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Thread: Kaulu's M&M 3e Characters

  1. #171
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    497

    Re: Kaulu's M&M 3e Characters

    Gelnon
    Original character, NPC
    Power Level 13 (210 ppt)

    ABILITIES [80 ppt]
    Strength 16 (+18) • Stamina 15 (+17) • Agility 1 (+1) • Dexterity 0 (+0) •
    Fighting 6 (+6) • Intellect 1 (+1) • Awareness 2 (+2) • Presence -1 (-1) •

    POWERS [60 ppt]

    Big:5 ppt
    Metahuman Power

    Growth 25 ppt
    Extras: Innate, Permanent
    Mass rank +2, Strength +2, Stamina +2, Dodge -1, Parry -1, Stealth -2, Intimidation +1
    Tough:24 ppt
    Metahuman Power

    Immunity 1 (environmental condition: high pressure) • 1 ppt

    Immunity 20 (acid damage, electricity damage, heat damage, pain effects) • 10 ppt
    Flaw: Limited to Half Effect

    Impervious Toughness 1313 ppt
    Strong:13 ppt
    Metahuman Power

    Power-Lifting 4
    Load limit 100 ktons

    Leaping 99 ppt
    0.5 mi at 250 mph
    Strength Tricks:1 ppt + 4 ppt for Alternate Effects
    Training Power

    • Punch-Kick: Extra: Split 1 on Strength Damage 18 • 1 ppt
    • ALT - Skilled Thrower:18 ppt
      • Enhanced Advantage 2 [Throwing Mastery 2] • 2 ppt
      • Extras: Increased Range on Strength 16 • 16 ppt
    • ALT - Massive Knockback: Damage 1019 ppt
      Linked: Move Object 18
      Flaws: Close, Limited Direction (flinging away)
    • ALT - Stonewall: Damage 619 ppt
      Extras: Subtle 1, Reaction 3 (to being hit), Flaw: Limited to triggering attack's rank
    • ALT - Superior Chokehold: Affliction 9 (Fortitude; Dazed/Stunned/Incapacitated) • 18 ppt
      Extra: Progressive, Flaw: Grab-Based
    Immovable Stance:9 ppt
    Training Power

    Immunity 10 (forced movement) • 9 ppt
    Extra: Sustained, Flaw: Activation 1 (move action)
    Cloning System:4 ppt
    Technological Power

    Immortality 33 ppt
    Flaw: Limited to while secret cloning lab functions
    Return after 4 days

    Enhanced Advantage 1 [Fearless] • 1 ppt
    Flaw: Limited: not when secret cloning lab is threatened
    ADVANTAGES [33 ppt]

    • Accurate Attack • Benefit 2 (Wealth 2: independently wealthy) • Defensive Roll 1 • Equipment 15 • Limited Fearless • Improved Critical (Unarmed) 1 • Improved Grab • Improved Hold • Improved Initiative 1 • Improved Smash • Improvised Weapon 1 • Languages 4 • Startle • Takedown 1 • Ultimate Effort (Strength) • Weapon Break •

    EQUIPMENT [60 ep]

    • Commlink1 ep
    • Smartphone2 ep

    ►Secret Cloning Lab:20 ep
    Headquarters: PL13, Size L, Toughness +14.
    Location: Lόbeck, Germany (unknown to players!)
    Features: Communications • Dock • Gym • Laboratory • Living Space • Secret 5 (DC 40) • Security System 3 (DC 30)
    Defense System - Massive Uzis: Damage 8, Extras: Increased Range 1 (ranged), Multiattack.

    ►Aerosub:52 ep
    Vehicle: Size H; Strength 8; Flight 8, ALT - Swimming 8; Defense 6 (-4); Toughness +17.
    Load limit 6 tons; 500 mph, 1 mi/round in air; 120 mph, 1800 ft/round in water
    Features: Alarm 3 (DC 30) • Autopilot 1 (Vehicles +4) • Hidden Compartments 2 (DC 25) • Nav System • Remote Control •
    Stealth Vehicle: Concealment 1 (radio), Flaw: Partial.
    Smokescreen: Concealment 4 (all visual senses), Extras: Attack, Area (Cloud 2).
    30-ft radius Cloud
    LANGUAGES
    • native: Vietnamese • Arabic • English • French • German • Mandarin • Persian • Russian • Spanish •
    SKILLS [19 ppt]
    Close Combat: Unarmed 2 (+8) • Expertise: Tactics 1 (+2) • Intimidation 16 (+16) • Perception 3 (+5) • Ranged Combat: Throwing 8 (+8) • Vehicles 8 (+8) •

    DEFENSES [18 ppt]
    Dodge 8 (+8) • Parry 3 (+8) •
    Fortitude 0 (+17) • Toughness (+18/+17*) • Will 7 (+9) •
    *without Defensive Roll

    OFFENSE
    Initiative +5
    • Unarmed: +8 • Close Damage DC 33 (Strength-based), bludgeoning, crit 19-20 • Split 1.
    • Improvised Weapon: +8 • Close Damage DC 33 (Strength-based), descriptor varies • Split 1.
    • Thrown Objects: +8 • Ranged (450/900/1800 ft) Damage DC 33 (Strength-based), bludgeoning.
    • Massive Knockback: +8 • Close Damage DC 25 (Strength-based), bludgeoning • Linked to Close Move Object DC 20 (fling target away) • crit 19-20.
    • Grab: +6 • Close • DC 28 (with a -5 penalty to escape).
    • Superior Chokehold: +6 • Close Affliction DC 19 (Fortitude; Dazed/Stunned/Incapacitated), strangulation • Progressive.
      Requires successful Grab
    • Stonewall: +6, or automatic when hit by foe • Close Damage DC 21, bludgeoning • Limited to triggering attack's rank.
    COMPLICATIONS
    Motivation - Sadistic Greed: Gelnon is a mercenary with a mercenary heart. But he also seems to prefer working for villains to working for heroic causes.
    ABILITIES [ 80 ] + SKILLS [ 19 ] + ADVANTAGES [ 33 ] + POWERS [ 60 ] + DEFENSES [ 18 ]
    210 PPT TOTAL


    BIO

    "Aww crap, not this guy again." -a common sentiment of superheroes when they see evidence that Gelnon's about.

    Gelnon looks basically human except for his stature and musculature. He works as hired muscle for various thugs and supervillains, even many far less powerful than himself as long as the pay's good. Since he can be reborn in a few days in his secret lab, he's not afraid to die in the cause of his work. (He can charge even more of a fee that way, after all.) This whole paradigm makes him a frustratingly recurrent problem for heroes!

    NOTES

    Surprisingly hard to build, even though I didn't have to be careful of a Power Points budget. Based on the Brute archetype in the Gamemaster's Guide, but with some unique elements sprinkled in.
    Last edited by CaptainKaulu; 09-06-2018 at 10:12 AM.

  2. #172
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    Re: Kaulu's M&M 3e Characters

    Dr. Astro
    Astro Remanasuarez
    Original character, NPC
    Power Level 4 (88 ppt)

    ABILITIES [28 ppt]
    Strength 0 (+0) • Stamina 0 (+0) • Agility 1 (+1) • Dexterity 3 (+3) •
    Fighting 1 (+1) • Intellect 5 (+5) • Awareness 3 (+3) • Presence 1 (+1) •
    Load limit 50 lb.

