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Thread: Kaulu's M&M 3e Characters

  1. #11
    OPA Belta Arthur Eld's Avatar
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    Re: Kaulu's M&M 3e Characters

    Rogers wrote the forward for the DCA H&V volumes, and a little blurb at the bottom described his work in comics and tv, explicitly calling the characters of Leverage PL 6 thieves.

    and as 85% of the builds in the book will show you, the 15 points per PL is a bare guideline. Especially on a team that cleaves closely to specific niches.

    I'm not a huge fan of the show but I've seen enough episodes to know certain characters will be more widely useful, versatile and thus expensive than others.
    Any sound can shake the air. My voice shakes the heart!

  2. #12
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    Re: Kaulu's M&M 3e Characters

    Tiger Strike
    Keloth Vorski
    Original character, PC-ready
    Power Level 10 (150 ppt)

    ABILITIES [70 ppt]
    Strength 4 (+4) • Stamina 6 (+6) • Agility 7 (+7) • Dexterity 1 (+1) •
    Fighting 9 (+9) • Intellect 0 (+0) • Awareness 6 (+6) • Presence 2 (+2) •
    Load limit 800 lb.

    POWERS [19 ppt]

    Cyber-Claws:5 ppt
    Cybernetic Technological Power

    Damage 2 (Strength-based) • 4 ppt
    Extra: Dangerous 1, Subtle 1
    Claws can be retracted, requiring an exotic sense to notice; retracting or extending claws is a free action

    Enhanced Athletics 31 ppt
    Flaw: Limited to climbing
    Stalker in the Night:2 ppt
    Training Power

    Movement 1 (Sure-Footed 1) • 2 ppt
    Feral Senses:6 ppt
    Mutant Power

    Senses 6 (Accurate hearing, Acute smell, Danger Sense: auditory, Low-Light Vision, Tracking 1: smell) • 6 ppt
    Tiger Costume, Device (Removable):6 / 8 ppt
    Technological Power

    Protection 22 ppt

    Leaping 21 ppt
    Flaw: Acrobatics Check Required 1
    30 ft at 8 mph; Acrobatics DC 11 (1 rank of Leaping per Acrobatics result in excess of 10)

    Enhanced Stealth 84 ppt

    Concealment 8 (all visual, auditory, & olfactory senses) • 1 ppt
    Flaws: Blending, Passive, Stealth Check Required 3
    Stealth DC 13 (1 rank of Concealment per Stealth result in excess of 12)
    ADVANTAGES [27 ppt]

    • Agile Feint • Close Attack 5 • Daze (Intimidation) • Defensive Roll 2 • Equipment 7 • Fast Grab • Favored Environment (urban) • Hide in Plain Sight • Improved Hold • Improved Initiative 1 • Improved Trip • Power Attack • Seize Initiative • Skill Mastery 2 (Acrobatics, Stealth) • Ultimate Effort (Intimidation) •

    EQUIPMENT [35 ep]

    • Mercy Garrote: Grabbing4 ep
      Extras: Choking, Concealable, Entangling
      DC 25 to find when hidden as a routine check
    • Motorcycle: Size M, Strength 1, Speed 6, Defense 10 (+0), Toughness +8. • 10 ep
      Load limit 100 lb.; 120 mph, 1800 ft/round
    • Apartment: PL10, Size D, Toughness +6; Features: Concealed 1 (DC +10), Living Space. • 0 ep
    • Commlink1 ep
    • Smartphone2 ep
    • Grappling Hook: Movement 1 (Swinging) • 2 ep
    • Restraints1 ep
    • Shared HQ: Devni Mansions (detailed under Devni)6 ep
    • Shared Vehicle: Sila Copter (detailed under Volt)9 ep

    LANGUAGES
    • native: English •
    SKILLS [22 ppt]
    Acrobatics 3 (+10) • Athletics 5 (+9, or +12 climbing) • Close Combat: Unarmed 2 (+16) • Close Combat: Misc. 0 (+14) • Deception 3 (+5) • Expertise: Criminal 2 (+2) • Expertise: Nature 1 (+1) • Expertise: Streetwise 5 (+5) • Intimidation 8 (+10) • Investigation 1 (+1) • Perception 4 (+10) • Sleight of Hand 4 (+5) • Stealth 5 (+20) • Vehicles 1 (+2) •

    DEFENSES [12 ppt]
    Dodge 3 (+10) • Parry 1 (+10) •
    Fortitude 6 (+12) • Toughness (+10/+8*) • Will 2 (+8) •
    *without Defensive Roll

    OFFENSE
    Initiative +11
    • Unarmed: +16 • Close Damage DC 19 (Strength-based), bludgeoning.
      Allows Grab attempt as a free action
    • Cyber-Claws: +14 • Close Damage DC 21 (Strength-based), slashing, crit 19-20.
    • Grab: +14 • Close • DC 14 (with a -5 penalty to escape).
    • Mercy Garrote: +14 • Close • DC 14 (with a -7 penalty to escape) • causes suffocation.
    COMPLICATIONS
    Secret Identity: Keloth Vorski, formerly known as Kevin Fandral.

