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  • #16
    Re: Kaulu's M&M 3e Characters

    Legacy
    Paul Parsons XIII

    Sentinels of the Multiverse hero by Sentinel Comics, PC-ready
    Power Level 10 (150 ppt)

    ABILITIES [56 ppt]
    Strength 6 (+11) • Stamina 9 (+10) • Agility 1 (+1) • Dexterity -1 (-1) •
    Fighting 4 (+4) • Intellect 0 (+0) • Awareness 4 (+4) • Presence 5 (+5) •
    Load limit 50 tons

    POWERS [48 ppt]

    Buzzing in the Head:1 ppt
    Mutant Power

    Senses 1 (Danger Sense: mental) • 1 ppt
    Super-Strength:12 ppt
    Mutant Power

    Enhanced Strength 510 ppt

    Strength Damage Array:2 ppt for Alternate Effects
    • Damage 11
    • ALT - Bearer of Monorails: Power-Lifting 22 ppt
      Load limit 200 tons
    • ALT - Massive Knockback: Damage 611 ppt
      Linked: Move Object 10
      Flaws: Close, Limited Direction (flinging away).
    Brick Attitude:3 ppt
    Mutant Power

    Enhanced Advantage 1 [Ultimate Effort (Toughness)] • 1 ppt

    Immunity 2 (own Slam attacks) • 2 ppt
    Vitality:3 ppt
    Mutant Power

    Enhanced Stamina 12 ppt

    Enhanced Advantage 1 [Great Endurance] • 1 ppt
    Flaw: Permanent
    Flight:10 ppt + 1 ppt for Alternate Effect
    Mutant Power

    Flight 510 ppt
    60 mph, 900 ft/round

    ALT - Exceptional Athlete:
    Mutant Power

    Enhanced Athletics 84 ppt

    Fleet of Foot: Speed 44 ppt
    30 mph, 500 ft/round
    Keen of Eye:1 ppt
    Mutant Power

    Senses 1 (Extended 1 sight) • 1 ppt
    Impervious Skin:9 ppt
    Mutant Power

    Impervious Toughness 99 ppt
    Next Evolution:5 ppt
    Mutant Power

    Variable 1 (defense powers) • 5 ppt
    Flaws: Slow, Limited to Immunity to various damage descriptors
    Wise Words to Boost Morale:1 ppt
    Training Power

    Healing 11 ppt
    Extras: Area (Perception: hearing), Selective, Action 1 (move action), Flaw: Expertise: Leadership Check Required 4
    Expertise: Leadership DC 14
    Costume, Device (Removable):2 / 3 ppt
    Technological Power

    Protection 33 ppt
    ADVANTAGES [17 ppt]

    • Benefit 1 (Status: esteemed Parsons family) • Defensive Roll 1 • Equipment 4 • Favored Foe (Eastern Europeans) • Great Endurance • Inspire 4 • Interpose • Languages 1 • Leadership • Teamwork • Ultimate Effort 2 (Healing, Will) • Ultimate Effort (Toughness)

    EQUIPMENT [18 ep]
    • Commlink1 ep
    • Smartphone2 ep
    • Shared Vehicle: Freedom Copter (detailed under The Wraith)9 ep

    ►Freedom Tower:6 / 30 ep
    Headquarters: PL10, Size G (tower), Toughness +10 (Impervious 5).
    Features: Combat Simulator 2/Gym • Communications • Computer • Fire Prevention System • Hangar • Holding Cells (Nullify Powers 10) • Infirmary • Laboratory • Living Space • Power System • Security System 3 (DC 30) • Workshop •
    Defense System: +10 • Ranged Affliction 4 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobilized), Extras: Alternate Resistance, Cumulative, Extra Condition, Progressive, Flaws: Limited Degree.
    Cryo Chamber: Environment 1 (extreme cold), Flaw: Limited to a single room.
    Bunker Launcher: Leaping 23 (8000 mi, 2000 mph for up to 4 hr), Extras: Affects Only Others, Feature 3 (breaks normal speed limits of Leaping), Flaws: Limited to Bunker, Limited to leaping away from Freedom Tower.
    LANGUAGES
    • native: English • Russian •
    SKILLS [17 ppt]
    Athletics 0 (+11, or +19 while not flying) • Close Combat: Unarmed 7 (+11) • Expertise: Art 1 (+1) • Expertise: History 5 (+5) • Expertise: Law 2 (+2) • Expertise: Leadership 5 (+10) • Expertise: Philosophy 2 (+2) • Insight 1 (+5) • Intimidation 5 (+10) • Perception 1 (+5) • Persuasion 5 (+10) •
    Expertise: Leadership is generally Presence-based.

    DEFENSES [12 ppt]
    Dodge 4 (+5) • Parry 2 (+6) •
    Fortitude 0 (+10) • Toughness (+14/+13*) • Will 6 (+10) •
    *without Defensive Roll

    OFFENSE
    Initiative +1
    • Slam: +9 • Charging Close Damage DC 27 (Strength-based), bludgeoning.
      Damage DC increases to 28 at the end of a full charge
    • Unarmed: +9 • Close Damage DC 26 (Strength-based), bludgeoning.
    • Massive Knockback: +10 • Close Damage DC 21 (Strength-based), bludgeoning • Linked to Close Move Object DC 20 (fling target away).
    • Freedom Tower Defense System: +10 • Ranged (100/200/400 ft) Affliction DC 14 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobilized), adhesive foam • Cumulative, Progressive.
    COMPLICATIONS
    Motivation: "Liberty, Justice, and Defense of the Common Man!"

    Nemesis - Baron Blade: Ivan Grigori Ramonat, better known to the world as Baron Blade, blames Legacy's Father for the death of his father, Soviet Superscientist, Fyodor Ramonat. Not content to simply kill Parsons, he intends to bring his world crashing down around him.

    Patriotism: While he is a defender against threats throughout the world, Legacy is biased to consider American needs and ideals more highly than other countries.

    Relationship: Paul Parsons has a wife and a daughter, Pauline, who is developing her own powers to be the next Legacy.

    Pride: Legacy is proud of his family ... well ... legacy, and will strive to preserve their reputation.

    Responsibility: Legacy gathered and organized the Freedom Five, and it's his goal to keep them together.
    ABILITIES [ 56 ] + SKILLS [ 17 ] + ADVANTAGES [ 17 ] + POWERS [ 48 ] + DEFENSES [ 12 ]
    150 PPT TOTAL


    BIO

    Paul Parsons the Eighth of Chicago, Illinois, comes from a long line of prominent American-patriot superheroes. A Parsons has fought in nearly every major American war, back to the French and Indian War in colonial times. Since the Revolutionary era, the line has developed superpowers, which grow and expand with each new generation.

