slinging: Movement 2 (Slow Fall, Swinging) • 1 points
                      Web-Tendrils: Move Object 10 • 1 point
                      Offence: Initiative +7, Unarmed Attack +10, Unarmed Damage 8, Psionic Webbing Attack +9, Psionic Webbing 10

                      Defences: Dodge 14, Parry 13, Toughness 6, Fortitude 9, Will 8

                      Complications:
                      Motivation – Doing Good:
                      Although often manipulated and used Julia seeks to make the world a better place.
                      Relationships: Julia has a daughter. She has also been close to Val Cooper in the past and has been romantically involved with The Shroud.

                      Costs: Abilities 80 + Skills 18 + Advantages 3 + Powers 43 + Saves 22 = 166 points

                      - Jessica Drew was in de-powered comics limbo in the mid-1980s allowing for Marvel to introduce a new Spider-Woman during the huge Secret Wars cross-over event. As a resident of the suburb of Denver stolen by The Beyonder, Julia Carpenter used her recently acquired powers to join the heroes on Battleworld. Despite this auspicious debut she actually did very little to make an impact.
                      - As the second Spider-Woman she joined up with Freedom Force (the former Brotherhood of Evil Mutants) at the behest of their government handler Val Cooper. Spider-Woman's powers were the result of experiments conducted on her by a project headed by Cooper. She subsequently joined the West Coast Avengers and their spin-off Force Works before retreating into the background.
                      - The serum that granted Julia her powers greatly enhanced her strength and agility and somewhat increased her stamina. It also unlocked certain psychic abilities that are remarkably spider like, such as Psionic webbing and an ability to stick to walls. Her sense of touch is also enhanced.
                      - I've not kept up with Julia Carpenter recently but I believe she is now blind and has enhanced psionic powers as the new Madame Web.

                      Comment


                      • #12
                        Re: Phil's 3E Builds - Redux


                        Spider-Woman (Mattie Franklin)
                        Power Level: 9

                        Abilities: Strength 8, Stamina 5, Agility 7, Dexterity 4, Fighting 4, Intellect 1, Awareness 2, Presence 1

                        Skills: Acrobatics 4 (+11), Athletics 4 (+12), Close Combat (Unarmed) 6 (+10), Expertise (Pop Culture) 6 (+7), Stealth 2 (+9)

                        Advantages: Agile Feint, Defensive Attack, Evasion, Improved Defence, Ranged Attack 4, Uncanny Dodge

                        Powers:
                        Retractable Legs:
                        Extra Limbs 4 (Subtle 2) • 6 points
                        Inherited Spider-Powers: Array 30 points • 33 points
                        Psionic Webbing Ensnarement: Ranged Cumulative Affliction 10 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Immobile and Defenceless, Extra Condition, Limited Degree) • 30 points
                        Bio-Energy Blast: Ranged Damage 10 • 20 pointsPsionic Web-Slinging: Movement 2 (Slow Fall, Swinging) • 1 points
                        Psionic Web-Tendrils: Move Object 10 • 1 point
                        Stunning Blast: Ranged Affliction 10 (Dazed, Stunned, Cumulative, Limited to Two Degrees) • 1 point
                        Spider Hybrid Abilities: Enhanced Skills 12 (Deception 4, Persuasion 4, Both limited to men, Intimidate 4, Limited to women, all Scent Dependent), Flight 5 (60mph), Immunity 8 (Disease, Poison, Radiation, Radiation Damage), Movement 2 (Wall Crawling) • 24 points
                        Enhanced Senses: Enhanced Advanatage 1 (Uncanny Dodge), Senses 11(Accurate Hearing Group, Extended Hearing 1, Precognition [Flaw: Uncontrolled], Ultra-Hearing) • 9 points

                        Offence: Initiative +7, Unarmed Attack +10, Unarmed Damage 8, Venom Blast/Psychic Webbing Attack +8, Venom Blast/Psychic Webbing 10

                        Defences: Dodge 13, Parry 13, Toughness 5, Fortitude 9, Will 7

                        Complications:
                        Motivation – Youthful Exuberance:
                        Mattie was a young woman seeking to make a difference in the world who was slowly ground down by the super-hero game.
                        Enemy: Charlotte Witter.
                        Bad Luck: Things rarely go right for Mattie – her father was a criminal, another woman stole her powers, her boyfriend abused her, and she was finally made a human sacrifice.