    Motivation - Thrills: Keloth is working on fighting crime for more altruistic reasons, but really he got into it because it was thrilling.

    Reckless: Tiger Strike often pounces without considering whether he's up to the challenge at hand.

    Relationship: Keloth and his brother, Seth, 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.

    Addiction: Keloth is an adrenaline junkie, requiring dangerous stunts at high altitudes.

    Temper: Keloth is hot-tempered, especially when he gets injured or his prey narrowly escapes.

    Accidents: Climbing with cyber-claws leaves behind damage on the walls. Maybe electrical wires within could cause some nasty shocks or power outages?

    Enemy: Tiger Strike is particularly hated by local (Kansas City) crime boss The Bowling Pin, although Keloth considers this enmity beneath his considerable power.
    ABILITIES [ 70 ] + SKILLS [ 22 ] + ADVANTAGES [ 27 ] + POWERS [ 19 ] + DEFENSES [ 12 ]
    150 PPT TOTAL


    BIO

    An urban vigilante who channels the essence of the Tiger, Tiger Strike is a member of the 5-hero team the Sila Scouts. His costume is souped up with super-science, mostly thanks to his ally Devni's inventive efforts.

    NOTES

    This build has gradually become more complicated as I've gotten better at building M&M characters. Still, I think it's in a pretty good spot. I avoided some of my usual habits such as dumping Fighting to save points.
    Last edited by CaptainKaulu; 09-06-2018 at 10:17 AM.

  3. #13
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    Re: Kaulu's M&M 3e Characters

    Quote Originally Posted by CaptainKaulu View Post
    Are you implying that maybe different members of the party should be different power levels? That ... could actually help a lot with portraying them the way they are on the show (with most much weaker in combat than the one combat powerhouse), but is it kind of inelegant?
    Unfortunately, I've never heard of the thing you're planning on statting up, so I couldn't say whether or not that would work. My point was essentially that if everyone's a low level, then the guy with a slight power advantage ends up with a BIG advantage on that front, and at that level, even the SKILLS are more important. A PL 12 character, for example, needs fewer skills than a PL 8 would. And if everyone's a PL 4, then the guy with 10-14 ranks in something is going to look AMAZING.

  4. #14
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    Re: Kaulu's M&M 3e Characters

    Eliot Spencer

    "Leverage" character
    Power Level 6 (125 ppt)

    ABILITIES [52 ppt]
    Strength 3 (+3) • Stamina 6 (+6) • Agility 2 (+2) • Dexterity 1 (+1) •
    Fighting 6 (+6) • Intellect 2 (+2) • Awareness 5 (+5) • Presence 1 (+1) •
    Load limit 400 lb.

    POWERS [9 ppt]

    Martial Arts:1 ppt
    Training Power

    Enhanced Strength 11 ppt
    Flaw: Limited to dealing damage
    Spatial Awareness:1 ppt
    Training Power

    Senses 1 (Direction Sense) • 1 ppt
    A Very Distinctive Talent:5 ppt
    Training Power

    Enhanced Advantages 2 [Ultimate Effort (Perception), Well-Informed] • 1 ppt
    Flaw: Limited to identifying professional combatants

    Enhanced Investigation 124 ppt
    Flaw: Limited to identifying or knowing about professional combatants
    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 [34 ppt]

    • Assessment • Attractive 1 • Benefit 5 (military clearance, Cipher 1, Wealth 3: millionaire) • Close Attack 1 • Equipment 2 • Great Endurance • Improved Critical (Unarmed) 2 • Improved Defense • Improved Disarm • Improved Initiative 2 • Improved Trip • Improvised Weapon 2 • Interpose • Languages 3 • Last Stand • Prone Fighting • Ranged Attack 4 • Seize Initiative • Takedown 1 • Ultimate Effort (Expertise: Music Performance) • Limited Ultimate Effort (Perception) • Weapon Bind • Limited Well-Informed

    EQUIPMENT [7 ep]

    • Smartphone2 ep
    • Shared HQ: Leverage Headquarters (detailed under Nate)2 ep
    • Shared Vehicle: Lucille (detailed under Hardison)3 ep