    NOTES

    A lot of my thoughts on this build can be found in the above post, where I was comparing my rough draft of this build with that of Tholomyes' build.

    I've decided that Slam doesn't need a separate Close Combat skill, as it's essentially just a Charge action, and I don't think anyone makes Charge use a different attack value than a regular attack. The -2 penalty to attacking on a Charge is already kind of harsh (and I hadn't noticed before that it applied to Slam attacks).

    I did decide to give in and make Expertise: Leadership a separate skill, and scrounge for points to spend on it.
    Last edited by CaptainKaulu; 09-06-2018, 09:18 AM.

    Comment


    • #17
      Re: Kaulu's M&M 3e Characters

      Devni
      Devni Figgum
      Original character, PC-ready
      Power Level 10 (150 ppt)

      ABILITIES [44 ppt]
      Strength 0 (+0) • Stamina 3 (+3) • Agility 3 (+3) • Dexterity 3 (+3) •
      Fighting 1 (+1) • Intellect 4 (+4) • Awareness 4 (+4) • Presence 4 (+4) •
      Load limit 50 lb.

      POWERS [46 ppt]

      Neural Boosters:3 ppt
      Cybernetic Technological Power

      Enhanced Advantage 1 [Improved Initiative 1] • 1 ppt
      Flaw: Permanent

      Quickness 22 ppt
      Extra: Subtle 1, Flaw: Limited to One Type (mental)
      Complete routine mental tasks in -2 time ranks
      Micro-Forcefield Ultra-Fiber Costume, Device (Removable):8 / 10 ppt
      Technological Power

      Protection 1010 ppt
      Klaxaron Bazooka, Device (Easily Removable):16 / 28 ppt
      Technological Power

      Klaxaron Pulse: Damage 1125 ppt + 1 ppt for Alternate Effect
      Extras: Increased Range 1 (ranged), Accurate 1, Affects Insubstantial 1, Variable Descriptor 1 (EMP, energy, force, radiation)
      • ALT - Klaxaron Beam: Affliction 5 (Fortitude; Dazed/Stunned/Incapacitated) • 25 ppt
        Extras: Increased Range 1 (ranged), Area (Burst 1), Cumulative, Affects Objects

      Feature 1 (biometric touch ID) • 1 ppt
      Usable only by Devni and pre-approved trusted allies

      Kickback Gauge: Enhanced Advantage 1 [Power Attack] • 1 ppt
      Flaw: Limited to use with this weapon
      Cyber-Link Goggles, Device (Removable):4 / 5 ppt
      Cybernetic Technological Power

      Senses 4 (Analytical visual senses, Darkvision) • 4 ppt

      Enhanced Perception 31 ppt
      Flaw: Limited to visual senses
      Cyber-Skill Library, Device (Removable):14 / 18 ppt
      Cybernetic Technological Power

      Enhanced Advantages 3 [Beginner's Luck, Languages 1, Luck (Inspiration) 1] • 3 ppt
      Flaw: Permanent

      Enhanced Expertise: Pop Culture 21 ppt
      Flaw: Permanent

      Cyber-Skill Modules: Variable 2 (programmed modules) • 14 ppt
      Extras: Increased Duration (continuous), Flaw: Slow
      Using a cyber-skill module involves inserting a chip into a well-concealed port behind her ear; the Slow modifier refers to the fact that a newly-inserted chip takes about 3 minutes to sync with Devni's brain and start working properly, although she can act in the meantime without penalty (barring Complications) except for lack of access to any of her Cyber-Skill Library. Devni currently possesses the following modules for her use, but can rig up others that are comprised of Enhanced Advantages and Enhanced Skills:
      • Inventor:
        • Enhanced Advantages 3 [Improvised Tools, Second Chance (Technology checks), Ultimate Effort (Technology)]
        • Enhanced Expertise: Science 4
        • Enhanced Technology 10
      • Diplomat:
        • Enhanced Advantages 6 [Fascinate (Deception), Languages 2, Skill Mastery 3 (Deception, Insight, Persuasion)]
        • Enhanced Deception 5
        • Enhanced Insight 3
      • Stunt Driver:
        • Enhanced Advantages 4 [Seize Initiative, Skill Mastery (Vehicles), Ultimate Effort 2 (Defense, Vehicles)]
        • Enhanced Vehicles 12
      • Genius:
        • Enhanced Intellect 2
        • Enhanced Advantages 4 [Eidetic Memory, Jack-of-All-Trades, Ultimate Effort (Will), Well-Informed]
        • Enhanced Expertise: Science 2
        • Quickness 2
          Flaw: Limited to One Type (mental)
          Stacks with Neural Boosters: complete routine mental tasks in -4 time ranks
      • Sniper:
        • Enhanced Advantages 3 [All-Out Attack, Improved Aim, Ultimate Effort (Aim)]
        • Enhanced Stealth 8
        • Senses 3 (Extended 1 sight, Extended 1 Darkvision, Distance Sense)
      • Gunner:
        • Enhanced Advantages 10 [Quick Draw, Ranged Attack 8, Takedown 1]
      • Martial Artist:
        • Enhanced Advantages 5 [Improved Disarm, Improvised Weapon 4]
        • Enhanced Close Combat: Unarmed 10
      • Escape Artist:
        • Enhanced Advantages 2 [Skill Mastery (Sleight of Hand), Ultimate Effort (Sleight of Hand)]
        • Enhanced Acrobatics 3
        • Enhanced Sleight of Hand 9
        • Insubstantial 1
          Extra: Innate, Flaws: Concentration, Limited to escaping, Sleight of Hand Check Required 3
          Sleight of Hand DC 13
        • Shrinking 4
          Extra: Innate, Flaws: Concentration, Limited to fitting into small spaces, Sleight of Hand Check Required 2
          Sleight of Hand DC 12 (1 rank of Shrinking per Sleight of Hand result in excess of 11)
      Skilled Flirt:1 ppt
      Training Power

      Enhanced Advantages 2 [Daze (Deception), Ultimate Effort (Persuasion)] • 1 ppt
      Flaw: Limited to targets inclined to be attracted to Devni
      ADVANTAGES [27 ppt]

      • Attractive 2 • Beginner's Luck • Benefit 4 (Wealth 4: multi-millionaire) • Limited Daze (Deception) • Defensive Roll 2 • Equipment 10 • Improved Critical (Klaxaron Pulse) 4 • Improved Initiative 1 • Inventor • Languages 1 • Languages 1 • Luck (Improve Roll) 3 • Luck (Inspiration) 1Limited Power AttackLimited Ultimate Effort (Persuasion)

      EQUIPMENT [50 ep]
      • Commlink1 ep
      • Smartphone2 ep
      • Multi-Tool1 ep
      • Shared Vehicle: Sila Copter (detailed under Volt)9 ep

      ►Devni Mansions:6 / (24 ep + 6 ep for Alternate Locations)
      Headquarters: PL10, Size L (mansion), Toughness +12.
      Primary Location: Dallas, TX. Alternate Locations: Accra, Ghana; Campinas, Brazil; Prague, Czechia; Sharjah, UAE; Taichung, Taiwan; Wellington, NZ.
      Features: Combat Simulator 2/Gym • Communications • Computer • Fire Prevention System • Garage • Hangar • Holding Cells (nullify) • Living Space • Personnel • Power System (cosmic rays) • Security System 4 (DC 35) • Self-Repairing 1 • Workshop •
      Defense System - Brain Wave Interferon Beams: Affliction 10 (Will; Impaired/Disabled/Incapacitated), Extras: Increased Range (ranged), Cumulative, Flaw: Unreliable.