                        Costs: Abilities 64 + Skills 11 + Advantages 8 + Powers 73 + Defences 24 = 180 points

                        - Mattie Franklin was the third Spider-Woman, a tomboy who interrupted and disrupted a mystic ritual intended to give Norman Osborne the power to kill Spider-Man. The result was that she gained the power and became a sort of Spidey-lite.
                        - Later when Charlotte Witter was defeated after stealing the powers of Mattie, Julia Carpenter and Jessica Drew all three woman's abilities emerged in Mattie. Despite the raw power that comes with spider-strength, psionic webs, and venom blasts Mattie remained pretty inexperienced. She was later abused by a boyfriend who kept her sedated (the immunity to toxins she had inherited from Drew had since faded) and used her as a source of Mutant Growth Hormone.
                        - When writers realised Mattie was spent creatively she was hunted and sacrificed by the Kravinoff family as part of a scheme to restore the Grim Hunter to life.

                        Comment


                        • #13
                          Re: Phil's 3E Builds - Redux


                          Iron Man
                          Power Level: 13

                          Abilities: Strength 15, Stamina 2, Agility 2, Dexterity 2, Fighting 5, Intellect 9, Awareness 2, Presence 4

                          Skills: Close Combat (Unarmed) 6 (+11), Deception 4 (+8), Expertise (Business and Finance) 12 (+21), Expertise (Current Events) 4 (+13), Expertise (Military) 2 (+11), Expertise (Politics) 2 (+11), Expertise (Science) 6 (+15), Insight 4 (+6), Perception 4 (+6), Persuasion 6 (+10), Ranged Combat (Weapon Systems) 10 (+12), Technology 10 (+19), Vehicles 4 (+6)

                          Advantages: All-Out Attack, Assessment, Attractive, Benefit 6 (Billionaire, Public Status), Connected, Eidetic Memory, Improved Aim, Improved Initiative, Improved Smash, Inventor, Luck 2, Power Attack, Precise Attack (Ranged, Cover), Skill Mastery (Technology)

                          Powers:
                          Iron Man Armour: 159 points, Removable (-32 points) • 127 points
                          Invincible: Enhanced Strength 13, Flight 12, Protection 13 (Impervious) • 76 points
                          Tactical Computer: Enhanced Advantages 8 (All-Out Attack, Assessment, Eidetic Memory, Improved Aim, Improved Initiative, Improved Smash, Power Attack, Precise Attack), Enhanced Defences 15 (Dodge 8, Parry 7), Enhanced Skill 4 (Insight 4, Only for Assessment purposes) Enhanced Skills 16 (Close Combat 6, Ranged Combat 10)• 32 points
                          Sensory Systems: Communication 3 (Subtle), Senses 8 (Direction Sense, Distance Sense Extended Hearing, Extended Vision 2, Infravision, Time Sense, Ultra-Hearing) • 21 points
                          Weapon Systems: Array • 28 points
                          Repulsor Blast: Ranged Damage 14 • 28 points
                          Uni-Beam: Line Area Damage 13 • 1 point
                          Chest Light: Environment (Strong Light) 4 • 1 point
                          Equipment: Tony Stark is a billionaire and has kitted himself out well, enjoying a number of fast cars and palatial homes

                          Offence: Initiative +6, Unarmed Attack +11, Unarmed Damage +15, Repulsor Attack +12, Repulsor Damage +14

                          Defences: Dodge 10, Parry 11, Toughness 15 (12 Impervious), Fortitude 9, Will 12

                          Complications:
                          Motivation – Responsibility:
                          Despite a playboy lifestyle Tony Stark believes in doing the right thing.
                          Enemies: Iron Man has several major enemies including the Mandarin.
                          Relationships: Tony has been close to a number of people throughout his career including Pepper Potts, Happy Hogan, Jim Rhodes, and Bambi Arbogast. Any one of them presents a target for his enemies.
                          Reputation: Tony Stark was leader of the Pro Registration group during the superhuman Civil War, and many of his fellows have not forgiven him for his actions.
                          Addiction: Tony Stark is a recovering alcoholic and will always be tempted to relapse.