    POWERS [3 ppt]

    Cosmos Obsession:2 ppt
    Training Power

    Enhanced Expertise: Science 62 ppt
    Flaw: Limited to astrophysics
    Far Beyond the Stars Intuition:1 ppt
    Metahuman Power

    Senses 1 (Cosmic Awareness: visual) • 1 ppt
    ADVANTAGES [27 ppt]
    • Benefit 5 (Wealth 5: billionaire) • Defensive Roll 2 • Equipment 9 • Evasion 2 • Inspire 2 • Inventor • Languages 3 • Skill Mastery 2 (Expertise: Business, Expertise: Science) • Ultimate Effort (Technology) •

    EQUIPMENT [45 ep]

    • Commlink1 ep
    • Smartphone2 ep
    • Laptop1 ep
    • Lab Coat Costume: Protection 11 ep
    • Flash Goggles1 ep
      +5 equipment bonus to resistance vs. visual Dazzle
    • Multi-Tool1 ep
    • Smuggler's Light Pistol: Damage 37 ep + 1 ep for Alternate Equipment
      Extras: Increased Range 1 (ranged), Concealable
      DC 23 to find when hidden as a routine check
      • ALT - Sword-Cane: Damage 3 (Strength-based) • 4 ep
        Extra: Concealable
        DC 23 to find when hidden as a routine check
    • Car: Size L, Strength 5, Speed 5, Defense 8 (-2), Toughness +8; Features: Alarm 1 (DC 20), Nav System. • 10 ep
      Load limit 1600 lb.; 60 mph, 900 ft/round

    ►Astro's Observatory:20 ep
    Headquarters: PL5, Size H, Toughness +10.
    Location: Atacama Desert, Chile.
    Features: Communications • Computer • Fire Prevention System • Garage • Grounds • Hangar • Infirmary • Isolated • Living Space • Personnel • Power System • Security System 2 (DC 25) • Telescope • Workshop •
    LANGUAGES
    • native: Spanish • Arabic • Aymara • English • Latin •
    SKILLS [17 ppt]
    Acrobatics 1 (+2) • Athletics 2 (+2) • Close Combat: Swords 3 (+4) • Expertise: Business 9 (+14) • Expertise: Current Events 1 (+6) • Expertise (AGL): Dance 4 (+5) • Expertise: Education 2 (+7) • Expertise: Politics 1 (+6) • Expertise: Science 3 (+8, or 14 for astrophysics) • Investigation 1 (+6) • Ranged Combat: Guns 1 (+4) • Technology 6 (+11) •

    DEFENSES [13 ppt]
    Dodge 4 (+5) • Parry 4 (+5) •
    Fortitude 2 (+2) • Toughness (+3/+1*) • Will 3 (+6) •
    *without Defensive Roll

    OFFENSE
    Initiative +1
    • Unarmed: +1 • Close Damage DC 15 (Strength-based), bludgeoning.
    • Smuggler's Light Pistol: +4 • Ranged (75/150/300 ft) Damage DC 18, piercing/ballistic.
    • Sword-Cane: +4 • Close Damage DC 18 (Strength-based), piercing/slashing.
    COMPLICATIONS
    Motivation - Curiosity: Wants to know everything about outer space.

    Eccentric: Lots of money seems to make people a bit quirky.
    ABILITIES [ 28 ] + SKILLS [ 17 ] + ADVANTAGES [ 27 ] + POWERS [ 3 ] + DEFENSES [ 13 ]
    88 PPT TOTAL


    BIO

    Dr. Astro Remanasuarez, man of complex background, former college professor, sporter of goatee and mustache. He's not a superhero, but rather the founder and sponsor of one of the world's premier superhero teams. If you can call them "the world's" anymore—they spend their time in outer space, the frontier that occupies Dr. Astro's fascination.

    NOTES
    (none)
    Last edited by CaptainKaulu; 09-06-2018 at 10:13 AM.

  3. #173
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    Join Date
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    Re: Kaulu's M&M 3e Characters

    Melafalin
    Fantasy character, NPC
    Power Level 16 (650 ppt)

    ABILITIES [126 ppt]
    • Strength 7 (+7) • Stamina 7 (+7) • Agility 7 (+7) • Dexterity 7 (+7) •
    • Fighting 14 (+14) • Intellect 7 (+7) • Awareness 7 (+7) • Presence 7 (+7) •
    Load limit 3 tons, but see Bag of Holding

    POWERS [353 ppt]

    Elf: • 9 ppt
    Demihuman Power

    Senses 5 (Detect 1 [mental]: secret doors, Extended 1 hearing, Extended 1 sight, Infravision, Low-Light Vision) • 5 ppt

    Immunity 2 (ghoul paralysis, sleep) • 2 ppt

    Enhanced Stealth 2 • 1 ppt

    Enhanced Advantage 1 [Second Chance (mind control)] • 1 ppt
    Ranger: • 10 ppt
    Primal/Training Power

    Extra: Split 1 • 3 ppt
    Extra: Variable Descriptor 2 (any weapon attack)

    Hide in Shadows/Move Silently: Enhanced Stealth 8 • 2 ppt
    Flaws: Limited to natural terrain, Limited to not wearing heavy armor

    Animal Friendship: Enhanced Persuasion 9 • 3 ppt + 2 ppt for Alternate Effects
    Flaw: Limited to interaction with animals
    • ALT - Extreme Tracker: • 3 ppt
      • Enhanced Perception 6 • 2 ppt
        Flaw: Limited to tracking
      • Quickness 3 • 1 ppt
        Flaw: Limited to One Task (tracking)
    • ALT - Goodberry: • 3 ppt
      • Nourishment: Immunity 1 (starvation & thirst) • 1 ppt
        Extra: Affects Others, Flaw: Unreliable (5 Uses)
      • Healing 1 • 2 ppt
    Watchful Eye: • 102 ppt
    Artifact Magical Power

    Immunity 140 (Fortitude effects, Toughness effects, Will effects) • 100 ppt + 2 ppt for Alternate Effects
    Extra: Reflect, Flaws: Unreliable, Quirk 35 (only uses Reflect half the time), Quirk 5 (randomly chooses between Alternate Effects)
    • ALT - Retributive Petrification: Affliction 16 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned / Transformed & Unaware) • 91 ppt
      Extras: Extra Condition, Increased Range 2 (perception), Reaction 3 (being attacked), Flaws: Unreliable, Quirk 5 (randomly chooses between Alternate Effects)
    • ALT - Retributive Vaporization: Affliction 16 (Will; Transformed) • 91 ppt
      Extras: Cumulative, Increased Range 2 (perception), Reaction 3 (being attacked), Penetrating 16, Flaws: Unreliable, Quirk 5 (randomly chooses between Alternate Effects), Limited Degree (third only)
    Astral Dragonhide Armor: • 74 ppt
    Magic Power

    Protection 9 • 9 ppt

    Claws: Damage 2 (Strength-based) • 6 ppt
    Extras: Accurate 1, Split 1, Dangerous 2

    Astral Blink: Teleport 12 • 57 ppt + 1 ppt for Alternate Effect
    Extras: Accurate, Change Direction, Change Velocity, Extended, Increased Mass 7
    16 mi, 1 move action; or 4000 mi, 2 move actions, Dazed & Vulnerable for 1 round after teleporting; bring 3 tons along
    • ALT - Astral Caravan: Movement 3 (Dimensional 3) • 13 ppt
      Extra: Increased Mass 7
      Any dimension; bring 3 tons along

    Feature 1 (Loanable) • 1 ppt
    Prismatic Halberd, Device (Easily Removable, Indestructible) • 63 / 102 ppt
    Magic Power

    Impressive: Feature 1 (+2 to interaction skill checks using this weapon, mainly Intimidation) • 1 ppt

    Magnify: Growth 16 • 64 ppt + 12 ppt for Alternate Effects
    Extras: Affects Others, Increased Duration (continuous), Increased Range 1 (ranged), Flaw: Distracting
    • ALT - Halberd: Damage 5 (Strength-based) • 25 ppt
      Extras: Accurate 1, Affects Insubstantial 1, Bane (+2 Damage vs. Dragons), Reach 1, Penetrating 12, Variable Descriptor 2 (any physical, acid/cold/electricity/fire/sonic), Tripping
    • ALT - Antimagic Beam: Nullify 16 (magic) • 64 ppt
      Extras: Broad, Simultaneous, Effortless, Area (Cone 2), Flaws: Distracting, Reduced Range (close)
    • ALT - Antimagic Ray: Nullify 16 (magic) • 64 ppt
      Extras: Broad, Simultaneous, Effortless, Precise, Flaw: Expertise: Magic Check Required 1
      Expertise: Magic DC 11 (1 rank of Nullify for Expertise: Magic result in excess of 10)
    • ALT - Antimagic Strike: Damage 5 (Strength-based) • 54 ppt
      Extras: Accurate 1, Affects Insubstantial 2, Bane (+2 Damage vs. Dragons), Reach 1, Penetrating 6
      Linked: Nullify 12 (magic)
      Extras: Broad, Simultaneous, Effortless, Precise, Reach 1, Flaw: Reduced Range (close)
    • ALT - Minify: Shrinking 16 • 64 ppt
      Extras: Affects Others, Increased Duration (continuous), Increased Range 1 (ranged), Flaw: Distracting
    • ALT - Baleful Minify: Shrinking 16 • 64 ppt
      Extras: Attack (Fortitude), Increased Duration (continuous), Increased Range 1 (ranged), Increased Mass 16, Flaw: Distracting
      Can shrink up to 1600 tons of inanimate objects
    • ALT - Energy Cone: Damage 15 • 62 ppt
      Extras: Area (Cone 2), Selective, Variable Descriptor 2 (acid/cold/electricity/fire/sonic)
    • ALT - Energy Explosion: Damage 15 • 62 ppt
      Extras: Area (Burst 2), Increased Range 1 (ranged), Varaible Descriptor 2 (acid/cold/electricity/fire/sonic)
    • ALT - Entangling Vine Ray: Snare 16 • 64 ppt
      Extra: Secondary Effect
    • ALT - Laser: Damage 16 • 51 ppt
      Extras: Increased Range 1 (ranged), Multiattack, Extended Range 2, Precise
    • ALT - Petrification Ray: Affliction 16 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned / Transformed & Unaware) • 64 ppt
      Extras: Cumulative, Extra Condition, Increased Range 1 (ranged)
    • ALT - Vine Grab: • 10 ppt
      • Movement 1 (Swinging) • 2 ppt
      • Move Object 7 • 8 ppt
        Extra: Extended Range 1, Flaw: Limited Direction (toward wielder)