    LANGUAGES
    • native: English • Arabic • German • Hebrew • Russian •
    SKILLS [25 ppt]
    Acrobatics 1 (+3) • Athletics 4 (+7) • Close Combat: Unarmed 0 (+7) • Close Combat: Misc. 0 (+7) • Deception 6 (+7) • Expertise: Cooking 5 (+7) • Expertise: Military 2 (+4) • Expertise: Music Performance 3 (+4) • Expertise: Wilderness Survival 2 (+7) • Insight 2 (+7) • Intimidation 2 (+3) • Investigation 1 (+3, or +15 for Well-Informed) • Perception 5 (+10) • Persuasion 2 (+3) • Ranged Combat: Guns 3 (+8) • Ranged Combat: Misc. 0 (+5) • Sleight of Hand 4 (+5) • Stealth 2 (+4) • Treatment 5 (+7) • Vehicles 1 (+2) •
    Expertise: Music Performance is generally Presence-based. Expertise: Wilderness Survival is generally Awareness-based.

    DEFENSES [5 ppt]
    Dodge 4 (+6) • Parry 0 (+6) •
    Fortitude 1 (+7) • Toughness (+6) • Will 0 (+5) •

    OFFENSE
    Initiative +10
    • Unarmed: +7 • Close Damage DC 19 (Strength-based), bludgeoning, crit 18-20.
    • Improvised Weapon: +7 • Close Damage DC 20 (Strength-based), descriptor varies.
    • Light Pistol: +8 • Ranged (75/150/300 ft) Damage DC 18, piercing/ballistic.
    • Heavy Pistol: +8 • Ranged (100/200/400 ft) Damage DC 19, piercing/ballistic.
    COMPLICATIONS
    Motivation - Redemption: Eliot is trying to redeem himself for the horrible things he has done in the past; this is why the do-gooder theme of the Leverage crew appeals to him.

    Paranoia: Eliot has trouble trusting anyone, even his newfound do-gooder teammates.

    Aversion: Eliot dislikes guns and doesn't keep one on himself to use, in spite of his proficiency with them.

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

    Enemies: Eliot has a number of enemies he's beaten (or worked for) who remember him, such as the Butcher of Kiev and Damian Moreau.

    Relationships: Eliot has many past romantic relationships, but struggles to keep one consistently.

    Responsibility: Eliot still has residual loyalties to the principles and compatriots of his Black Ops days.
    ABILITIES [ 52 ] + SKILLS [ 25 ] + ADVANTAGES [ 34 ] + POWERS [ 9 ] + DEFENSES [ 5 ]
    125 PPT TOTAL


    BIO

    A United States Black Ops soldier turned retrieval specialist who is now the protector of the Leverage team. A man of many talents, little is known about his past aside from his connection to the US military.

    NOTES

    I'm deciding to take Arthur Eld's advice and not worry about keeping these builds to a 15*PL, PC-appropriate number of power points. With that in mind, Eliot actually became the easiest character from Leverage to stat up, since his combat numbers are obviously going to brush up against Power Level limits.

    Earth-Two_Kenn and other fans of the show, let me know anything I forgot or anything I gave him that he shouldn't have.

    He really deserves 7 Stamina with the beatings he takes on the show, but at PL6, that would make me drop Fighting down to 5, which really didn't feel right.

    Eliot ended up being a jack-of-all-trades with 2-ish ranks in a whole bunch of skills -- he's very versatile outside his areas of specialization. I'll try not to be too generous with other teammates' skill points outside of their areas of expertise, though.

    Eliot will have a few more Advantages, such as Beginner's Luck and Alternate Identity, as "buff" abilities from his allies.
    Last edited by CaptainKaulu; 09-06-2018 at 10:18 AM.

  5. #15
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    Re: Kaulu's M&M 3e Characters

    I've designed several characters to go with the Sentinels of the Multiverse superhero card game. However, after creating them, I learned some things about the rules of the game that I'd been misunderstanding; and more importantly, I found this thread where Tholomyes worked on some of the same characters. (I've PMed him proposing collaboration, but he no longer seems interested in the project.) Therefore, before I share my own SotM builds, I'm going to do some comparisons of the differences between his and mine. Hopefully by making a hybrid build, I can get the best of both worlds.

    Tholomyes does seem to have read more about the Lore of this setting than I have (I've just played the game, really), so I'll try to trust his builds over my own whenever something reflective of Lore is at stake.