      ►Hoverbike:31 ep
      Vehicle: Size M; Strength 2; Flight 8, Flaw: Quirk 1 (no oxygen/pressure adaptation for high-altitude flight); Defense 12 (+2); Toughness +12.
      Load limit 200 lb.; 500 mph, 1 mi/round
      Features: Biometric Touch ID • Computer • Nav System • Subtle 1 Comm System •
      Usable only by Devni and pre-approved trusted allies
      LANGUAGES
      • native: English • Portuguese • Mandarin

      With Diplomat Module:
      • Arabic • Czech • French • Japanese • Russian • Spanish •
      SKILLS [15 ppt]
      Acrobatics 1 (+4, or +7 with Escape Artist Module) • Athletics 5 (+5) • Close Combat: Unarmed 1 (+2, or +12 with Martial Artist Module) • Deception 1 (+5, or +10 with Diplomat Module) • Expertise: Music 1 (+5, or +7 with Genius Module) • Expertise: Pop Culture 0 (+6, or +8 with Genius Module) • Expertise: Science 1 (+5, or +9 with Genius or Inventor Modules) • Expertise: Misc. 0 (+6, Genius Module only) • Insight 3 (+7, or +10 with Diplomat Module) • Investigation 0 (+6, Genius Module only) • Perception 1 (+5, or +8 visual with Cyber-Link Goggles) • Persuasion 1 (+5) • Ranged Combat: Launchers 4 (+7) • Sleight of Hand 0 (+12, Escape Artist Module only) • Stealth 0 (+3, or +11 with Sniper Module) • Technology 6 (+10, or +12 with Genius Module, or +20 with Inventor Module) • Treatment 0 (+6, Genius Module only) • Vehicles 5 (+8, or +20 with Stunt Driver Module) •

      DEFENSES [18 ppt]
      Dodge 2 (+5) • Parry 4 (+5) •
      Fortitude 5 (+8) • Toughness (+15/+13*) • Will 7 (+11) •
      *without Defensive Roll

      OFFENSE
      Initiative +7
      • Unarmed: +2 • Close Damage DC 15 (Strength-based), bludgeoning.
      • Klaxaron Bazooka Pulse: +9 • Ranged (275/550/1100 ft) Damage DC 26, radiation/EMP/force/energy, crit 16-20 • Affects Insubstantial DC 20.
        Devni may use Power Attack in conjunction with this attack
      • Klaxaron Bazooka Beam: Dodge DC 15 • Ranged (125/250/500 ft) Area (30-ft Burst) Affliction DC 15 (Fortitude; Dazed/Stunned/Incapacitated), EMP • Cumulative, Affects Objects.
      • Improvised Weapon in Martial Artist Mode: +12 • Close Damage DC 18 (Strength-based), descriptor varies.
      • Devni Mansions Defense System: +10 • Ranged (250/500/1000 ft) Affliction 10 (Will; Impaired/Disabled/Incapacitated), brain wave inhibitor • Cumulative, Unreliable.
      COMPLICATIONS
      Motivation - Knowledge: Devni wants to Do Good, but she craves learning and discovery even more. She's curious and easily distracted by shiny unknown technology.

      Relationship: Devni is close to her older sister and fellow inventor, Velarra, who prefers to work alone. She is also close to her marketing partner, Isabelle Hamming, who is responsible for a lot of her wealth.

      Enemy: Her father (and original inventing mentor), Phineas Figgum. While he certainly doesn't wish to kill her (hopefully?), stopping his bigger, crazier arms deals is something that Devni and Velarra consider their responsibility.

      Reputation: Sometimes assumed to be arrogant and aristocratic due to her wealth. She also sometimes is assumed to be something of a slut.

      Petite: Devni is lacking in body mass compared to the average human. If the stabilizers on her Klaxaron Bazooka get damaged, the recoil from the gun can easily knock her off her feet.

      Aversion: Devni is close to Volt, but strangely doesn't get along with his pet Pa'aqi snake, Yvaaqish. She's never been great with snakes.

      Prejudice: Although her appearance is not disturbing, Devni can still experience negative treatment due to being a cybernetically enhanced individual.

      Brain Overload: On rare occasions when processing a recently-inserted module, especially a new one, Devni goes into a sort of seizure and can't do normal tasks until the new module syncs.

      Trauma: Devni has unpleasant memories of open-skull surgery when her neural boosters and cyberports were installed. She does not wish to repeat the experience, or anything like it.
      ABILITIES [ 44 ] + SKILLS [ 15 ] + ADVANTAGES [ 27 ] + POWERS [ 46 ] + DEFENSES [ 18 ]
      150 PPT TOTAL


      BIO

      In their youth, Devni and Velarra sneaked into their father's workshop and unwittingly bonded themselves to a pair of experimental hoverbikes with biometric ID systems, which were Phineas's crowning personal achievement at that point. Rather than let the very expensive technology go to waste, the girls were set to training on the hoverbikes. This awoke in them an adventuring spirit, to match the admiration they already felt for their father's engineering innovations. That day, a couple of technological superheroes were figuratively born.

      Unfortunately, family unity did not last, as Phineas sold out and became an arms dealer, selling inhumane weapons to malevolent dictators.

      NOTES

      A petite, gorgeous cyborg-woman with a huge gun and a sweet hoverbike. What's not to like? She's the artillery for the Sila Scouts, as well as the agent they call on when they need a new gadget to do something that they're otherwise not equipped to handle.
      Last edited by CaptainKaulu; 09-06-2018, 09:19 AM.

      Comment


      • #18
        Re: Kaulu's M&M 3e Characters

        Wildran
        Seth Fandral
        Original character, PC-ready
        Power Level 10 (150 ppt)

        ABILITIES [38 ppt]
        Strength 3 (+4) • Stamina 5 (+6) • Agility 0 (+0) • Dexterity 0 (+0) •
        Fighting 3 (+3) • Intellect 1 (+1) • Awareness 6 (+8) • Presence 1 (+1) •
        Load limit 800 lb.