    Feature 25 (unstealable) • 25 ppt
    Helm of Mental Prowess: • 61 ppt
    Magic Power

    Telepathy: Communication 5 (mental) • 23 ppt
    Extra: Dimensional 3

    Immunity 15 (mental effects, gaze attacks) • 15 ppt

    Tower of Iron Will: Immunity 30 (Will effects) • 15 ppt
    Flaw: Limited to Half Effect

    Third Eye - Onyx: Senses 7 (Counters All Concealment visual senses, Counters Illusion visual senses) • 7 ppt

    Feature 1 (Loanable) • 1 ppt
    Boots of Theme Music: • 7 ppt
    Magic Power

    Feature 1 (theme-song playing) • 1 ppt

    Warning Music: Senses 1 (Danger Sense: auditory) • 1 ppt

    Dragonspnes: Damage 2 (Strength-based) • 4 ppt
    Extras: Accurate 1, Dangerous 1

    Feature 1 (loanable) • 1 ppt
    Ring of Regeneration: • 6 ppt
    Magic Power

    Regeneration 4 • 4 ppt

    Enhanced Advantage 1 [Diehard] • 1 ppt
    Flaw: Permanent

    Feature 1 (loanable) • 1 ppt
    Cloak of Sustenance: • 11 ppt
    Magic Power

    Immunity 10 (life support) • 10 ppt

    Feature 1 (loanable) • 1 ppt
    Bag of Holding: • 5 ppt
    Magic Power

    Power-Lifting 8 • 4 ppt
    Flaw: Limited to objects that can fit into bag
    Modified load limit 800 tons

    Feature 1 (loanable) • 1 ppt
    Potter's Wheel of Artifice, Device (Easily Removable, Indestructible) • 5 / 6 ppt
    Magic Power

    Enhanced Advantage 1 [Artificer] • 1 ppt

    Quickness 12 • 4 ppt
    Flaw: Limited to One Task (constructing magical inventions)

    Feature 1 (unstealable) • 1 ppt
    ADVANTAGES [113 ppt]

    • Animal Empathy • Artificer • Benefit 12 (Ambidexterity, Status 4: emperor of known world, Status 4: favored of the God of Freedom, Wealth 3: millionaire) • Close Attack 4 • Connected • Defensive Roll 2 • Diehard • Equipment 15 • Favored Foe (giants) • Improved Critical (Halberd) 1 • Improved Initiative 3 • Interpose • Jack-of-All-Trades • Languages 3 • Luck (Improve Roll) 1 • Move-By Action • Power Attack • Ranged Attack 7 • Second Chance (mind control) • Sidekick 53 • Skill Mastery (Expertise: Riding) • Takedown 2 • Tracking • Ultimate Effort (Athletics) •

    EQUIPMENT [75 ep]

    ►Melafalin's Castle: • 75 ep
    Headquarters: PL16, Size H (castle), Toughness +32 [Impervious 29].
    Immunity 10 (teleportation and dimensional movement).
    Features: Chapel • Combat Simulator 2 • Deathtraps • Dual Size (Miniscule) • Grounds • Holding Cells 2 (Toughness +48, Nullify Powers 16) • Infirmary • Library • Living Space • Movable • Personnel • Power System • Security System (magical) 1 (DC 20) • Self-Repairing 2 • Trophy Room • Workshop (magical) •
    LANGUAGES
    • native: Elvish • Common • Sylvan • Giant • Celestial •
    SKILLS [33 ppt]
    • Athletics 12 (+19) • Close Combat: Misc. 0 (+18) • Expertise: Engineering 2 (+9) • Expertise (PRE): Leadership 6 (+13) • Expertise: Magic 14 (+21) • Expertise: Nature 2 (+9) • Expertise (AGL): Riding 8 (+15) • Expertise: Theology 2 (+9) • Expertise (AWE): Wilderness Survival 4 (+11) • Insight 2 (+9) • Intimidation 4 (+11, or +13 if threatening with Prismatic Halberd) • Perception 6 (+13) • Persuasion 2 (+9, or +18 with animals) • Ranged Combat: Halberd Rays 2 (+16) • Ranged Combat: Misc. 0 (+14) • Stealth 0 (+9, or +17 in natural surroundings without heavy armor) •

    DEFENSES [25 ppt]
    • Dodge 7 (+14) • Parry 0 (+14) •
    • Fortitude 11 (+18) • Toughness (+18/+16*) • Will 7 (+14) •
    *without Defensive Roll

    OFFENSE
    Initiative +19

    • Baleful Minify: +16 • Ranged (400/800/1600 ft) Shrinking Attack 16 (Fortitude), magic • Distracting, Continuous.
    • Energy Cone: Dodge DC 25 • Close (120-ft Cone) Damage DC 30, acid/cold/electricity/fire/sonic • Selective.
    • Energy Explosion: Dodge DC 25 • Ranged (375/750/1500 ft) Area (60-ft Burst) Damage DC 30, acid/cold/electricity/fire/sonic.
    • Entangling Vine Ray: +16 • Ranged (400/800/1600 ft) Affliction DC 26 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobilized), plants • Cumulative, Secondary Effect.
    • Petrification Ray: +16 • Ranged (400/800/1600 ft) Affliction DC 26 (Fortitude; Dazed & Vulnerable / Defenseless & Stunned / Transformed & Unaware), petrification • Cumulative.
    COMPLICATIONS
    Orphan: Melafalin (or "Melf") was an only child. A white dragon raided his home and ate his parents.

    Relationships: Melafalin has numerous important and personally-close subjects, including acting-emperor Herky (a Half-Elven Fighter/Mage/Thief). More importantly, he has a wife (half-fey) and quadruplet children to take care of.

    Responsibility: Commensurate with his Status advantages.

    Fame: He's pretty famous on his planet.

    Power Loss: Much of Melafalin's power comes from his magical items. While they cannot be stolen or destroyed, he is much weaker if he can be caught having voluntarily removed them for some reason.
    ABILITIES [ 126 ] + SKILLS [ 33 ] + ADVANTAGES [ 113 ] + POWERS [ 353 ] + DEFENSES [ 25 ]
    650 PPT TOTAL


    BIO

    TBA ... maybe. His character wasn't that deep.

    NOTES

    Taking inspiration from Thorpocalypse's posting of an old, uber-powered D&D character, set at PL 16 and with mostly 7's in Abilities, I decided to do the same. This is the character I played throughout middle school, under three very lax DMs. And I was a power-gamer at the time. (Maybe I still am, but at least I put reasonable constraints on myself now and don't really care if my characters become all-powerful. Been there, done that.)

    Just like Thorpocalypse's character, Melafalin gained access to an extra-powerful Wish, and wished for 25s in all stats, the maximum that could be attained in 2e AD&D. So that translates to all 7's here. Except Fighting, which is even higher, as it wasn't an ability score in D&D.