                          Costs: Abilities 86 + Skills 28 + Advantages 12 + Powers 127 + Defences 18 = 271 points

                          - Despite being one of the first major Marvel heroes, Iron Man has always been a second stringer... at least until Robert Downey Jr came along and made a megastar out of him thanks to a brilliantly charismatic turn.
                          - Scratch the surface and Iron Man is basically a paragon. He flies, is super strong, has enhanced senses... basically he's a man of steel. Tony Stark is also a mega-rich billionaire so he's kind of like a cross between Superman and Bruce Wayne.
                          - In recent years Iron Man has been one of the most controversial heroes in the mainstream MU. Reinvented as a "hard-headed futurist" he was one of the primary architects behind the superhuman registration act and the leader of the pro-registration forces in the civil war. That led to him making a lot of questionable decisions (press-ganging folk, working with known villains, inventing a superhuman guantanamo bay). Those decisions hang around him like a distasteful smell and it'll take a long time before his relationships with some other heroes are fully repaired.

                          Comment


                          • #14
                            Re: Phil's 3E Builds - Redux


                            Giant-Man
                            Power Level: 12

                            Abilities: Strength 2 [14], Stamina 2 [14], Agility 1, Dexterity 1, Fighting 5, Intellect 8, Awareness 2, Presence 1

                            Skills: Close Combat (Unarmed) 5 (+10), Expertise (Entomology) 8 (+16), Expertise (Science) 11 (+19), Intimidate 0 (+1), Ranged Combat (Wasp Sting) 4 (+10), Technology 10 (+18), Stealth 0 (+1), Vehicles 4 (+5)

                            Advantages: Improvised Tools, Inventor, Ranged Attack 5, Skill Mastery 2 (Science, Technology)

                            [B]Powers:
                            Size Manipulation: Array 66 points • 67 points
                            Size Decrease: Normal Strength Shrinking 20, Protection 6 • 66 points
                            Size Increase: Growth 12, Growth 6 (No increase in Strength or Stamina), Impervious Toughness 14 (linked to Growth)• 1 point
                            Trained Defences: Enhanced Defences 10 (Dodge 5, Parry 5, Quirk – Only when larger than his opponent) • 9 points
                            Huge Limbs: Area Burst on Strength 14, Linked to Growth (Quirk – Only when 8 or more ranks of Growth in use) • 13 points

                            Offence: Initiative +1, Unarmed Attack +10, Unarmed 14 (at full Growth)
                            Defences: Dodge 8 (6 at Growth 14, 18 at Shrinking 20), Parry 8 (6 at Growth 14, 18 at Shrinking 20), Toughness 2 [14], Fortitude 4 [18], Will 6
                            Complications:
                            Motivation – Acceptance:
                            Despite being a founding member of the Avengers Hank Pym has struggled to gain the full respect of the public and his peers and has lurched from one heroic identity to the next.
                            Reputation: Pym has had questionable sanity with at least one nervous breakdown, one bout of multiple-personality disorder, and is known amongst his peers for striking his then wife Jan.
                            Relationship: Hank has a frought on/off relationship with The Wasp (Janet Van Dyne) while she is alive, and struggles to bring her back to life while she is dead.
                            Guilt: Pym is always haunted by the sins of his past, not least his creation of the genocidal robot Ultron.