        POWERS [66 ppt]

        Shamanic Mantle, Device (Removable):10 / 13 ppt
        Primal Magical Power

        Enhanced Strength 12 ppt

        Enhanced Stamina 12 ppt

        Enhanced Awareness 24 ppt

        Protection 22 ppt

        Enhanced Advantages 3 [Animal Empathy, Benefit 1 (Expertise: Nature Based on Awareness), Diehard] • 3 ppt
        Flaw: Permanent
        Tavi-Claw, Device (Removable):6 / 8 ppt
        Primal Magical Power

        Damage 2 (Strength-based) • 6 ppt
        Extras: Breaking, Accurate 3

        Enhanced Parry 22 ppt
        Storm Amulet, Device (Easily Removable):2 / 4 ppt
        Primal Magical Power

        Enhanced Dodge 44 ppt
        Extra: Subtle 1, Flaw: Activation 1 (move action).
        Perception DC 20 to notice
        Earthen Hide:2 ppt
        Primal Magical Power

        Protection 42 ppt
        Extras: Feature 1 (can be activated simultaneously with Storm Amulet), Sustained, Flaws: Activation 1 (move action), Limited to while in contact with earth
        Storm Spirit:37 ppt + 9 ppt for Alternate Effects
        Primal Magical Power

        Summon 937 ppt
        Extras: Heroic, Mental Link

        ALT - Channel the Storm:37 ppt
        Primal Magical Power

        Flight 325 ppt
        Extras: Affects Others, Area (Cylinder 4), Selective, Aquatic
        16 mph, 250 ft/round; 250-ft radius and 250-ft height cylinder

        Deflect 1212 ppt
        300/600/1200 ft

        ALT - Earth Spirit:37 ppt
        Primal Magical Power

        Summon 937 ppt
        Extras: Heroic, Mental Link

        ALT - Channel the Earth #1:37 ppt
        Primal Magical Power

        Senses 3 (Acute Detect 2 [olfactory]: metals) • 3 ppt

        Transform 7 (between earth/stone/metal/mud/sand/lava/etc.) • 34 ppt
        Extra: Increased Duration (continuous), Flaw: Activation 1
        100 lb. transformed

        ALT - Channel the Earth #2:36 ppt
        Primal Magical Power

        Burrowing 55 ppt
        2 mph, 30 ft/round

        Create 931 ppt
        Extras: Continuous, Impervious, Innate, Subtle 1, Variable Descriptor 2 (earth, stone, metal), Flaw: Reduced Range (close)
        500 cft created

        ALT - Fire Spirit:37 ppt
        Primal Magical Power

        Summon 937 ppt
        Extras: Heroic, Mental Link

        ALT - Channel the Fire:37 ppt
        Primal Magical Power

        Smoke Cloud: Concealment 4 (all visual senses) • 12 ppt
        Extras: Attack (Fortitude), Area (Cloud 1)

        Environment 1 (intense heat) • 1 ppt
        30-ft radius

        Burn: Energy Aura 315 ppt
        Extra: Selective

        Enhanced Intimidation 147 ppt

        Enhanced Advantages 2 [Daze (Intimidation), Fascinate (Intimidation)] • 2 ppt

        ALT - Flicker Like Fire:37 ppt
        Primal Magical Power

        Teleport 1137 ppt
        Extras: Accurate, Change Direction, Extended, Increased Mass 6, Flaws: Limited to Extended, Medium (fire) [Partial 3]
        2000 mi w/ fire, 250 mi w/o fire; 2 move actions; bring 3200 lb. along; Dazed & Vulnerable for 1 round after teleporting

        ALT - Healing Spirits:37 ppt
        Primal Magical Power

        Healing 436 ppt
        Extras: Area (Burst 2), Action 2 (free action), Selective, Restorative, Resurrection
        60-ft radius burst

        Enhanced Advantage 1 [Ultimate Effort (Healing)] • 1 ppt

        ALT - Shape the Spirits:11 ppt
        Primal Magical Power

        Senses 4 (Precognition) • 2 ppt
        Flaw: Uncontrolled

        Comprehend 1 (Spirits: medium) • 2 ppt

        Enhanced Expertise: Nature 63 ppt

        Enhanced Advantages 4 [Ritualist, Benefit 1 (use Expertise: Nature for rituals), Second Chance (Expertise: Nature checks), Ultimate Effort (Expertise: Nature)] • 4 ppt
        ADVANTAGES [12 ppt]

        Animal EmpathyBenefit 1 (Expertise: Nature Based on Awareness) • Connected • Diehard • Equipment 6 • Improved Defense • Languages 1 • Leadership • Teamwork • Ultimate Effort (Expertise: Nature) • Ultimate Effort (Fortitude) • Weapon Break

        EQUIPMENT [30 ep]
        • Smartphone2 ep
        • Composite Bone Bow with Laser Sight: Damage 3 (Strength-based) • 8 ep
          Extras: Improved Range 1 (ranged), Extended Range 1, Accurate 1
        • Commlink1 ep
        • Handcuffs1 ep
        • Rebreather1 ep
        • Night Vision Goggles1 ep
        • Camo Clothing1 ep
          +5 equipment bonus to Stealth in heavy foliage
        • Shared HQ: Devni Mansions (detailed under Devni)6 ep
        • Shared Vehicle: Sila Copter (detailed under Volt)9 ep

        LANGUAGES
        • native: English • Swahili •
        SKILLS [21 ppt]
        Athletics 4 (+8) • Close Combat: Claws 4 (+7) • Expertise: Magic 1 (+2) • Expertise: Nature 6 (+14, or +20 while using Shape the Spirits) • Expertise: Wilderness Survival 2 (+10) • Insight 2 (+10) • Intimidation 0 (+1, or +15 while using Channel the Fire) • Persuasion 10 (+11) • Ranged Combat: Bows 11 (+11) • Stealth 0 (+0, or +5 in heavy foliage) • Treatment 2 (+3) •
        Expertise: Wilderness Survival is generally Awareness-based.

        DEFENSES [13 ppt]
        Dodge 4 (+4, or +8 with Storm Amulet activated) • Parry 3 (+8) •
        Fortitude 4 (+10) • Toughness (+8, or +12 with Earthen Hide activated) • Will 2 (+10) •

        OFFENSE
        Initiative +0
        • Unarmed: +3 • Close Damage DC 19 (Strength-based), bludgeoning.
        • Tavi-Claw: +13 • Close Damage DC 21 (Strength-based), slashing.
        • Composite Bone Bow: +13 • Ranged (250/500/1000 ft) Damage DC 20 (Strength-based), piercing/ballistic.
        • Smoke Cloud: Dodge DC 14 • Close Area (15-ft Cloud) Concealment 4 Attack (all visual senses), smoke.
        • Burn: +3, or automatic when touched by foe • Close Damage DC 18, fire • Selective.
        COMPLICATIONS
        Secret Identity: Seth Fandral, a park ranger who (conveniently) has been known to cosplay as an orcish shaman.