    But Melafalin also got a second extra-powerful Wish ... and wished that none of his equipment would ever be stolen or destroyed. That's why most of it doesn't really qualify for the Removable flaw, and in fact pays 1 extra point for the fact that he can separate himself from it if he wishes to. (This is like having an Alternate Effect on each piece of equipment that applies Affects Only Others.) He can still be Disarmed, so two of his powers have the Easily Removable flaw, but they have Unstealable Features making them just as expensive as if they were only normal Removable.

    Every time Melafalin is attacked, the Watchful Eye amulet will attempt to retaliate; a d12 can be rolled to simplify down the numerous rolls that can result in determining the Eye's effects:
    1-6: no effect
    7: Melafalin is fully Immune to the attack
    8: Melafalin is fully Immune to the attack, which is reflected back at the attacker
    9-10: attacker must make a resistance check vs. petrification
    11-12: attacker must make a resistance check vs. vaporization

    Trust me, the original Watchful Eye was a lot MORE powerful. Thanks to the inherent balance in M&M (at least compared to tweens who don't even follow the AD&D rules very closely), it's been toned down a lot in this incarnation.

    Most of the Offense section of this post is in .png form due to something (or multiple somethings) in it triggering the forum's Front Page Bug.
    Last edited by CaptainKaulu; 09-26-2018 at 04:22 PM.

  4. #174
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    Re: Kaulu's M&M 3e Characters

    Squeet
    Sidekick to Melafalin
    Power Level 16 (265 ppt)

    ABILITIES [58 ppt]
    Strength 3 (+3) • Stamina 5 (+5) • Agility 2 (+2) • Dexterity 0 (+0) •
    Fighting 4 (+4) • Intellect 3 (+3) • Awareness 10 (+10) • Presence 2 (+2) •
    Load limit 400 lb.

    In Gryphon-Hawk Form:
    Strength (+9) • Stamina (+12) • Agility (+5) •

    POWERS [177 ppt]

    Immortal Shapeshifter:12 ppt
    Divine Power

    Immunity 10 (aging, alteration effects, disease, starvation & thirst, suffocation: all) • 10 ppt

    Immortality 12 ppt
    Return after 2 weeks
    Comprehension:2 ppt
    Divine Power

    Comprehend 2 (Languages: understand) • 2 ppt
    (Dynamic) Gryphon-Hawk Base Form:160 ppt + 1 ppt for Alternate Effect + 2 ppt for Dynamic Effects
    Divine Power

    Enhanced Strength 26 ppt
    Extra: Increased Duration (continuous)

    Enhanced Stamina 39 ppt
    Extra: Increased Duration (continuous)

    Enhanced Agility 39 ppt
    Extra: Increased Duration (continuous)

    Enhanced Dodge 510 ppt
    Extra: Increased Duration (continuous)

    Enhanced Parry 510 ppt
    Extra: Increased Duration (continuous)

    Enhanced Fortitude 612 ppt
    Extra: Increased Duration (continuous)

    Enhanced Will 48 ppt
    Extra: Increased Duration (continuous)

    Enhanced Perception 66 ppt
    Extra: Increased Duration (continuous)

    Enhanced Athletics 84 ppt

    Enhanced Close Combat: Unarmed 84 ppt

    Enhanced Intimidation 168 ppt

    Enhanced Advantages 12 [All-Out Attack, Benefit 1 (Ambidexterity), Defensive Roll 4, Diehard, Improved Grab, Improved Hold, Move-By Action, Power Attack, Startle • 12 ppt

    Large: Growth 413 ppt
    Extras: Increased Duration (continuous), Innate

    Winged Flight: Flight 77 ppt
    Extra: Innate, Flaws: Wings, Distracting [Partial 2]
    250 mph, 0.5 mi/round; or 60 mph, 900 ft/round without being Vulnerable

    Hawk Eye: Senses 2 (Extended 1 sight, Low-Light Vision) • 2 ppt

    Predator Nose: Senses 2 (Acute smell, Tracking 1: smell) • 2 ppt

    Fur/Feathers: Feature 11 ppt

    Hide: Protection 11 ppt

    Talons: Damage 3 (Strength-based) • 4 ppt
    Extra: Grabbing

    Rake: Damage 3 (Strength-based) • 27 ppt
    Extra: Reaction 3 (establishing or maintaining a Grab) [9 extra ranks], Flaw: Grab-Based [9 extra ranks]

    Regeneration 55 ppt

    ALT (Dynamic) - Shapechanger:160 ppt
    Divine Power

    Variable 16 (assuming various forms) • 160 ppt
    Extras: Action 2 (free action), Increased Duration (continuous)
    ADVANTAGES [5 ppt]

    • Beginner's Luck • Benefit 2 (Cipher 2) • Improved Initiative 1 • Second Chance (mind control) •

    In Gryphon-Hawk Form:
    All-Out AttackBenefit 1 (Ambidexterity)Defensive Roll 4DiehardFast Grab (talons)Improved GrabImproved HoldMove-By ActionPower AttackStartle

    LANGUAGES
    • native: Celestial •
    Squeet understands all languages
    SKILLS [10 ppt]
    Acrobatics 1 (+3) • Athletics 3 (+6) • Close Combat: Unarmed 8 (+12) • Expertise: Theology 4 (+7) • Perception 4 (+14) •

    In Gryphon-Hawk Form:
    Acrobatics (+6) • Athletics (+20) • Close Combat: Unarmed (+20) • Intimidation (+20) • Perception (+20) • Stealth (+1) •

    DEFENSES [25 ppt]
    Dodge 7 (+9) • Parry 8 (+12) •
    Fortitude 0 (+5) • Toughness (+5) • Will 0 (+10) •

    In Gryphon-Hawk Form:
    Dodge (+15) • Parry (+15) •
    Fortitude (+18) • Toughness (+17/+13*) • Will (+14) •
    *without Defensive Roll

    OFFENSE
    Initiative +6, or +9 in Gryphon-Hawk Form
    • Unarmed: +12 • Close Damage DC 18 (Strength-based), bludgeoning.

    In Gryphon-Hawk Form:
    • Talons: +20 • Close (10 ft) Damage DC 27, slashing • allows Grab attempt as a free action.
    • Grab: +4 • Close • DC 19 (with a -5 penalty to escape).
    • Rake: +20 • Close Damage DC 27, slashing • Grab-Based, Reaction (to establishing or maintaining Grab).
    COMPLICATIONS
    Relationship: Squeet has bonded itself to the elf Melafalin.
    ABILITIES [ 58 ] + SKILLS [ 10 ] + ADVANTAGES [ 5 ] + POWERS [ 177 ] + DEFENSES [ 15 ]
    265 PPT TOTAL


    BIO

    Originally a pair of demigods and two animals ... the four souls were merged together by an uber-powerful Wish, which prevented some of them from perishing due to mortal wounds.

    NOTES

    Melafalin's noble steed and utility tool extraordinaire (as he can assume many magical abilities by taking the correct shapes).
    Last edited by CaptainKaulu; 09-26-2018 at 04:23 PM.

  5. #175
    OPA Belta
    Join Date
    Jun 2016
    Posts
    497

    Re: Kaulu's M&M 3e Characters

    Element Six
    Thelonious Syver

    Original character
    Power Level 9 (135 ppt)

    Occupation: bodyguard • Sex: male
    Hair: short and black • Eyes: brown • Race: African-American
    Height:6'3" • Weight: 180 lb. • Age: 34
    ABILITIES [44 ppt]
    • Strength 3 (+3) • Stamina 2 (+2) • Agility 2 (+2) • Dexterity 1 (+1) •
    • Fighting 3 (+3) • Intellect 4 (+4) • Awareness 6 (+6) • Presence 1 (+1) •
    Load limit 400 lb.