    Legacy

    His build has the following where mine lacks:
    • +1 Strength, +2 Stamina, +5 Agility, +5 Dexterity, +2 Fighting, +1 Intellect, +1 Presence.
    • +4 flight speed.
    • Power Lifting 2.
    • An interesting buff aura for allies, granting them Favored Environment to the current environment whatever it is.
    • Inspire +1
    • An explicit "Expertise: Leadership" skill (Presence-based, of course) at +10 total
    • Marginally better Persuasion
    • Better Fortitude at the expense of Will; better Dodge and Parry at the expense of Toughness

    My build has the following where Tholomyes' lacks:
    • +1 Awareness.
    • Part of his Strength and Stamina are Enhanced, so they can be Nullified but can also be pushed with Extra Effort. (And so his normal scores are in human limits.)
    • +1 Impervious.
    • Immunity to his own Slam attacks, and Variable Immunity 5.
    • A costume with Protection 3.
    • A weak area Healing effect to bolster allies.
    • Attractive 1, Benefit 1 (Status), Defensive Roll 1, Equipment 4, Favored Foe (Eastern Europeans), Fearless, Languages 1, Seize Initiative, Takedown 1, Ultimate Effort [Will], Ultimate Effort [Healing], (Enhanced) Uncanny Dodge
    • A few ranks in Expertise: History, Law, Art, and Philosophy
    • One rank in Acrobatics and Vehicles, so he can try to pull off cool stunts with them
    • 5 ranks in Intimidation
    • Better Will at the expense of Fortitude (thanks to lower Stamina); better Toughness at the expense of Dodge and Parry

    Thoughts about the Differences

    Tholomyes describes Legacy as a "flying brick," so we've got that in common. With that in mind, I don't see any evidence that his Agility and Dexterity should be so high. He doesn't seem to me like he's very stealthy, acrobatic, or would focus on vehicles or sleight of hand or ranged attacks. That being said, perhaps my giving him -1 Dexterity was a little harsh for a healthy, flexible superhero. I could see boosting these scores a bit, but not as high as Tholomyes put them.

    I like my Strength and Stamina scores better for him, too. (Stamina lower means Will can be higher, which fits with my image of the hero.) Power Lifting is a good idea, however. My Legacy can only lift 50 tons (100 with Extra Effort), and the game explicitly shows Legacy holding up a monorail car. How much does a monorail car weigh, anyway? A quick Google search says 50 tons is actually about right for a 6-car train (empty) ... I dunno. Maybe a point of Power Lifting couldn't hurt. I like having some of his Strength and Stamina being Enhanced, which of course doesn't affect the cost.

    Other ability scores, I wouldn't mind boosting to Tholomyes' levels, if I can find the points. Especially Intellect -- my -1 was a bit harsh. But obviously I scrimped on ability scores in order to be better at everything else.

    I don't see why Legacy should be "faster than a speeding fighter jet." Or even have Flight 9. Flight 5 gets him 60 MPH, which is pretty impressive for a human with no vehicle. But maybe something in the game Lore specifies how fast he's supposed to be able to fly? If so, I can't find it -- although I do see a mention that Legacy (or his ancestors at least) are supposed to be "fleeter of foot and keener of eye" than normal, which makes me want to add a couple more Powers!

    The "Favored Environment" aura is cute rules-wise (a good way to cheat past Power Level limits on a buff), but I don't like it. For one thing, I don't see anything in the rules that allows a character to have more than one Favored Environment, and so Legacy won't be able to use his leadership aura on anyone that already has one. Which one of his allies, Absolute Zero, certainly should. I like my healing ability better -- it's certainly cheaper. The game does include a card that lets Legacy occasionally heal all of his allies, although it's not clear whether this is supposed to be literal healing or whether it's an abstraction (morale boost type of thing).

    I also don't like making Leadership a skill on its own, just because it's a precedent that a lot of other heroes should then be following too.

    Where can I cut down on points used? Well, Attractive and Fearless are overused Advantages, and I don't see Legacy being the type to use his Attractiveness. Languages, Seize Initiative, and Uncanny Dodge also seem expendable, and so do the "trained-only" dips in Acrobatics and Vehicles. I think I like the Expertise skills I picked out for him. Better Toughness at the expense of Dodge and Parry is actually a cost-saver, and also seems in-character.

    On a side note, does this forum not have any [Hide][/Hide] tags or spoiler tags or equivalent?

  6. #16
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    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 at 10:18 AM.

  7. #17
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    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 at 10:19 AM.

  8. #18
    OPA Belta
    Join Date
    Jun 2016
    Posts
    461

    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 at 10:19 AM.

  9. #19
    OPA Belta
    Join Date
    Jun 2016
    Posts
    461

    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 at 10:19 AM.

  10. #20
    OPA Belta catsi563's Avatar
    Join Date
    Apr 2014
    Location
    The dark side of the Moon
    Posts
    2,331

    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

    Showdown at the Litterbox

    Catsi stories

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