        Motivation - Responsibility: Seth feels obligated to protect good people and the natural world.

        Relationship: Seth and his brother, Keloth Vorski, maintain a ruse that they're on poor terms, as part of their secret identities. However, they truly do have trouble not bickering and arguing with each other, especially when something other than superhero work is involved.

        Power Loss: Activating the Storm Amulet, or using the Channel the Storm aspect of the Spirit Array, requires ambient air or water.

        Interference: Wearing the Tavi-Claw imposes a -5 penalty on Dexterity-based checks to use Wildran's right hand, other than firing a bow.

        Aversion: Seth dislikes the feel of using a commlink ("It itches!") and sometimes refuses to wear it.

        Relationship: Wildran's elemental spirits may get upset with him eventually if he abuses them, especially if the Earth Spirit gets significantly hurt while using Interpose.
        ABILITIES [ 38 ] + SKILLS [ 21 ] + ADVANTAGES [ 12 ] + POWERS [ 66 ] + DEFENSES [ 13 ]
        150 PPT TOTAL


        BIO

        Wildran is a member of the 5-hero team the Sila Scouts. Between adventures, he lives in Southern Utah.

        NOTES

        Wildran is the most complicated and (therefore) the most flexible of the Sila Scouts builds. This is mostly due to his massive Spirit Array. Stats for his Summon powers (which are supposed to be his main offense) are hyperlinked.
        Last edited by CaptainKaulu; 09-06-2018, 09:19 AM.

        Comment


        • #19
          Re: Kaulu's M&M 3e Characters

          Storm Spirit

          Summoned by Wildran
          Power Level 9 (135 ppt)

          ABILITIES [6 ppt]
          Strength 2 (+2) • Stamina 5 (+5) • Agility 2 (+2) • Dexterity -2 (-2) •
          Fighting 0 (+0) • Intellect -3 (-3) • Awareness 1 (+1) • Presence -2 (-2) •
          Load limit 200 lb.

          POWERS [85 ppt]

          Creature of Air and Water:27 ppt
          Primal Power

          Insubstantial 213 ppt
          Extras: Innate, Strength 2 Affects Corporeal, Flaw: Permanent
          Gaseous

          Flight 38 ppt + 1 ppt for Alternate Effect
          Extras: Continuous [Partial 1], Innate
          16 mph, 250 ft/round; 4 mph, 60 ft/round continuous
          • ALT - Swimming 58 ppt
            Extras: Increased Duration (continuous) [Partial 2], Innate
            16 mph, 250 ft/round; 2 mph, 30 ft/round continuous

          Enhanced Athletics 93 ppt
          Flaw: Limited to swimming

          Movement 1 (Environmental Adaptation: underwater) • 2 ppt
          Elemental:14 ppt
          Primal Power

          Immunity 14 (aging, critical hits, disease, emotion effects, poison, sleep, starvation & thirst, suffocation: all) • 14 ppt
          Deflective Breeze:6 ppt
          Primal Power

          Enhanced Dodge 66 ppt
          Chain Lightning:33 ppt + 5 ppt for Alternate Effects
          Primal Power

          Damage 833 ppt
          Extras: Increased Range 1 (ranged), Multiattack, Accurate 4, Affects Insubstantial 1, Indirect 4

          ALT - Typhoon:32 ppt
          Primal Power

          Damage 932 ppt
          Extras: Area (Cylinder 1), Selective, Indirect 3 (tangential directions), Variable Descriptor 2 (any weather or physical)

          ALT - Deflective Cyclone:33 ppt
          Primal Power

          Deflect 1133 ppt
          Extras: Area (Cloud 2)
          30-ft radius cloud area

          ALT - Whirlwind:30 ppt
          Primal Power

          Move Object 930 ppt
          Extras: Area (Cylinder 2), Selective, Indirect 3 (tangential directions), Flaws: Close, Limited Direction (tangential)

          ALT - Drench:31 ppt
          Primal Power

          Nullify 4 (fire effects) • 31 ppt
          Extras: Accurate 8, Simultaneous, Indirect 3 (tangential directions), Reaction 3 (occurrence of fire effect)

          ALT - Alter Weather:30 ppt
          Primal Power

          Environment 6 (any 3 ranks of weather-based effects other than heat) • 30 ppt
          Extra: Selective 2
          900-ft radius
          ADVANTAGES [12 ppt]

          • Chokehold • Defensive Roll 2 • Extraordinary Effort • Favored Environment (in the air) • Improved Grab • Improved Initiative 1 • Improved Trip • Move-By Action • Precise Attack 1 (Ranged Concealment) • Prone Fighting • Second Chance (mind control) •

          LANGUAGES
          • native: Primordial •
          SKILLS [9 ppt]
          Athletics 0 (+2, or +11 swimming) • Expertise: Nature 1 (-2) • Intimidation 7 (+5) • Perception 6 (+7) • Ranged Combat: Chain Lightning 4 (+2) •

          DEFENSES [23 ppt]
          Dodge 3 (+11) • Parry 8 (+8) •
          Fortitude 5 (+10) • Toughness (+7/+5*) • Will 7 (+8) •
          *without Defensive Roll

          OFFENSE
          Initiative +6
          • Chain Lightning: +10 • Ranged (200/400/800 ft) Damage DC 23, electricity • Multiattack, Affects Insubstantial DC 19.
            Effect can originate from any point within range, in any direction
          • Typhoon: Dodge DC 19 • Close Area (30-ft Cylinder) Damage DC 24, any weather-related or physical descriptor • Selective.
            Effect can originate from any point within range, in tangential directions
          • Whirlwind: Dodge DC 19 • Close Area (60-ft Cylinder) Move Object DC 19, wind • Selective.
            Effect can originate from any point within range, in tangential directions; targets also move in tangential directions
          • Drench: +14 • Ranged (100/200/400 ft) Nullify Fire +4, water • Simultaneous, Reaction (occurrence of fire effect).
            Effect can originate from any point within range, in tangential directions
          COMPLICATIONS
          (see Wildran)

          ABILITIES [ 6 ] + SKILLS [ 9 ] + ADVANTAGES [ 12 ] + POWERS [ 85 ] + DEFENSES [ 23 ]
          135 PPT TOTAL


          NOTES

          This build felt like it ended up with abundant points to do everything I wanted it to.