    POWERS [37 ppt]

    Nano-Engineering: • 2 ppt
    Training Power

    Enhanced Expertise: Engineering 6 • 2 ppt
    Flaw: Limited to nanotechnology engineering
    Bonded Lump of Carbon, Device (Easily Removable) • 10 / 18 ppt + 1 ppt for Alternate Effect
    This is an ordinary lump of carbon (originally coal), except that he's had extensive time to practice working with it and clean out all impurities

    Variable 2 (carbon weapons and tools) • 18 ppt
    Extra: Action 2 (free action)

    Example Power Settings:
    • Carbon-Needle Gun: Damage 5
      Extra: Increased Range 1 (ranged)
    • Diamond Stiletto: Damage 2 (Strength-based)
      Extras: Accurate 2, Penetrating 1, Precise, Concealable, Dangerous 3
      DC 21 to find when hidden as a routine check
    • Carbon-Nanotube Flurrying Flail: Damage 2 (Strength-based)
      Extras: Multiattack [3 extra ranks], Accurate 2, Dangerous 1
    • Entangling Carbon-Fibers: Affliction 5 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable/Defenseless & Immobilized)
      Extras: Cumulative, Extra Condition, Flaw: Limited Degree
    • Graphene Bubble: Create 9
      Extra: Accurate 2, Flaws: Reduced Range (close), Quirk 1 (1 cft of solid material total)
      May enclose up to 500 cft; DC 19
    • Anytool: Create 4
      Extras: Feature 2 (counts as tool), Precise, Movable, Flaws: Reduced Range (close), Quirk 1 (must remain connected to Element Six by a tether in order for him to use Movable)

    ALT - Carbon-Shaping: • 10 ppt
    Cybernetic Power

    Transform 3 (carbon objects into other carbon objects)
    Extras: Increased Duration (continuous), Precise
    Transforms 6 lb. at a time
    Undercover Graphene-Armor, Device (Removable) • 6 / 8 ppt
    Technological Power

    Protection 8 • 8 ppt
    Cyber-Cycle: • 9 ppt
    Cybernetic Power

    Enhanced Advantage 3 [Equipment 3] • 9 ppt
    Extra: Summonable 2
    Nanites: • 5 ppt
    Cybernetic Power

    Regeneration 5 • 5 ppt
    Macromolecule Sense: • 1 ppt
    Cybernetic Power

    Senses 3 (Microscopic Vision 3) • 1 ppt
    Flaw: Limited 2 to carbon objects
    Comprehension: • 2 ppt
    Cybernetic Power

    Comprehend 2 (Objects) • 2 ppt
    Flaw: Broad Type (carbonic inanimate objects)
    ADVANTAGES [21 ppt]

    • Beginner's Luck • Defensive Roll 2 • Equipment 7 • Summonable 2 Equipment 3 • Favored Environment (urban) • Favored Foe (mobsters) • Improved Initiative 2 • Interpose • Languages 1 • Power Attack • Quick Draw • Skill Mastery 3 (Expertise: Law Enforcement, Perception, Vehicles) •

    EQUIPMENT [50 ep]

    • Smartphone • 2 ep
    • Commlink • 1 ep
    • Gas Mask (x2) • 2 ep
    • Camo Clothing (urban) • 1 ep
    • Night Vision Sunglasses • 1 ep

    ►Mini-Grenade Arsenal: • 18 ep + 5 ep for Alternate Equipment
    Tear Gas Pellets: Affliction 5 (Fortitude; Dazed & Impaired / Disabled & Stunned / Incapacitated & Unaware) • 18 ep
    Extras: Increased Range 1 (ranged), Area (Cloud 1), Extra Condition, Flaws: Diminished Range 2
    • ALT - Flash-Bangs: Affliction 5 (Fortitude; Impaired/Disabled/Unaware) • 18 ep
      Extras: Cumulative, Increased Range 1 (ranged), Area (Burst 1), Extra Condition (2nd sense type), Flaws: Limited to one sense type, Diminished Range 2
    • ALT - Adhesive Foam Grenades: Affliction 4 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable / Defenseless & Immobilized)
      Extras: Progressive, Area (Burst 1), Increased Range 1 (ranged), Extra Condition, Flaws: Activation 1 (move action), Diminished Range 2, Limited Degree
    • Explosives: Damage 6 • 18 ep
      Extras: Increased Range 1 (ranged), Area (Burst 1), Affects Insubstantial 1, Flaw: Diminished Range 1
    • Sleep Gas Pellets: Affliction 5 (Fortitude; Dazed/Stunned/Asleep) • 18 ep
      Extras: Increased Range 1 (ranged), Area (Cloud 1), Cumulative, Flaws: Diminished Range 2
    • Smoke Pellets: Concealment 4 (all visual senses) • 15 ep
      Extras: Attack, Increased Range 1 (ranged), Area (Cloud 1), Flaw: Diminished Range 1

    ►Shared HQ: • 5 ep
    Headquarters: PL9, details and features TBD.

    ►(Summonable 2) Nanofiber-Reinforced Motorcycle: • 15 ep
    Vehicle: Size M, Strength 2, Speed 6, Defense 10 (+0), Toughness +10.
    Load limit 200 lb.; 120 mph, 1800 ft/round
    Features: Nav System • Oil Slick.
    LANGUAGES
    • native: English • Italian •
    SKILLS [17 ppt]
    • Athletics 2 (+5) • Close Combat: Carbon Weapons 6 (+9) • Expertise: Engineering 1 (+5, or +11 with nanotechnology) • Expertise: Law Enforcement 1 (+5) • Expertise: Music 1 (+5) • Expertise: Science 1 (+5) • Intimidation 4 (+5) • Investigation 1 (+5) • Ranged Combat: Guns 12 (+13) • Technology 1 (+5) • Vehicles 4 (+5) •

    DEFENSES [17 ppt]
    • Dodge 4 (+6) • Parry 3 (+6) •
    • Fortitude 7 (+9) • Toughness (+12/+10*) • Will 3 (+9) •
    *without Defensive Roll

    OFFENSE
    Initiative +10
    • Unarmed: +3 • Close Damage DC 18 (Strength-based), bludgeoning.
    • Diamond Stiletto: +13 • Close Damage DC 20, piercing, crit 17-20 • Penetrating DC 16, Precise.
    • Carbon-Needle Gun: +13 • Ranged (125/250/500 ft) Damage DC 20, piercing.
    • Carbon-Nanotube Flurrying Flail: +13 • Close Damage DC 20, slashing, crit 19-20 • Multiattack.
    • Carbon-Nanotube Barbed Lash: +13 • Close (+15 ft) Damage DC 20, slashing, crit 18-20 • ignores Cover.
    • Entangling Carbon-Fibers: +13 • Close Affliction DC 15 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable/Defenseless & Immobilized), entrapment • Cumulative.
    • Graphene Bubble: +9 • Close • Dodge DC 19 vs being trapped in bubble.
    • Tear Gas Pellets: Dodge DC 15 • Ranged (25/50/125 ft) Area (15-ft Cloud) Affliction DC 15 (Fortitude; Dazed & Impaired / Disabled & Stunned / Incapacitated & Unaware), chemical.
    • Flash-Bangs: Dodge DC 15 • Ranged (25/50/125 ft) Area (30-ft Burst) Affliction DC 15 (Fortitude; visually & audially Impaired/visually & audially Disabled/visually & audially Unaware), light & sonic • Cumulative.
    • Adhesive Foam Grenades: Dodge DC 14 • Ranged (20/40/100 ft) Area (30-ft Burst) Affliction DC 14 (Dodge/Damage or Sleight of Hand; Hindered & Vulnerable/Defenseless & Immobilized), adhesive foam • Progressive, Activation 1 (move action).
    • Explosives: Dodge DC 16 • Ranged (60/150/300 ft) Area (30-ft Burst) Damage DC 21, explosive • Affects Insubstantial DC 18.
    • Sleep Gas Pellets: Dodge DC 15 • Ranged (25/50/125 ft) Area (15-ft Cloud) Affliction DC 15 (Fortitude; Dazed/Stunned/Asleep) • Cumulative.
    • Smoke Pellets: Dodge DC 14 • Ranged (40/100/200 ft) Area (15-ft Cloud) Concealment Attack 4 (all visual senses), smoke.
    COMPLICATIONS
    Motivation - Doing Good: Thelonious despises the way the poor people are cruelly oppressed by the Five Houses, and wants to oppose it.

    Divided Loyalty: Thelonious wants the new team to succeed -- but his true loyalty lies with the DA, Ning Zhi. He is worried for Zhi's safety without him as a bodyguard, but is under orders to join the new team and covertly report back on their activities to Zhi. Zhi doesn't trust Dark Angel.

    Racism: Thelonious has a hard time trusting Italians or even believing that a Italian isn't associated with organized crime.

    Relationship: His girlfriend, Tabatna, a waitress.