                            Costs: Abilities 36 + Skills 21 + Advantages 9 + Powers 117 + Defences 20 = 203 points

                            - Poor Hank Pym is a character more known for his frailties than for any grand heroic feats. He is a scientific genius (Marvel made lots of them in the 1960s), but nowhere near the level of a Stark or a Richards, and he's been through more identities than most people care to count.
                            - Starting out as Ant-Man he swapped his shrinking for growth when he and his girlfriend/sidekick The Wasp joined the Avengers. In recent years he's been more of a background mentor style character with the Avengers Academy and then the Avengers AI series.
                            - This version of Hank is based on the Giant-Man persona from the period where he was headmaster of the Avengers Academy. It represents his basic power set of shrinking and growing (he's one of the most experienced and accomplished size changing heroes) with no wasp stings or ants to back him up.
                            Last edited by PhilH; 10-11-2014, 04:15 PM.

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                            • #15
                              Re: Phil's 3E Builds - Redux


                              Thor
                              Power Level: 14

                              Abilities: Strength 16, Stamina 10, Agility 2, Dexterity 3, Fighting 11, Intellect 2, Awareness 2, Presence 5

                              Skills: Athletics 4 (+20), Close Combat (Unarmed) 1 (+12), Expertise (Asgard) 10 (+12), Expertise (God of Thunder) 15 (+17), Insight 4 (+6), Intimidate 8 (+13), Perception 5 (+7), Persuasion 2 (+7), Ranged Combat (Hammer Attacks) 3 (+6)

                              Advantages: All-Out Attack, Attractive, Diehard, Inspire, Leadership, Power Attack, Ranged Attack 4

                              Powers:
                              Thunder God Advantages:
                              Enhanced Strength 4 (Lifting Only), Feature 1 (Increased Mass), Immunity 11 (Aging, Life Support), Impervious Protection 5, Senses 2 (Vision Counters Illusion) • 28 points
                              Mjoliner: 89 points (Removable -18) • 71 points
                              Riding the Storm: Flight 10 (2000mph), Movement 6 (Dimensional Movement 3, Space Travel 2, Zero-G Adaptation) • 32 points
                              Hammer Blow: Strength Based Damage 2, Deflect 13 • 15 points
                              God of Thunder: Array 37 points • 42 points
                              Hammer and Lightning: Ranged Damage 18 (Variable Descriptor, Lightning and Hammer Throw) • 37 points
                              Summon Winter: Selective Cold Environment 12 • 1 point
                              Howling Gales: Selective Impede Movement Environment 12 • 1 point
                              Call Lightning: Ranged Damage 16 (Indirect 4) • 1 point
                              Fog: Cloud Area Ranged Visual Concealment Attack 2 (Precise) • 1 point
                              Powerful Winds: Perception Range Move Object 10 (Thrown Mastery 4) • 1 point
                              Offence: Initiative +2, Hammer Blow +11, Hammer Damage 17, Hammer Throw Attack +10, Thrown Hammer/Lightning 18

                              Defences: Dodge 12, Parry 13, Toughness 15, Fortitude 18, Will 10

                              Complications:
                              Motivation – Responsibility:
                              Thor is the God of Thunder and one of the greatest heroes of the Asgardian race.
                              Honour: Thor will always act honourably even where it disadvantages him.
                              Enemies: Thor has a number of powerful enemies, not least Loki and any enemy of the Aesir in general.
                              Power Loss: Thor often shares his existence with normal humans and can lose his powers when separated from Mjoliner.

                              Costs: Abilities 102 + Skills 26 + Advantages 10+ Powers 99 + Defences 28 = 265 points

                              - One of the Avengers big-hitters, Thor is the Asgardian God of Thunder and the closest the team had to Superman for many years. He's a favourite Avenger of mine with the whole noble soul thing being very appealing.
                              - Thor is pretty much PL14 across the board being only a tiny bit softer on defence (PL13.75) but his deflect allows him to overcome that weakness. Thor is the king of the Power Attack maneuver and will do it as often as possible. He also tends to rush headlong into a fight without taking proper care of himself so All-Out Attack is also a favourite.
                              Last edited by PhilH; 05-25-2014, 05:42 AM.

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