          Remember that Move Object can be used to Trip and Grab. (Although without the Precise modifier, it might not be able to do a variety of effects to a variety of targets.)

          Does it make sense / work with the rules to put the Secondary Effect modifier on the Deflect power? Because that seems like a strong combination. But I'm not sure whether protected allies count as "targets" of Deflect. EDIT: I see in an example build that you can use Cloud Area on Deflect, which is a similar result.
          Last edited by CaptainKaulu; 09-06-2018, 09:19 AM.

          Comment


          • #20
            Re: Kaulu's M&M 3e Characters

            might want to boost Elliot's perform skill a bit. in the episode he shows it off hes actually an extremely good singer and musician as evidenced by the fact that Christian kane his actor is a band singer IRL. he shocks everyone with how good he is in spite of blowing it off later.

            Also his flaw of mercenaries should be Professionals. hes capable of recognizing agents of multiple goverments, as well as soldiers for hire and law enforcement officers out of uniform.

            Also a great feat to give him might be last stand. its a feat that allows a character whose been kod to last one more round, seems appropriate for Elliot who regularly keeps fighting despite several beatdowns he receives and still comes back winning

            good stuff so far though cant wait for the rest
            Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

            [URL="http://roninarmy.com/threads/79-Showdown-at-the-Litterbox-New-Stuff?p=554&viewfull=1#post554"]Showdown at the Litterbox[/URL]

            [url=http://www.fanfiction.net/~catsi563]Catsi stories[/url]

            Comment


            • #21
              Re: Kaulu's M&M 3e Characters

              Originally posted by catsi563 View Post
              might want to boost Elliot's perform skill a bit. in the episode he shows it off hes actually an extremely good singer and musician as evidenced by the fact that Christian kane his actor is a band singer IRL. he shocks everyone with how good he is in spite of blowing it off later.

              Also his flaw of mercenaries should be Professionals. hes capable of recognizing agents of multiple goverments, as well as soldiers for hire and law enforcement officers out of uniform.

              Also a great feat to give him might be last stand. its a feat that allows a character whose been kod to last one more round, seems appropriate for Elliot who regularly keeps fighting despite several beatdowns he receives and still comes back winning

              good stuff so far though cant wait for the rest
              I suppose Last Stand is highly appropriate, even though I don't like it. (It seems weak and it's annoying that it's not in the SRD.)

              Do you think his musical performance rates better than a +7? Because I'm assuming that, like most things the characters do in just one episode, it was being boosted by Beginner's Luck in that episode.

              Thanks for commenting!

              Comment


              • #22
                Re: Kaulu's M&M 3e Characters

                Nps at all I enjoy leverage

                Id say at least a 2-4 rank perhaps hes showing clear professional skill as he has the audience eating out of his hand but that granted is just me. its entirely plausible that beginners luck and a nat 20 on the performance check could have the same effect save that he repeats the performance a couple times in the episode which suggests more then a beginners level of skill.

                As an aside and a bit fo a funny I just realized a complication of Dammit Hardison!!

                might be appropriate given these two seem to have a funny brotherhood
                Last edited by catsi563; 07-06-2016, 05:48 PM.
                Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

                [URL="http://roninarmy.com/threads/79-Showdown-at-the-Litterbox-New-Stuff?p=554&viewfull=1#post554"]Showdown at the Litterbox[/URL]

                [url=http://www.fanfiction.net/~catsi563]Catsi stories[/url]

                Comment


                • #23
                  Re: Kaulu's M&M 3e Characters

                  Originally posted by catsi563 View Post
                  As an aside and a bit fo a funny I just realized a complication of Dammit Hardison!!

                  might be appropriate given these two seem to have a funny brotherhood
                  What would it do?

                  Comment


                  • #24
                    Re: Kaulu's M&M 3e Characters

                    Nothing specific its more of a funny then anything else
                    Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

                    [URL="http://roninarmy.com/threads/79-Showdown-at-the-Litterbox-New-Stuff?p=554&viewfull=1#post554"]Showdown at the Litterbox[/URL]

                    [url=http://www.fanfiction.net/~catsi563]Catsi stories[/url]

                    Comment


                    • #25
                      Re: Kaulu's M&M 3e Characters

                      Dammit Hardison: Eliot is easily frustrated by the quirks/habits of his fellow Leverage teammates, particularly Hardison and Parker, often resulting in a vocal outburst.


                      Then, if I were Eliot's GM, I'd award him a Hero point every time he uttered "dammit Hardison" or "dammit Parker", etc. (at appropriate times.) Given how often this could happen in a single adventure, it would help explain why Eliot has the stockpiled Hero Points to win some of his more brutal battles.

                      Comment


                      • #26
                        Re: Kaulu's M&M 3e Characters

                        Originally posted by Earth-Two_Kenn View Post
                        Dammit Hardison: Eliot is easily frustrated by the quirks/habits of his fellow Leverage teammates, particularly Hardison and Parker, often resulting in a vocal outburst.


                        Then, if I were Eliot's GM, I'd award him a Hero point every time he uttered "dammit Hardison" or "dammit Parker", etc. (at appropriate times.) Given how often this could happen in a single adventure, it would help explain why Eliot has the stockpiled Hero Points to win some of his more brutal battles.
                        there you go that's perfect. especially given that he nearly says that once an episode sometimes twice
                        Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

                        [URL="http://roninarmy.com/threads/79-Showdown-at-the-Litterbox-New-Stuff?p=554&viewfull=1#post554"]Showdown at the Litterbox[/URL]

                        [url=http://www.fanfiction.net/~catsi563]Catsi stories[/url]

                        Comment


                        • #27
                          Re: Kaulu's M&M 3e Characters

                          Parker

                          "Leverage" character
                          Power Level 6 (97 ppt)

                          ABILITIES [32 ppt]
                          Strength 1 (+1) • Stamina 2 (+2) • Agility 5 (+5) • Dexterity 5 (+5) •
                          Fighting 3 (+3) • Intellect 1 (+1) • Awareness 0 (+0) • Presence -1 (-1) •
                          Load limit 200 lb.