    Vow of Temperance: Thelonious disdains personal wealthiness. He refuses to get rich by creating diamonds, even when it would be very convenient (although it would be more difficult than it seems, thanks to the Five Houses' ties with corrupt diamond cartels who control the market). If Thelonious is offered a reward beyond his normal pay, his instinct is to refuse it.

    Power Loss: Thelonious has to occasionally ingest extra carbon in order to fuel his regeneration and other abilities. (He generally transforms it into diamonds before eating it, so he doesn't have to taste charcoal or graphite.)

    Proto-Sentient Nanites: Thelonious lives in fear that someday, his cybernetic side will develop sentience and motivations of its own and influence his behavior.
    ABILITIES [ 44 ] + SKILLS [ 17 ] + ADVANTAGES [ 21 ] + POWERS [ 36 ] + DEFENSES [ 17 ]
    135 PPT TOTAL


    BIO

    Named for the noteworthy jazz pianist Thelonious Sphere Monk, Mr. Syver doesn't remember much of his parents beyond their love of jazz, which he tries to honor. A native of NBC, Thelonious grew up as an orphan.

    Before Umbra (one of the Shadows Three) found and elevated him, Thelonious for a time earned his food by letting an organization experiment on him -- an organization that would eventually merge with some others to form Techgnosis. In one of these experiments, he remembers a strange silver liquid being siphoned into his ear canal. The experiment was deemed a failure at the time ...

    With financial help and encouragement from Umbra, Thelonious went on to graduate high school, then college, studying IT. Truth be told, he kind of coasted through college, relying on his natural brightness and not studying a whole lot.

    Through his mid-20s, he worked as a cop, but hated it, as he soon discovered that the police force as a whole was corrupt. This was a very repressed and angry period in his life. Finally he quit, and went to work as a lowly security guard.

    At the age of 28, Thelonious started to notice that sometimes he would get impressions from inanimate objects, as if they were whispering to him. He contacted Umbra again, who referred him to Eclipse (who was closer at the time), and Eclipse helped the younger man explore his new abilities and eventually train with them. Now on the path to becoming truly competent in combat, he sought out Ning Zhi, whom he had long admired, and procured a position as a bodyguard (as Zhi was facing threats on his life at the time, which is hardly unusual for him).

    The two have grown quite close as "Mr. Syver" has saved Zhi's life a few times, and grown to admire his staunch integrity more and more. Thelonious isn't thrilled about "abandoning" Zhi (on Zhi's own orders) to be cared for by other bodyguards, but he'll do it, and try to do some good in the city in the process.

    The latest event in Thelonious's life before joining the new team is that he has started to date Tabatna. It's a promising but still-new relationship.

    As for Element Six's abilities ... he is a carbon manipulator. The liquid siphoned into his ear was a self-replicating suspension of nanites made of graphite (as the experimenters didn't have access to "higher" allotropes of carbon at the time). Over 21 years, the nanites in his system, whatever their original purpose, had spread throughout his body -- nervous system, bloodstream, and all -- and evolved to include other carbon allotropes, such as buckyballs, graphene, and nanotubes. With the advanced molecule-sized machinery possible through these atomic structures, the nanites gained a collective proto-sentience.

    So besides the nanites' self-preserving tendency to repair damage done to his body, Element Six can "talk" to carbon; he can get impressions from it of what it's "seen" and "heard" in its immediate surroundings, sense its molecular structure in detail, and (if he's touching it) command it to rearrange its structure atom-by-atom.

    Thanks to complex impurities in a typical body of carbon, re-arranging it is a relatively slow process. However, over time, he can work out all the impurities and bond deeply with a particular body. His bond with his weapon/tool is so deep that he can re-factor it as a free action, and can do tricks like absorbing part of its mass into his body or producing extra bits of carbon to use as projectiles.

    Perhaps his most inexplicable ability is to summon his motorcycle out of thin air. This motorcycle was gifted to him by Eclipse, and has some extradimensional bond that Eclipse was reluctant to explain in detail. So Thelonious doesn't know where the cycle goes when he dismisses it, or how it can relocate when he calls upon it. Fortunately, the steel that makes it up has a fair amount of carbon in it, which has allowed Thelonious to bond with it enough to make it more resilient than a typical motorcycle, and (even better) allows him to repair it when it's summoned.

    Since developing his powers, in his spare time Thelonious has attempted to cram as much of the science of nanotechnology into his mind as he can.

    Element Six's pupils turn silver when he uses his abilities.

    NOTES

    Concealable and Dangerous are from the Archaic Weapons Gadget Guide. Summonable vehicles are from the Vehicles Gadget Guide. Summonable 2 means that his motorcycle will be restored to working condition whenever he re-summons it.

    Element Six did not get accepted to the game I submitted him to, but I'll still put him here on my repository of builds.

  6. #176
    OPA Belta
    Join Date
    Jun 2016
    Posts
    497

    Re: Kaulu's M&M 3e Characters

    Dex
    Paragon of Dexterity
    Original character
    Power Level 10 (150 ppt)

    ABILITIES [58 ppt]
    • Strength 2 (+2) • Stamina 5 (+5) • Agility 2 (+2) • Dexterity 14 (+14) •
    • Fighting 3 (+3) • Intellect 1 (+1) • Awareness 2 (+2) • Presence 0 (+0) •
    Load limit 200 lb.

    POWERS [2 ppt]

    Microscopic Vision: • 2 ppt
    Mutant Power

    Senses 2 (Microscopic Vision 2) • 2 ppt
    ADVANTAGES [35 ppt]

    • Chokehold • Defensive Roll 4 • Equipment 14 • Fast Grab • Grabbing Finesse • Improved Aim • Improved Hold • Power Attack • Skill Mastery 4 (Expertise: Burglary, Sleight of Hand, Treatment, Vehicles) • Throwing Mastery 4 • Ultimate Effort 3 (Aim, Sleight of Hand, Vehicles) •

    EQUIPMENT [4 ep]

    • Commlink • 1 ep
    • Smartphone • 2 ep
    • Costume: Protection 3 • 3 ep
    • First Aid Kit • 1 ep
    • Sniper Rifle: Damage 5, Extras: Increased Range 1 (ranged), Accurate 1, Extended Range 4, Dangerous 1. • 16 ep + 1 ep for Alternate Equipment
      • ALT - Shuriken: Damage 1, Extras: Increased Range 1 (ranged), Multiattack. • 3 ep

    ►One-Man Clinic: • 0 ep
    Headquarters: Size D, Toughness +6.
    Features: Infirmary • Living Space.

    ►Military Helicopter: • 46 ep
    Vehicle: Size H, Strength 8, Flight 8, Defense 6 (-4), Toughness +11.
    Load limit 6 tons; 500 mph, 1 mi/round
    Features: Nav System •
    Weapons Array:
    • Rockets: Damage 9
      Extra: Increased Range 1 (ranged), Area (Burst 1) [Partial 6]
    • Machine Guns: Damage 6
      Extras: Increased Range 1 (ranged), Multiattack.
    LANGUAGES
    • native: English •
    SKILLS [31 ppt]
    • Athletics 3 (+5) • Close Combat: Grabbing 3 (+6) • Close Combat: Unarmed 15 (+18) • Expertise (DEX): Burglary 6 (+20) • Expertise: Medicine 1 (+2) • Expertise: Science 4 (+5) • Expertise (DEX): Video Games 6 (+20) • Investigation 2 (+3) • Ranged Combat: Throwing 1 (+15) • Sleight of Hand 6 (+20) • Treatment 9 (+10) • Vehicles 6 (+20) •

    DEFENSES [24 ppt]
    • Dodge 6 (+8) • Parry 5 (+8) •
    • Fortitude 6 (+11) • Toughness (+12/+8*) • Will 7 (+9) •
    *without Defensive Roll

    OFFENSE
    Initiative +2
    • Unarmed: +18 • Close Damage DC 17 (Strength-based), bludgeoning • allows Grab attempt as a free action.
    • Grab: +6 • Close • DC 24 (with a -5 penalty to escape).
    • Shuriken: +15 • Ranged (100/200/400 ft) Damage DC 20, piercing/ballistic • Multiattack.
    • Sniper Rifle: +15 • Ranged (2000/4000/8000 ft) Damage DC 20, piercing/ballistic, crit 19-20.
    • Helicopter Rockets: +11/Dodge DC 16 • Ranged (225/450/900 ft) Damage DC 24 on direct hit or Area (30-ft Burst) Damage DC 21, explosive.
    • Helicopter Machine Guns: +14 • Ranged (150/300/600 ft) Damage DC 21, piercing/ballistic • Multiattack.
    COMPLICATIONS
    Motivation - Thrills: Dex used to be obsessed with shooter video games and medical drama shows, but eventually got tired of both, and now finds thrills in acting out those same situations in real life. He finds the adrenaline of operating on a patient exhilarating, as well as wrestling for his life.

    Quirk: Dex refuses to sully his amazing hands with handshakes with lesser creatures.
    ABILITIES [ 58 ] + SKILLS [ 31 ] + ADVANTAGES [ 35 ] + POWERS [ 2 ] + DEFENSES [ 24 ]
    150 PPT TOTAL


    BIO
    (None)

    NOTES

    Of course building a build based around Dexterity (infamously not worth the points you put into it) was a difficult task, and given how fast I ran out of points before I could add a bunch of thematic (if not mechanically-bound to Dexterity) Powers to the build, I'm not sure I succeeded.

    The result is a "superhero" with the steadiest hands ever; he has a decent helicopter, is a pretty good doctor, and has a few PL-appropriate ranged attacks. Then there's his "broken" combo: attacking with a +18 attack bonus to apply a DC 24 Grab, due to the interesting interaction between Fast Grab and Grabbing Finesse. This is way beyond the normal PL limits for grabbing. But are these few abilities enough to let him hang with other PL10 superheroes? I'm skeptical. We'll see if I come up with ways to shave off a few points here and there and replace them with anything beefier.
    Last edited by CaptainKaulu; 09-26-2018 at 08:00 AM.

  7. #177
    OPA Belta
    Join Date
    Jun 2016
    Posts
    497

    Re: Kaulu's M&M 3e Characters

    Bodyguard
    Summoned by Aspect
    Power Level 10 (150 ppt)

    ABILITIES [62 ppt]
    • Strength 5 (+5) • Stamina 10 (+10) • Agility 2 (+2) • Dexterity 2 (+2) •
    • Fighting 4 (+4) • Intellect 0 (+0) • Awareness 8 (+8) • Presence 0 (+0) •
    Load limit 1600 lb.

    POWERS [39 ppt]

    Regeneration: • 15 ppt
    Primal Power

    Regeneration 15 • 15 ppt
    Throwing Artist: • 5 ppt
    Training Power

    Extra: Increased Range 1 (ranged) on Strength 5 • 5 ppt
    Running: • 2 ppt
    Primal Power

    Speed 2 • 2 ppt
    Carapace: • 1 ppt
    Primal Power

    Protection 2 • 1 ppt
    Flaw: Noticeable
    Vigilant Vision: • 3 ppt
    Primal Power

    Senses 3 (Danger Sense: visual, Rapid 1 visual senses) • 3 ppt
    Healing: • 12 ppt + 1 ppt for Alternate Effect
    Primal Power

    Healing 4 • 12 ppt
    Extra: Action 1 (move action)

    ALT - Telekinetic Ward: • 12 ppt
    Psychic Power

    Deflect 6 • 12 ppt
    Extras: Area (Cloud 1)
    ADVANTAGES [20 ppt]

    • Assessment • Defensive Attack • Defensive Roll 2 • Diehard • Favored Environment (urban) • Improved Initiative 3 • Improvised Weapon 2 • Instant Up • Interpose • Power Attack • Second Chance (mind control) • Skill Mastery 3 (Insight, Perception, Treatment) • Throwing Mastery 1 • Weapon Break •

    LANGUAGES
    • native: Malay •
    SKILLS [21 ppt]
    • Athletics 5 (+10) • Close Combat: Unarmed 10 (+14) • Insight 2 (+10) • Intimidation 5 (+5) • Perception 3 (+11) • Ranged Combat: Throwing 12 (+14) • Treatment 5 (+5) •

    DEFENSES [8 ppt]
    • Dodge 4 (+6) • Parry 2 (+6) •
    • Fortitude 1 (+11) • Toughness (+14/+12*) • Will 1 (+9) •
    *without Defensive Roll

    OFFENSE
    Initiative +14
    • Unarmed: +14 • Close Damage DC 20, bludgeoning.
    • Improvised Weapon: +14 • Close Damage DC 21, descriptor varies.
    • Thrown Rock: +14 • Ranged (125/250/500 ft) Damage DC 21, bludgeoning.
    COMPLICATIONS
    (see Aspect)

    ABILITIES [ 62 ] + SKILLS [ 21 ] + ADVANTAGES [ 20 ] + POWERS [ 39 ] + DEFENSES [ 8 ]
    150 PPT TOTAL


    BIO

    A stone-textured, featureless humanoid of a muscular build. Probably the Aspect that Aspect summons the most often.

    NOTES

    While this build is clearly defensive overall, it does have PL-appropriate attacks (with not much in the way of extra frills), allowing it to be a relatively well-rounded form, appropriate to being Aspect's most frequent companion.

  8. #178
    OPA Belta
    Join Date
    Jun 2016
    Posts
    497

    Re: Kaulu's M&M 3e Characters

    Graystuff
    Professor Boris Burlov

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

    ABILITIES [52 ppt]
    • Strength -1 (-1) • Stamina 5 (+5) • Agility 2 (+2) • Dexterity 0 (+0) •
    • Fighting 1 (+1) • Intellect 5 (+5) • Awareness 10 (+10) • Presence 4 (+4) •
    Load limit 25 lb.

    POWERS [49 ppt]

    Costume, Device (Removable): • 2 / 3 ppt
    Technological Power

    Protection 3 • 3 ppt
    Lesser Mental Force Field: • 2 ppt
    Mental Eldritch Magical Power

    Protection 2 • 3 ppt
    Extra: Sustained
    General Mentalist: • 42 ppt + 3 ppt for Alternate Effects
    Mental Eldritch Magical Power

    Telepathy: Communication 1 (mental) • 4 ppt
    100-ft range

    Mindsight: Senses 7 (Accurate Acute Extended 1 Ranged Radius Detect [mental]: minds) • 7 ppt

    Seize Mind: Affliction 10 (Will; Dazed/Compelled/Controlled) • 31 ppt
    Extras: Increased Range 2 (perception), Subtle 1, Cumulative, Flaw: Distracting
    Requires an exotic sense to detect

    ALT - Psychic Vampirism: • 42 ppt
    Mental Eldritch Magical Power

    Mindsight: Senses 7 (Accurate Acute Extended 1 Ranged Radius Detect [mental]: minds) • 7 ppt

    Psychic Drain: Affliction 7 (Will; Fatigued/Exhausted/Incapacitated) • 35 ppt
    Extras: Increased Range 2 (perception), Cumulative, Subtle 1
    Linked: Healing 5
    Extras: Energizing, Subtle 1, Flaws: Limited to self, Limited to Energizing
    Requires an exotic sense to detect. This Power is taken from the Mental Power Profile. Since Energizing Healing does not normally work on one's self, I think it is safe to assume that the Healing part of this power is only effectual if the Affliction half succeeds.