                          POWERS [6 ppt]

                          Fingertips Trained by Hanging:3 ppt
                          Training Power

                          Power-Lifting 11 ppt

                          Enhanced Athletics 62 ppt
                          Flaw: Limited to climbing
                          Sneaky Shock:1 ppt
                          Luck Power

                          Enhanced Advantage 2 [Improved Critical (Taser) 2] • 1 ppt
                          Flaw: Limited to use against Vulnerable or Defenseless targets
                          Bone-Conduction Earbud, Device (Removable):2 / 3 ppt
                          Technological Power

                          Feature 1 (commlink) • 3 ppt
                          Extras: Extended Range 1, Subtle 1
                          5 mi; Perception DC 20 to spot
                          ADVANTAGES [25 ppt]

                          • Agile Feint • Attractive 1 • Benefit 3 (Wealth 3: millionaire) • Close Attack 1 • Defensive Roll 3 • Equipment 4 • Grabbing Finesse • Great Endurance • Hide in Plain Sight • Improvised Tools • Quick Draw • Second Chance 2 (falling, triggering alarms) • Skill Mastery 3 (Acrobatics, Expertise: Burglary, Sleight of Hand) • Ultimate Effort 2 (Expertise: Burglary, Stealth) •

                          EQUIPMENT [17 ep]
                          • Smartphone2 ep
                          • Climbing Rope1 ep
                          • Rappelling Harness1 ep
                          • Taser: Affliction 5 (Fortitude; Dazed/Stunned/Incapacitated) • 7 ep + 1 ep for Alternate Effect
                            Extra: Increased Range 1 (ranged), Flaws: Diminished Range 3
                            • ALT - Affliction 5 (Fortitude; Dazed/Stunned/Incapacitated)
                          • Shared HQ: Leverage Headquarters (detailed under Nate)2 ep
                          • Shared Vehicle: Lucille (detailed under Hardison)3 ep

                          LANGUAGES
                          • native: English •
                          SKILLS [25 ppt]

                          Acrobatics 5 (+10) • Athletics 6 (+7, or +13 climbing) • Close Combat: Unarmed 0 (+4) • Close Combat: Taser 1 (+5) • Close Combat: Misc. 0 (+4) • Deception 6 (+5) • Expertise: Burglary 11 (+16) • Investigation 1 (+2) • Perception 5 (+5) • Ranged Combat: Taser 0 (+5) • Sleight of Hand 6 (+11) • Stealth 8 (+13) • Vehicles 1 (+6) •
                          Expertise: Burglary is generally Dexterity-based.

                          DEFENSES [9 ppt]
                          Dodge 1 (+6) • Parry 0 (+3) •
                          Fortitude 4 (+6) • Toughness (+5/+2*) • Will 4 (+4) •
                          *without Defensive Roll

                          OFFENSE
                          Initiative +5
                          • Unarmed: +4 • Close Damage DC 16 (Strength-based), bludgeoning.
                          • Taser (Close): +5 • Close Affliction DC 15 (Fortitude; Dazed/Stunned/Incapacitated), electric.
                            Crit 18-20 vs. Vulnerable/Defenseless targets.
                          • Taser (Ranged): +5 • Ranged (10/25/50 ft) Affliction DC 15 (Fortitude; Dazed/Stunned/Incapacitated), electric.
                            Crit 18-20 vs. Vulnerable/Defenseless targets.
                          COMPLICATIONS
                          Motivation - Thrills: Parker has always enjoyed the thrill of the heist, and finds that it's even better when she's helping someone in need too.

                          Orphan: Parker grew up with negative experiences in foster homes. She can't help empathizing with orphans, and has trouble trusting "the system."

                          Anxiety: Parker fears social interactions, especially being hit on by men she doesn't like.

                          Insanity: Parker loves plummeting from high places, and generally has tastes that weird out normal people. While she's actually a pretty good driver under pressure, her driving scares normal passengers profoundly.

                          Sweet Sweet Cash: Parker loves cash and has a hard time letting go of it for any reason (even buying things).

                          Super-Stealth: Parker is especially good at sneaking up on her own allies at times when it doesn't really accomplish anything. (She can use Ultimate Stealth in these situations without spending a Hero Point.)

                          Relationship: Parker and Hardison flirt a lot, and eventually date.

                          Alternate Identity: Parker sometimes has social and logistical obligations to maintain her alternate identity (courtesy of Hardison), "Alice White."
                          ABILITIES [ 32 ] + SKILLS [ 25 ] + ADVANTAGES [ 25 ] + POWERS [ 6 ] + DEFENSES [ 9 ]
                          97 PPT TOTAL


                          BIO

                          The world's greatest cat burglar.

                          NOTES

                          Here's a rough draft of Parker. I didn't really do anything too crazy or quirky with this build, which means I'm sure I'm missing out on some of the character's essence. Feel free to offer suggestions!

                          Landing so close to the PC-ready 90 power points was a pleasant accident.
                          Last edited by CaptainKaulu; 09-06-2018, 09:20 AM.

                          Comment


                          • #28
                            Re: Kaulu's M&M 3e Characters

                            Earth Spirit

                            Summoned by Wildran
                            Power Level 9 (135 ppt)

                            ABILITIES [12 ppt]
                            Strength 6 (+6) • Stamina 4 (+4) • Agility 0 (+0) • Dexterity -3 (-3) •
                            Fighting 3 (+3) • Intellect -3 (-3) • Awareness 1 (+1) • Presence -2 (-2) •
                            Load limit 3200 lb.

                            When fully Grown:
                            Strength (+14) • Stamina (+12)
                            Load limit 400 tons

                            POWERS [85 ppt]

                            Hard as a Rock:12 ppt
                            Primal Power

                            Protection 410 ppt
                            Extra: Impervious [3 extra ranks], Flaw: Noticeable

                            Feature 2 (mass rank +2) • 2 ppt
                            Elemental:12 ppt
                            Primal Power

                            Immunity 12 (aging, disease, emotion effects, poison, sleep, starvation & thirst, suffocation: all) • 12 ppt
                            (Dynamic) Huge Size:22 ppt + 1 ppt for Alternate Effect + 2 ppt for Dynamic Effects
                            Primal Power

                            Growth 816 ppt
                            +2 size ranks, +8 mass ranks, Strength +8, Stamina +8, Dodge -4, Parry -4, Stealth -8, Intimidation +4, Speed +1 (4 mph, 60 ft/round)

                            Impervious Toughness 66 ppt
                            Stacks with Hard as a Rock: Impervious Toughness 13 total

                            ALT (Dynamic) - Normal Size:22 ppt
                            Primal Power

                            Enhanced Close Combat: Unarmed 84 ppt

                            Enhanced Ranged Combat: Throwing 42 ppt

                            Enhanced Dodge 44 ppt

                            Enhanced Parry 44 ppt

                            Enhanced Fortitude 88 ppt
                            Tremorsense:5 ppt
                            Primal Power

                            Senses 5 (Penetrates Concealment Ranged touch) • 5 ppt
                            Earth Glide:5 ppt
                            Primal Power

                            Movement 3 (Permeate 3) • 3 ppt
                            Flaw: Limited to earth and stone

                            Movement 2 (Wall-Crawling 2) • 2 ppt
                            Flaw: Limited to earthen and stone surfaces
                            Rock Hurling:4 ppt
                            Primal Power