    ALT - Mind Trap: • 42 ppt
    Mental Eldritch Magical Power

    Damage 7 • 42 ppt
    Extras: Increased Range 2 (perception), Alternate Resistance (Will), Reaction 3 (to making a Will resistance check against a mental power), Subtle 1, Flaws: Limited to ranks of triggering mental power, Insight Check Required 1
    Requires an exotic sense to detect

    ALT - Summon Insectoid Swarm: • 42 ppt
    Eldritch Magical Power

    Summon 8 • 42 ppt
    Extras: Heroic, Mental Link, Increased Duration 1 (continuous), Increased Range 1 (ranged), Subtle 1, Flaw: Distracting
    While the swarm itself is plainly visible unless using Stealth, requires an exotic sense to detect that Prof. Burlov is the source of the swarm.
    ADVANTAGES [17 ppt]

    • Artificer • Benefit 2 (Cipher 1, Status 1: professor) • Defensive Roll 2 • Equipment 4 • Jack-of-All-Trades • Languages 1 • Set-Up 1 • Skill Mastery 2 (Deception, Expertise: Science) • Taunt • Teamwork • Ultimate Effort (Expertise: Magic) •

    EQUIPMENT [20 ep]

    • Smartphone • 2 ep
    • Commlink • 1 ep
    • Rebreather • 1 ep
    • Restraints • 1 ep
    • Multi-Tool • 1 ep
    • First Aid Kit • 1 ep
    • Car: Size L, Strength 5, Speed 5, Defense 10 (+0), Toughness +8. • 8 ep
    • Shared HQ including Computer and (secretly magical) Workshop. • 5 ep

    LANGUAGES
    • native: Russian • English •
    SKILLS [14 ppt]
    • Athletics 6 (+5) • Deception 6 (+10) • Expertise: Magic 14 (+19) • Expertise: Science 0 (+5) • Perception 2 (+12) •

    DEFENSES [18 ppt]
    • Dodge 6 (+8) • Parry 7 (+8) •
    • Fortitude 3 (+8) • Toughness (+12/+10*) • Will 2 (+12) •
    *without Defensive Roll

    OFFENSE
    Initiative +2
    • Unarmed: +1 • Close Damage DC 14 (Strength-based), bludgeoning.
    • Seize Mind: Perception-Ranged Affliction DC 20 (Will; Dazed/Compelled/Controlled), mental/magical • Cumulative, Distracting, Subtle 1.
    • Psychic Vampirism: Perception-Ranged Affliction DC 17 (Will; Fatigued/Exhausted/Incapacitated), mental/magical • Cumulative, Subtle 1 • if successful, triggers Linked Self-Energizing-Healing.
    • Mind Trap: Perception-Ranged Damage DC 22 (Will), mental/magical • Reaction to making a Will resistance check vs. a mental power, Limited to ranks of triggering mental power, Subtle 1, DC 10 Insight Check Required
    COMPLICATIONS
    Secret: Professor Burlov isn't actually a brilliant scientist/inventor/gadgeteer, as the world thinks; he's a sorcerer, feeding off a Lovecraftian Old One. He has to maintain the facade of a mad scientist and science professor. He is reluctant to use Summon Insectoid Swarm or various eldritch-themed Power Stunts around those he doesn't trust, although it's hard to concretely identify the source of such powers if they're Subtle.

    Motivation - Thrills: If Boris wasn't already crazy enough to want to risk his life repeatedly, contact with an Eldritch Horror has provided such insanity.

    Prejudice: Not only is Graystuff's variety of sorcery looked down upon, but his true appearance is disturbing even to those who think he is merely a mad scientist. His head is a massive, swollen brain, with tiny tentacles (useless in combat). Hence the nickname "Graystuff" amongst those who have seen him uncovered. To make things smoother as well as to maintain his gadgeteer facade, he normally operates in costume, a sleek high-tech-looking suit -- which fails to hide the fact that he's a scrawny person with an oversized head. This suit ostensibly provides his mental abilities and lesser force field.

    Honor: Graystuff is reluctant to use Seize Mind outside of combat situations, where it can be construed as self-defense; it bothers him morally. (He has no such compunctions about using Psychic Vampirism on innocent bystanders, though, as long as being fatigued/incapacitated won't endanger their lives.)

    Phobia: Dogs, particularly hostile ones.

    Power Loss: Imbibed drugs that inhibit mental abilities exist.
    ABILITIES [ 52 ] + SKILLS [ 14 ] + ADVANTAGES [ 17 ] + POWERS [ 49 ] + DEFENSES [ 18 ]
    150 PPT TOTAL


    BIO

    Professor Burlov grew up quietly in a Russian neighborhood in the Pacific Northwest. He's always been interested in Eldritch powers, but has also always been careful to keep his consorting with such powers a secret. Therefore, it's pretty hard for enemies to research his past.

    His eldritch patron is named Ya'Quarsh'sh. It's a sleepy entity, not trying to make a powerful comeback into the world as far as Graystuff knows. But consorting with it has had inevitable side effects -- his monstrous appearance behind his helmet/mask.

    After going to graduate school in Moscow, Graystuff has returned to Freedom City, near his hometown, and has spent a couple years now teaching as a science professor at the University to build up his facade. His suit is the product of his PhD dissertation "research," even though it represents nothing novel in terms of actual scientific innovation; he used his Deception skill to pull the wool over his PhD committee's eyes about what the suit could do.

    Boris is in his mid-thirties.

    NOTES

    I thought about making the build simpler by giving it an Area Damage power rather than a Summon Power; cost-wise, it would work out about the same, and would accomplish the primary purpose of the Insectoid Swarm. So I can switch the build to that at the GM's preference. But I thought it was more interesting if the Insectoid Swarm can be attacked by energy/area effects, and can be used for scouting, and so forth, as a Summoned entity rather than as an insectoid descriptor for a mere Damage power.

    I borrowed several ideas from the Mental Power Profile.

  9. #179
    OPA Belta
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    Jun 2016
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    Re: Kaulu's M&M 3e Characters

    Insectoid Swarm of Ya'Quarsh'sh
    Summoned by Graystuff
    Power Level 8 (120 ppt)

    ABILITIES [10 ppt]
    • Strength 1 (+1) • Stamina 1 (+1) • Agility 5 (+5) • Dexterity 3 (+3) •
    • Fighting 3 (+3) • Intellect -5 (-5) • Awareness 0 (+0) • Presence -3 (-3) •
    Load limit 100 lb.

    POWERS [66 ppt]

    Swarm Nature: • 12 ppt
    Innate Power

    Insubstantial 2 • 12 ppt
    Extras: Innate, Strength 1 Affects Corporeal, Flaw: Permanent
    Flight: • 2 ppt
    Phsyical Power

    Flight 1 • 2 ppt
    Extra: Aquatic, Flaw: Wings
    4 mph, 60 ft/round
    Innumerable Eyes: • 4 ppt
    Innate Power

    Senses 4 (Darkvision, Radius visual senses) • 4 ppt
    Rend: • 41 ppt
    Physical/Poisonous Power

    Damage 8 • 41 ppt
    Extras: Area (Cloud 3), Selective, Incurable
    Oblivious: • 5 ppt
    Innate Power

    Immunity 5 (interaction skills) • 5 ppt
    Swarm Wrestling: • 2 ppt
    Training Power

    Enhanced Dexterity 2 • 2 ppt
    Flaw: Limited to grabbing
    ADVANTAGES [13 ppt]

    • Benefit 1 (Athletics Based on Agility) • Daze (Intimidation) • Defensive Roll 1 • Grabbing Finesse • Hide in Plain Sight • Improved Grab • Improved Initiative 1 • Move-By Action • Prone Fighting • Set-Up 1 • Skill Mastery (Acrobatics) • Startle • Uncanny Dodge •

    SKILLS [19 ppt]
    • Acrobatics 10 (+15) • Close Combat: Grabbing 4 (+7) • Intimidation 13 (+10) • Perception 8 (+8) • Sleight of Hand 3 (+6) •

    DEFENSES [12 ppt]
    • Dodge 0 (+5) • Parry 0 (+3) •
    • Fortitude 6 (+7) • Toughness (+2/+1*) • Will 6 (+6) •
    *without Defensive Roll

    OFFENSE
    Initiative +9
    • Rend: Dodge DC 18 • Close Area (60-ft Cloud) Damage DC 23, piercing/poison • Selective, Incurable.
    • Grab: +7 • Close • DC 15.
    COMPLICATIONS
    (none)

    ABILITIES [ 10 ] + SKILLS [ 19 ] + ADVANTAGES [ 13 ] + POWERS [ 66 ] + DEFENSES [ 12 ]
    120 PPT TOTAL


    BIO

    A massive swarm of horrifying venomous bugs, about an inch long and looking like bats in some ways, with tiny tentacles instead of legs. When summoned, they crawl out of various nooks and crannies throughout the area as if they were there all along in the shadows, although in fact they are magical in origin.

    NOTES

    Just for fun, I spent a few points giving the Swarm a (relatively weak) Grab attack; it amuses me to think of a swarm of winged bugs trying to push enemies around, maybe drop them off of heights.

    The Swarm's defenses are horrible; if you can bypass its Insubstantial nature, you can probably get it to disperse without much trouble. Hopefully this will help keep it from being overpowered.

  10. #180
    OPA Belta
    Join Date
    Jun 2016
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    497

    Re: Kaulu's M&M 3e Characters

    At the risk of power-creeping my setting, I'm going to experiment with upgrading the Sila Scouts to PL 12:

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