                            Damage 2 (Strength-based) • 4 ppt
                            Extra: Increased Range 1 (ranged)
                            Soften to Mud:19 ppt + 1 ppt for Alternate Effect
                            Primal Power

                            Insubstantial 16 ppt
                            Extra: Precise

                            Regeneration 1313 ppt

                            ALT - Earthquake:19 ppt
                            Primal Power

                            Affliction 4 (Dodge/Fortitude; Dazed & Vulnerable / Stunned & Prone) • 19 ppt
                            Extras: Area (Burst 2), Extra Condition, Flaws: Limited Degree, Limited to targets on the ground
                            Linked: Environment 5 (impede movement 2)
                            Flaw: Limited to movement along the ground
                            Linked: Damage 6
                            Extra: Area (Burst 2), Flaw: Limited 2 to structures on the ground
                            500-ft radius on Impede Movement effect
                            Geological Instinct:2 ppt
                            Primal Power

                            Enhanced Expertise: Science 62 ppt
                            Flaw: Limited to geology
                            ADVANTAGES [11 ppt]

                            • All-Out Attack • Benefit 2 (Ambidexterity, Intimidation Based on normal-sized-Strength) • Chokehold • Diehard • Great Endurance • Improved Grab • Improved Initiative 1 • Interpose • Second Chance (mind control) • Takedown 1 •

                            LANGUAGES
                            • native: Primordial •
                            SKILLS [14 ppt]
                            Expertise: Science 0 (+3, geology only) • Perception 7 (+8) •

                            When fully Grown:
                            Athletics 0 (+14) • Close Combat: Unarmed 1 (+4) • Intimidation 6 (+16) • Ranged Combat: Throwing 12 (+9) • Stealth 2 (-6) •

                            When Man-sized:
                            Athletics 0 (+6) • Close Combat: Unarmed 1 (+12) • Intimidation 6 (+12) • Ranged Combat: Throwing 12 (+13) • Stealth 2 (+2) •

                            DEFENSES [13 ppt]
                            Dodge 5 (+9) • Parry 3 (+10) •
                            Fortitude 0 (+12) • Toughness (+8) • Will 5 (+6) •

                            When fully Grown:
                            Dodge (+1) • Parry (+2) • Toughness (+16) •

                            OFFENSE
                            Initiative +4
                            • Unarmed (Huge size): +4 • Close (+10 ft) Damage DC 29 (Strength-based), bludgeoning.
                            • Unarmed (Man-sized): +12 • Close Damage DC 21 (Strength-based), bludgeoning.
                            • Grab: +3 • Close (+10 ft when Huge) • DC 16, or 24 when Huge size.
                            • Thrown Rocks (Huge size): +9 • Ranged (225/450/900 ft) Damage DC 24 (Strength-based), bludgeoning/ballistic.
                            • Thrown Rocks (Man-sized): +13 • Ranged (125/250/500 ft) Damage DC 20 (Strength-based), bludgeoning/ballistic.
                            • Earthquake: Dodge DC 14 • Close Area (60-ft Burst) Affliction DC 14 (Dodge/Fortitude; Dazed & Vulnerable/Stunned & Prone), seismic.
                            • Earthquake (on structures on the ground): Dodge DC 16 • Close Area (60-ft Burst) Damage DC 21, seismic.
                            COMPLICATIONS
                            Density: Being four times as massive as a normal human (even when not using Growth) can be inconvenient.

                            (see Wildran)
                            ABILITIES [ 12 ] + SKILLS [ 14 ] + ADVANTAGES [ 11 ] + POWERS [ 85 ] + DEFENSES [ 13 ]
                            135 PPT TOTAL


                            NOTES

                            I felt great about this build, then I went back and looked at it again and found that I apparently had a few power points remaining. So I re-allocated them, but I'm still nervous that there's something the build really needs where the points were allocated before (and I just forgot to save some of my work). So let me know if you see any glaring weaknesses.

                            This guy is the tank/bruiser/meatshield/"big guy" of the Sila Scouts, even though he's summoned. Or maybe because he's summoned.

                            Recommendations about presentation are especially welcome on this build -- is there a better way to show all the Growth-dependent stuff than the way I did it? And since the size-changing array is Dynamic, is there a good way to show the in-between stats that the build can assume?

                            Re-vamped again to get rid of the cheese that is Density Growth.
                            Last edited by CaptainKaulu; 09-06-2018, 09:20 AM.

                            Comment


                            • #29
                              Re: Kaulu's M&M 3e Characters

                              got to love Parker shes the fun one of the crew

                              The only additions I can think of would be a relationship complication with Hardison. they are shown repeatedly throughout the series to be involved on several levels. there is obvious romatic tension and the relationship develops over the course of the series

                              also you might want to boost her strength. parker is stated in the series to be very strong much stronger then she appears.

                              one prominent example is in an episode she grabs Jerry Ryans character and basically dangles her off a roof by her neck. Ryans choked response is Youre very strong to which Parker replies I hang off roofs by my finger tips.

                              Shes literaly holding her with zero effort shown.

                              Keep the leverage stuff coming
                              Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

                              [URL="http://roninarmy.com/threads/79-Showdown-at-the-Litterbox-New-Stuff?p=554&viewfull=1#post554"]Showdown at the Litterbox[/URL]

                              [url=http://www.fanfiction.net/~catsi563]Catsi stories[/url]

                              Comment


                              • #30
                                Re: Kaulu's M&M 3e Characters

                                Originally posted by catsi563 View Post
                                also you might want to boost her strength. parker is stated in the series to be very strong much stronger then she appears.

                                one prominent example is in an episode she grabs Jerry Ryans character and basically dangles her off a roof by her neck. Ryans choked response is Youre very strong to which Parker replies I hang off roofs by my finger tips.

                                Shes literaly holding her with zero effort shown.
                                Thing is, this is a situation where the system's stats are an abstraction that doesn't apply to the material right. I don't think Parker's Strength should be high overall -- I feel like giving her a 1 was already generous, when it comes to things like how hard she can hit with an unarmed attack.

                                I could give her Power-Lifting, but is she really strong when it comes to lifting something like a car? Or is it only situations where finger strength (or maybe hand strength) is key?

                                I could give her Strength, Limited to climbing, or something like that, but I feel like the best way to represent that is just to give her ranks in Athletics anyway. Which is what I did.

                                Maybe finger strength is actually best represented by Dexterity rather than Strength? Maybe I should give her Grabbing Finesse for strangling Tara Cole, or something like that? I dunno.

                                Maybe Power-Lifting is appropriate, but only 1 point or so? Would still fit the "you're stronger than you look" theme.
                                Last edited by CaptainKaulu; 07-15-2016, 02:53 PM.

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